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Fabula Ultima Offers A Good Beginning To A Final Fantasy
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<blockquote data-quote="stonehead" data-source="post: 9586804" data-attributes="member: 7047885"><p>Reading all this discussion about how hard it is to hit in this game pretty hilarious. I've been in a campaign for about a year, and hardly anyone ever misses.</p><p></p><p>One small thing those graphs don't account for is that roughly half of the available weapons have a bonus to hit. Similarly, certain accessories and armor grant a bonus to accuracy checks, although those are hard to get (but not impossible) at character creation.</p><p></p><p>The much bigger thing they miss is that Melee/Ranged Weapon Mastery stack up to +4. Spending a skill to on getting +1 to hit isn't super exciting, but you can't think of Skills as equivalent to Feats in DnD. There's much less of an opportunity cost. You <em>start</em> with 5. On multiple occasions we've leveled up <em>twice</em> in a single session. If you want accuracy, it's very easy to get. If you want to play a berserker instead, you can deal more damage and take the 50-50 hit rate (which is usually what d20 systems have anyways).</p><p></p><p>On the topic of fabula points, I don't think we've ever been handed points other than when the game specifically tells us to (ie. fumbles, villains appearing on screen, and some quirk effects). We've never really ran out. I usually try to spend down to 0 every session, but sometimes I don't even fail enough to do that. And this is with zero points given out do to "GM fiat"</p><p></p><p>[HR][/HR]</p><p>I do think there's some valid criticism of the skill system though. Mostly because there isn't one. For non-combat rolls, the GM just picks two attributes, and asks you to roll. The game is designed around combat. <em>Very little</em> content is given for non-combat scenarios.</p><p></p><p>My character is primarily a Loremaster, so he does get a flat bonus to Ins+Ins checks. 2d12+4 is very good when 16 is the highest possible DC in the book. From what I've seen though, Loremaster is the only class that can give a bonus to skill checks. There's no way for a Rogue to get good stealth other than pumping Dex up to a d12.</p><p></p><p>Clocks fill in a little of this gap. Clocks work exactly like they do in other systems like Blades in the Dark, so skill checks usually aren't just pass/fail. A success will fill a clock, passing by a lot will fill a clock even more, and failure will either waste your turn or drain a clock. Still though, if you're looking for deep rules for persuasion or exploration, this system doesn't have it.</p><p></p><p>[HR][/HR]</p><p>Another somewhat nitpicky complaint is that characters builds tend to converge at higher levels. At low levels, your rogue, weaponmaster, and fury are all fairly differentiated takes on "melee weapon user." Once your level reaches the mid 30s though, the fury has run out of fury skills, and looked at the accuracy and multi-target of weaponmaster. Still though, this gets less and less severe with every new book that's released.</p></blockquote><p></p>
[QUOTE="stonehead, post: 9586804, member: 7047885"] Reading all this discussion about how hard it is to hit in this game pretty hilarious. I've been in a campaign for about a year, and hardly anyone ever misses. One small thing those graphs don't account for is that roughly half of the available weapons have a bonus to hit. Similarly, certain accessories and armor grant a bonus to accuracy checks, although those are hard to get (but not impossible) at character creation. The much bigger thing they miss is that Melee/Ranged Weapon Mastery stack up to +4. Spending a skill to on getting +1 to hit isn't super exciting, but you can't think of Skills as equivalent to Feats in DnD. There's much less of an opportunity cost. You [I]start[/I] with 5. On multiple occasions we've leveled up [I]twice[/I] in a single session. If you want accuracy, it's very easy to get. If you want to play a berserker instead, you can deal more damage and take the 50-50 hit rate (which is usually what d20 systems have anyways). On the topic of fabula points, I don't think we've ever been handed points other than when the game specifically tells us to (ie. fumbles, villains appearing on screen, and some quirk effects). We've never really ran out. I usually try to spend down to 0 every session, but sometimes I don't even fail enough to do that. And this is with zero points given out do to "GM fiat" [HR][/HR] I do think there's some valid criticism of the skill system though. Mostly because there isn't one. For non-combat rolls, the GM just picks two attributes, and asks you to roll. The game is designed around combat. [I]Very little[/I] content is given for non-combat scenarios. My character is primarily a Loremaster, so he does get a flat bonus to Ins+Ins checks. 2d12+4 is very good when 16 is the highest possible DC in the book. From what I've seen though, Loremaster is the only class that can give a bonus to skill checks. There's no way for a Rogue to get good stealth other than pumping Dex up to a d12. Clocks fill in a little of this gap. Clocks work exactly like they do in other systems like Blades in the Dark, so skill checks usually aren't just pass/fail. A success will fill a clock, passing by a lot will fill a clock even more, and failure will either waste your turn or drain a clock. Still though, if you're looking for deep rules for persuasion or exploration, this system doesn't have it. [HR][/HR] Another somewhat nitpicky complaint is that characters builds tend to converge at higher levels. At low levels, your rogue, weaponmaster, and fury are all fairly differentiated takes on "melee weapon user." Once your level reaches the mid 30s though, the fury has run out of fury skills, and looked at the accuracy and multi-target of weaponmaster. Still though, this gets less and less severe with every new book that's released. [/QUOTE]
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