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Fabula Ultima: Table Talk JPRG in English
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<blockquote data-quote="overgeeked" data-source="post: 8800235" data-attributes="member: 86653"><p>Exactly. It's such a big part of the media that inspires these games, and yet, it's mostly forgotten in the games themselves. </p><p></p><p>I watch Critical Role and it's a common theme that Matt's boss fights are clearly inspired by JRPGs. There was something of a boss fight in last night's episode and with Fabula Ultima on the brain I just kept thinking of how the fight would work in this system. It would be a whole lot smoother and less confusing for the players, that's for sure. The advice on telegraphing aspects of boss fights is on point.</p><p></p><p>Yeah, I gotta say I love that about JRPGs and Japanese media generally. Animism is a lot of fun and has amazing potential for gaming. Planegea (a recent 5E book) handled that really well, I think. By giving the referee advice on making certain nature spirits come alive and take the place of magic shops and gods in the setting. You want an enchanted item, you have to go to the river spirit and negotiate.</p><p></p><p>Absolutely. Though I got way more of a Dragon Quest vibe from the monsters for some reason.</p><p></p><p>^.^</p><p></p><p>It's a character builders dream. Fifteen classes with five skills each. Some can be taken only once, some can be taken multiple times. You can only have three active classes at a time and you're capped to 10 levels in a class. There's a lot of freedom there and a few restrictions. I'm generally not a fan of builds meant to break games, but I'd like to see builds that show off the versatility of the game.</p><p></p><p>Yeah, that was definitely jarring for me as well. A druid that doesn't shapeshift? What?</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8800235, member: 86653"] Exactly. It's such a big part of the media that inspires these games, and yet, it's mostly forgotten in the games themselves. I watch Critical Role and it's a common theme that Matt's boss fights are clearly inspired by JRPGs. There was something of a boss fight in last night's episode and with Fabula Ultima on the brain I just kept thinking of how the fight would work in this system. It would be a whole lot smoother and less confusing for the players, that's for sure. The advice on telegraphing aspects of boss fights is on point. Yeah, I gotta say I love that about JRPGs and Japanese media generally. Animism is a lot of fun and has amazing potential for gaming. Planegea (a recent 5E book) handled that really well, I think. By giving the referee advice on making certain nature spirits come alive and take the place of magic shops and gods in the setting. You want an enchanted item, you have to go to the river spirit and negotiate. Absolutely. Though I got way more of a Dragon Quest vibe from the monsters for some reason. ^.^ It's a character builders dream. Fifteen classes with five skills each. Some can be taken only once, some can be taken multiple times. You can only have three active classes at a time and you're capped to 10 levels in a class. There's a lot of freedom there and a few restrictions. I'm generally not a fan of builds meant to break games, but I'd like to see builds that show off the versatility of the game. Yeah, that was definitely jarring for me as well. A druid that doesn't shapeshift? What? [/QUOTE]
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