Ok so I've had this project bouncing around between my head, text files and my white board for a long time now, with some rambling to my friends and internet acquaintances. But I've gone around in circles too many times, so I've come to post it here, despite not being as nearly complete as I would like. And by that I mean not even alpha, but I hope to get to that point before I finish here.
But hey, I'm not making this just for me. So come on in and let me know what you think!
[sblock=Boring Design Philosophy]
The point of this project is firstly to create a fun and playable pen and paper Final Fantasy game, but there is more to it than just that.
As game for Final Fantasy settings, it is meant to not perfectly fit the mechanics or style of any one of the video games, nor is it to be simply blend of some of them into one. It is meant to be any of them, all of them, and whatever mix of them you like. That means it is designed to be modular, with mechanics such as limits can be used or removed without effecting anything else, a half dozen summoner methods that can coexist, or even represent any of the gamut of class/job systems the various games have offered.
In terms of 4th edition D&D, I also seek to create a simple, workable mana point system than can be adapted to other sorts of games and settings. Additions such as Inventory and Capacity are to be flexible and useful tools for all manner of games. I hope that what I develop here can be extended into other settings that may or may not be videogame or even fantasy related. A Sci-Fi world with robots and aliens, where inventory can account for cybernetic implants and capacity used for running programs is very much intended.
Disclaimer: Yes I am most likely insane. [/sblock]
Before going too far off on all the videogame related geekery, let me go over the very basics that set the groundwork for the rest of the ruleset. Besides being the most important part this is also the only part that even approaches being set in stone.
ABILITY SCORES
The following are additions and alterations to the definitions of ability scores in the Elements system.
Strength
-Your Strength might contribute to your Inventory score
Dexterity
-Your Dexterity might contribute to your Inventory score
Constitution
-Your Constitution might contribute to the number of Surges you can use each day.
Intelligence
-Your Intelligence might contribute to your Capacity score
-Magic basic attacks are based on Intelligence.
Wisdom
-Your Wisdom might contribute to your Capacity score
Charisma
-Your Charisma score is added to your magic points at 1st level.
-Your Charisma might contribute to the number of Surges you can use each day.
MAGIC POINTS (MP)
Each character has a certain number of magic points based on their Charisma score, class and level. The range and formulas of magic points mirror that of hit points, with most classes giving 10, 12 or 15 MP + Charisma score at level one, and 4, 5, or 6 MP each level thereafter.
Magic points are used to cast spells, use commands, powers, class features and other effects. Every class has some use for MP in addition to their other Commands, At-Will, Encounter, and Daily powers.
SURGES
Every character gets a number of Surges equal to 6 plus the higher of their Constitution or Charisma modifiers. Each Surge can be used as either a Healing Surge or Magic Surge to recover 1/4 the users maximum hit points or magic points, respectively. Other powers and effects may consume Surges for other ends.
The characters race, class, feats or other features may give provide additional Surges. They may also specifically provide Healing Surges or Magic Surges. These bonus surges cannot be used as the other kind when a power or effect specifies it, and neither can be used when only a normal Surge is specified.
Second Wind
Once per encounter a character can use their second wind to use either a Healing Surge or Magic Surge.
INVENTORY
The inventory mechanic is introduced to manage the various and numerous items available in Elements, as any respectable Final Fantasy game should have.
Inventory Score
A characters Inventory score is equal to 1 + 1/2 level + the higher of their Strength or Dexterity modifiers, if positive. This represents the ability of a character to carry items on their person for quick and easy use, by either sheer carrying capacity of pouches and belts and the like, or the finesse to store and retrieve items efficiently.
This is distinct from the absolute carrying capacity determined by the characters strength, since an item buried at the bottom of a bag isn't readily available as a dagger sheathed on at your side or a potion on your belt.
Inventory Uses
Each point of inventory is a slot that can be filled with a weapon, ammo, potion or other item. By default this is a single weapon item or a handful of arrows, but certain class features, powers, gear and other effects can allow for more items of inventory slots, and alternative uses for them.
Typically an item in inventory can be used with a standard action or along with another related action, such as firing ammo. Class features and feats may allow certain inventory uses as minor or other actions.
CAPACITY
Capacity was developed in order to reflect the various methods of obtaining, using and managing of traditional powers of final fantasy such as spells.
Capacity Score
A characters Capacity score is equal to 1 + 1/2 level + the higher of their Intelligence or Wisdom modifiers, if positive. This score shows how many manners of powers you can have accessible at any one time. The greater the mental prowess of the user, whether it be through intellect or intuition, the greater the range of abilities at their disposal
Capacity Uses
The normal use of Capacity is to determine how many Commands the user has available. Each class and job has a set of commands at their disposal, that can be used to alter their attacks, cast spells, effect their movement and allow special actions in battle. Most of these commands, except for some of the most basic, have MP costs needed to use them.
The exact method of obtaining and assigning Commands depends on exactly which class you are and what options are being used in your game. By default you learn as many as you can handle, that you qualify for, when you obtain a given level. Other options may tie commands to equippable items, granted as rewards, or stolen from your foes.
But hey, I'm not making this just for me. So come on in and let me know what you think!
[sblock=Boring Design Philosophy]
The point of this project is firstly to create a fun and playable pen and paper Final Fantasy game, but there is more to it than just that.
As game for Final Fantasy settings, it is meant to not perfectly fit the mechanics or style of any one of the video games, nor is it to be simply blend of some of them into one. It is meant to be any of them, all of them, and whatever mix of them you like. That means it is designed to be modular, with mechanics such as limits can be used or removed without effecting anything else, a half dozen summoner methods that can coexist, or even represent any of the gamut of class/job systems the various games have offered.
In terms of 4th edition D&D, I also seek to create a simple, workable mana point system than can be adapted to other sorts of games and settings. Additions such as Inventory and Capacity are to be flexible and useful tools for all manner of games. I hope that what I develop here can be extended into other settings that may or may not be videogame or even fantasy related. A Sci-Fi world with robots and aliens, where inventory can account for cybernetic implants and capacity used for running programs is very much intended.
Disclaimer: Yes I am most likely insane. [/sblock]
Before going too far off on all the videogame related geekery, let me go over the very basics that set the groundwork for the rest of the ruleset. Besides being the most important part this is also the only part that even approaches being set in stone.
ABILITY SCORES
The following are additions and alterations to the definitions of ability scores in the Elements system.
Strength
-Your Strength might contribute to your Inventory score
Dexterity
-Your Dexterity might contribute to your Inventory score
Constitution
-Your Constitution might contribute to the number of Surges you can use each day.
Intelligence
-Your Intelligence might contribute to your Capacity score
-Magic basic attacks are based on Intelligence.
Wisdom
-Your Wisdom might contribute to your Capacity score
Charisma
-Your Charisma score is added to your magic points at 1st level.
-Your Charisma might contribute to the number of Surges you can use each day.
MAGIC POINTS (MP)
Each character has a certain number of magic points based on their Charisma score, class and level. The range and formulas of magic points mirror that of hit points, with most classes giving 10, 12 or 15 MP + Charisma score at level one, and 4, 5, or 6 MP each level thereafter.
Magic points are used to cast spells, use commands, powers, class features and other effects. Every class has some use for MP in addition to their other Commands, At-Will, Encounter, and Daily powers.
SURGES
Every character gets a number of Surges equal to 6 plus the higher of their Constitution or Charisma modifiers. Each Surge can be used as either a Healing Surge or Magic Surge to recover 1/4 the users maximum hit points or magic points, respectively. Other powers and effects may consume Surges for other ends.
The characters race, class, feats or other features may give provide additional Surges. They may also specifically provide Healing Surges or Magic Surges. These bonus surges cannot be used as the other kind when a power or effect specifies it, and neither can be used when only a normal Surge is specified.
Second Wind
Once per encounter a character can use their second wind to use either a Healing Surge or Magic Surge.
INVENTORY
The inventory mechanic is introduced to manage the various and numerous items available in Elements, as any respectable Final Fantasy game should have.
Inventory Score
A characters Inventory score is equal to 1 + 1/2 level + the higher of their Strength or Dexterity modifiers, if positive. This represents the ability of a character to carry items on their person for quick and easy use, by either sheer carrying capacity of pouches and belts and the like, or the finesse to store and retrieve items efficiently.
This is distinct from the absolute carrying capacity determined by the characters strength, since an item buried at the bottom of a bag isn't readily available as a dagger sheathed on at your side or a potion on your belt.
Inventory Uses
Each point of inventory is a slot that can be filled with a weapon, ammo, potion or other item. By default this is a single weapon item or a handful of arrows, but certain class features, powers, gear and other effects can allow for more items of inventory slots, and alternative uses for them.
Typically an item in inventory can be used with a standard action or along with another related action, such as firing ammo. Class features and feats may allow certain inventory uses as minor or other actions.
CAPACITY
Capacity was developed in order to reflect the various methods of obtaining, using and managing of traditional powers of final fantasy such as spells.
Capacity Score
A characters Capacity score is equal to 1 + 1/2 level + the higher of their Intelligence or Wisdom modifiers, if positive. This score shows how many manners of powers you can have accessible at any one time. The greater the mental prowess of the user, whether it be through intellect or intuition, the greater the range of abilities at their disposal
Capacity Uses
The normal use of Capacity is to determine how many Commands the user has available. Each class and job has a set of commands at their disposal, that can be used to alter their attacks, cast spells, effect their movement and allow special actions in battle. Most of these commands, except for some of the most basic, have MP costs needed to use them.
The exact method of obtaining and assigning Commands depends on exactly which class you are and what options are being used in your game. By default you learn as many as you can handle, that you qualify for, when you obtain a given level. Other options may tie commands to equippable items, granted as rewards, or stolen from your foes.
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