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Final Fantasy RPG 4th Edition
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<blockquote data-quote="Bruno Carvalho" data-source="post: 6909189" data-attributes="member: 6856512"><p>I once heard that "If a game needs a sidebar about math, there is TOO much math in the game". Thats why there are the "Quick Combat variant rules" presented in page 109, which turns everything into the "Adventure-mode" rules. Also, albeit the combat math seems dauting (it IS, after all, a 6-step process to find damage), it is quite simpler in actual play because step 1-3 are done BEFORE you roll (Well, if your damage is 6x Air and your air is level 9, part 1 to 3 simply say that your damage is 45) and step 6 only accounts for critical hits or things like that. Basically the damage calculation is "take your base damage, add 1d10, reduce for enemy's armor (DR), then double for criticals", and that is it (not crunchier than your average Pathfinder, for example). What really complicates this, however, is that (and this is intended) the numbers can go way higher than your normal D&D character (like dealing several hundred damage in each blow).</p><p></p><p>About the in-combat difficulties, the diffs are written on the actual player abilities, and on the monster sheets. If you're creating a monster, you can quickly see from the actions already listed on the book that dif 40 is the "normal", with dif 0 and dif 70 accounting for "easy" and "hard" combat diffs, in most part. </p><p></p><p>Thanks for reading it and leaving your comments, and I hope it was a good read. Hope you can someday play it and feel it in action!</p></blockquote><p></p>
[QUOTE="Bruno Carvalho, post: 6909189, member: 6856512"] I once heard that "If a game needs a sidebar about math, there is TOO much math in the game". Thats why there are the "Quick Combat variant rules" presented in page 109, which turns everything into the "Adventure-mode" rules. Also, albeit the combat math seems dauting (it IS, after all, a 6-step process to find damage), it is quite simpler in actual play because step 1-3 are done BEFORE you roll (Well, if your damage is 6x Air and your air is level 9, part 1 to 3 simply say that your damage is 45) and step 6 only accounts for critical hits or things like that. Basically the damage calculation is "take your base damage, add 1d10, reduce for enemy's armor (DR), then double for criticals", and that is it (not crunchier than your average Pathfinder, for example). What really complicates this, however, is that (and this is intended) the numbers can go way higher than your normal D&D character (like dealing several hundred damage in each blow). About the in-combat difficulties, the diffs are written on the actual player abilities, and on the monster sheets. If you're creating a monster, you can quickly see from the actions already listed on the book that dif 40 is the "normal", with dif 0 and dif 70 accounting for "easy" and "hard" combat diffs, in most part. Thanks for reading it and leaving your comments, and I hope it was a good read. Hope you can someday play it and feel it in action! [/QUOTE]
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