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Final Fantasy Tactics Conversion (Wizard) #1
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<blockquote data-quote="Arkhandus" data-source="post: 4602511" data-attributes="member: 13966"><p>I, too, have been working on various Final Fantasy conversions over the years, just slowly. ^_^ I'll get around to posting them on EN World eventually...so far only posted my Geomancer 1-2 years ago.</p><p></p><p>Anyway, I'll review your Chemist later, for now a quick review of your Wizard:</p><p></p><p>Firstly, nice work! It looks really simple and easy to use, but there are some gaps/minor problems.</p><p></p><p>For example, electricity resistance/immunity is much less common in D&D/d20 than cold or fire resistance/immunity, so you might've noticed that electricity damage spells and abilities tend to be a tad weaker or more limited on average. Lightning Bolt only tends to hit 1 or 2 targets, for example, because of its very narrow attack area. I would suggest that your Bolt spells measure their base damage in d4s instead of d6s; so 2d4, 3d4, 4d4, 6d4, etc.</p><p></p><p>Secondly, I would suggest that the spells' area of effect for Bolt/Fire/Ice 2 be specified as a 5-foot radius, or maybe 15-foot diameter instead, otherwise it will vary drastically with the size of the opponent targeted (an ogre takes up 4 spaces for example, so more enemies surrounding that ogre could be blasted at the same time, compared to targeting a human).</p><p></p><p>Thirdly, your Poison spell is kinda weak, weaker than Melf's Acid Arrow. The initial Constitution damage should probably be increased to 1d6 or 1d8 base, or just replaced with 2 or 3 points of lethal damage per round for 1 round per caster level. It might also make sense to add a restriction that if Poison affects a target more than once, the previous Poison on that target stops doing additional damage (so the Poisons don't pile up rapidly).</p><p></p><p>Fourthly, you ought to assign each spell a school of magic. Evocation for most, Necromancy for Poison and Death, Transmutation for Frog.</p><p></p><p>Fifthly, you do not describe how metamagic feats would be used with this Wizard's spells. Or how they might make magic items with Item Creation feats despite not having the normal spells from the core rules.</p><p></p><p></p><p>Besides that minor stuff, the main problem is that you don't mention how often the Wizard may cast his or her spells. In FFT they have Magic Points, but you don't provide any indication of how they cast the spells here. Do they have a certain number of magic points, with higher-level spells costing more MP, or do they have some other spellcasting mechanic?</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4602511, member: 13966"] I, too, have been working on various Final Fantasy conversions over the years, just slowly. ^_^ I'll get around to posting them on EN World eventually...so far only posted my Geomancer 1-2 years ago. Anyway, I'll review your Chemist later, for now a quick review of your Wizard: Firstly, nice work! It looks really simple and easy to use, but there are some gaps/minor problems. For example, electricity resistance/immunity is much less common in D&D/d20 than cold or fire resistance/immunity, so you might've noticed that electricity damage spells and abilities tend to be a tad weaker or more limited on average. Lightning Bolt only tends to hit 1 or 2 targets, for example, because of its very narrow attack area. I would suggest that your Bolt spells measure their base damage in d4s instead of d6s; so 2d4, 3d4, 4d4, 6d4, etc. Secondly, I would suggest that the spells' area of effect for Bolt/Fire/Ice 2 be specified as a 5-foot radius, or maybe 15-foot diameter instead, otherwise it will vary drastically with the size of the opponent targeted (an ogre takes up 4 spaces for example, so more enemies surrounding that ogre could be blasted at the same time, compared to targeting a human). Thirdly, your Poison spell is kinda weak, weaker than Melf's Acid Arrow. The initial Constitution damage should probably be increased to 1d6 or 1d8 base, or just replaced with 2 or 3 points of lethal damage per round for 1 round per caster level. It might also make sense to add a restriction that if Poison affects a target more than once, the previous Poison on that target stops doing additional damage (so the Poisons don't pile up rapidly). Fourthly, you ought to assign each spell a school of magic. Evocation for most, Necromancy for Poison and Death, Transmutation for Frog. Fifthly, you do not describe how metamagic feats would be used with this Wizard's spells. Or how they might make magic items with Item Creation feats despite not having the normal spells from the core rules. Besides that minor stuff, the main problem is that you don't mention how often the Wizard may cast his or her spells. In FFT they have Magic Points, but you don't provide any indication of how they cast the spells here. Do they have a certain number of magic points, with higher-level spells costing more MP, or do they have some other spellcasting mechanic? [/QUOTE]
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Final Fantasy Tactics Conversion (Wizard) #1
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