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Final Fantasy Tactics Conversion (Wizard) #1
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<blockquote data-quote="Arkhandus" data-source="post: 4620827" data-attributes="member: 13966"><p>Well, Gained JP UP would be equivalent in D&D to bonus feats, skill points, or an XP bonus.....so it might result in, for example, a bonus feat every so often at upper levels (Like 13th, 16th, and 19th-level, since they start benefitting from it at 13th, so that's when they'd start 'training harder' for the rest of their squirehood or whatever). Or it might be removal of the XP penalty for multiclassing, allowing them to multiclass freely without XP penalties, perhaps.</p><p></p><p>Monster Skill could encompass Animal Companions, Wild Empathy, or both. Maybe gained at different levelrs, and if they got an Animal Companion, they'd probably be treated as only a Druid of half their Squire level for purposes of Animal Companion benefits. Wild Empathy should definitely be there to some extent, either equal to a Druid's or at half their Squire level, though both abilities should probably be gained around the middle levels in the class.</p><p></p><p>I really think Squires should get a d8 Hit Die. They may not be as good as the major warrior-types, but they're still tougher than Chemists, Wizards, and such, and still have much more combat training than those folks.</p><p></p><p>One or two abilities should be moved down from 20th-level, shifted down to 17th and 19th-level. Probably Advanced Monster Skill at 19th and Advanced Heal at 17th.</p><p></p><p>Dash should probably specify something about only being able to bull rush an opponent back 5 feet with it, and it should probably specify that you don't need to enter the opponent's space to make that bull rush.</p><p></p><p>Throw Stone should probably reduce the attack penalty for improvised weapons by 2 points, or maybe even eliminate the attack penalty for improvised weapons, otherwise it won't be any use (their mediocre attack bonus will already hinder attempts to hit stuff with improvised weapons, they don't want the normal -4 penalty to hit with an improvised weapon).</p><p></p><p>Does Heal work for an ally? And if so, is it like the Heal skill's normal use against poison, or is it more like a free action?</p><p></p><p>Equip Axe should probably make them proficient in all axes, or at least a specific set of them (like handaxe, throwing axe, greataxe, halberd, glaive, guisarme, and orc double-axe).</p><p></p><p>Monster Skill's duration needs to be clarified; is use of Monster Skill a standard action or something? Does it last as long as the animal is within range, or is it that the Squire must target an animal within range to begin with but then the effect lingers for the number of hours listed?</p><p></p><p>For Advanced Heal, how much ability damage is healed with each use? Is the DC based on how much ability damage has been taken in total, or how much has been taken to the score you're trying to heal, or is it based on how much ability damage you're attempting to heal with that individual use of the skill?</p><p></p><p>Just trying to help ya clarify things and whatnot.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4620827, member: 13966"] Well, Gained JP UP would be equivalent in D&D to bonus feats, skill points, or an XP bonus.....so it might result in, for example, a bonus feat every so often at upper levels (Like 13th, 16th, and 19th-level, since they start benefitting from it at 13th, so that's when they'd start 'training harder' for the rest of their squirehood or whatever). Or it might be removal of the XP penalty for multiclassing, allowing them to multiclass freely without XP penalties, perhaps. Monster Skill could encompass Animal Companions, Wild Empathy, or both. Maybe gained at different levelrs, and if they got an Animal Companion, they'd probably be treated as only a Druid of half their Squire level for purposes of Animal Companion benefits. Wild Empathy should definitely be there to some extent, either equal to a Druid's or at half their Squire level, though both abilities should probably be gained around the middle levels in the class. I really think Squires should get a d8 Hit Die. They may not be as good as the major warrior-types, but they're still tougher than Chemists, Wizards, and such, and still have much more combat training than those folks. One or two abilities should be moved down from 20th-level, shifted down to 17th and 19th-level. Probably Advanced Monster Skill at 19th and Advanced Heal at 17th. Dash should probably specify something about only being able to bull rush an opponent back 5 feet with it, and it should probably specify that you don't need to enter the opponent's space to make that bull rush. Throw Stone should probably reduce the attack penalty for improvised weapons by 2 points, or maybe even eliminate the attack penalty for improvised weapons, otherwise it won't be any use (their mediocre attack bonus will already hinder attempts to hit stuff with improvised weapons, they don't want the normal -4 penalty to hit with an improvised weapon). Does Heal work for an ally? And if so, is it like the Heal skill's normal use against poison, or is it more like a free action? Equip Axe should probably make them proficient in all axes, or at least a specific set of them (like handaxe, throwing axe, greataxe, halberd, glaive, guisarme, and orc double-axe). Monster Skill's duration needs to be clarified; is use of Monster Skill a standard action or something? Does it last as long as the animal is within range, or is it that the Squire must target an animal within range to begin with but then the effect lingers for the number of hours listed? For Advanced Heal, how much ability damage is healed with each use? Is the DC based on how much ability damage has been taken in total, or how much has been taken to the score you're trying to heal, or is it based on how much ability damage you're attempting to heal with that individual use of the skill? Just trying to help ya clarify things and whatnot. [/QUOTE]
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Final Fantasy Tactics Conversion (Wizard) #1
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