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Final Fantasy Tactics Conversion (Wizard) #1
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<blockquote data-quote="killtr" data-source="post: 4621589" data-attributes="member: 81333"><p><strong>Feedback and Changes</strong></p><p></p><p>Wow,</p><p>Fantastic Feedback. Thanks!</p><p></p><p><strong>Wizard</strong></p><p>I didn't like reducing bolt to 1d4, but 1/2 caster levels is a better idea. Not sure if I'll have it gained at the same level as fire/ice. I think both getting the spell later and doing less damage makes the spell much less useful unless you know a target is weak vs lightning. I want it to remain an option in normal combat.</p><p></p><p>Flare is converted straight from the FFT battle mechanics guide (as much as possible), but I will look into increasing damage.</p><p></p><p><strong>Chemist</strong></p><p>Chemist with more skill points makes sense. I'll think about bonus feats too. They are far weaker in combat than I like.</p><p></p><p>I chose good Fortitude since it's how a character resists poisons. Although I think good Will save + poison resistance and eventually poison immunity is a better way to go.</p><p></p><p>I agree that I should move the <em>x</em>th level potions down.</p><p></p><p>Equip Change is only for the chemist (will clarify).</p><p></p><p>I thought move-find was weak, but didn't know another way to handle it. I think an automatic "take 10" is a good idea.</p><p></p><p>Maintenance and Auto-Potion should only work while you add Dex to AC, I agree.</p><p></p><p>The Caster Level will be the Chemist Class Level for all potions.</p><p></p><p><strong>Squire</strong></p><p>I like getting more benefit for JP-UP, since it's so indispensable in FFT. Multiple Bonus Feats over levels would be great. Perhaps change feats from every 3 levels to every 2 levels after that point?</p><p></p><p>I wonder about making the Squire levels simply not count against multiclassing, since it's built more than the other classes to be multiclassed.</p><p></p><p>I didn't want Monster Skill to get them a companion, but rather increase the effectiveness of any "creature" would is already fighting alongside, such as another druid's companion, paladin's mount, etc. If the squire wants an animal, he would have to train it using handle animal as normal or multiclass into a class that gets one (or simply buy a horse)</p><p></p><p>The HD was converted straight from FFT battle mechanics, but increasing to d8's isn't a bad idea. I want more time to compare it to other classes before I do though.</p><p></p><p>I like spreading out the later abilities.</p><p></p><p>Dash only moving 5 ft is perfect.</p><p></p><p>Throw Stone negating penalties is a much better idea.</p><p></p><p>Heal does indeed work for an ally, and is used just like a normal heal check (I will remove that part of the description)</p><p></p><p>I'm not sure what to do about the "Equip" abilities. In FFT, it allows you to use a weapon, armor, or item when your class wouldn't normally allow it. Also, I want squires to use axes from the beginning (And later, Samurai "gaining" the ability to use katanas with "Equip Knife" wouldn't make sense. I tried to keep the spirit of the ability by making it helpful for multiclassing. Perhaps something like weapon focus makes more sense. Let me know what you think about this please.</p><p></p><p>Use of Monster Skill will be a standard action, and should have a duration (preferable long enough to help, but not long enough to last outside of battle or long enough to "keep" the extra tricks forever by spending an action every couple of minutes. Perhaps 1 rd / level? The animal/creature must also remain within range. (Close Range?)</p><p></p><p>For Advanced Heal, I'm not sure about the amount of ability damage. I was thinking perhaps 1 pt / use, but perhaps I should limit it to 1 / day only for balance purposes? The DC will be based on the damage taken to the score you are attempting to heal.</p><p>---</p><p></p><p>I'll make some changes and update the classes when I can. I'm very grateful for your suggestions and ideas. I feel like these classes are coming along. What do you think about the entrance requirements? I tried to make them as accurate to FFT as possible, but now I think perhaps I should alter them to be more D&D like and increase the min level to at least 5, at most 10.</p></blockquote><p></p>
[QUOTE="killtr, post: 4621589, member: 81333"] [b]Feedback and Changes[/b] Wow, Fantastic Feedback. Thanks! [B]Wizard[/B] I didn't like reducing bolt to 1d4, but 1/2 caster levels is a better idea. Not sure if I'll have it gained at the same level as fire/ice. I think both getting the spell later and doing less damage makes the spell much less useful unless you know a target is weak vs lightning. I want it to remain an option in normal combat. Flare is converted straight from the FFT battle mechanics guide (as much as possible), but I will look into increasing damage. [B]Chemist[/B] Chemist with more skill points makes sense. I'll think about bonus feats too. They are far weaker in combat than I like. I chose good Fortitude since it's how a character resists poisons. Although I think good Will save + poison resistance and eventually poison immunity is a better way to go. I agree that I should move the [I]x[/I]th level potions down. Equip Change is only for the chemist (will clarify). I thought move-find was weak, but didn't know another way to handle it. I think an automatic "take 10" is a good idea. Maintenance and Auto-Potion should only work while you add Dex to AC, I agree. The Caster Level will be the Chemist Class Level for all potions. [B]Squire[/B] I like getting more benefit for JP-UP, since it's so indispensable in FFT. Multiple Bonus Feats over levels would be great. Perhaps change feats from every 3 levels to every 2 levels after that point? I wonder about making the Squire levels simply not count against multiclassing, since it's built more than the other classes to be multiclassed. I didn't want Monster Skill to get them a companion, but rather increase the effectiveness of any "creature" would is already fighting alongside, such as another druid's companion, paladin's mount, etc. If the squire wants an animal, he would have to train it using handle animal as normal or multiclass into a class that gets one (or simply buy a horse) The HD was converted straight from FFT battle mechanics, but increasing to d8's isn't a bad idea. I want more time to compare it to other classes before I do though. I like spreading out the later abilities. Dash only moving 5 ft is perfect. Throw Stone negating penalties is a much better idea. Heal does indeed work for an ally, and is used just like a normal heal check (I will remove that part of the description) I'm not sure what to do about the "Equip" abilities. In FFT, it allows you to use a weapon, armor, or item when your class wouldn't normally allow it. Also, I want squires to use axes from the beginning (And later, Samurai "gaining" the ability to use katanas with "Equip Knife" wouldn't make sense. I tried to keep the spirit of the ability by making it helpful for multiclassing. Perhaps something like weapon focus makes more sense. Let me know what you think about this please. Use of Monster Skill will be a standard action, and should have a duration (preferable long enough to help, but not long enough to last outside of battle or long enough to "keep" the extra tricks forever by spending an action every couple of minutes. Perhaps 1 rd / level? The animal/creature must also remain within range. (Close Range?) For Advanced Heal, I'm not sure about the amount of ability damage. I was thinking perhaps 1 pt / use, but perhaps I should limit it to 1 / day only for balance purposes? The DC will be based on the damage taken to the score you are attempting to heal. --- I'll make some changes and update the classes when I can. I'm very grateful for your suggestions and ideas. I feel like these classes are coming along. What do you think about the entrance requirements? I tried to make them as accurate to FFT as possible, but now I think perhaps I should alter them to be more D&D like and increase the min level to at least 5, at most 10. [/QUOTE]
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