Final Fantasy Zero: Design Diary continued

I'm still not sure how the initiative system works (so far since I know its still work in progress). Its not the same as 3.5 D&D becuase there are delays and what not. Is it like White Wolf's Exhalted Join battle system where there are speeds and delays on a "tick" system?

I'm not too familiar with Exalted, unfortunately, so I can't compare.

I will clarify, however, with the way I'm explaining it to my own players:

Step 1: Roll initiative. Roll 1d20, add your Agility and your Dexterity, subtract your Weight.
Step 2: Determine Initiative Scores. The number you rolled is the first one. Subtract 20 from this number to determine your second one. Continue in this fashion until you can no longer subtract 20 and have a positive number. These are your Initiative Scores. A cycle of these, from the highest to the lowest, is a round.
---(a): If your highest Initiative Score is a negative number, you will not have any turns this round.
Step 3: Take your turns. Turns count down from highest initiative in the round. If you have more than one Initiative Score, you can take more than one turn.
Step 4: Keep track of the delay associated with your actions in your turn, but in a seperate column. The most common actions are a standard or partial action, followed by a wait. These will affect your Initiative Scores in the next round. Below, the most common delays are listed:
---(1) For a full-turn action, the delay is -10.
---(2) For a standard or partial action, the delay is -5.
---(3) If you wait as a full-turn action, the delay is +10.
---(4) If you wait as a partial or standard action, the delay is +5.
---(5) If you take a standard action and a partial wait, your total delay is 0.
Step 5: Those with negative initiative scores gain a delay of +10.
Step 6: When the round is over, apply the effects of your delays to your Initiative Scores. This may change the amount of turns you have, granting you more or less depending on what you did in the previous round.

EXAMPLE:
Thief, Fighter, and Red Mage begin combat with a troupe of 3 goblins. They roll initiative, and determine their initiative scores. Thief has initiative scores of 45, 25, and 5. Fighter has an initiative score of 7. Red Mage has an iniative score of 12. The goblins have initiave scores of 23 and 3. The GM (or a volunteer player) writes these down, and then calls for Thief to go. Theif tries to flee, which is a full-round action. He fails, so he doesn't leave combat, and takes a -10 delay. The GM calls the next initiative score, which is 25 -- Thief again. Figuring he may as well escape with some goods, Thief attempts to steal as a standard action. First, he has to move into the front row (a partial action), and then he attempts to steal (a standard action). He succeeds, but his two actions give him another -10 delay (for a total of -20 so far).

The goblins go next, and they attack Thief with a fury. They need to move into the front row (a partial action) and attack (a standard action), so their delay is -10. And they attack well, meaning Thief is in trouble.

The next highest initiative is Red Mage with a 12. Seeing Thief in some trouble, he casts a healing spell. He doesn't need to move into the front row to do so, but the spell is a standard action. With the partial action he has left, Red Mage waits, meaning his total delay for his turn is 0.

Fighter's next with his 7. He charges into one of the goblins mobbing Thief, which is a full-turn action. He kills it, and his delay for this turn is -10 for his full-turn action. Thief gets to go again at 5, and he attacks one of the other goblins as a standard action, killing it. He chooses to drink a potion as his partial action, adding to his defense. He has taken both a standard and a partial action, meaning he has another -10 for this turn (bringing his total to -30). The goblins go again at 3, and the one left calls for backup as a full-round action. Another goblin arrives, and the goblins have a total delay of -20.

With that, the round is over, and the GM (or the volunteer) applies the results of the delays. For the second round, Thief has -30 to all his Initiative Scores, meaning he really only has one Initiative Score at 15 (45-30 being the only one that remains a positive number). Fighter's -10 reduces his Initiative Score to -3, meaning he cannot take any turns this round. Red Mage had a delay of 0, so his Initiative Score remains 12. The goblins, with their -20, now have an Initiative Score of 3.

Thief still has the highest, and he moves into the back row (a partial action) and changes his weapon to a boomerang (also a partial action), giving him a -10 total for this turn. The next is Red Mage, who chooses to blast one of the goblins with a magic spell. The goblin dies, but the spell was powerful, and casing it was a full-turn action, giving him a -10 for his turn. The goblin gets to go now, at 3, and (seeing Fighter right there) decides to try to flee. He can't flee from the Front Row, however, so he moves into the back row (a partial action) and waits (as a standard action), giving him a 0 delay for his turn.

In Round Three, the scores are 5 for Thief, 2 for Red Mage, 3 for the Goblins, and 7 for Fighter. Slower, but persistant, Fighter performs a Forced Row Change on the goblin, effectively chasing him. With a good roll, he succeeds, and forces the goblin into the front row as a partial action. In his standard action, he attacks, killing the goblin.

The goblins are defeated, and Red Mage calls Thief an idiot for jumping into the Front Row so soon.
 

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First off, I'd like to say that I'm brand new to this site (just joined today), and I've been lead here in my thus far fruitless search for a decent FFRPG system. I've checked out Returner's game (though not in-depth, I've given up on printing it out, but it seems extremely complex, almost to the point of Rifts if anyone remembers that game), and the ZODIAC FF system (it's ok, but far too simple), and so far I like FFZ the best. :D

The group I usually run with is extremely hardcore D20, in fact, just about everything we play, with the exception of Shadowrun (my all-time favorite game) and Deadlands, uses the D20 system. My wife and I have been wanting to run a FF game of some type for quite some time, and I think this system might be the way to go with my group.

Just a quick question though; do you have any other chapters completed? I've downloaded all the chapters I could find, but is there more?
 

It's taken me a little bit longer, but the dragoon is now up and ready to rumble!

I don't have an example character, and I realized that I'm missing some key information needed for example characters, such as armor/weapons/AP/feats. So I'm also working on some of those documents alongside the jobs. Those should come along pretty quick.

I'ma try to put together a Red Mage next. And since you're seeing a few monsters, that means the Blue Mage, the Beastmaster, and even (!) the Caler are not that far off.
 


It should just be a flat award at every level. Then you add your CON modifier at every odd level (1st, 3rd, 5th, etc.). And some will have an extra feat (the Hardiness feat gives you 2 hp + 1 hp/level, for instance). I don't know which hp calculation you're looking at, so I can't say if it's right or wrong officially, but I believe the difference is probably due to the Hardiness feat offhand. :)
 


I've just sat down and read all that this thread includes in the past four hours, hehehe.

First, let me say this: I am extremely impressed with the time and effort that you're putting into this, and especially the versatility that it commands. I am not familliar with the Returner's System, but as a fellow system creator, I know the benefits that come with simplicity. (Most of my campaigns are either story boarded, or have very light systems that are there more for feel than anything else.)

Second: I'm already chomping at the bit for more information. I've done a few Final Fantasy type games in the past, but it was the system used, more than the plot and characterization, that threw me off. But you've outdone yourself in creating a system that is designed for heavy plot games. Heartily, I congratulate your efforts.

And to be honest, reading this has given me insight on a possible new system that I will probably begin using until this one is completed. All of my fellow players are hardcore Final Fantasy players, and this sort of idea will truly get them excited.

I'll say this, and I mean it to the fullest: If there is anything that you need help with for this to near completion, anything at all, I'll do what I can to assist you. Never before have I seen a system that has excited me as much as this, and I will do what I can to aid you, should you need it.

Kularian
 


Dragoon & stuff

Ok, here's some quesitons/observations:

First, erratta: The class table for the Dragoon is titled "Table: The Crusader". Nothing major. :)

Second, Questions:

1.) What is the "Ft" stat?
2.) What is the "Spell" stat? I am thinking it lists when the character learns a new spell...
3.) What exactly does the "Dmg" stat do?
and
4.) Why are the stat bonuses listed separately under the "bonus" column, rather than being reflected in the class's relevant stat directly. For example, the Dragoon gets a +2 AGI at 5th level, yet the class's AGI stat does not change from 4th to 5th level. Is this separation a function seen more explicitly in multi-classing (or multi-jobbing I guess is more accurate)? Basically, as I am anticipating, the "bonus" column affects the character directly and permanently in their basic non-class dependant abilities, whereas the job bonuses only function when the character is participating in the class directly and goes up/down based on primary or sub-job status. (Otherwise I cannot see the reason for the separation...but I don't know everything, and my psychic abilities don't seem to work in any of the FF worlds ;) ) Of course, this may ead into a later question regarding multi/sub-jobbing mechanics...
 

"Ft" is "Feats." That's how many feats a character of that level has. It's pretty much the same as the core, but it helps keep track of it.

"Spell" is, indeed, when a character learns a spell.

"Dmg" is the dice you roll for damage when attacking. This is the "normal damage".

You're right in thinking that the "bonus" column applies to sub-jobs. Right now, you only recieve the "bonus" column of your main job. So if you're taking Dragoon as a sub-job you don't get the power and agility of a typical Dragoon, but you will get it from your main job (which, for instance, could be thief, making you a VERY agile dragoon indeed!) They're seperated out because you will still recieve the normal advancement from the sub-job if it's better than your own.
 

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