Final Fantasy Zero: Design Diary continued

Kamikaze Midget said:
I'm a little worried about the Thunder series, too, so I like that suggestion.

As far as an Acid line of spells goes, though there's no real precedent in the CRPG's, there's definitely nothing wrong with an acid series. I probably won't add it for the core, but it's a peachy-keen idea. :)

If there were an Acid line, Bio'd be it. But it's already Shadow, so we'd be better off leaving it as is. There could be an optional (house) rule making Dark Shadow and Bio Acid.

About the Regen series, we have to remember that x hitpoints this round is better than x + 1 next round, so it should probably be balanced against the elemental attacks in the same level. Perhaps heal half of an average elemental attack every round for four rounds, or something like it, otherwise it's too easy to kill a character off before the spell heals everything it could.
 

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Malhost Zormaeril said:
If there were an Acid line, Bio'd be it. But it's already Shadow, so we'd be better off leaving it as is. There could be an optional (house) rule making Dark Shadow and Bio Acid.

Naaah, I don't think Bio really fits as an acidic spell....it's more like toxins, diseases, cancers, rot, radiation poisoning, or flesh-destroying. Of course, I really don't think it fits as a Shadow/Dark elemental spell, either.....Bio is called Bio because it attacks the living body, really.

I'd rather the Bio line just be separate poison/disease combination spells that afflict living bodies and have no elemental association, while some other Shadow/Dark spell replaces Bio as the life-force-destroying and undead-healing magic. IIRC, the Drain spell in some Final Fantasies is Shadow/Dark elemental, and when it targets an undead, it has a reverse effect and drains the caster's HP to heal the undead target. Maybe another line of spells is needed for Black Magic to have Shadow attack spells..... Defilet, Defile, Defila, Defilega, and Defileja? A life-attacking spell that has the reverse effect on undead, and causes gradual damage/healing?

The Bio line would, if I tinkered with it, probably do something like this: duration line would be "1 round per caster level", saving throw line would be "Fortitude partial or Fortitude negates (see text)", description would include "The target must succeed at a Fortitude save or be afflicted with a flesh-killing poison, and he or she must succeed at a second Fortitude save or be afflicted with a crippling disease. If both saving throws succeed, this spell is negated. If the first save fails, the subject takes X damage from poison, and then suffers an additional Y poison damage each round afterwards. If the second saving throw fails, the subject is nauseated and sickened by disease for 1 round, then is sickened by disease for the rest of Bio's duration. A sickened creature takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. The poison and disease generated by this spell fades away at the end of the spell's duration, but this does not remove any damage dealt." Dunno what the X and Y damage would be. Likely depends on what spell levels Bio is put at (something like 2d4 damage at 1st or 2nd-level, and 1 damage per round afterward, while later versions would go up to 4d4 and 2/round, etc., or whatever).

Malhost Zormaeril said:
About the Regen series, we have to remember that x hitpoints this round is better than x + 1 next round, so it should probably be balanced against the elemental attacks in the same level. Perhaps heal half of an average elemental attack every round for four rounds, or something like it, otherwise it's too easy to kill a character off before the spell heals everything it could.

Hrmmm. Maybe it should be: Regenet gives Fast Healing 3 for something like 5 or 10 rounds (dunno how much Curet would typically heal, so I dunno how much total healing Regenet should do), Regen gives FH 6, Regenera gives FH 9, Regeneraga gives FH 12, and Regeneraja gives FH 15.... Some of them may have shorter or longer durations than Regenet, depending on their level and how much damage/healing other spells of similar levels do. The total healing of each Regen spell would be something around 130-180% of the previous level's Cure spells, though.
 

P.S.:

Here's the Caller rough draft, the orisha Diagoro, and the example character caller.

...and to put the Bio convo in some perspective, here's a spell list that black mages ALSO gain access too (along with Reapers): the Occult Spell List

Occult Magic
Rank 0
Corruptet: Deals 1d4 shadow damage/MAG

Rank I
Sap: Deals 1d4 damage/MAG to target’s mp.

Rank II
Corrupt: Deals 1d6 shadow damage/MAG

Rank III
Swap: Exchange hp and mp with the target
Consume Life: Target in Wounded status becomes Swoon.

Rank IV
Corruptra: Deals 1d8 shadow damage/MAG

Rank V
Drain: Deals 1d6 damage/MAG; caster gains it
Osmose: Deals 1d6 damage/MAG to target’s mp; caster gains it
Bane: Target is instantly reduced to Wounded status

Rank VI
Corruptga: Deals 1d10 shadow damage/MAG (From Banishra)
Spirit Destroyer: Deals 1d4 damage/MAG to target’s LP

Rank VII
Death: Target is instantly killed

Rank VIII
Corruptja: Deals 1d12 shadow damage/MAG (From Banishaga)
Skeptic: Target’s rolls for their spells are minimized for MAG rounds
Chicken: Target’s rolls for their attacks are minimized for MAG rounds
Spirit Slayer: Target is forbidden from using Limits for a time

Rank IX
Zombie Servant: Target Swooned character rises as Zombie Servant under your command

Rank X
Doomsday: Deals 2d8 shadow damage/MAG (From Banishaja)
Spirit Stealer: Target is dealt 1d6 damage/MAG to their LP; caster gains it
 

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Hmm, I've been analysing it, but don't have much to say... It seems pretty straightforward. The only class powers are Summon -- and spells from the Orixá-specific list. Is there a list of Orixás elsewhere I may have missed? The Level 0 one on the example does not seem to confer any spells... is that right?
 

Hmm, I've been analysing it, but don't have much to say... It seems pretty straightforward. The only class powers are Summon -- and spells from the Orixá-specific list. Is there a list of Orixás elsewhere I may have missed? The Level 0 one on the example does not seem to confer any spells... is that right?

Yeah, this is one class that will get a LOT cooler as more stuff comes out for it. :) Blue Mages will be similar. But since filling out extensive databases of information is kind of the tedious part, it might be a while...;)

And actually, Diagoro confers Detect Magic at LV1 (and others as he levels up, of course). So that's why Deionera and Diagoro both know it.
 

Big Changes Coming...

When puttering around with the Epic Advancement, I realized that a divided job and character level system would work much, MUCH better, and give that distinct FF feel. Since I'm already doing "two XPs" with XP and AP, my original argument of not wanting to do that is kind of moot. Plus, allowing "job changes" will allow more flexibility in playing the same characters, which something as story-focused as FFZ wants to be would be key.

So characters will have a "bare" baseline, and the job will add mad bonuses.

It won't upset much other than the numbers that have come before. This is a fine-tuning more than a total overhaul. ;)

So the next things I'll be posting are the bits and pieces I'm using to make the jobs and everything hang together, and my thoughts on why I've chosen those particular mechanical crazinesses.
 



...and I already am. :)

Below is my current "Tables Document," the document that I'm using as a baseline to help me build the different jobs. Basically, I select a few choice advancements from these tables, slap them into a class, and add some abilities, and call it a night. ;)

I've got a few thoughts on each table along with the table...think of this something like my design bible. I've got a few middling things that I might want to sort out (like, I'm not sure that the mp cost for spells is where I want it to be), but this is what I'm using going forward.

Enjoy.

Now, to add the job-change information to a few documents...
 

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