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*Pathfinder & Starfinder
Final Fantasy Zero: Design Diary continued
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<blockquote data-quote="I'm A Banana" data-source="post: 2669522" data-attributes="member: 2067"><p>I'm really glad it's been force for good. You have no idea. It excites me that you find it useful. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Of course, keep in mind that in FFZ, that "bonus feat" is effectively replacing the feat that every character gets at 1st level. But heck, if it's helping people to get more into their characters, an extra feat prolly won't hurt much. </p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>I absolutely agree with this, and that is why I made a descision, early on, to focus on simplicity.</p><p></p><p>Because while knowing the underlying system that the FF game used to arrive at a given conclusion is interesting, I don't want to stop playing why I do that same calculation with my merely human brain, which is going to be much less quick than the computer. So with FFZ, I have attempted to replicate the simplicity of pushing buttons and getting effects. And I've noticed it's actually more simple than D&D is, at the core. I mean, using abstract combat over environmental combat already removes 1/4th of the complexity from D&D, ne? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>To a certain degree, this was chosen by the games themselves, where the Hypello and the Ronso and the Al Bhed were all different "tribes." Not species. Not races. Just different societies in the same world.</p><p></p><p>Also, the games dealt with the morphological difference quite simply. Cait Sith was a remote controlled robotic cat riding a moogle doll. And yet he was still subject to crits, he still had all the scores, he still had limit breaks, he still played, in the same way, as Cloud or Tifa or Barrett (who may have had a gun for an arm, but who could still climb ladders and swing on ropes). </p><p></p><p>So I've taken a similar approach myself: it doesn't matter if you're a wolf-person or a childlike sprite, you're still following the same basic rules as everyone else. Where tribe matters is in defining what you're good at (and, in some campaigns, what jobs you can be). In D&D terms, this is mostly ability score adjustments. In effect, whether construct of stuffing and circiutry, a half-spirit-being from the world beyond, a moogle, a child, or a wolf-person, you're not going to be that dramatically different from the rest of the party in basic capabilities. </p><p></p><p>It's not harshly realistic, but FFZ is taking a step in many ways away from "realism" in favor of simple believability and playability. You can expect that the wolf-person will be better at living in the wild than a magical child, and that the magical child will be better at using magic to defend themselves than the wolf-person. But the wolf person doesn't get a benefit from having, say, a fuzzy head, anymore than Mog gained a benefit for having bat wings in FF6 (didn't stop him from potentially falling off a cliff, that's for sure!).</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2669522, member: 2067"] I'm really glad it's been force for good. You have no idea. It excites me that you find it useful. :) Of course, keep in mind that in FFZ, that "bonus feat" is effectively replacing the feat that every character gets at 1st level. But heck, if it's helping people to get more into their characters, an extra feat prolly won't hurt much. :) I absolutely agree with this, and that is why I made a descision, early on, to focus on simplicity. Because while knowing the underlying system that the FF game used to arrive at a given conclusion is interesting, I don't want to stop playing why I do that same calculation with my merely human brain, which is going to be much less quick than the computer. So with FFZ, I have attempted to replicate the simplicity of pushing buttons and getting effects. And I've noticed it's actually more simple than D&D is, at the core. I mean, using abstract combat over environmental combat already removes 1/4th of the complexity from D&D, ne? :) To a certain degree, this was chosen by the games themselves, where the Hypello and the Ronso and the Al Bhed were all different "tribes." Not species. Not races. Just different societies in the same world. Also, the games dealt with the morphological difference quite simply. Cait Sith was a remote controlled robotic cat riding a moogle doll. And yet he was still subject to crits, he still had all the scores, he still had limit breaks, he still played, in the same way, as Cloud or Tifa or Barrett (who may have had a gun for an arm, but who could still climb ladders and swing on ropes). So I've taken a similar approach myself: it doesn't matter if you're a wolf-person or a childlike sprite, you're still following the same basic rules as everyone else. Where tribe matters is in defining what you're good at (and, in some campaigns, what jobs you can be). In D&D terms, this is mostly ability score adjustments. In effect, whether construct of stuffing and circiutry, a half-spirit-being from the world beyond, a moogle, a child, or a wolf-person, you're not going to be that dramatically different from the rest of the party in basic capabilities. It's not harshly realistic, but FFZ is taking a step in many ways away from "realism" in favor of simple believability and playability. You can expect that the wolf-person will be better at living in the wild than a magical child, and that the magical child will be better at using magic to defend themselves than the wolf-person. But the wolf person doesn't get a benefit from having, say, a fuzzy head, anymore than Mog gained a benefit for having bat wings in FF6 (didn't stop him from potentially falling off a cliff, that's for sure!). [/QUOTE]
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