Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Final Fantasy Zero: Design Diary continued
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="I'm A Banana" data-source="post: 2932719" data-attributes="member: 2067"><p>AAaah. My apologies. <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>Anyone can craft most of the items in FFZ with the right combo of feats and skills, of course. Machinists are simply the BEST at crafting. And because of the "KISS" mantra I've adopted, I wanted to make sure that crafting was not an excersize in accounting and bookeeping based on prerequisites, skill ranks, time, and gil. Instead, the inventions "just happen."</p><p></p><p>To clarify it slightly, it works more like the Craft Points mechanic in UA than anything else. You have a finite number of things you can craft, and a limit on the power of those items based on your level (no 1st-level sub-oribital death-beams, no effectively infinite supplies of low-powered items, either). These items are crafted more-or-less automatically. Mechanists get bonus items in a way very similar to how spellcasters learn spells -- they're simply awarded based on levels. </p><p></p><p>What power they have, then, is defined by the type of items available in the campaign. By default, there are things for high-level mechanists to craft that do resemble stuff out of sci-fi (space ships, teleport pads, time loop paradoxes, etc.), but that's at the pinnacle of a long line of items from potions to airships, to constructs and even monsters. Edgar's tools make appearances at relatively low levels (the chainsaw isn't even really that powerful of an item, though it rocked in the game). These are limited in much the same way as spells are -- by a "Tech Rank" rather than a Spell Rank (Tech I, Tech II, Tech III; rather than Wizardry I, Wizardry II, Wizardry II). This also helps define what a Mechanist can actually control in abscence of skill rank -- Int of 10 + the level of the tech. </p><p></p><p>Now, because I've wanted to avoid introducing a mechanic that is always better to use than a standard attack (I know this goes against FF canon, but I think there should always be a place for a standard attack), these items do have to use fuel of a sort, if they can be used in combat. Firing an airship canon or powering the chainsaw can use up MP (though generally substantially less than a similar spell) in addition to delays or other limits.</p><p></p><p>As for abilties other than invention (which covers the tools and Use pretty well), the Mix ability will appear in some form, as will Rikku's famous ability to disable constructs in combat nearly instantly. There's going to be a nice handful of abilities from FFX-2 and FFT's alchemists, too. Mix is going to be tough because of the impossibility of documenting all possible item combos, so will likely focus on the results of the Mix ability, and become something of a random rod-of-wonder style table. There's also item synthesis (a popular staple of the genre by now) to be included, where you'd combine some things to make others, though this will probably fit more in the realm of AP than anything else.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2932719, member: 2067"] AAaah. My apologies. :) Anyone can craft most of the items in FFZ with the right combo of feats and skills, of course. Machinists are simply the BEST at crafting. And because of the "KISS" mantra I've adopted, I wanted to make sure that crafting was not an excersize in accounting and bookeeping based on prerequisites, skill ranks, time, and gil. Instead, the inventions "just happen." To clarify it slightly, it works more like the Craft Points mechanic in UA than anything else. You have a finite number of things you can craft, and a limit on the power of those items based on your level (no 1st-level sub-oribital death-beams, no effectively infinite supplies of low-powered items, either). These items are crafted more-or-less automatically. Mechanists get bonus items in a way very similar to how spellcasters learn spells -- they're simply awarded based on levels. What power they have, then, is defined by the type of items available in the campaign. By default, there are things for high-level mechanists to craft that do resemble stuff out of sci-fi (space ships, teleport pads, time loop paradoxes, etc.), but that's at the pinnacle of a long line of items from potions to airships, to constructs and even monsters. Edgar's tools make appearances at relatively low levels (the chainsaw isn't even really that powerful of an item, though it rocked in the game). These are limited in much the same way as spells are -- by a "Tech Rank" rather than a Spell Rank (Tech I, Tech II, Tech III; rather than Wizardry I, Wizardry II, Wizardry II). This also helps define what a Mechanist can actually control in abscence of skill rank -- Int of 10 + the level of the tech. Now, because I've wanted to avoid introducing a mechanic that is always better to use than a standard attack (I know this goes against FF canon, but I think there should always be a place for a standard attack), these items do have to use fuel of a sort, if they can be used in combat. Firing an airship canon or powering the chainsaw can use up MP (though generally substantially less than a similar spell) in addition to delays or other limits. As for abilties other than invention (which covers the tools and Use pretty well), the Mix ability will appear in some form, as will Rikku's famous ability to disable constructs in combat nearly instantly. There's going to be a nice handful of abilities from FFX-2 and FFT's alchemists, too. Mix is going to be tough because of the impossibility of documenting all possible item combos, so will likely focus on the results of the Mix ability, and become something of a random rod-of-wonder style table. There's also item synthesis (a popular staple of the genre by now) to be included, where you'd combine some things to make others, though this will probably fit more in the realm of AP than anything else. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Final Fantasy Zero: Design Diary continued
Top