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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: 3133620" data-attributes="member: 2067"><p>VERY NICE! <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>I like what you've got there, and it's solid even without the mechanics descriptions that are lacking (but coming next!)</p><p></p><p></p><p></p><p>Think about how FF10 put "attributes" on different weapons -- katanas could hurt armored creatures better, while the thrown weapons were effective against fliers, and certain stat-modification abilities would only be put on certain weapons. </p><p></p><p>Now think about how this is applied to d20 -- some weapons (like spears) can have Reach. Some weapons can have Impressive Critical (x3) or Superior Critical(x4). Some can have a Frequent Critical (19-20). Some can grant you a bonus to trip or disarm checks, some can be set against a charge, some are masterwork, or made of silver...these are actually what characters get to spend AP on. AP (along with GP and XP) *is* the major award category in FFZ, and you can cash it in on things from weapon and armor modifications to special character abilities (auto-potion and the like) to super-secret-special characters and ultimate limit moves. </p><p></p><p>Your job will give you how much damage you can deal. Your weapon proficiencies will help you modify how you can deal that damage with AP...which means that Knights, for instance, will have more ways to change their attacks around than black mages, and thus will be more likely to have the right weapon for the job (or a few very POWERFUL weapons).</p><p></p><p></p><p></p><p>I'm working on a spell list, I promise. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> It's just a (relatively) low priority when considering that I neglected to give enough info to truly make a character. <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></blockquote><p></p>
[QUOTE="I'm A Banana, post: 3133620, member: 2067"] VERY NICE! :) I like what you've got there, and it's solid even without the mechanics descriptions that are lacking (but coming next!) Think about how FF10 put "attributes" on different weapons -- katanas could hurt armored creatures better, while the thrown weapons were effective against fliers, and certain stat-modification abilities would only be put on certain weapons. Now think about how this is applied to d20 -- some weapons (like spears) can have Reach. Some weapons can have Impressive Critical (x3) or Superior Critical(x4). Some can have a Frequent Critical (19-20). Some can grant you a bonus to trip or disarm checks, some can be set against a charge, some are masterwork, or made of silver...these are actually what characters get to spend AP on. AP (along with GP and XP) *is* the major award category in FFZ, and you can cash it in on things from weapon and armor modifications to special character abilities (auto-potion and the like) to super-secret-special characters and ultimate limit moves. Your job will give you how much damage you can deal. Your weapon proficiencies will help you modify how you can deal that damage with AP...which means that Knights, for instance, will have more ways to change their attacks around than black mages, and thus will be more likely to have the right weapon for the job (or a few very POWERFUL weapons). I'm working on a spell list, I promise. ;) It's just a (relatively) low priority when considering that I neglected to give enough info to truly make a character. :) [/QUOTE]
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