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Final Fantasy Zero: Design Diary continued
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<blockquote data-quote="Cynlas" data-source="post: 3136364" data-attributes="member: 34699"><p>Yup, I noticed. But for things like BAB, feats, and even HP, the closer conversions were still going to follow the basic conventions (like only a +20 fighter bab at 20th level), as some things need to conform to the system being converted to. MP and spells/level and spell power levels are the main difference in progressive power between the two, along with the extra class/job special abilities. </p><p></p><p>While UA contains a spell point system, it is rather different from the FFZ one, and as I noticed from the few spells already made available, even spells of the same level have distinct MP costs, making the use of the UA spell-point system an inadequate substitution. This also required a more direct porting of the FFZ system than necessary for other items, like BAB, to ensure that the mages didn't get unintentially shafted of the ability to cast their spells, or fuel their class abilities at a given level.</p><p></p><p>In all actuality, it was the Blm abilities that made me re-think the way I was originally converting things via the "template" route. The only way to mechanically "fit" the Black mage's specials into the standard spell-slot casting system was to either make them usable a certain number of times a day, or have them spontaneously "burn" a spell slot from the caster's daily alottment of a level commensurate with the level of power they are using. Either way works, but neither really captures the feel of the FFZ versions.</p><p></p><p>In the long run, though, I think the Whm abilities <em>might</em> need re-tweaking. While our party WHm can cast things like Heal or Cure Serious Wounds, she instead spends round after round "casting" Benediction for much greater effect, overall, than any given spell. Keep in mind that the D20 Benediction is inherently slightly weaker than the FFZ version, as I changed "per point of Magic" to D20 "caster level", and when gained only provides 8 dice of healing (as opposed to the 12 or more of the FFZ version, as it is gained at 8th D20 level). Currently, this is being balanced somewhat by the non-mechanical issue that also occurs in FFTA (I am told) when these abilities are used: the White Mage becomes a primary target for intelligent opponents. OF course, even though it heals less itself than its FFZ version, it tends to have a greater impact as D20 characters have less HP than their FFZ counterparts thanks to the stable & maximized HP progression of FFZ over the randomized D20 characters. So, in the end, it may not be an issue in the FFZ version of play. Spending three rounds to cast Cure 3 might be more efficient or necessary to heal three party members than spending three rounds of Benediction. Especially if there are attacks which do insane damage like in the vgs. Can't wait to find out...</p></blockquote><p></p>
[QUOTE="Cynlas, post: 3136364, member: 34699"] Yup, I noticed. But for things like BAB, feats, and even HP, the closer conversions were still going to follow the basic conventions (like only a +20 fighter bab at 20th level), as some things need to conform to the system being converted to. MP and spells/level and spell power levels are the main difference in progressive power between the two, along with the extra class/job special abilities. While UA contains a spell point system, it is rather different from the FFZ one, and as I noticed from the few spells already made available, even spells of the same level have distinct MP costs, making the use of the UA spell-point system an inadequate substitution. This also required a more direct porting of the FFZ system than necessary for other items, like BAB, to ensure that the mages didn't get unintentially shafted of the ability to cast their spells, or fuel their class abilities at a given level. In all actuality, it was the Blm abilities that made me re-think the way I was originally converting things via the "template" route. The only way to mechanically "fit" the Black mage's specials into the standard spell-slot casting system was to either make them usable a certain number of times a day, or have them spontaneously "burn" a spell slot from the caster's daily alottment of a level commensurate with the level of power they are using. Either way works, but neither really captures the feel of the FFZ versions. In the long run, though, I think the Whm abilities [I]might[/I] need re-tweaking. While our party WHm can cast things like Heal or Cure Serious Wounds, she instead spends round after round "casting" Benediction for much greater effect, overall, than any given spell. Keep in mind that the D20 Benediction is inherently slightly weaker than the FFZ version, as I changed "per point of Magic" to D20 "caster level", and when gained only provides 8 dice of healing (as opposed to the 12 or more of the FFZ version, as it is gained at 8th D20 level). Currently, this is being balanced somewhat by the non-mechanical issue that also occurs in FFTA (I am told) when these abilities are used: the White Mage becomes a primary target for intelligent opponents. OF course, even though it heals less itself than its FFZ version, it tends to have a greater impact as D20 characters have less HP than their FFZ counterparts thanks to the stable & maximized HP progression of FFZ over the randomized D20 characters. So, in the end, it may not be an issue in the FFZ version of play. Spending three rounds to cast Cure 3 might be more efficient or necessary to heal three party members than spending three rounds of Benediction. Especially if there are attacks which do insane damage like in the vgs. Can't wait to find out... [/QUOTE]
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