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Final Fantasy Zero: Design Diary continued
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<blockquote data-quote="BRP2" data-source="post: 3305141" data-attributes="member: 47499"><p>I too am making a setting for FFXI. I'm using Iron Heroes instead of DnD though, but I once I work out work out a magic system, it can work with either probably.</p><p></p><p>[sblock]</p><p>For weapon skills, I'm adding a secondary token pool(er the concept is from Iron Heroes) based on BAB progress. Its basically Tactical Points. The longer you fight, you store it up. You can use it to unleash an elemental bonus(think 1d6 or 2d6 or ect as you level higher; the type on element is based on weapon type) with a powered attack. It also gives a bonus when used with things like "Aim" token abilities. The Weapon Master class will receive a small bonus here in terms of how quickly they gain these "Tactical Tokens".</p><p></p><p>For unique class concepts that don't fit in IH's classes, like Dragoon's jumps, wyvern pet, Monk's chi/martial arts, Beastmaster's charm, Dark Knight's Soul Eater, and spells ect, I'm using the Feat Mastery system(must read IH to understand this too). Basically they are limited feat concepts that cost a feat or beginning trait to get access to. Say if you grabbed the "Dark Knight" trait/feat: you can progress in the "Curse magic"(black magic enfeebling / dark magic), "Soul Eater", and "Blood Weapon"(I'm going to expand this into a whole constant ability).</p><p></p><p>Magic I also want to be feat based. Another thing I want magic to feel like is powerful, but limited... like a weapon. Spells like Wish won't exist. Spells while be balanced between the 6 main elements(with Dark and Light being very limited), so no dominance of fire magic like DnD. Also evocation spells will work like ranged weapons. While Charisma will be changed to effect "Will", Wisdom(name changed to Mind) will support a DR that effects elemental/magical effects(and will replace SR entirely, creatures with SR will just have very large Magic DR). This magic DR can be lowered based on whole well the spell-caster casts his spell(and his INT score).</p><p></p><p>Magic will be broken up into "Black Magic" feat masteries(Elemental, Curse), "White Magic" feat masteries(Cure, Divine/Protection), "Red Magic/Mixed" feat mastery, "Summoning" feat masteries, "Bardic" feat masteries(er, a bunch of song choices), "Ninjetsu" feat masteries(Elemental Wheel and Shadow/Enfeebling), and "Fate" feat mastery(Corsair rolls).</p><p></p><p>For magical classes, they will be much more specific compared to other IH classes. Black Mage, White Mage, Red Mage, Summoner, and Bard. Each class will focus on their related feat mastery, Bard will be especially different than DnD Bard. Songs will be more like spells that a Bard can know.</p><p></p><p>I'll probably make Skillchains and Magic Bursts possible.</p><p></p><p>Blue Mage(and Blue Magic) and Puppetmaster will be the hardest to add to the system because their concepts are so unique. I'm thinking of giving almost every non-humanoid a weapon skill or two, so Blue Mages can mimic them.</p><p></p><p>And that was just some random notes ;p.</p><p></p><p>[/sblock]</p><p></p><p>After I'm finish with my system, I'll probably make a system using KM's FF concept and DnD. Yeah, so the day after forever.</p></blockquote><p></p>
[QUOTE="BRP2, post: 3305141, member: 47499"] I too am making a setting for FFXI. I'm using Iron Heroes instead of DnD though, but I once I work out work out a magic system, it can work with either probably. [sblock] For weapon skills, I'm adding a secondary token pool(er the concept is from Iron Heroes) based on BAB progress. Its basically Tactical Points. The longer you fight, you store it up. You can use it to unleash an elemental bonus(think 1d6 or 2d6 or ect as you level higher; the type on element is based on weapon type) with a powered attack. It also gives a bonus when used with things like "Aim" token abilities. The Weapon Master class will receive a small bonus here in terms of how quickly they gain these "Tactical Tokens". For unique class concepts that don't fit in IH's classes, like Dragoon's jumps, wyvern pet, Monk's chi/martial arts, Beastmaster's charm, Dark Knight's Soul Eater, and spells ect, I'm using the Feat Mastery system(must read IH to understand this too). Basically they are limited feat concepts that cost a feat or beginning trait to get access to. Say if you grabbed the "Dark Knight" trait/feat: you can progress in the "Curse magic"(black magic enfeebling / dark magic), "Soul Eater", and "Blood Weapon"(I'm going to expand this into a whole constant ability). Magic I also want to be feat based. Another thing I want magic to feel like is powerful, but limited... like a weapon. Spells like Wish won't exist. Spells while be balanced between the 6 main elements(with Dark and Light being very limited), so no dominance of fire magic like DnD. Also evocation spells will work like ranged weapons. While Charisma will be changed to effect "Will", Wisdom(name changed to Mind) will support a DR that effects elemental/magical effects(and will replace SR entirely, creatures with SR will just have very large Magic DR). This magic DR can be lowered based on whole well the spell-caster casts his spell(and his INT score). Magic will be broken up into "Black Magic" feat masteries(Elemental, Curse), "White Magic" feat masteries(Cure, Divine/Protection), "Red Magic/Mixed" feat mastery, "Summoning" feat masteries, "Bardic" feat masteries(er, a bunch of song choices), "Ninjetsu" feat masteries(Elemental Wheel and Shadow/Enfeebling), and "Fate" feat mastery(Corsair rolls). For magical classes, they will be much more specific compared to other IH classes. Black Mage, White Mage, Red Mage, Summoner, and Bard. Each class will focus on their related feat mastery, Bard will be especially different than DnD Bard. Songs will be more like spells that a Bard can know. I'll probably make Skillchains and Magic Bursts possible. Blue Mage(and Blue Magic) and Puppetmaster will be the hardest to add to the system because their concepts are so unique. I'm thinking of giving almost every non-humanoid a weapon skill or two, so Blue Mages can mimic them. And that was just some random notes ;p. [/sblock] After I'm finish with my system, I'll probably make a system using KM's FF concept and DnD. Yeah, so the day after forever. [/QUOTE]
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