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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: 4149523" data-attributes="member: 2067"><p>I'm rolling all the defenses into one over-arching magical defense and one over-arching physical defense. Similar to how 4e is combining Reflex defense with AC, I just go a few steps further, since it is more true-to-the-game.</p><p></p><p></p><p></p><p>No more than I need, I'm not a fan of much added rolling or bookkeeping. <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 kind of a "phase" of your combat round, a la 4e. You first account for any ongoing effects, you then take your actions, and you finally resolve any ongoing effects and apply our delay. </p><p></p><p></p><p></p><p>Limits will describe about how many encounters you'll have in a day (which is very flexible), though you could always push a bit harder and have more limits or not push to that point and not use limits at all. HP and MP are, as in 3e and 4e, basically per-encounter resources (HP a little less so).</p><p></p><p></p><p></p><p>More similar to Action Points than recharge mechanics. It's measured in how many encounters you have. Limit Modes just allow you to gain limits for doing things other than being beaten up in an encounter. <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>You got it. I think that's a key aspect of the games' resource management. But I'll be taking a page from FFT/TA/11/12 and having MP regenerate, so you're not tempted to save it all for a big blast and then spend the rest of the combats just attacking. Use your powers! They're there for that!</p><p></p><p></p><p></p><p>That's exactly what I'm trying to replicate, kind of a middle ground between ATB (pretty impossible on the table top) and round-based (makes speed a bit too useless). I also think FF13's round system is going to be interesting (you input a chain of attacks?), so I might end up stealing from that after it's out. For now, the key is to juggle actions so that you release big enough attacks, without loosing turns. If you do loose a turn, it's always your choice (reflecting the 4e idea that losing turns is bad juju). </p><p></p><p></p><p></p><p>Not really -- limits are a blatant power up. That's kind of the fun of 'em, after all. I don't think a diversity of limits will be a problem. A character should have a few different limits at their disposal over the course of their careers, with effects from damage to healing to protection to instant-enemy KO...</p><p></p><p>You could still play a more "old school" game without them, but you'll need to adhere to the other "old school" considerations, too, in that case. Or just give Cecil and Rydia and Edge limit breaks (come on, you know it'd be cool...<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>Well, that's kind of always going to be true. <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=";)" /> There's definite possibility for this, after 4e comes out, but I want to make sure to loot 4e for all the good ideas it has, and to ensure a sort of compatibility, before I tell everyone to have fun with it. <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: 4149523, member: 2067"] I'm rolling all the defenses into one over-arching magical defense and one over-arching physical defense. Similar to how 4e is combining Reflex defense with AC, I just go a few steps further, since it is more true-to-the-game. No more than I need, I'm not a fan of much added rolling or bookkeeping. ;) It's kind of a "phase" of your combat round, a la 4e. You first account for any ongoing effects, you then take your actions, and you finally resolve any ongoing effects and apply our delay. Limits will describe about how many encounters you'll have in a day (which is very flexible), though you could always push a bit harder and have more limits or not push to that point and not use limits at all. HP and MP are, as in 3e and 4e, basically per-encounter resources (HP a little less so). More similar to Action Points than recharge mechanics. It's measured in how many encounters you have. Limit Modes just allow you to gain limits for doing things other than being beaten up in an encounter. :) You got it. I think that's a key aspect of the games' resource management. But I'll be taking a page from FFT/TA/11/12 and having MP regenerate, so you're not tempted to save it all for a big blast and then spend the rest of the combats just attacking. Use your powers! They're there for that! That's exactly what I'm trying to replicate, kind of a middle ground between ATB (pretty impossible on the table top) and round-based (makes speed a bit too useless). I also think FF13's round system is going to be interesting (you input a chain of attacks?), so I might end up stealing from that after it's out. For now, the key is to juggle actions so that you release big enough attacks, without loosing turns. If you do loose a turn, it's always your choice (reflecting the 4e idea that losing turns is bad juju). Not really -- limits are a blatant power up. That's kind of the fun of 'em, after all. I don't think a diversity of limits will be a problem. A character should have a few different limits at their disposal over the course of their careers, with effects from damage to healing to protection to instant-enemy KO... You could still play a more "old school" game without them, but you'll need to adhere to the other "old school" considerations, too, in that case. Or just give Cecil and Rydia and Edge limit breaks (come on, you know it'd be cool...:)) Well, that's kind of always going to be true. ;) There's definite possibility for this, after 4e comes out, but I want to make sure to loot 4e for all the good ideas it has, and to ensure a sort of compatibility, before I tell everyone to have fun with it. :) [/QUOTE]
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