More Miscellaneous
I was thinking about how to deal with Brave and Faith, and a few other things...
Brave
This has only one use, and that's for Reaction abilities. In order to use a Reaction ability, you must roll a d% and get less than your Brave score.
Also, for Move-Find Item, you must roll higher than your Brave to find the 'good item', or else you get a Phoenix Down or other not-so-good item.
Faith
Faith is useful for a wide variety of things.
1) For every 5 points above 50, you get a -1 on saving throws against spells. For every 5 points below 50, you get a +1.
2) For every 5 points above 50, you add +1 to the saving throw DC of spells you cast. For every 5 points below 50, you subtract 1.
Astrology
Knowing your birthday and having a zodiac sign is a
must. You choose what your sign and month of birth is, and what-not, though you can't choose Serpentarius.
Code:
[color=white]COMPATIBILITY CHART
Ar Ta Ge Cn Lo Vg Li Sc Sa Cp Aq Pi Se
Aries O O O - + O ? O + - O O O
Taurus O O O O - + O ? O + - O O
Gemini O O O O O - + 0 ? 0 + - O
Cancer - O O O O O - + O ? O + O
Leo + - O O O O O - + O ? O O
Virgo O + - O O O O O - + O ? O
Libra ? O + - O O O O O - + O O
Scorpio O ? O + - O O O O O - + O
Sagittarius + O ? O + - O O O O O - O
Capricorn - + O ? O + - O O O O O O
Aquarius O - + O ? O + - O O O O O
Pisces O O - + O ? O + - O O O O
Serpentarius O O O O O O O O O O O O O
O: Neutral
+: Good
-: Bad
?: Worst (same sex), Best (opposite sex), Bad (monsters)[/color]
Definitions
In general, for damaging attacks, Zodiac compatibility will affect the
relevant attack stat -- call this stat XA:
'Neutral' compatibility: XA_zodiac = XA
'Good' compatibility: XA_zodiac = XA + [XA / 4]
'Best' compatibility: XA_zodiac = XA + [XA / 2]
'Bad' compatibility: XA_zodiac = XA - [XA / 4]
'Worst' compatibility: XA_zodiac = XA - [XA / 2]
SUCCESS RATE
Instead of affecting only the attack stat, Zodiac compatibility is usually
applied to the success rate as a whole:
'Neutral' compatibility: success%_zodiac = success%
'Good' compatibility: success%_zodiac = success% + [success% / 4]
'Best' compatibility: success%_zodiac = success% + [success% / 2]
'Bad' compatibility: success%_zodiac = success% - [success% / 4]
'Worst' compatibility: success%_zodiac = success% - [success% / 2]
Spells
The translation of a spell's speed into d20 is difficult. For instance, haste has a speed of 50 - essentially meaning that it is really, really, really fast. But how to translate it into d20?
Essentially, this is what I've come up with.
If your initiative is lower than or equal to the speed of the spell in question, then it counts as a standard action and occurs immediately (for instance, if your initiative is 18, and you cast haste, it goes off right away). However, if your initiative is higher than the spell's speed, then it goes off in the initiative count equal to the spell's speed (for instance, if you're casting Bolt 3, and you have initiative of 22, then it goes off in 15; however, if your initiative was 14, then it would go off right away).
A character has no limit to the number of spells they can know. All spells allow a saving throw (Will, if it doesn't deal damage or inflict a status ailment; Reflex if it inflicts damage directly; Fortitude against spells that inflict status ailments), and Faith affects these saving throws. The DC is set with Charisma, which is further affected by Faith.
Abilities and Levels
Having no correlation between jobs and levels is a slight problem. I'll try to remedy those problems here.
For gaining access to a new class, you must have the listed number of action abilities. Reaction, support, and movement abilities have no meaning in regards to being able to gain access to a new class.
Also note that no FFTA class has 'Combo' abilities - I'm not using the Judge system, or whatever, so those are somewhat meaningless anyway.
You can change classes anytime outside of battle.
A starting character has 5 'points' to increase the following with: Fort Save, Will Save, Ref Save, BAB, and Defense. All of these start at a 'bad' progression, and each 'point' put into it increases it one progression (from bad to median, from median to good, etc). A character cannot start out with any progression at best.
Code:
[color=white][b]Saving Throw Progressions[/b]
Level Best Good Median Bad
1 +3 +2 +1 +0
2 +4 +3 +2 +0
3 +4 +3 +2 +1
4 +5 +4 +2 +1
5 +6 +4 +3 +1
6 +6 +5 +3 +2
7 +7 +5 +4 +2
8 +8 +6 +4 +2
9 +8 +6 +4 +3
10 +9 +7 +5 +3
11 +10 +7 +5 +3
12 +10 +8 +6 +4
13 +11 +8 +6 +4
14 +12 +9 +6 +4
15 +12 +9 +7 +5
16 +13 +10 +7 +5
17 +14 +10 +8 +5
18 +14 +11 +8 +6
19 +15 +11 +8 +6
20 +16 +12 +9 +6[/color]
At 5th level, a saving throw can be increased from bad to median, from median to good, or from good to best; and again at 10th, 15th, and 20th. A saving throw, your BAB, or your Defense can't be increased to higher than best.
Note that you don't get additional attacks with high BAB, and your BAB progression can't get higher than best.
Code:
[color=white][b]BAB and Defense Progressions[/b]
Level Best Good Median Poor
1 +1 +1 +0 +0
2 +2 +2 +1 +1
3 +3 +3 +2 +1
4 +5 +4 +3 +2
5 +6 +5 +3 +2
6 +7 +6 +4 +3
7 +9 +7 +5 +3
8 +10 +8 +6 +4
9 +11 +9 +6 +4
10 +13 +10 +7 +5
11 +14 +11 +8 +5
12 +15 +12 +9 +6
13 +17 +13 +9 +6
14 +18 +14 +10 +7
15 +19 +15 +11 +7
16 +21 +16 +12 +8
17 +22 +17 +12 +8
18 +23 +18 +13 +9
19 +25 +19 +14 +9
20 +26 +20 +15 +10[/color]