Fujin
Lvl 2
Even though I've lived clumsily until now, I'll still try to do what's right.
Posts: 207
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Post by Fujin on Mar 8, 2011 8:34:48 GMT -5
We're gonna have to figure this out sooner or later, so I figure we might as well start throwing some ideas around while we've got time to hammer them out. It pretty much goes without saying, but our goal here is to create a system that is fair, plays to characters' strengths, and is capable of building the kind of drama and tension that a fantasy battle ought to generate.
My first instinct was to base a character's stats off of their job. It makes a certain amount of sense most of the time, right up until Auron starts studying white magic and suddenly has crap for physical stats. So here's what I'm thinking - each character has a certain base level for their stats (which we'll keep simple - HP, str, mag, def, mdef), on to which each job will add a certain bonus. As jobs are mastered, a portion of those bonuses become permanent, empowering the character as they progress. I haven't worked out any hard numbers yet, but if you guys approve of the idea I can build a couple characters and play test them to see how it comes out. In the meantime, you are of course encouraged to pitch your own systems or make suggestions for others.
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Post by Alexander THE GIRL on Mar 19, 2011 17:46:29 GMT -5
I'm having a hard time thinking of how these stats would actually be implemented, even though a more structured battle system probably would be a good idea. Would we have GMs doing the math?
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Post by Vivi Orunitia on Mar 21, 2011 10:42:32 GMT -5
i think that would be the best idea. But we would still need a base system for deciding it.
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Post by Vincent Valentine on Mar 29, 2011 12:22:26 GMT -5
I'm not too sure. Sorry I haven't quite jumped in sooner. Busy, and out of town, and whatnot.
I'm seeing the concept of having our stats more directly planned and worked out as a good thing and simultaneously; an irrepressibly difficult scenario. Like everything: Pro's and Con's.
Pro's, I'm seeing the stats and certain benefits from certain job classes as a pretty swanky and good idea, with it simplifying a few combat scenarios for ourselves, as most opponents would be one of two things: mindless critters, or actual characters with stats discernible enough for us to pre-determine, who would be victorious in a straight-out confrontation, which could improve drama and tension, as stated. The person being defeated could bring out the rarely seen side of the character, due to a defeat. You don't learn without screwing up, as they continuously remind you.
Con's, I'm seeing it as being heavily mitigated. I'm not sure we would need GM's, persay. As of right now, we're a small and tight-knit enough community that we could establish the circumstances, outcomes and who wins the lotto, or something, without much (if any) fuss. Sure; were we to advance our ranks, to have many players, we'd need someone (or someones) to deliberate and confirm things, so players don't get snippy or out of hand because they had to lose. It could be unnecessarily complex, because right now; I think we're comfortable enough to make agreements with each other over who would win.
Vivi vs Vincent = Fujin the victor. (Wait, what??)
I like and dislike. Though, if you're thinking something along these lines (will come to it, once I finish talking), then I think I'm on the right wavelength.
Vincent: BASE STATS. HP: 240 STR: 8 DEF: 6 MAG: 3 MDF: 6
Vincent: Mage Class HP: 215 (-25 [240 original]) STR: 5 (-3 [8 or]) DEF: 6 (0 [6 or]) MAG: 8 (+5 [3 or]) MDF: 10 (+4 [6 or])
Vincent: Dragoon Class (Mage MASTERED) HP: 250 (+20 [230 or, Mage master]) STR: 12 (+5 [7 or, Mage]) DEF: 9 (+3 [or, Mage]) MAG: 10 (+4 [6 or, Mage]) MDF: 10 (+2 [or, Mage])
NOTE: I'm assuming a few basic stats, and settings for them, for having mastered the Mage class, and moved to the Dragoon. Just to show what I'm picturing for what you suggested. Some stats become permanent improvements, though not the full extent while in that class. And the HP drop from 240, to 230 after mastering Mage, and moving to Dragoon, seemed appropriate. So they don't become grossly over-powered, some stats would reduce, just a bit, so they aren't like say...Kefka: the only villain to successfully become a God. I hope this is making sense? <<<<------- If that's along the lines of what you're thinking, that I think could make things pretty cool around here.
Though; I'd suggest, our stats weren't insane like in FF itself (max 255? No friggin' way!), and settle for a max more...reasonable. Say...50 to 60?
Did I seem to hit the marker?
PS: I didn't know if we did or didn't have a Dragoon class, so I just went with the first that came into my head as an example. Don't kill me! D:
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Fujin
Lvl 2
Even though I've lived clumsily until now, I'll still try to do what's right.
Posts: 207
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Post by Fujin on Mar 29, 2011 17:50:04 GMT -5
You just about hit the nail on the head, actually. And while we are, like you said, small enough to settle combat scenarios between one another, we are hoping to re-launch the site and bring in a near-fatal dose of new blood. Having "hard" stats would reduce the stress on mods/GMs as players work out combat on their own more or less.
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Fujin
Lvl 2
Even though I've lived clumsily until now, I'll still try to do what's right.
Posts: 207
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Post by Fujin on Apr 4, 2011 21:54:08 GMT -5
Okay, first of all I apologize for not putting more work into this lately - my job has kept me pretty busy, and when I'm not there I'm usually working on another RPG I'm supposed to be GMing. But things should be slowing down a bit now, so I can put more effort into things here.
That said, there are a few things I'd like to add to the character stats: MP, TP, and put a limit on how many times a day certain abilities can be used. As it stands, there's not much to prevent characters from spamming their best moves all the time, and while good role playing should prevent that, it's not always enough. Between these three limiting factors, characters will have to learn how to get the most out of the abilities they have. Again, I haven't attached any numbers just yet because I'd like to see how everyone feels about the idea first. What I will say is that casting limits will be fairly generous for your bread-and-butter abilities, especially since that will be all that low-level characters have to fall back on. But a high-level ability like Aura, Ribbon Light, Merton, or Ultima Shot will be usable once or twice a day, in addition to a substantial MP/TP cost.
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Post by Vincent Valentine on Apr 8, 2011 14:48:06 GMT -5
All this sounds fair to me, Fujin, and don't stress about your activity. None of us are saints, either.
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Post by Alexander THE GIRL on Apr 9, 2011 0:03:20 GMT -5
I am. I am a saint.
<- See?
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Post by Seltzer Grenadine on Apr 9, 2011 2:35:58 GMT -5
Well. Guys. I am not kidding when I say I swore I had written something for this thread regarding how I felt about certain things, but for some reason that never got posted and is lost forever?
In said post (which was, allegedly, never written and only existed in my brain, I guess) I agreed with Alex in regards to not being sure how the stats would work out. I also (allegedly!) made a point about how, in the AG days, admins were in charge of issuing stat gain and spoils. While this worked to a point, it was slow as Christmas and would often needlessly lock up story threads.
I'm also worried about keeping up with threads where multiple characters are fighting groups of enemies, much like what happened in Bevelle with the Sinspawn. That is, unless, that lovely bestiary that Alex put together includes AP/EXP listings for each possible creature? You may have already thought of this and have ideas/solutions, but... well, it's actually late enough that I totally lost my train of thought.
So.
I'm gonna leave this for discussion and come back when I have a clear idea of what I want to say. XD
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Post by Vincent Valentine on Apr 9, 2011 8:57:05 GMT -5
I get what you mean, Setz. There's complications, but not so great that they are impossible to resolve. I think, exp/ap system can be remedied simply for our bestiary, if it's not already available to us. And thus, we can mull over the things that make it otherwise difficult for us. When you're thinking a bit more clearly, perhaps we can all begin to sort out the aspects of this suggestion that are otherwise difficult for us, to really accept it? I'm sure I'd find some problems, if someone pointed them out, because otherwise I'm too dim to figure them out for myself. Also: Quiet Alex. Noone asked you, Mr Holy Eidolon.
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Post by Alexander THE GIRL on Apr 9, 2011 16:40:51 GMT -5
Fujin has a system for AP, so there's no need to worry about that. We don't need individual values for each monster, we just give a certain amount for being in character, a certain amount for beating monsters, a certain amount for being active per week, and so on.
Although yeah, in the AG days I was never really sure what the stats were for. We would get stat bonuses but, like, we didn't have any kind of structured battle system so I'm not sure what they were for.
Also, Vincent, saints don't have to listen to jerky jerkface nonsaints.
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Fujin
Lvl 2
Even though I've lived clumsily until now, I'll still try to do what's right.
Posts: 207
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Post by Fujin on Apr 10, 2011 17:55:25 GMT -5
Yeah, I've got some AP guidelines set up and am in the process of assigning AP requirements to abilities. That part is going to take a while since there are not only a lot of abilities, but a lot of balance issues to consider as well.
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Post by Vivi Orunitia on Apr 14, 2011 11:50:16 GMT -5
that and you have to remember to constantly save your stuff so that when your computer goes all crappy, you don't lose it all...
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Fujin
Lvl 2
Even though I've lived clumsily until now, I'll still try to do what's right.
Posts: 207
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Post by Fujin on Apr 15, 2011 19:58:49 GMT -5
Hey. Vivi. Fuck you, jerk.
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Post by Vivi Orunitia on Apr 18, 2011 14:36:09 GMT -5
just speaking the truth brotha.
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