X|V:CS Compatible RP Combat System for FF:X|V - Printable Version +- Hydaelyn Role-Players (https://ffxiv-roleplayers.com/mybb18) +-- Forum: Community (https://ffxiv-roleplayers.com/mybb18/forumdisplay.php?fid=8) +--- Forum: RP Discussion (https://ffxiv-roleplayers.com/mybb18/forumdisplay.php?fid=13) +--- Thread: X|V:CS Compatible RP Combat System for FF:X|V (/showthread.php?tid=15221) |
RE: X|V:CS Compatible RP Combat System for FF:X|V - Ravean Blutsinger - 04-24-2016 (04-23-2016, 04:54 AM)Valence Wrote: I have had the occasion to try it the last week on a trial event I ran, and it works very well. Of course I 'dumbed' it down a bit so that folks don't get too terrorized by all those sheets and numbers (especially the non tabletop people and total neophytes)... And so, actually, even without the stacking system (stacks, etc), the AP regen, the thing is pretty solid! What I liked with that is that you can remove stuff or add stuff pretty easily and adapt it and it still works nice. Thank you for all that! I will try to figure out a good way to break up the magic, cause I tend to agree with you that there is a lot for one set. An idea that comes to mind is to change the levels and schools into points, so say enfeebling 1 would be 1 point set, while enfeebling 2 costs 3. Can assign each level of magic, say, magic lv.1 gets 3 points to speed on school lists, 2 gets like 6, etc etc. How does that sound as a quick thought? The issues for Grit and all that is that as designed right now, the commands sets are defaulted to the one assign with the job if they pick a job. So there are better defensive moves than Grit if they pick another skill set, but some people may not want to, and may want to stick with grit as is. Grit does cause you to do a lot less damage when you act, but some may be fine with that. Some may want a better one. It's mostly to make sure there are plenty of options available for everyone. The HP was a result of not enough originally! People we killing each other in 3-4 turns, but with more feedback I will adjust to what the majority thinks. But I am glad you are enjoying it! RE: X|V:CS Compatible RP Combat System for FF:X|V - Ravean Blutsinger - 05-17-2016 Taking all the suggestions and doing a bit of tests, I updated the system with a major change, turning it to 1.1 Patch 1.1 (5/17/2016): Magic Rework: Point System Freelancer HP has been dropped from 70 to 50, meaning all lost 20HP All classes and jobs buffed (either by +5HP or +1AP, please check class and job values) Mechanics page was updated to provide information on the new point system All spells were given a "Spell Value" Magic (Lv.1) changed to Allows user to pick spells from spell list, up to 20 points Magic (Lv.2) changed to Allows user to pick spells from spell list, up to 40 points Magic (Lv.3) changed to Allows user to pick spells from spell list, up to 70 points Several spells removed from Black Magic Command List (see command list for current BLM spell list) Blue Magic changed to fit with the new spell system Summon changed from spells to command set RE: X|V:CS Compatible RP Combat System for FF:X|V - Valence - 05-18-2016 (04-24-2016, 03:54 AM)Ravusa Evomere Wrote: Thank you for all that! I will try to figure out a good way to break up the magic, cause I tend to agree with you that there is a lot for one set. An idea that comes to mind is to change the levels and schools into points, so say enfeebling 1 would be 1 point set, while enfeebling 2 costs 3. Can assign each level of magic, say, magic lv.1 gets 3 points to speed on school lists, 2 gets like 6, etc etc. How does that sound as a quick thought? Well, don't feel too compelled to nerf that HP pool too much though. As I said, keep in mind that it was a tutorial for people, so my NPCs were basic gladiators and stuff... And they were only two against like, 5 of us! But yeah, I think that -20 HP can be cool. Since the HP bonuses for tank classes don't change it tends to differenciate them a lot more with the squishy ones. Eventually the nice thing is that you can adapt it to various groups of power: people playing average joes will get freelancers with 50HP, and people playing heroes facing tons of powerful enemies may want to buff it up a lot. Your new point system for magic looks fine to me. It's a good idea. I would probably still proceed differently in my case but that's mostly taste! Ideally, I think what I would do is an easy to grasp skill tree of sorts for pretty much every command skill: For example a conjurer character will pick up as one of their commands the healing magic one. The player says "my character is a novice", so they just take the basic package. Then they say instead "they are a senior conjurer", they take the basic lvl 1 package, the lvl2 one, as well as the level 3. I would break down every command into 3 tiers. Mostly for fluff, no points behind, just for a roleplay perspective. You know you play a powerful character, you choose accordingly. Well at least that's what I did myself more or less. All in all it boils down to "my character gained lots of experience in conjury the past year, so let's upgrade his conjury lvl1 to conjury lvl2". I like that because it allows me to differenciate grizzled vets from green novices. For the Grit skill, well, I would ideally have expected it you know, to have just a different effect than the defensive one, but I totally understand that at some point you just run out of different things to find with all that. RE: X|V:CS Compatible RP Combat System for FF:X|V - Ravean Blutsinger - 05-19-2016 (05-18-2016, 04:23 AM)Valence Wrote:(04-24-2016, 03:54 AM)Ravusa Evomere Wrote: Crap I said Earlier Actually, if you have a suggestion for Grit I would love to hear it! As of right now, it's set so that there is at least one defensive move in the DRK set. But I'm curious to hear your alternative if you have an idea. And I glad you liked the point system. I was going for the branching system at first, but it ended up being a lot of redundancy and a lot of people were not happy with spells being missing in certain sets and it was a lot, so I talked to some people and they said they would be happy with the point system, this way they can collect the spells they really want, and for those who want to be the new characters can just take simple spells and those who are the vets can get the stronger ones. RE: X|V:CS Compatible RP Combat System for FF:X|V - Valence - 05-20-2016 For Grit? That's the funny thing, I told myself as soon as I noticed it was a dumbed down version of Defensive "What a shame, it should have more flavour, it's grit!" Then I was like "Yes but what?" I guess I haven't thought about it enough. I was a bit rushed to make all those character sheets before the event. RE: X|V:CS Compatible RP Combat System for FF:X|V - Ravean Blutsinger - 09-23-2017 I realize I haven't been updating this page with changes I have been doing so I apologize about that. I have recently updated the system to include Stormblood and then-some! All the changes and updates will be noted in the last tab! Again like always feedback is welcomed! (Also I do hope this doesn't count as resurrecting a dead thread when I'm labeling and updated. Apologizes if it does.) The system link: https://docs.google.com/spreadsheets/d/1W0dobYZqVLgy2g-JtCmSHh3zjenuvUJnB3GQeeIhxdI/edit#gid=304190821 I am also working on a character growth attachment to the system now too and it's almost done! Growth Addition: https://docs.google.com/spreadsheets/d/1W0dobYZqVLgy2g-JtCmSHh3zjenuvUJnB3GQeeIhxdI/edit#gid=304190821 RE: X|V:CS Compatible RP Combat System for FF:X|V - Hilde - 09-23-2017 Looks interesting-- I'm all for new battle systems. I would honestly have to see it in action though, the format is a little too overwhelming/confusing at first glance. RE: X|V:CS Compatible RP Combat System for FF:X|V - Ravean Blutsinger - 09-24-2017 Appreciate that! Maybe I'll set up an event with some other people to show off how the system works! |