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Table Top Final Fantasy


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Table Top Final Fantasy
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Zanev
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Re: Table Top Final Fantasy |
#9
03-21-2010, 08:12 AM
I wouldn't mind posting my rules. To be honest, almost every essence of D&D got scraped out of my table top game at it's current version. Really, the main focus of the game is Role-playing since it's an intrigue type of world, so the rules and formulas aren't as important. They are necessary however to facilitate battles, especially of the PvP variety. I'll put a brief explanation in spoiler tags since it'll get a little long (Even as a summary).

Battle system is a direct rip of FFI's method of calculation modified slightly for ease of use in a table top environment, I take no credit of it for my own. Here is the breakdown:

Physical Attacks:
I. PHYSICAL ATTACKS

A) ATTACK DAMAGE

D = Damage rating of Attacker
A = Absorb rating of Target
L = Level
Damage = Damage done by a successful Hit
X…Y = An inclusive range in which a random number is generated

D = STR/2 + Weapon
--If target is weak to an Elemental or Enemy-Type attribute of the weapon, D = D + 4
--If target is Asleep or Stunned, D = D*5/4

A = Sum of equipped armor

Damage = D…2D – A [Minimum value = 1]

Critical Hit Damage = (D…2D) + (D…2D – A [Min = 1])
Both sets of D…2D use the same value


B) CHANCE TO HIT

Base Chance to Hit (BCH) = 84
-If the Attacker is blind, subtract 20 from BCH
--If the Target is blind, add 20 to BCH
--If the Target is weak to an attack (Weapon attributes match Enemy Type or Enemy Weakness), add 20 to BCH
H = Attacker Hit% (H = BCH + AGI/2)
E = Target Evade% (E = 24 + AGI/2)

Chance to Hit = H – E
If the target is asleep or stunned, it does not evade the attack.

Critical Hit Rate = Weapon's Critical Hit Chance

A random number is then rolled 1…100. If the number is equal to or less than the Chance to Hit, the Hit connects. If the number is equal to or less than the Critical Hit Rate, then that hit is also a critical hit (if the number is equal to or less than the Critical Hit Rate but higher than the Chance to Hit, the hit still misses). The number 1 is always a successful hit and a critical hit, and the number 100 is always a miss.


C) STATUS ATTACKS

Base Chance (BC) = 50
If target is immune to Attack Element, Base Chance = 0
MD = Target Magic Defense
MD = MND/2 + (Level + 10)

Chance to Inflict = BC – MD (Minimum = 1)

Then roll a random number, R = 1…100. If this number is equal to or less than the Chance to Inflict, the status is applied.

Magic Attacks:
II. MAGIC

A. MAGIC DAMAGE

E = Effectivity
--If the enemy is strong to the spell element, divide Effectivity by 2 (or reduce by 50%)
--If the enemy is weak to the spell element, multiply Effectivity by 1.5 (or increase by 50%)

The damage calculation has two steps:

1) Damage = (E…2E + INT/2)

2) If the spell is not resisted and succeeds in the Chance to Hit calculation (explained below), this value is doubled.


B. CHANCE TO HIT (DOUBLE)

NOTE: Status spells can hit or miss, which is determined by this calculation. Damage spells always “hit,” but may be “resisted” in which case the doubling component of the damage calculation does not occur, and the spell does only half of its potential damage.

Base Chance to Hit = 74
--If target is strong to the spell’s element, set BC to 0
--If target is weak to the spell’s element, add +20 to BC
(if an enemy is both strong and weak, the base chance is set to 0, but you still add 20, so the chance is then 20)
SA = Spell Accuracy + INT/2
MD = Magic Defense

Chance to Hit = 74 + SA – MD

A random number is then rolled 1…100. If the number is equal to or less than the Chance to Hit, the spell hits (or doubles). The number 1 is always a successful hit, and the number 100 is always a miss.

Each spell has it's own parameters which I will explain with an example:
Name - [Target]: Effectivity; (Accuracy); Element; {MP}

Dispel - [S]: Remove Buff; (107); Dark; {35}

Name is self explanatory.

The target specifies if it is [C] for Caster, [S] for Single Target, or [A] for AoE. There are also spells that can hit the entire field, designated as [F], but those spells are far and few between.

Effectivity is the effect of the spell. In Dispel's case, it's "Remove Buff". For a damaging spell, effectivity is replaced with a number that goes into the Magic Damage equation above.

Accuracy is the number added to your Magic Attack in order to check to see if a Debuff lands, or if a damage spell is resisted.

Element is the element of the spell. All spells have an element, with very few exceptions (Such as Non-elemental damage spells like Ultima.)

MP cost is simply how much MP the spell costs to cast. Much of the MP costs are changed from FF XI's, but if you want to try this system, feel free to adjust it to your own specifications. As I said, this is a work in progress, and isn't 100% balanced yet.

Character Sheet Breakdown

Level: Self explanatory. This system runs off of a level 1 - 100 system.

Archetype:
Since I took out the job system, instead in it's place are "Archetypes". Boiled down to it's components, Archetypes are what determines the growth of the character. Below is a sample Archetype.

[size=xx-smal]Monk[/size]
Strength: 4
Agility: 2
Mind: 1
Intelligence: 1
HP: 4
MP: 1
+1 AP per Level
Martial Arts

First is the name of the Archetype. Please keep in mind the name does not necessarily mean you are to be that job. In fact, only 6 of my currently 50+ archetypes are named after jobs, those being the classic Final Fantasy 6.

Next is all of the different stats that make up a character. I boiled the stats down to it's necessities for ease of use in a table top format, but I am debating adding an extra stat that determines Defense. For now though, it's just the 6 stats. In addition, each stat is given a number between 1 and 6, 1 being dismal, and 6 being the best. I have a separate excel sheet that tracks stat growth which I unfortunately will not post here since it's even too lengthy to post on my forums. Sad Essentially though, the four core stats (Str, Agi, Mnd, and Int) increase at a certain rate. If you have a 6, that means every time you level up, your stat will increase by 1 giving you a grand total of +99 at 100. If you have a 1 in a stat, it gets a grand total of I believe 20 incremental increases between levels 2 and 100. HP and MP work slightly different in that there are specific values for each number at each level. I simply have to look at the chart and assign the correct number to the character sheet.

Below the stats you'll notice the "+1 AP per level". Since the Monk archetype has slightly sub par stats, it gets a boost to the amount of AP gained upon leveling up. Normal AP per level is 10 per level. With monk, the character would get 11 AP per level. This may not seem like a lot, but when you consider that's +100 AP at level 100, it adds up.

The "Martial Arts" in italics is an extra ability you get for free with the Archetype.

Hard Stats: Explained in "Combat Mechanics" and "Archetypes".

Equipment: For ease of use, there are only five slots for equipment.

Soft Stats: These are the stats you will use for most battle conditions. After you do the math to convert the stats from Hard Stats, Equipment, and abilities, this is what you'll end up with.

Gil: Currency of the game.

Items: Self explanatory.

Job Abilities: Same as FF XI, these are activated abilities that take a standard action.

Job Traits: Same as FF XI, these are static abilities that do not required to be activated, but may need trigger conditions (Such as Counter, Double Attack, etc.)

Spells: Self Explanatory.

Limits: There are no Weapon Skills in this system, but there are Limit Breaks. Limit Points are gained in much the same manner as TP - Hitting enemies or getting hit. Because of the versatility of Limits and the characters that use them, there are more ways to obtain Limit Points. Because of their raw power, it's harder to reach 100 limit points. Each character can have up to 8 limits, designated by a number, 1-1, 1-2, 2-1, etc up to 4-2. Those familiar with FF VII's limit system should recognize that. For every 100 limit points you get, you can use that level of limit (I.E. 100% = 1-1. 200% = 1-2, 300% = 2-1.)

Points:
Ability points are what is used to learn new abilities, spells, and in general enhance your character. As described in the "Archetype" section, each character receives 10 AP per level unless otherwise noted in their archetype. Here is a snipet from my Point Buy list to give you an idea of ability costs:

Accomplice: 10
Activate: 75
Addendum: White: 20
Afflatus Misery: 5
Afflatus Solace: 5
Aggressor: 10
Ancient Circle: 9
Angon: 19
Animated Flourish: 3
Arcane Circle: 5
Aspir Samba: 5
Aspir Samba II: 10
Assassin's Charge: 25
Astral Flow: 100
Avatar's Favor: 50
Azure Lore: 100

Changing the point value of abilities is what directly effects character balance, and is the easiest way to adjust characters. In general, most spell caster abilities (except for the very powerful ones) will be cheaper than melee characters. In addition, spells are very cheap to help encourage melee characters to dabble a little in spells for well-roundedness and also to prevent mage type characters from feeling overwhelmed at the sheer number of spells appropriate for their character versus the few abilities appropriate for melee characters. There is no scientific way of determining an abilities point value, other than your own good judgment (Which may sometimes be wrong :p). Just assign it a point value that seems right, and adjust it later if necessary.

EXP: This is where I put PC's EXP. As is standard with most RPGs and Table top games, EXP determines when you level up. This number is excellent in setting the pace of your game, I recommend looking at some early FF EXP models to determine how fast/slow you want progression to be.

Rank Points: This was something I had in part 2, but put on the back burner for part 3 (The current part of the game I'm hosting.) Rank Points was essentially how close you were to ranking up in your military unit. Completing tasks granted Rank Points, and failing to listen to an officer's orders would take away rank points. You can look at it as mission scoring in a way. I took it away in Part 3 since that is when I was doing an overhaul of the game engine to make it simpler for use on table top rather than using several programs I designed just to keep track of tons of info.

Chain of command: I put this in here to help show how military chain of command is established within each nation. Chain of command only applies to people in the military and only shows their superiors, not their subordinates.

EPICs/Mortal Strikes: When a circumstance would normally claim the life of a character, they may (depending on the circumstance) be able to take a Mortal Strike. Mortal Strikes represent the near death experiences many heroic characters in many of our favorite stories experience. You may accrue up to 3 Mortal Strikes on a character before you are unable to accrue any more. At that point, your character's luck has run out, and they do die. You can also spend EPICs on getting rid of a Mortal Strike on your character. EPICs are representation of great and heroic feats your character has accomplished. Every time you perform a truly heroic feat, as decided by your DM and peers, you will be awarded a letter, "E", "P", "I" or "C". When you spell out EPIC, you may use that for any number of things. Getting rid of mortal strikes, increasing the base value of a stat in your Archetype, Limit Breaks, or Character specific abilities. Character specific abilities and limits are designed by the player, and are unique to that particular character.

Flow of Combat:

This is very similar to Final Fantasy Tactic's combat system.

Firstly, when combat starts every character rolls initiative (hereafter referred to as CT) with a d100. This provides their initial position. Turn order can get a bit complex if you aren't good with number crunching several separate initiatives in your head or have a program to assist you, so it may be wise to stop right there. To properly conduct Initiative however, turns have to be taken in Clock Ticks. You add 5 to everyone's initiative to determine effects (I.E. Poison Damage is dealt every Clock Tick, Duration of buffs/Debuffs is measures in Clock Ticks, and other temporary effects.) If someone's CT reaches 100, they take their turn. Turns consist of two possible actions, Movement and Standard Actions. A character can do both on their turn, one or the other, or even neither. If the character takes two actions, subtract 100 from their CT total. If they take 1 action or movement, you subtract 80, and if they do nothing, subtract 60. After everyone has taken their turn, repeat the process until it's someone's turn again. Haste and slow effect the CT gain. If you have Haste, you add 6 every Clock Tick rather than 5, and with Slow it's 4, or Slow II which is 3. If you are afflicted with Stop or KOed, your CT gain is 0. Sleep allows CT to accrue normally, but if you are asleep when it's your turn, 60 is subtracted (Since no actions were taken.).

Again, this can get very difficult to keep track of without assistance, so if you can't crunch and remember insane amounts of numbers in your head or program a simple initiative program. I would recommend either taking the simple Initiative method or getting paper to keep track of everything. (Though one combat session may take up a lot of paper depending on how you take notes)

That's the basics of my system, it's a very rough work in progress that can use some balancing and adjusting, but it's a start. If any one is still interested in some of the finer points of using this table top system, I can elaborate on any topic of interest via PM to avoid boring everyone with lengthy bouts of rules. :p

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Messages In This Thread
Table Top Final Fantasy - by Zane - 03-21-2010, 08:04 AM
Re: Table Top Final Fantasy - by Nanapariri - 03-21-2010, 08:04 AM
Re: Table Top Final Fantasy - by Smiling River - 03-21-2010, 08:05 AM
Re: Table Top Final Fantasy - by Zane - 03-21-2010, 08:06 AM
Re: Table Top Final Fantasy - by Nanapariri - 03-21-2010, 08:06 AM
Re: Table Top Final Fantasy - by Smiling River - 03-21-2010, 08:07 AM
Re: Table Top Final Fantasy - by Kylin - 03-21-2010, 08:07 AM
Re: Table Top Final Fantasy - by Guest - 03-21-2010, 08:08 AM
Re: Table Top Final Fantasy - by Zane - 03-21-2010, 08:12 AM
Re: Table Top Final Fantasy - by Seraphine Felstar - 03-21-2010, 08:12 AM
Re: Table Top Final Fantasy - by Zane - 07-27-2010, 06:39 PM
Re: Table Top Final Fantasy - by Hayden - 07-28-2010, 12:40 AM
Re: Table Top Final Fantasy - by Hayden - 07-28-2010, 12:42 AM
Re: Table Top Final Fantasy - by Seraphine Felstar - 07-28-2010, 01:49 PM
Re: Table Top Final Fantasy - by Zane - 07-28-2010, 06:33 PM
Re: Table Top Final Fantasy - by Xaefan - 08-02-2010, 09:16 AM
Re: Table Top Final Fantasy - by Zane - 08-02-2010, 12:34 PM
Re: Table Top Final Fantasy - by Nikolai - 08-02-2010, 08:33 PM
Re: Table Top Final Fantasy - by Seraphine Felstar - 08-03-2010, 01:34 AM
Re: Table Top Final Fantasy - by Nikolai - 08-03-2010, 05:42 AM
Re: Table Top Final Fantasy - by Dogberry - 08-03-2010, 01:22 PM
Re: Table Top Final Fantasy - by Zane - 08-03-2010, 03:26 PM
Re: Table Top Final Fantasy - by Dogberry - 08-03-2010, 10:17 PM

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