Well, most of these questions have good answers, so I'll add my cents to only a few of them.
Ul'dah's damage seems to have been limited to the Milvaneth Sacrarium, which I -think- is a Thaumaturge building. It's been on repairs for five years, though, so some people think there's actually something else going on in there.
The large ammount of refugees going to Ul'dah after the Calamity also suggests it was the least damaged of the cities, though there's also its popularity as the richest nation, and the fact that Limsa requires sea travel to get there (which is not something refugees can afford).
There are a bunch of soldier NPCs in Fallgourd Float who emote taking two hours to get there from Gridania, trotting. So that would imply Fallgourd is 30kms apart from Gridania, if we consider a trotting speed of 15km/h and no slow downs at all (which isn't realistic, but it's Fantasy!). However, I think it was stated by the devs that the game world is not made in scale, so even with this measure we can't really know how far things are from each other.
My rule of thumb is that it takes one day to cross one full area. So Vesper Bay would be one day away from Ul'dah, and Gridania would be five days apart.
A better way to measure it, though, might be to actually make the trips in-game by walking and seeing how many in-game cycles pass until you reach your destination. Then make a couple of adjustements (add time spent eating and sleeping).
I'd treat it as having a horse in the modern world unless you are part of a Grand Company (or an organization that would have easy access to them). There are no naming conventions for chocobos.
If the game allows it mechanically, then it should be all right to use during roleplay. You can take certain liberties as long as they make sense, but you have to stay away from becoming a "Master of All". For example, while it might seem like a mage should be able to use Thaumaturgy, Arcanima and Conjury at the same time with the same efficiency, he actually shouldn't in most cases. Conjury requires a staff or scepter made of untreated wood, and Arcanima is heavy on mathematics and numbers (hence why people use books). You can work around this in some ways. Maybe your character has inscribed some Arcanima formulas and glyphs (or whatever they are called) on his blade, so he can use it with some efficacy, but not as much as if he had an actual magical book with him.
Balance and logic are the things you need to use when mixing classes or making things up, really.
Quote: Which of the 3 main cities is farthest away from it/closest to it/took the most or least damage?
Ul'dah's damage seems to have been limited to the Milvaneth Sacrarium, which I -think- is a Thaumaturge building. It's been on repairs for five years, though, so some people think there's actually something else going on in there.
The large ammount of refugees going to Ul'dah after the Calamity also suggests it was the least damaged of the cities, though there's also its popularity as the richest nation, and the fact that Limsa requires sea travel to get there (which is not something refugees can afford).
Quote:Third, how long does the community as a whole feel it would take to get from a major hub city to another without special means of transportation. Lets say the only method they had was one chocobo.
There are a bunch of soldier NPCs in Fallgourd Float who emote taking two hours to get there from Gridania, trotting. So that would imply Fallgourd is 30kms apart from Gridania, if we consider a trotting speed of 15km/h and no slow downs at all (which isn't realistic, but it's Fantasy!). However, I think it was stated by the devs that the game world is not made in scale, so even with this measure we can't really know how far things are from each other.
My rule of thumb is that it takes one day to cross one full area. So Vesper Bay would be one day away from Ul'dah, and Gridania would be five days apart.
A better way to measure it, though, might be to actually make the trips in-game by walking and seeing how many in-game cycles pass until you reach your destination. Then make a couple of adjustements (add time spent eating and sleeping).
Quote:Fourth, how expensive do you think a chocobo would be? Would it be akin to buying a car in our world? Or would it be plausible that a breeder may give a deal to someone based on a variety of reasons? And are there any naming conventions for chocobos?
I'd treat it as having a horse in the modern world unless you are part of a Grand Company (or an organization that would have easy access to them). There are no naming conventions for chocobos.
Quote:Fifth, because we can (in-game) be any class or wear any armor, how do you guys feel about a character's fighting style being a mix of classes? For instance, a paladin who also has skills with a lance, or a puglist/monk who can use basic healing magics, ect, ect?
If the game allows it mechanically, then it should be all right to use during roleplay. You can take certain liberties as long as they make sense, but you have to stay away from becoming a "Master of All". For example, while it might seem like a mage should be able to use Thaumaturgy, Arcanima and Conjury at the same time with the same efficiency, he actually shouldn't in most cases. Conjury requires a staff or scepter made of untreated wood, and Arcanima is heavy on mathematics and numbers (hence why people use books). You can work around this in some ways. Maybe your character has inscribed some Arcanima formulas and glyphs (or whatever they are called) on his blade, so he can use it with some efficacy, but not as much as if he had an actual magical book with him.
Balance and logic are the things you need to use when mixing classes or making things up, really.