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X|V:CS Compatible RP Combat System for FF:X|V


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Hey everyone! Combat System Creator here!

 

I've been neglecting posting this in the forum (halfway between lazy and busy), but here is a link to the CS that I created for to help make RP combat more interesting. It's be compared to a table top Final Fantasy Tactics, and I take that as a compliment. I've gotten more than a few messages in game about this, saying I should post it, so, here I am. Look at me post!

 

I am more than willing for others to use it and all that junk. I spent a good amount of time on this and had many testers help me with balance and flow.

 

[align=center]X|V:CS[/align]

 

Goal was to make it play almost like a tabletop FF:Tactics with how commands work and how you build a character. I did my best to keep it both very open (so that all types of characters can be accurately represented in this system) and very fitting to lore (So it does not stop feeling like FFXIV while using it). There is not much rolling, and if there is a need for rolling, it is designed to use the /random already implemented in game. I did not want there to be even more web pages/outside tools open to use it in the middle of an RP event.

 

Let me know what you guys think! Feedback is appreciated, and I would love to see this grow, even potentially becoming a global tool. If anyone needs help with it or clarifications let me know as well. I'm leaving it at 0.95 until I get confirmation from enough people that it is good enough to call a full version. I will more than likely do balance updates and changes upon comments and requests so do not be surprise if you see that change.

 

Also I went with the classic/Japanese naming conventions for most spells and abilities cause I like them...that's really it. They can always be renamed to roman numerals if needed, just thought Firaga looks better than Fire III.

 

Happy RPing!

 

EDIT: Here is an example of monsters (For bosses my suggestion is usually go party size times 30-50 for HP): Example Bestiary

 

EDIT2: After much work, we finally hit v1.0!

 

EDIT3: I've created an in game linkshell for questions and help using the system, feel free to message me in game for an invite!

 

EDIT4: Massive update! New versions and everything is now recorded on the excel sheet instead of making posts. Still looking for feedback!

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Mad props to Rav for making this thing. It's been really awesome roleplaying with this system, as a general PC and as a event creator. The boss fights and your own character's combat details can be made to be unique to match their capabilities - no more dumbing down your character when you roll a 1.

 

If you want to see it in action, it might be possible to attend one of our weekly events and watch, maybe even participate. 

 

-hugs Rav- He slaved away over this thing and you can tell, it's a fantastic tool! Thanks Rav!!

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That looks really deep and a lot of work seems to have gone into it, respect for it.

 

Although looking at it right now just seems outright confusing considering the amount of information i'll be extremely interested to get a better view of it in situation! Especially since i'm myself using my own little (insignificant) system for FC events so i'm always interested to see what kind of nice things work elsewhere.

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Whew yeah, I cannot imagine how much work went into putting all this together. I really, really like the round/character status page. I can imagine that makes the DM's job a bit simpler considering the number of possible status effects and things that could be thrown around. I haven't gone in to try and create a test character yet but it does look like there's a LOT of options on how to build them.

 

Out of curiosity, how many players do you usually run the events using?

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Whew yeah, I cannot imagine how much work went into putting all this together. I really, really like the round/character status page. I can imagine that makes the DM's job a bit simpler considering the number of possible status effects and things that could be thrown around. I haven't gone in to try and create a test character yet but it does look like there's a LOT of options on how to build them.

 

Out of curiosity, how many players do you usually run the events using?

Our average combat event usually has around seven or eight player characters and one to two enemy NPCs. We communicate through discord (mainly to remind people of who's turn it is or to ask things like 'IS THIS MELEE RANGE?') We also have a different google document for current combat to keep track of AP and HP etc.

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Have there been any combats reliant on larger numbers of enemies? Also, you mention providing examples of enemy stats. I'd definitely like to see some for the sake of seeing what is an appropriately balanced challenge for the number of players you're describing.

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Wow, I did not expect this!

 

I'll post up some enemy examples soon, but for now, here is some character sheets from our FC:

 

Roni's Character (as well as a boss he made for an event)

My Characters

Another example

Oyuu's Sheet

Summoner Example

 

The combat has been varied, we have had events where there has been but one or two large bosses, some mixed with boss and mobs, and others where it has been just mobs.

 

As soon as I get a longer moment I'll post up the monster stats!

 

EDIT: Here is an example of monsters (For bosses my suggestion is usually go party size times 30-50 for HP): Example Bestiary

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Have there been any combats reliant on larger numbers of enemies? Also, you mention providing examples of enemy stats. I'd definitely like to see some for the sake of seeing what is an appropriately balanced challenge for the number of players you're describing.

I ran an event myself that involved waves of enemies, spawning a certain number and different types of enemies depending on the turn. (There were up to 20-25 enemy NPCs on the field at one point!) It was a bit hard to manage but with the help with another player I was able to keep track of the mobs and the participants pretty well and keep the combat relatively quick.

 

Also, I think most of our event organisers/boss creators base their enemy stats and their number of actions on how many healers there will be at the event (Combat events require sign up on our site so we can count numbers and adjust), so if there are two healers, the boss will do three actions to keep it a fair challenge etc. Some of us like being super mean and making our bosses capable of lots of devastating AoE. :D We've yet to wipe a party though!

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Out of curiosity, how does the system deal with more or less advanced characters? How does it work with novices or grizzled characters?

 

I spent a lot of time on this, trying to figure out what would be best to handle this. Unfortunately there will always be drama and arguments on the subject of who is better than who and all that, so I thought the best way is to leave everything rather equal, no levels, nothing like that. If a person wants to play a weaker character, than can choose not to have abilities or actions in a list, choose not to use stances, choose to pick freelancer and not take all the commands/traits they are allowed. They can even nerf their stats lower if they would like.

 

Really this is up to the players, as I cannot control what people do, only suggest what would be best.

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Out of curiosity, how does the system deal with more or less advanced characters? How does it work with novices or grizzled characters?

 

I spent a lot of time on this, trying to figure out what would be best to handle this. Unfortunately there will always be drama and arguments on the subject of who is better than who and all that, so I thought the best way is to leave everything rather equal, no levels, nothing like that. If a person wants to play a weaker character, than can choose not to have abilities or actions in a list, choose not to use stances, choose to pick freelancer and not take all the commands/traits they are allowed. They can even nerf their stats lower if they would like.

 

Really this is up to the players, as I cannot control what people do, only suggest what would be best.

^ Ravusa made the system to be as flexible and diverse as possible, taking into consideration our FC's unique characters and their abilities and thinking outside the box in terms of that. In our FC we have summoners, warriors, scholars, astrologians, an engineer and a bartender to name a few. Whatever your character does, you'll most likely be able to put a combat sheet together no problem. 

 

I personally use it as a tool to reflect what my character is capable of, and when I make my combat sheet I think about what my character might learn in the future, so those abilites are available to me, but I don't RP them or use them in combat until I've reached that point in the storyline.

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Ah I see, so you make it more like the potential that your character can achieve, and then you play it as you want or downplay it when required in live? Sounds like a good approach either way.

 

Just on that... how much control do players have on what they eventually do, even when the system makes them do successes?

 

Sorry for the flurry of questions, just being curious!

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Ah I see, so you make it more like the potential that your character can achieve, and then you play it as you want or downplay it when required in live? Sounds like a good approach either way.

 

Just on that... how much control do players have on what they eventually do, even when the system makes them do successes?

 

Sorry for the flurry of questions, just being curious!

 

As long as you're making the combat sheet correctly, you can re-adjust and remake your character's combat sheet as you see fit. It is literally just a tool to help expand your combat RP. A lot of people don't find random rolls fun so we made this system to be really customisable and not dependent on roles. 

 

I dunno if that answers your question or not!

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I am starting to get a better view, not much random, so that sounds actually quite interesting. You choose to act or not if you decide that your char is ready/able or not right?

 

Sounds good, thanks for the clarification.

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I am starting to get a better view, not much random, so that sounds actually quite interesting. You choose to act or not if you decide that your char is ready/able or not right?

 

Sounds good, thanks for the clarification.

We roll for initiative at the start of the fight, so players take it in turns to perform their actions. Of course, you can choose not to act if you want to- and some actions and abilities require you to skip turns or use the turn to make a movement, etc. But yeah! It's an RP tool, so if your character chooses to pass this turn because they were hurt or distracted by something then by all means.

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This system is REALLY cool, maximum props to you all for putting this together! I've found combat systems like this work really well for story driven FC events and the like. I really like the feedback that's coming out of this too, may need to post our system and see what you guys think and recommendations you all have! Awesome job!

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I'll be incredibly blunt. I actually adore the system since I've joined and I have an incredible amount of fun in my spare time just putting random character sheets together to see what sort of potential I could pull from it. I also love the events because they're relatively quick without everyone constantly rolling hit/miss chances or really, rolling at all unless a specific skill demands it.

 

Currently, my main character is a jack-of-all-trades type mender/support character who allows fellow menders the ability to damage enemies via the power to inflict zombie on enemies. At the time of this posting, I think I'm one of the only 'Freelancer' types of the group because it better reflects his choice to never focus on one field but rather horde any aetheric knowledge he can. So here's my sheet so you can get a look at what they're capable of even without a job!

Erimmont Chevalier 

 

 

Note: He doesn't use any of the undead spells unless there's obviously a corpse to make use of and while I have an item list there, I've only added what is most common for him to carry.

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  • 1 month later...

Nice job!

I wondered something else, since I have yet to try it (and i'm currently planning to thus the question), but since people seem to say that it goes a lot quicker since there is no dice rolls... But all the calculations, don't they take time to process? I mean, between initiative rolls, AP, damage, vulnerability stacks, etc etc...? How do you keep the flow of things with those?

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Nice job!

I wondered something else, since I have yet to try it (and i'm currently planning to thus the question), but since people seem to say that it goes a lot quicker since there is no dice rolls... But all the calculations, don't they take time to process? I mean, between initiative rolls, AP, damage, vulnerability stacks, etc etc...? How do you keep the flow of things with those?

 

We actually have a sheet in the we used to keep track of turns and actions, and I saved a copy of it in the CS for people to take. I also made sure to make the character sheet have calculators built in so all you need to do is input the numbers and it will take care of the rest. \o/

 

I do not think we ever needed to pause for anything more than a moment, and usually there is plenty of time waiting for an RP post to calculate the number before hand.

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I... guess i'm still struggling to use it efficiently for now... I mean, when I GM an event I am already literally crawling under RP emotes and actions taken by everyone and have to write consequences for each of them while still keeping a RP flow... It's like, 8 times what you have to write as a simple player.

 

Now I struggle to even imagine how I could take the extra time to enter all those little vulnerability stacks and damage/AP numbers for everyone at each of their actions, especially when you have like 8 people actively RPing...

 

Do you delegate a lot maybe?

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Often we do, if you look at the combat sheet tab, we have it set up that people take care of their own HP/AP/statuses, etc.. Typically the GM focuses more on mobs and the crew on themselves. The combat sheet also has calculations built in to help make keeping track of number easier!

 

We personally made a copy of that sheet and moved it to a separate document where everyone can edit when we run our events. It makes things easier for everyone in the end as they are only focused on themselves and what they plan on doing. 

 

In terms of order, we usually roll initiative first then the GM puts the names and everyone inputs their info. 

 

Here is a visible example of the sheet in use (ignore Malady, was a GM created status for the boss):

 

jiH3IZd.png

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