Bay 12 Games Forum

Finally... => Forum Games and Roleplaying => Topic started by: Solymr on March 29, 2014, 11:04:45 am

Title: The Fire Emblem on Forums Hub! 10 Years of FEF!
Post by: Solymr on March 29, 2014, 11:04:45 am
(https://i.imgur.com/t9F77El.png)

Welcome to the attempted central thread for all FEF related. Any questions about FEF mechanics or help about setting up a game or a new system are welcome.

Player's Handbook v3.0.2 (Solymr version) (https://www.dropbox.com/s/iubca1gwpnbtiy0/Players%20Handbook%20v3.0.2.pdf?raw=1) and Abridged Handbook v3.0.2 (without fluff and images) (https://www.dropbox.com/s/9rlrs1tp1aeur5v/Players%20Handbook%20v3.0.2%20Abridged.pdf?raw=1)
Note about the handbooks: Cecil, the writer, offered to do a Q&A in this thread. Just ask! hasn't been seen in a long while so Solymr and co. are continuing the book, also ask!
Spoiler: Old Handbooks (click to show/hide)

Manakete Supplement v1.0 (https://www.dropbox.com/s/7h0m4mnkj5749xh/Manakete%20Supplement%20v1.0.pdf?raw=1)

Elf's Handbook and Supplements (http://www.bay12forums.com/smf/index.php?topic=137453.msg8381500#msg8381500)

Quote from: FEF's IRC channel
Server: irc.darkmyst.org
Channel: #feftalk

Quote from: FEF has a discord now?!
https://discord.gg/z7PysD7

It doesn't matter which one you connect to since now they're interconnected! IRC is dead for the moment, just join the discord.

Fire Emblem on Forums TVTropes page (http://tvtropes.org/pmwiki/pmwiki.php/RolePlay/FireEmblemOnForums)


Fire Emblem on Forums Game List
If you want the game on this list, PM me the links to the OOC and IC threads.

Active:
Fire Emblem on Forums 3 Remake OOC (http://www.bay12forums.com/smf/index.php?topic=165192.0) and IC (http://www.bay12forums.com/smf/index.php?topic=165280.0). Run by Solymr.
Fire Emblem on Forums: City of Sin OOC (http://www.bay12forums.com/smf/index.php?topic=180060.0) and IC (http://www.bay12forums.com/smf/index.php?topic=180117.0). Run by Solymr.
Fire Emblem on Forums: Solrise Academy OOC (http://www.bay12forums.com/smf/index.php?topic=176881.0) and IC (http://www.bay12forums.com/smf/index.php?topic=177023.0). Run by IamanElfCollaborator.
Fire Emblem on Forums: Chains of Horai Redux OOC (http://www.bay12forums.com/smf/index.php?topic=182455.0) and IC (http://www.bay12forums.com/smf/index.php?topic=182558.0). Run by IamanElfCollaborator.
Fire Emblem on Forums: Demon Soul Saga OOC (http://www.bay12forums.com/smf/index.php?topic=179108.0) and IC (http://www.bay12forums.com/smf/index.php?topic=179227.0). Run by IamanElfCollaborator.
Fire Emblem on Forums: Seven Wishes of Hanako Saihara OOC (http://www.bay12forums.com/smf/index.php?topic=180300.0) and IC (http://www.bay12forums.com/smf/index.php?topic=180451.0). Run by IamanElfCollaborator.
Fire Emblem on Forums: Superdimension Squadron MegaMirager OOC (http://www.bay12forums.com/smf/index.php?topic=181986.0) and IC (http://www.bay12forums.com/smf/index.php?topic=182152.0). Run by IamanElfCollaborator.

Completed:
Fire Emblem on Forums 1 OOC (http://www.bay12forums.com/smf/index.php?topic=122751.0) and IC (http://www.bay12forums.com/smf/index.php?topic=122770.0).
Fire Emblem on Forums: the Nature of Humans OOC (http://www.bay12forums.com/smf/index.php?topic=127127.0) and IC (http://www.bay12forums.com/smf/index.php?topic=127172.0).
Fire Emblem on Forums 2 OOC (http://www.bay12forums.com/smf/index.php?topic=130131.0) and IC (http://www.bay12forums.com/smf/index.php?topic=130467.0).
Fire Emblem on Forums: Final Hour OOC (http://www.bay12forums.com/smf/index.php?topic=144549.0) and IC (http://www.bay12forums.com/smf/index.php?topic=144601.0).
Beginner Emblem: Call of Kovitz OOC (http://www.bay12forums.com/smf/index.php?topic=164869.0) and IC (http://www.bay12forums.com/smf/index.php?topic=164941.0).
Fire Emblem on Forums: the Gates of Rundum OOC (http://www.bay12forums.com/smf/index.php?topic=136449.0) and IC (http://www.bay12forums.com/smf/index.php?topic=136471.0).
Fire Emblem on Forums: Wonderful Blessing OOC (http://www.bay12forums.com/smf/index.php?topic=173608.0) and IC (http://www.bay12forums.com/smf/index.php?topic=173900.0).
Fire Emblem on Forums: The Whereabouts of Drink and Coin OOC (http://www.bay12forums.com/smf/index.php?topic=175448.0) and IC (http://www.bay12forums.com/smf/index.php?topic=175676.0).

Spoiler: On Hiatus/Abandoned: (click to show/hide)


FEF Calculator v1.0.1 is out! (http://www.bay12forums.com/smf/index.php?topic=137453.msg8408990#msg8408990)

FEF Map Manager v0.8.1 is out! (http://www.bay12forums.com/smf/index.php?topic=137453.msg8503261#msg8503261)

Spreadsheet Calculator by Lexi. (https://docs.google.com/spreadsheets/d/1gt-ndeOThDbZQRcpB4qIRvmabQoQwT2xQUxPWQ4wD4Y/edit#gid=0)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on March 29, 2014, 11:18:18 am
PTW and weigh in.

Personally I feel the Knight should keep SOMETHING as otherwise they take an Armor-Killer weakness for not much gain (at least the flying and mounted units get increased mobility, better Rescue capabilities, and in the Nomad's case, the ability to move again after attacking). I'm fine with 5 or less physical damage since that's what the knight is made for (DEF-tanking).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 29, 2014, 11:32:53 am
PTW, and commenting that Haspen has made a ruling that Knights get armored back, however it is only against physical attacks and at strength 4.

I agree with the decision, happy they get something. I wouldn't see the harm in raising it to five, but I prefer four at the least.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on March 29, 2014, 11:42:04 am
ptw

I pretty much agree with Xan and Ser, either 4 or 5 sounds pretty good really.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on March 29, 2014, 02:02:29 pm
I think all mounted units can move after attacking, it's just that melee ones don't always want to.

As for Knights, I'd say 4, for physical and magical. If it's late enough in the game that he has high enough resistance to only take 4 damage from a magic attack(which means they're probably using Wind magic...), he deserves to have that little bit of protection.

If only physical, though, five seems good.

Though, really, I feel like it should be 3 or so at the beginning of the game, and scale to 6 as they level up. Maybe a tenth of HP or 3, whichever is greater?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 29, 2014, 02:14:42 pm
Though, really, I feel like it should be 3 or so at the beginning of the game, and scale to 6 as they level up. Maybe a tenth of HP or 3, whichever is greater?
I think we're onto something here. Scaling armored limit based on a percentage of HP/DEF.
Who likes this idea?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on March 29, 2014, 02:27:11 pm
It could be a tenth of DEF, plus 2 or 3. So it starts at 3 or so, goes up to 6 if you max your DEF stat.

EDIT: Could be the same against Magic, using Resistance instead, and adding a smaller number, so it'll be maybe 4 or 5 if you manage to max RES.

DOUBLEDIT: Also, 1.22 may be weird, but you have to admit the format is a lot nicer.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on March 29, 2014, 02:59:06 pm
btw, seriously does anybody in the entire internet have any idea where these books came from and who made them? I know Haspen got them from another B12ver or something which just raises more questions >_<
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 29, 2014, 03:05:59 pm
I thought they materialized in his sendspace.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 29, 2014, 03:12:34 pm
Bloody magic mate. They just were.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on March 29, 2014, 03:27:18 pm
Well after digging a while, I've sent a pm to KujiUn to ask about it. I'll tell you guys if he responds
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: scapheap on March 29, 2014, 03:34:42 pm
It could be a tenth of DEF, plus 2 or 3. So it starts at 3 or so, goes up to 6 if you max your DEF stat.

EDIT: Could be the same against Magic, using Resistance instead, and adding a smaller number, so it'll be maybe 4 or 5 if you manage to max RES.

DOUBLEDIT: Also, 1.22 may be weird, but you have to admit the format is a lot nicer.
I like this idea.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Culise on March 29, 2014, 03:36:51 pm
I haven't the foggiest, unfortunately.  I used to know, because I received both 1.20 and 1.22 from there, but unfortunately, I no longer have that link, and the handbooks themselves don't state their origin. 

It could be a tenth of DEF, plus 2 or 3. So it starts at 3 or so, goes up to 6 if you max your DEF stat.

EDIT: Could be the same against Magic, using Resistance instead, and adding a smaller number, so it'll be maybe 4 or 5 if you manage to max RES.

DOUBLEDIT: Also, 1.22 may be weird, but you have to admit the format is a lot nicer.
This seems like a good idea.  Gives knights something useful, without making it overpowering. 
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 29, 2014, 03:39:58 pm
So Armoured with 2 base + 10% of DEF seems good?
Only for physical damage or both?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Culise on March 29, 2014, 03:42:17 pm
So Armoured with 2 base + 10% of DEF seems good?
Only for physical damage or both?
I like both.  Notionally, magical damage would be countered by adding 10% of RES instead, but they tend to get terrible RES.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 29, 2014, 03:43:55 pm
I also throw in my acceptance to the knight's skill.

As another notice, I've planned on doing what BMM said for Bandits and Pirates that they can double obstacles, such as walls, doors, etc. Thoughts? Seems like a small but useful ability to give them.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 29, 2014, 03:45:45 pm
He told me that too, I'll put that on the list.
IIRC he said that Raid extended to obstacles.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on March 29, 2014, 04:59:26 pm
Hell, Berserkers can reduce it to 0 in one hit if I remember right. Don't see why Raid/Pillage shouldn't work on obstacles too.

How about giving Cliffs a terrain bonus for the fliers that can use it?

Oh, and there should be something done about no native S rank Anima users, I feel.

Speaking of magic, Druid Dark magic, Ward Holy magic, and maybe Thunder magic needs to be adjusted, I feel. Druid and Ward are simply a bit 'meh' right now, and Haspen's making Druid magic Effective is nice, but also obsoletes Judgement magic by affecting larger variety and giving bonus to hit, besides the opponent's penalty to hit. Wards just have rather limited use, and Thunder magic seems like it should maybe be a bit less accurate.

Most Anima magic seems like it's a bit too accurate to me, though, so.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 29, 2014, 05:08:09 pm
Yes, but one at a time, please. I get lost with so many things at once :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on March 29, 2014, 05:22:36 pm
Then could we talk about balancing some of the weapons?

Pilums vs. Javelins, Sidearms vs. Anything(but especially swords), Thrusting vs. Slashing, Bludgeoning vs. Hacking, Polearms vs. Piercing, Druid Magic, Ward Magic, Judgement Magic if we screw with Druid too much, Crossbows(maybe), and Thunder magic(maybe)?

Starting with Druid Magic, please. :p
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 29, 2014, 05:25:45 pm
I feel like we should do class ability balance before weapon balance.

But pilums need nerf bad.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 29, 2014, 05:26:05 pm
Take a look at 1.22 weapon's first, I know they changed some stuff and it may save us work. Wards and Druid magic is largely the same though.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 29, 2014, 05:32:12 pm
If I may say only one thing about pilums.

My idea is that pilums prevent double attacks, without giving double attacks themselves. Only Soliferrum gets double attacks.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on March 29, 2014, 05:36:00 pm
What. Making them objectively worse than Javelins??? I would just make them less accurate, maybe improve Javelin accuracy a little bit, or reduce the MT on them some.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Gamerboy4life on March 29, 2014, 05:37:48 pm
Then could we talk about balancing some of the weapons?

Pilums vs. Javelins, Sidearms vs. Anything(but especially swords), Thrusting vs. Slashing, Bludgeoning vs. Hacking, Polearms vs. Piercing, Druid Magic, Ward Magic, Judgement Magic if we screw with Druid too much, Crossbows(maybe), and Thunder magic(maybe)?

Starting with Druid Magic, please. :p

What about weapon types doing extra damage to certain enemies? We all know that bows do effective damage to flying units, but what if a Crossbow did effective damage to an armored unit, since they're made to punch through armor? Or the polearm subtype doing a bit more damage against cavalry, since the purpose of a polearm is to counter a charge?

Weapons that are thrown could still be used in melee, but would likely get a debuff as well, since weapons like the Pilum were made exclusively for throwing- you wouldn't be able to exchange more than a few blows with someone before the tip bends or breaks off, as it's designed to do. A Javelin would fare slightly better with being used as a hand to hand weapon, but it wouldn't be as effective as the Pilum would be when thrown, etc etc.





Also, looting from enemy corpses. I'd like it if that were a thing- even if mooks just carried base iron weapons, it would be better than resorting to a less favored weapon when your Magic Spear of the Macguffin +10 finally breaks, and you're facing the mean general in front of you with nothing more than a half-used killer bow, for example. If you wanted to balance this, you could make it so weapons picked up only had half or a quarter durability, making them effectively useless to sell at shops.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 29, 2014, 05:39:47 pm
The numbers might need tweaking, but yes. My idea behind this is that javelins are for offensive/fast lance users that can double with them and pilums for defensive/slow lance users who get doubled all the time.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 29, 2014, 05:41:20 pm
On with Gamer's idea, how about this: pilums have a range of 2. Just 2. Not 1-2, just 2. Plays well with the knight's class ability too, which is flavorful.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on March 29, 2014, 05:44:26 pm
Pilums were used by Roman soldiers to shatter shields or make them cumbersome by adding pilum's weight before melee charge; additionally the thin metal part between spearhead and handle bent in such way pilum couldn't be pulled out and tossed back.

/me cleverly disguised PTW.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Gamerboy4life on March 29, 2014, 05:48:44 pm
Pilums were used by Roman soldiers to shatter shields or make them cumbersome by adding pilum's weight before melee charge; additionally the thin metal part between spearhead and handle bent in such way pilum couldn't be pulled out and tossed back.

/me cleverly disguised PTW.

Which is why they'd make poor melee weapons.

Soft iron wouldn't stand up to much abuse.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on March 29, 2014, 05:49:51 pm
Pilums were used by Roman soldiers to shatter shields or make them cumbersome by adding pilum's weight before melee charge; additionally the thin metal part between spearhead and handle bent in such way pilum couldn't be pulled out and tossed back.

/me cleverly disguised PTW.

Which is why they'd make poor melee weapons.

Soft iron wouldn't stand up to much abuse.

Which brings us perfectly into the idea I like:

On with Gamer's idea, how about this: pilums have a range of 2. Just 2. Not 1-2, just 2. Plays well with the knight's class ability too, which is flavorful.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 29, 2014, 05:52:20 pm
If they get only range 2, should they keep the double attacks?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 29, 2014, 05:53:48 pm
I say yes personally. It's the main point of the weapon after all. If its disliked, have it double like normal instead of two right off the bat.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on March 29, 2014, 05:54:43 pm
If they get only range 2, should they keep the double attacks?

Sure! Toss two at your enemy and then 'CHARGE FOR THE GLORY OF MOTHERLAND' :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 29, 2014, 05:55:09 pm
I like the 2 only range for the pilum.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on March 29, 2014, 05:57:02 pm
I think in melee, you'd just pull out a new one.

Maybe they don't get double attacks in melee? I dunno.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on March 29, 2014, 05:58:15 pm
I think in melee, you'd just pull out a new one.

Maybe they don't get double attacks in melee? I dunno.

Do you want to argue why you can use pilums in melee but not bows? :P

We shouldn't overcomplicate simple game things.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on March 29, 2014, 06:00:40 pm
I'm kinda opposed to it because it seems wrong somehow that a melee weapon should have a 2-only range. I suppose it could make sense, and there are always Javelins...

Would Soliferrum keep 1-2 range? I think it should.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 29, 2014, 06:03:40 pm
I agree with Haspen here, the goal with all balances and tweaks should be to add as little complexity as possible and still arrive at what you want.

As for problems with it, I'd like to point out that there is a sword that has a 1-2 range. You don't throw it nor is it magical. Bows have a range of two. Draw your own assumptions as to how long the sword is.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 29, 2014, 06:05:30 pm
Poll added.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Gamerboy4life on March 29, 2014, 06:06:15 pm
I agree with Haspen here, the goal with all balances and tweaks should be to add as little complexity as possible and still arrive at what you want.

As for problems with it, I'd like to point out that there is a sword that has a 1-2 range. You don't throw it nor is it magical. Bows have a range of two. Draw your own assumptions as to how long the sword is.

A sword with a 1-2 range?


Is there a lance with the same thing? Because a lance that could actually keep enemies at bay would be pretty neat.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 29, 2014, 06:07:15 pm
Nah. You'd think there'd be like, a pike or something. But nah.

Sword is under crush,  the claymore I think.

As for the knight weapon, I'm good with it keeping 1-2 range.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 29, 2014, 06:10:23 pm
There's also, you know, the rest of the spear subcategory that aren't pilums.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 29, 2014, 06:11:43 pm
Yah, but Gamer wasn't meaning thrown weapons. Serves the same purpose crunch wise, but you miss the fluff that endears one so.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 29, 2014, 06:14:39 pm
A throwing weapon and a melee weapon are functionally the same if they have 1-2 range :V
I think the point of claymore is to have a ranged sword that wasn't magical.

Cause throwing your sword never works.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on March 29, 2014, 06:16:00 pm
I think the claymore is kinda silly.

I also think Sidearms are kinda silly as is. I feel like maybe they should almost all have 1-2 range to be a sword version of javelins so they're useful in ways other than Assassins giggling at The Hidden Blade. Or just have higher crit rates all around.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Gamerboy4life on March 29, 2014, 06:16:28 pm
A throwing weapon and a melee weapon are functionally the same if they have 1-2 range :V
I think the point of claymore is to have a ranged sword that wasn't magical.

Cause throwing your sword never works.

On that-

Why is there no throwing dagger item? You can add like, a Kunai subclass or something at least.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 29, 2014, 06:18:58 pm
@Soly: I do agree and haven't yet said otherwise.

@Role: Sides don't seem that bad to me. Some throwing, some poison (only weapons that are physical with such effects mind you except for the one crossbow I believe), a little inaccurate though.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 29, 2014, 06:20:41 pm
Oh, misunderstood that.
We could always change the name of one of them to pike :P
The heavy spear for example?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on March 29, 2014, 06:23:10 pm
They seem fairly accurate, more accurate than most swords even, Nevermind actually looked at the Hit rates...*sigh*... I just think they're all a bit gimmicky and not really useful beyond said gimmicks, or coherent as a weapon class.

And there are certainly other weapons, in the Polearms, Venom and Poison Halberd. Frankly surprised there isn't one in the Axe category.

EDIT: Speaking of Polearms, perhaps they should have a few 1-2 physical ones, since they're supposed to be pikes and halberds and such. Besides, Knights always seemed like they fit with Polearms better, fluff-wise, than Spears, but maybe that's jut me.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 29, 2014, 06:26:59 pm
@Soly: Exactly what I what thinking. Maybe short spear, it does stand out a bit of the naming scheme. Largely dependent on the GM and mostly changes nothing but how one describes the attack. Still, nothing like the thought of giving someone a stabbing from a distance.

@Gamer: See Side. They have throwing daggers. The sword line is a bit odd since it's the only line with a forth branch, second if you count ballistas under bows.

@Role: I remember being disappointed that there weren't glaives. They're all halberds. As for the sides, maybe up their accuracy of the non-throwing ones?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 29, 2014, 06:28:56 pm
Poison hand bro.
Polearms are more of a soldier/wyvern rider weapon IMO. And the 1-2 range lances belong completely to spear subcategory cause it's pretty much its definition :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 29, 2014, 06:38:58 pm
More of the sidearms should have range function, I think. Further increasing their hit rate would be kind of a waste, since the kind of classes that would use them already tend to have high skill.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 29, 2014, 06:44:57 pm
Maybe the class specials and poison ones. Except the hidden blade. Wouldn't want assassins to have range assassinationing.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on March 29, 2014, 06:47:43 pm
@Role: I remember being disappointed that there weren't glaives. They're all halberds. As for the sides, maybe up their accuracy of the non-throwing ones?
There is a Glaive, E rank I think. It's Effective againts Cavalry units.

I disagree with 1-2 range lances only belonging in spear category. Mostly; I had a thought: What if the 'ranged' weapons in polearms were only 2 range? After all, it's hard to fight with a pike against someone with a knife, once he gets close. Also fits with Hold The Line, since it's keeping them away from you.

Speaking of knives, maybe Sidearms shouldn't take up inventory space? That way a Rogue can hold a weapon of some kind (or just have them be an exception to the rogue rule?), or something. They're just so light that it becomes kinda unnecessary how light they are, especially since proficiency alone reduces effective weight of the A and S rank ones to near 0. And being so light means they're not very powerful.

Ooh! What about some of them having a rule that for every additional 4 points higher your AS is, you get another attack, to a max of four or something?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 29, 2014, 06:50:27 pm
As a secondary topic to this one, what is to be done with stat% skills? Nobody likes them because they're blue-moon, why get something that's very rare when you cam get a sure thing? When they become more common, by then it was as if you were without a skill for a long time.

I figure a simple x2 should shape them up, although if we want more complex we could have it be two stats added together percentage chance instead.

@Role: Imma give a really big no to that last idea. Geeze no. Thirty strength sword master with side geeze no.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 29, 2014, 06:55:38 pm
@RPG: may I remind you that this thread is also about "balance" :P

Statx2% chance seems nice. Maybe we'll see some cancels and adepts. If it's too great then reduce the multiplier to 1.5
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 29, 2014, 06:56:24 pm
Except the hidden blade. Wouldn't want assassins to have range assassinationing.

Yeah, definitely not that one.

Ooh! What about some of them having a rule that for every additional 4 points higher your AS is, you get another attack, to a max of four or something?

Speed is enough of a god stat already. I object to this.

I've been thinking that weapon skill should translate to more than being able to swing a better weapon though. Maybe battle stats increase as well?

D gives +5 hit, C +10 Hit, B +5 eva and 10 hit, A gets +1 Dam, 5 eva and 10 hit, and S gets 5 crit on top of A bonuses.

It'd make Discipline a bit more worthwhile, and Weapon Skills more worthwhile in general, since the weight reduction is usually negligible, and otherwise all it does is allow access to weapons that for the most part, you probably won't get.

As a secondary topic to this one, what is to be done with stat% skills? Nobody likes them because they're blue-moon, why get something that's very rare when you cam get a sure thing? When they become more common, by then it was as if you were without a skill for a long time.

I figure a simple x2 should shape them up, although if we want more complex we could have it be two stats added together percentage chance instead.

I think 1.5 would be better. x2 seems a bit extreme to me.

Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 29, 2014, 06:59:44 pm
Weapon rank bonuses seem nice. The games had that S-rank bonus.
I wouldn't start the bonuses until rank B though.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 29, 2014, 07:03:06 pm
Rounding up or down if 1.5x? Typical is to round down, I believe.

I suggested 2x because it's simple to math for and at max has a bit over a coin flip's chance to work. By then you're a promote though, and rather deserve it in my opinion. But with some effects I can see it as strong, but with adept it is a cost skill.

Nothing says it can't be adjusted higher or lower as it is put into play though, and 1.5x seems like a good starting point.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 29, 2014, 07:06:39 pm
Well, once a consensus has been come to on OPilums (And it looks like we pretty much have), we can do a new poll for rate boosting for percentile based skills, just to make sure we have consensus.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 29, 2014, 07:10:38 pm
Welp since option 2 pretty much roflstomped the other ones I can make the new one and put the final decision in the op. If anyone disagrees then bugger off post it again.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on March 29, 2014, 08:01:23 pm
Would Miracle be affected by this? I feel like in games where hitting 0 HP equals death period, it should be Luckx3%, but in most Luckx2% should work.

Though, I have to be honest, Myrmidon(of either Promo) with a Brave Sword and Adept would be fairly terrifying with Statx2%. Rightfully so, I suppose, considering the stats needed for it to be effective, but still. Easily 6 attacks on average.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 29, 2014, 08:03:58 pm
Would Miracle be affected by this? I feel like in games where hitting 0 HP equals death period, it should be Luckx3%, but in most Luckx2% should work.

Though, I have to be honest, Myrmidon(of either Promo) with a Brave Sword and Adept would be fairly terrifying with Statx2%. Rightfully so, I suppose, considering the stats needed for it to be effective, but still. Easily 6 attacks on average.

All percentile based skills, so yes to Miracle.

@Spammaster eventuality: Well that's why I suggested 1.5
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on March 29, 2014, 08:10:52 pm
Speaking of Stat% skills, what about Big Shield? Should that be any different?

Also, I just realized Resolve+General would be sorta scary(45% chance of doing absolutely nothing), if it didn't need you to be so low on health, as well as being Cost.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 29, 2014, 08:12:41 pm
Perhaps variable then? Miracle remains unchanged, Adept is 1.5x rounding down, with cancel being 2x? I'm sure I'm missing one...

Big Shield should probably be 1.5x

Actually, that would get confusing really quickly. You'd have to check each one to see the multiplier.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 29, 2014, 08:38:27 pm
I would suggest all Character skills get the same multiplier, lest we jumble more balance issues than we need to. Also to keep things nice and simple.

Class skills can be reviewed individually, and Big Shield doesn't need boosted activation, considering it's better than Miracle (activates on all attacks, nullifies damage instead of halving).

EDIT: Maybe we should have a section in the OP where we have results for things that've been voted on.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on March 29, 2014, 08:39:34 pm
Wait, why would Miracle be unchanged? Since people can be revived anyway, it's a bit weak right now anyway.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 29, 2014, 08:42:53 pm
Wait, why would Miracle be unchanged? Since people can be revived anyway, it's a bit weak right now anyway.

The ability to ignore damage, even partially, is nothing to sneeze at. It's not a skill you base a strategy around, though.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on March 29, 2014, 08:44:44 pm
How about making Luck not a dump stat by simply making all single stat chance skills have stat+LCK chance to activate?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 29, 2014, 08:47:59 pm
Trust me, a skill that keeps you breathing when you really shouldn't is good. If you aren't down, that's another person who can act and heal dance. If you want an example, look at FEF 1 IC, last page.

The idea was bad though, and it dos more persuade me to 1.5x instead of 2x. I suggest Ancient Gamble stay as is however, simply because it already has a multiplier, and you don't fix what isn't broke.

I also like SC's idea.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 29, 2014, 08:52:05 pm
How about making Luck not a dump stat by simply making all single stat chance skills have stat+LCK chance to activate?

First of all, a better way to do that would be to simply add Luck to hit rates instead of halving it first. Then it would contribute more.

Second, where does that leave Miracle?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on March 29, 2014, 09:09:41 pm
Simply make Miracle LCK x2. And you could still do that to buff LCK, since adding it to the other Speed or Skill% chance skills only affects people who take those.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 29, 2014, 09:13:10 pm
I imagine it doesn't affect Ancient Gamble due to silly things happening if so.

Personally, I'm okay with either a flat multiplier or the use of the luck stat. Either are nice and simple, with one making luck more useful.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 29, 2014, 09:21:51 pm
Objection: Someone with maxed luck and the Miracle skill would have a 60% flat chance of never dying. Ever.

If we do go the LCKx2 route, we need to change how Miracle works, and have it only ever leave you with 1 hp, and not activate if you only have 1 hp.

EDIT: @Xan: I don't think the decision we eventually make regarding the character skills should necessarily reflect what we do with the class skills. Let's leave them separate, at least for now.

And yeah, that'd make Ancient Gamble downright reliable. Also, how often can Shamans do that? As it is in the 1.20 handbook, it seems like they can do it every round, twice if they're danced. That doesn't seem right, especially since it isn't much of a gamble with no downside to failing the check (other than not getting the bonus DAM, that is)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on March 29, 2014, 09:24:10 pm
Just make it like Assassination, where the chance is capped at 40% or something?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 29, 2014, 09:32:08 pm
Just make it like Assassination, where the chance is capped at 40% or something?

Ehhhhhh, I don't like that either. I mean, yeah, more than 40% is kind of outrageous for a skill that can and will stop you from taking a dirt nap, but at the same time, it marginalizes that chance, especially vs. other skills. Should we cap those at 40% too? I dunno.

Now that I've thought about it, I don't mind the Luck addition to other skills, and just changing Miracle's basic function. Seems like a better way to go to me.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on March 29, 2014, 09:34:45 pm
Just eliminate Miracle altogether? I dunno.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 29, 2014, 10:03:13 pm
Just eliminate Miracle altogether? I dunno.

No, just have it function like in Awakening. Less abusable.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on March 29, 2014, 10:05:26 pm
I haven't played Awakening. Is that the 'can't activate if only 1 HP' idea?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on March 29, 2014, 10:09:00 pm
It's just leaves you with 1 HP after the attack, and uses base Luck. Does not activate if you only have 1 HP
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 29, 2014, 10:09:59 pm
It's just leaves you with 1 HP after the attack, and uses base Luck.
well this would be if we use the double luck.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on March 30, 2014, 01:16:07 am
Considering that it's 60% chance each time, and Generals can get 30% chance of not taking damage with EACH attack, not simply halving the ones that would take away all of your health, I don't see why it would be unbalanced if it was doubled. With Ancient Gamble, you have to have fairly significant investment in a stat otherwise dumped for it to be at all reliable, and for a rather less than amazing amount of damage. They can do it every turn, but then, Mages can apply it every turn too.

Besides, they'll eventually fail, and when they do, they're done.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 30, 2014, 04:53:56 am
You're all mixing shit up.
Let's differentiate between Character Skills (Adept, etc) and Class Skills (Ancient Gamble).
First, Character skills: SC's idea was to be stat+lck% chance right?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 30, 2014, 07:40:33 am
You're all mixing shit up.
Let's differentiate between Character Skills (Adept, etc) and Class Skills (Ancient Gamble).
First, Character skills: SC's idea was to be stat+lck% chance right?
I wanted to separate character and class skills before it was cool.

And yeah, that was SC's idea. I don't like what it does for Miracle though. Maybe we could make it so the half rounds up, so 0 damage is not possible?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 30, 2014, 07:45:43 am
Or as suggested before, it doesn't activate on 1 HP, which is the only case where damage would round down to 0.

Resetting the poll, y'all need to vote again.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 30, 2014, 10:39:03 am
While the poll is going let's talk about another class that needs love.

Fencer
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 30, 2014, 10:56:24 am
Fencer suffers from the same problem fighters suffer from: over specialization. A fighter has no class skills in an urban map just as a fencer has no class skills in an outdoor map. The fencer's skills can be important, but it relies on the GM making concessions in building indoor maps to do such.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on March 30, 2014, 10:59:32 am
To me, fencers are suave swordsman who are adept at fighting, usually multiple opponents, without getting hit. Or at least that's what it seems like to me in the fiction I've read. So... maybe something that boosts their dodge or evade instead of being terrain specific?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 30, 2014, 11:07:18 am
I actually consider fencers to be duelists, adept in fighting a single foe as they're trained to do. Rapiers, their weapon of choice, is primarily a duelist's weapon, due to it being a graceful weapon but unlikely to stand up in prolonged warfare due to its thin metal that would wear and need replacement much quicker than an arming sword.

Not to mention the focus on thrusts which is a hindrance in variety when considering that your attention may be very divided. Spears, another thrust weapon, could at least be bashed against an opponent with an effect, and were typically used in groups.

I don't see anything wrong with the fencer honestly, no more than I do the fighter, whose class is basically an outdoors fencer. If we gaze at changing the fencer, similar gaze should be shown on their class as well.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on March 30, 2014, 11:14:16 am
The fencers skills always did confuse me. Didn't seem like it matched very much. That and the conditionalness is the main reason I haven't ever considered playing as one.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 30, 2014, 11:16:59 am
Both fencers and fighters need a little change, but since fencers come first in alphabetical order we focus them first :P

Blade said that their special should be challenge: once per battle they can designate one enemy to get various bonuses when attacking them.

Edit: caellath also had something in mind. Mind sharing?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on March 30, 2014, 11:19:23 am
Like the basic concept, but seems a bit too limited to me. Unless you mean a specific class?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 30, 2014, 11:21:03 am
Dunno. Class wide challenge was my idea for crusader.
Maybe some testing needs to be done.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 30, 2014, 11:22:32 am
I do agree that the fencer's skills are confusingly worded, but they basically mean it takes one MOV to go onto a pillar tile, and if they start on a pillar tile they can teleport to another pillar tile four tiles away, no matter what is in between, and without the enemies knowing the fencer moved in the first place.

As to if this consumes the fencer's MOV, turn, or is simply a free action I don't know. Nor am I sure as to what it means about enemies not knowing about the fencer's movement. Do they charge the pillar where he was, thinking he's still there, then realizing that he's now on the other pillar? Or does it work like a fighter, and he's simply invisible/hidden on his new pillar tile?

If I were to guess, it consumes his MOV and makes him hidden.

A change might be to make sneak's distance to that of his MOV, I can see that as useful and making sense.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: scapheap on March 30, 2014, 11:25:16 am
They should keep their anti-magic focus in at least one of their promotions, mainly since there not an anti-magic unit apart from them and Wyverns, barring thunder(wind not suppose to be, but the rules don't spell it out.).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on March 30, 2014, 11:26:43 am
A pity that they're only a first tier class, or I would be considering giving them a variant of Luna, cause of the whole association with rapiers and finding gaps in armor and defenses .
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 30, 2014, 11:27:46 am
Yeah maybe they should get an ability to help against magic users. The promotions should keep their antimagic features.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 30, 2014, 11:28:59 am
Weapon triangle bonus against enemies with levitate? Doesn't stack with regular weapon triangle bonus, and is nulled out if on the wrong end of the triangle.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 30, 2014, 11:33:02 am
That seems nice.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 30, 2014, 11:34:54 am
I still suggest the "stealth range is effective MOV for turn" to help lower reliance on GM's making maps to suit a fencer's skills.

And to be honest I almost recommend, instead of a bonus to fighting mages, perhaps something that adds Mag progression that isn't movable. No matter how you take the class, you gotta go magic, so it may encourage people to be the class. Nothing big, a 10% boost to Mag progression, non movable and it cannot exceed 70% total as usual.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 30, 2014, 11:38:04 am
Eeeeh actually that whole thing about pillaring and sneaking would be removed completely.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 30, 2014, 11:40:22 am
Are you sure? A fencer's promotions rely on that skill for theirs, and theirs are pretty nice. An attack after sneaking that denies an enemy a counter, and a pseudo-canto to move onto a pillar.  I think removing it changes the class too much personally.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 30, 2014, 11:42:04 am
Yeh, shadow sword would get a new ability called "death mark". Fits better.
There was also the idea that challenge should reduce the amount of counters of the challenged enemy.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 30, 2014, 11:42:49 am
Yer gonna have ta say more than just a fancy name to persuade me. What about crusader?

I feel like a conversation is being held in the background and people are assuming I can hear it.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: scapheap on March 30, 2014, 11:43:14 am
Trees are like pillars...

We going to be reworking fighters anyway...
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 30, 2014, 11:47:00 am
Crusader's was extending challenge to more enemies per battle/a whole class.
Shadow sword's was that he gets effective damage vs a challenged enemy.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on March 30, 2014, 11:50:09 am
If we go with challenge, I still think it would be good to consider giving it a recharge time instead of a once per battle thing. A single enemy per battle is kinda...
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 30, 2014, 11:52:19 am
Enemy type (not just militia man a, all militia men), no effective damage, rather we copy paste the bonuses of sneak attack. Still once per battle?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Gamerboy4life on March 30, 2014, 11:56:07 am
Enemy type (not just militia man a, all militia men), no effective damage, rather we copy paste the bonuses of sneak attack. Still once per battle?

Sounds more reasonable.


But I still like the Fencer's teleportation ability between pillars - if you extended it towards tree tiles as well, it would probably be a viable skill.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on March 30, 2014, 11:58:01 am
If we're going around changing the terrain related classes purely for the sake of them not being terrain related anymore, will we be changing Pirate and Bandit and their promotions as well? All of the axe users, you may have noticed, are terrain related. And just because a class's skills won't always be useful doesn't mean it's not balanced; take a look at Spies or Thieves. There won't always be maps with things that need lockpicked, and there will only rarely be maps with fog of war. Should we change them too?

Changing things to be balanced is well and good and all, but if something's not broken, don't fix it. Most of the class skills aren't things you expect to be using all the time, like Hold the Line, or Leaf on the Wind, or Cloudwalking, etc. I understand wanting to make the class more useful in a greater variety of situations, but...
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 30, 2014, 11:59:03 am
I still prefer not changing the class too much, I like the teleportation, but it seems more people want the challenge variant. The idea of teleporting past walls to pillar tiles there was one of the main reasons I wanted to be a fencer.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 30, 2014, 12:06:32 pm
If we're going around changing the terrain related classes purely for the sake of them not being terrain related anymore, will we be changing Pirate and Bandit and their promotions as well? All of the axe users, you may have noticed, are terrain related. And just because a class's skills won't always be useful doesn't mean it's not balanced; take a look at Spies or Thieves. There won't always be maps with things that need lockpicked, and there will only rarely be maps with fog of war. Should we change them too?

Changing things to be balanced is well and good and all, but if something's not broken, don't fix it. Most of the class skills aren't things you expect to be using all the time, like Hold the Line, or Leaf on the Wind, or Cloudwalking, etc. I understand wanting to make the class more useful in a greater variety of situations, but...
Thing about pirates/bandits is that their terrains aren't walkable by any other class, so that gives them new pathways to be used without being flying. Fighters might get the ability to teleport between forests/pillars tho :V

Even though not every map has pickable stuff, when the time comes you'll sure as hell want to do it. And no GM that I know of uses fog of war so spies would need a change too. So far people only use them because assassin. And nobody cares about master spy.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: scapheap on March 30, 2014, 12:16:11 pm
And no GM that I know of uses fog of war so spies would need a change too.
*Scapheap briefly stops, before turning back to map 4*

Still, spies need something as well as vision.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 30, 2014, 12:22:43 pm
Fencers shouldn't be allowed to phase through walls anyway, that's junk.

Also, I suggested giving bandits and pirates a more utilitarian ability by allowing them to double all obstacles, not just supply trains.
.
And spies do need something better. How about bonus damage if they started  their turn on any defensive terrain?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Gamerboy4life on March 30, 2014, 12:25:06 pm
Fencers shouldn't be allowed to phase through walls anyway, that's junk.

Also, I suggested giving bandits and pirates a more utilitarian ability by allowing them to double all obstacles, not just supply trains.
.
And spies do need something better. How about bonus damage if they started  their turn on any defensive terrain?

Can't spies, er, disguise themselves as an enemy soldier?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 30, 2014, 12:27:04 pm
That's master spies and nobody uses it.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on March 30, 2014, 12:38:34 pm
Nobody uses it because it's only there for the GM to troll you. :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Powder Miner on March 30, 2014, 12:41:19 pm
i'd use it if i played a master spy
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Gamerboy4life on March 30, 2014, 12:44:24 pm
Master spies just need a full on invisibility skill. Only works if the character is moving, if they attack/do an action, then the invisibility is dispelled.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 30, 2014, 12:48:21 pm
Invisibility does seem nice. TF2 spy anyone? :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: xelada on March 30, 2014, 03:28:27 pm
They should keep their anti-magic focus in at least one of their promotions, mainly since there not an anti-magic unit apart from them and Wyverns, barring thunder(wind not suppose to be, but the rules don't spell it out.).
Wait, what?! Magic is supposed to be the counter to Wyverns, not the other way round, that's Pegasi that are anti-magic.
In fact, why do Wyvern Riders have Dragon Scales? It's an anti-magic ability for a class that is supposed to be bad against mages. That's like giving a Pegasus unit innate Delphi Shield. The only reason I can thing of is thematic sense, but there are other abilities that don't run counter to the original concept and make just as much sense thematically as any other classes' abilities.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on March 30, 2014, 03:33:24 pm
I always perceived Wyverns as flying knights basically... so maybe a variation like:

Wyvern Rider:
Ironscales: +5 DEF against Axes and Swords, effective damage from Thunder (on top of Bows and Wind).

Wyvern Knight:
Dragonscales: +5 DEF against Axes and Swords, +5 RES against Fire, no more effective damage from Thunder.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 30, 2014, 03:42:15 pm
Random comment: I've been looking through the weapons section of 1.22 and consider most to all of their changes good. Weights got rebalanced (I had no idea recurve bows had such absurd weights until I looked closely) and there was a bit of shuffling around and some additions.

While 1.22 classes get a thumbs down from me, its weapons and item changes gets my stamp of approval.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on March 30, 2014, 03:43:26 pm
Yeah, some silly WT problems with weapons got fixed nicely in 1.22

I think that they screwed up classes to make for this fixing :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: scapheap on March 30, 2014, 03:43:31 pm
Wyvern Rider:
Ironscales: +5 DEF against Axes and Swords, effective damage from Thunder (on top of Bows and Wind).
Shouldn't that be 'Lances and swords' since they anti air(and most flyers hold swords and lances)?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on March 30, 2014, 03:45:06 pm
Lances have pointy ends ideal for poking through tough skin, just like arrows do :P

Swords and Axes on other hand are slashing~
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: scapheap on March 30, 2014, 03:46:24 pm
Lances have pointy ends ideal for poking through tough skin, just like arrows do :P

Swords and Axes on other hand are slashing~
Ah, now I'm in the right mindset.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 30, 2014, 03:49:11 pm
As for wyverns, it did strike me odd that with the right build they could blow pegasus riders out of the water as anti-mages, but then I don't really see any reinforcement of them being anti-mages as everyone oft mentions. Because of their speed and mobility?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on March 30, 2014, 03:50:27 pm
Yeah, pegasi strike me as fast hit-and-run/flying stretcher duty compared to Wyvern's slow and heavy duty. Pegasi even have higher MOV, too.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 30, 2014, 03:53:13 pm
The idea of a tank being weak to arrows doesn't really click in my mind to be honest. I can understand it in a 'hit wings, gravity does rest' kind of way though.

Do they maintain these bonuses dismounted?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on March 30, 2014, 03:59:20 pm
In my eyes getting dismounted gets rid of both bonuses and penalties? :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 30, 2014, 04:07:19 pm
True enough, would be odd to still have lightning effective against you.

I've a question about wyvern riders though, so is it that they act as flying and monsters, or just flying and being weak to lightning? I've heard the former but I wasn't sure if it stuck, so I'm figuring the latter.

In other news, what's your opinion on the fencer Haspen? Some want to improve their abilities as is to make them less GM dependent, others want to change it to a challenge based thing, and there has been ideas of instead cementing their antimagic nature through giving them something that provides bonuses against enemies with levitate.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on March 30, 2014, 04:10:48 pm
You can't expect me to thumb-up a everywhere-OP class :P

Fencer has very good indoor fighting possibilities, not to mention it's promotions. Just because it sucks outdoors doesn't mean it need super enhancements.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on March 30, 2014, 04:20:47 pm
Guys, remember class abilities aren't supposed to be useful all the time. They're conditionally useful, which is the point of them(or lower power, like Mercs). Fighters and fencers get to sneak around in their environments; Bandits and pirates get to troll people with moving places most others can't; Monks and Shamans can put a chunk of growth into Str to abuse their class skills at the cost of other stats; Soldiers slaughter horses and archers get to use ballistae; and so on. It's the combination of these different conditional abilities that makes it into an RPG instead of a numbers game.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on March 30, 2014, 04:24:34 pm
That's what I was talking about :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 30, 2014, 05:24:15 pm
Perhaps its best to move away from class discussions and into a hopefully easier one then: should the weapons in 1.22 be used over the ones in 1.20? Should we keep the weapons removed (albeit changed slight in line as the other weapons) along with the new ones that replace them, or let them collect dust and save ourselves some work? Should we do then same with items?

I personally vote yes to all and neutral to the removed weapons.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 30, 2014, 06:49:43 pm
Which weapons were removed? A quick skim of both reveals there to be 2 weapons for each rank of any given subcategory, plus classlocked weapons. I couldn't be bothered to pore over all the differences.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 30, 2014, 10:41:40 pm
Quick Summery Of What Happened:
- Weight of weapons rebalanced. Mostly with more weight being added but a few had their weight reduced. No more S rank recurve bows that weigh six, no more light siege magic that only weighs ten.
- Very few weapons had rises/drops of damage, but I believe the largest change was just of two damage.
- Few weapons had their accuracy fall or rise (most notable in my mind is siege magic dropped uniformly (except for dark siege magic))
- Killer weapons no longer have a crit range of 30, now 25. A few other weapon's critical rates rose and fell, fire now has a killer weapon.
- Tsuragi (S Ranked Slash Sword) got removed for Rukuud (Slightly less damage, less hit, double crit and +3 Res when equipped)
- Spy special weapons got downed to A rank (so now Master Spies can use them) and they gained a second special weapon, Hidden Gun (crossbow that also has a 50 Crit rate, also A ranked) so now archer trainees don't get screwed over if they go spy (prior, they would of never been able to use the spy's special weapon because it required an S rank in swords, but if they went assassin they would of gained an S rank in bows). Technically, now a Master Spy, who went from having no access to the spy's hidden weapon, now has access to two while the assassin only has access to one.
- A ruling on which special weapon a promote can use if multiple classes can go into that promotion (above the special class weapons)
- More Ballista type weapons, one even an S rank (as in requires someone puts that as their specialty)
- Some weapons got shuffled around on when their available, with their stats changed to show
- There is a hack weapon that is 1-2, amusingly, I assume similar to the BFS that is the Claymore.

Few other weapons got removed, some got added. This isn't by any means a thorough summery, as this is all from memory and a quick glance.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 31, 2014, 11:07:15 am
Way to derail guys :V
We haven't even finished the stat% stuff. I'll put it on the list unless someone says something. Final words?

About fencer and other classwankery, I'd rather have low-powered than uberpowered but very conditional stuff.

And for the weapons, v1.22 is good but some subcategories still need love. Praef did a nice rework of bludgeons that I'm too lazy to go and find right now.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 31, 2014, 12:32:34 pm
I personally feel the subcategories are good as they are. The only one I really see the need to tweak is Ward magic because its rather lack luster.

Also, almost forgot: staffs and performances actually have weights in 1.22
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 31, 2014, 12:37:45 pm
Warding is the dungiest subcategory right now. I propose that serves a similar purpose as Ancient magic but giving buffs to the user instead of debuffs to the enemy.

Also druidic magic is kinda crap. It and judgement are quite restricted about targets but at least judgement gets effective damage.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 31, 2014, 12:39:29 pm
Right, we should really compile all of our attempted fixes here. Last I recall, Haspen made Druidic magic effective against what it trumps, but those it loses to effective against the user in turn. Makes it very gamble-y which I respect.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 31, 2014, 12:42:49 pm
That's a little extreme tho :V judgement don't get that kind of downside.
My idea is that they get double MT vs their trumped weapon and weapon disadvantage vs any other weapon.

And changing poll right about nao
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 31, 2014, 12:44:45 pm
I admit I may be remembering it wrong, I'll try to see if I can find his ruling. It was in an NEF if I recall.

Its effectivity against a weapon branch, not a class. A weapon type can be held by many classes. Wider margin of effectivity, penalty for it on the return. Shallower margin of effectivity, no penalty on the return.

Besides, look at the S rank Druid magic.

EDIT: Found it, I was indeed off.

Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on March 31, 2014, 12:48:46 pm
What are the chances of people getting S rank weapons :V
Besides Imhullu makes you immune to anything not dark magic.

Btw gonna leave the poll a little longer until I decide what to replace it with.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on March 31, 2014, 07:20:25 pm
The way he handles Druid magic makes Judgement magic obsolete. Particularly at S rank.

As well, Thrusting subcategory in swords is overpowered. Jian outstrips the Wo Dao in every way, and the Colichemarde is a better version of the Silver Blade. Iron Rapier is better in every way than Iron Sword save QL.

Druid Magic, by the way, is the ultimate counter to Imhullu. Pure Darkness slaughters it.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 31, 2014, 07:24:57 pm
/me continues to point at 1.22's weapon section.

Jian was removed and replaced, Wo Dao got a boost.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on March 31, 2014, 07:29:10 pm
What happened to the rest of the Pierce weapons? The last three?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 31, 2014, 07:30:15 pm
Got cut off accidentally, most likely. From what I saw in the Pierce sub category, they wouldn't of changed much most likely. I don't recall many alterations there.

EDIT: Nah, there were some changes. Spitballing it, my guess is this:

Silver Lance's weight is now 16/17
Wind Lance's Weight now 18
Silver Great Lance left alone, maybe a +1 damage boost.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 31, 2014, 07:33:03 pm
Even in 1.22, the Iron Rapier outperforms the Iron Sword in every way but Quality, which is nonsense. It even has native crit for goodness sake.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 31, 2014, 07:38:13 pm
I do agree that the iron rapier is a bit too strong, but some weapons are just better. Nobody says anything about the slim sword being better than the iron dagger, or the iron club better than the iron axe.

Perhaps drop the iron rapier's MT by one, lower its crit by five, raise WT by one?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 31, 2014, 07:40:02 pm
Dunno. Some weapons are just better, I guess. I don't see anyone complaining that the slim sword is better than the iron dagger, or the iron club being better than the iron axe.

They should be. Weapons that're of the same level shouldn't outstrip one another so easily.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on March 31, 2014, 07:40:41 pm
I don't think an Iron Rapier has ever even been available in any game, so it's not like a big deal.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 31, 2014, 07:42:05 pm
Sim sword is E, iron dagger is E. Iron club is E, iron axe is E. Iron sword is E, iron rapier is E. People start with the iron sword, not the iron rapier. While it is a bit too strong for an E weapon, there's nothing wrong with a weapon being better than another.

Also what SC said.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on March 31, 2014, 08:04:07 pm
Eh, in a lot of games you just start with iron-rank weapon of your choice.

As for iron club, pretty sure it's got a slightly lower hit than iron axe. But yes, there should be a balance somewhere(slim sword being lighter than a dagger is just dumb).

I say drop the crit entirely(that's supposed to be slashing's deal anyway), drop might by one, raise weight by one, and it should be fine. Maybe increase Hit by 5 to compensate.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 31, 2014, 08:09:41 pm
Personally, Imma just shrug. It's an E rank weapon, everyone who can use that category can use it. It's also an E rank weapon, I don't expect anyone to hold onto it any longer than when they spot their first C ranked weapon.

Also, I would prefer not turning the iron rapier into a wooden sword.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on March 31, 2014, 08:11:49 pm
Here is an idea... Why not make the Rapier a Fencer Slass only weapon? It plays into the whole Noble aspect of things, with the Rapier not being a common folks weapon.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 31, 2014, 08:15:01 pm
I'm uncomfortable with giving half of the Thru subcategory to a single class. Even if just the iron rapier, it seems odd considering they already have a class weapon rapier.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on March 31, 2014, 08:15:26 pm
The Royal Rapier already is, so...

Anyway, then at least drop the crit and maybe give the iron sword +5 crit. Thrusting isn't supposed to be the high crit range weapons, yet it's often better at it then Slashing.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 31, 2014, 08:18:20 pm
Only the first three Thru weapons. You don't see another one of note until you hit the S ranked Thru weapon, King Sword. Thru lost its killer weapon in 1.22.

I do agree to a crit drop with the iron rapier however, I was more thinking five however instead of zip, and drop the MT by one, then call it a day. I urge caution against giving a weapon that is a guaranteed starter weapon a native crit value, however.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 31, 2014, 08:19:52 pm
...Why aren't thrusting weapons supposed to be the high crit ones? After all, Fencer's were known for their flourishes and skill. Maybe we should lower thrusting might, but let it keep the crit. I mean, it doesn't really play into the Myrmidon predilection for Slashing weapons, but their promotes have enough crit already.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 31, 2014, 08:22:45 pm
I'm as lost as you honestly, you'd think thrusting weapons to be the crit sub but their the effective sub.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 31, 2014, 08:25:35 pm
Maybe what we should do is clearly outline what each weapon type's subcategories are actually supposed to be, and then move from there.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 31, 2014, 08:36:59 pm
Just wanna say, I'm adamantly against any large change, such as restructuring all of the weapons. I've learned from experience that if you aren't walking in with the idea of gutting the whole system, don't make big changes. Keep small.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 31, 2014, 08:41:07 pm
...That's fair. Redoing the whole system would be a huge undertaking, and to do it right would involve a lot of testing. We should probably let sleeping were-beasts lie.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on March 31, 2014, 08:53:43 pm
Actually, hate to change subject, but did any of you guys see some of the class changes? I know the changes to mages, shamans, and monks were some of the largest ones.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 31, 2014, 08:54:27 pm
We try to ignore that the class changes in 1.22 exist, to be honest. It's better for our collective sanity.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on March 31, 2014, 08:57:55 pm
We try to ignore that the class changes in 1.22 exist, to be honest. It's better for our collective sanity.

The only class related change I really like in 1.22 was giving Fighters the Hero promote, with the different class skill for them.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on March 31, 2014, 09:09:47 pm
I'd miss Forest Knight, to be honest, but then again there isn't actually a sprite for forest knights, and that would save a bit of trouble...

I do admit I like the Enchanter's Enchant skill better than the one in 1.20.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: scapheap on April 01, 2014, 04:31:10 am
I do like the theme of Samurai's Iaijutsu. Maybe if it was only +10 instead of +15...
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 01, 2014, 06:34:10 am
The Hero change is rather nifty indeed. I think the Master Spy was given a handful of buffs as well, with the ability to figure out where enemies will be coming from. Knowledge is a powerful thing.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 01, 2014, 06:38:13 am
Master Spy getting privileged info is cool, but it mostly depends on the GM :V
I guess the spy tree relies a lot on metagame.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 01, 2014, 06:41:40 am
The Hero change is rather nifty indeed. I think the Master Spy was given a handful of buffs as well, with the ability to figure out where enemies will be coming from. Knowledge is a powerful thing.

Most GMs give you a little forewarning anyway. It strikes me as another less than useful ability.

The spy in 1.22 has one new ability I think could be tweaked to be good.

Quote
Ambush
Passive Effect
If this unit moves into position for an attack from a starting
position on a piece of cover (Forest, Pillar, Fog of War, or the
like) outside the enemy's usual line of sight, the enemy cannot
counter attack.

If we take out that bit about line of sight, I think that'd be worthwhile.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 01, 2014, 06:48:27 am
Indeed. The ambush would really make Spies useful with a bit of love, especially when coupled with other factors. The Master Spie's one 'almost' guaranteed crit would also be nice. I would love to try a spy next time I have the chance. They seem like fascinating little characters. I would probably go the archer spy route though, as bows have a bit more utility than swords it seems.

Also, now Mountain Warriors have a bit more Umph in their corner if they need it, which is nice to know.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 01, 2014, 06:53:07 am
Actually... Come to think of it, has Haspen ever used the Master Spy and the Mountain Warrior to add more Hue Hue's to the game?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 01, 2014, 06:54:59 am
Actually... Come to think of it, has Haspen ever used the Master Spy and the Mountain Warrior to add more Hue Hue's to the game?

He's never used mountains, let alone mountain warriors.

No Master Spies I remember either.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 01, 2014, 07:17:47 am
Ernest's superclass was based on Master Spy.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 01, 2014, 07:20:17 am
Ernest's superclass was based on Master Spy.

Really? I assumed it would have been based on assassin. Since, you know. Murder Blade.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 01, 2014, 07:22:13 am
Ernest's superclass was based on Master Spy.

Really? I assumed it would have been based on assassin. Since, you know. Murder Blade.

Murder Blade was based on Hidden Blade.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 01, 2014, 07:30:04 am
Oh Haspen... I am disappoint. :(

You can't achieve maximum Hue Hue like that!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 01, 2014, 07:33:13 am
You obviously don't know that the Murder blade left characters at 1/3 death counter :P

Btw what should I put in the poll? Everyone was talking about weapons yesterday and now it's back to classes.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 01, 2014, 08:37:08 am
@Birdy: I feel the need to avoid possible confusion and point out that we aren't using 1.22, still 1.20, 1.22 is simply put up there for posterity's sake and for possible cherry picking.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 01, 2014, 08:49:13 am
Maybe a poll for weapon stuff.

Choices could include:

Continue to use 1.20
Switch to 1.22 (with the high rank piercings taken from 1.20 since they got clipped on accident)
Adjust 1.20
Adjust 1.22
Rebuild from scratch. That last one is a terrible idea though and would take a significant amount of time to do right.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 01, 2014, 09:00:35 am
Poll updooted.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 01, 2014, 10:09:20 am
Personally, I like the "adjust 1.22" option just because that rulebook has nicer formatting... Readability is important!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 01, 2014, 10:21:41 am
If this gets big enough "someone" will edit the handbook and make it pretty but it's more about the numbers than anything else :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 01, 2014, 10:28:13 am
It will never happen but it would be nice if someone drew fanart of all the FEF characters to use for the various class pictures.

#wishfulthinking :C

But anyway voting modify 1.22.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 01, 2014, 10:33:21 am
It will never happen but it would be nice if someone drew fanart of all the FEF characters to use for the various class pictures.
ALL OF MY YES
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 01, 2014, 10:36:37 am
It will never happen but it would be nice if someone drew fanart of all the FEF characters to use for the various class pictures.
ALL OF MY YES

If someone knows an artist we could commission, I would put dosh towards this.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 01, 2014, 10:48:57 am
It will never happen but it would be nice if someone drew fanart of all the FEF characters to use for the various class pictures.
ALL OF MY YES
The problem there is that artists' commisions aren't free, or even cheap.
...But I think we could go around DeviantArt, look for FE fanart and be like "Hey, if I put your name on this, can we put it in our fangame handbook?" Might get something free that way.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 01, 2014, 11:42:06 am
It will never happen but it would be nice if someone drew fanart of all the FEF characters to use for the various class pictures.
ALL OF MY YES
The problem there is that artists' commisions aren't free, or even cheap.
...But I think we could go around DeviantArt, look for FE fanart and be like "Hey, if I put your name on this, can we put it in our fangame handbook?" Might get something free that way.
I think that was already happening for most of the class pictures. Very little of it looks like the official art.

But like I said, if someone can find an artist with a style that'd work, I'd probably get a few characters commissioned. Probably Valor, Lesan, and Shotrin for Hero, Nomad Trooper and Priest for sure, and maybe Sheila for pirate. Not too sure about that, because even though I love her as a character, she's not exactly a typical pirate. Leo could be our designated Saint, and Ursa our Berserker, but 5 characters would be expensive...
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 01, 2014, 11:58:07 am
Not to mention there's easily forty to fifty some classes.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 01, 2014, 12:12:28 pm
Not to mention there's easily forty to fifty some classes.

And we don't even have characters for some of the classes, even if we did collectively want to pay for getting them all arted out.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 01, 2014, 12:50:58 pm
Some classes will obviously get more play than others as well, and some of our characters are really not typical for their class so as to be disingenuous as to what the 'average' would look like.

I doubt anyone is gonna touch Swashbuckler much, and I'd say similar for Mountain Warrior if I wasn't dead set on making one.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Swordstar on April 01, 2014, 02:54:52 pm
So, I guess this is the place for ideas? This has nothing to do with balance and more to do with a possible FEF game I'm considering running at some point. Well... I guess it would have balance stuff since there'd be new items and such.

Basically, I briefly mentioned this in the Divine Gems thread, but I was considering making a steampunk FEF at some point. It would include things like pistols that could be used by anyone but require a turn to reload and have a minor chance of blowing up in your hand, flying contraptions instead of flying animals that can be damanged by critical hits, requiring a need for repair either in or out of battle, probably a smaller set of classes, maybe unique, maybe just limiting what classes are available, not sure yet, and also airship battles. The airships would possibly have canons that can get fired by someone and hit a RNG'd spot within a range of available spots, if someone's on that spot, instant KO and that spot is no longer useable by anyone who's not a flier.

Thoughts/suggestions?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 01, 2014, 03:11:49 pm
The idea is nice but I have no idea how to do it :V
You could ask Furtuka since he's running a Mecha FEF.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Swordstar on April 01, 2014, 03:15:45 pm
Heh, yeah...

Things I was thinking: Pistols would technically be infinite use, but each time you used it, the chance it explodes in your hand goes up by like... 5% or something. So actually it's only like... max 20 use or something.

Flier class would start out as gliders and could promote into flying horse or dragon or something, they'd be mechanical obviously but.

I unno, things.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 01, 2014, 03:31:38 pm
That sounds like there would be a ton of balance issues you'd have to sort out. Best of luck if you decide to go ahead with it, though.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Swordstar on April 01, 2014, 03:38:15 pm
Well, the idea is not *much* would change, largely just the setting and dropping in a few things. Maybe a new weapon for each category and that's about it. Plus pistols and canons. And... maybe new classes. Or just limiting classes. I unno, things. *flails aimlessly*
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 01, 2014, 03:49:21 pm
Change is addictive, trust me I know.

Took out LUCK, wound up making a sci-fi version of FEF where the players were AI in mecha suits. Half the reason why I'm against big changes, because then it will just lead to more changes to balance out the changes we made, which would lead to other changes because well we changed that so...

You get the point.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Swordstar on April 01, 2014, 03:58:55 pm
Well that's why I'd mostly just be adding in items and maybe reflavoring some stuff. The more I think about it, the more I think that keeping current classes would work, just with new flavor for fliers and maybe another class or two.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 01, 2014, 04:03:00 pm
Well that's why I'd mostly just be adding in items and maybe reflavoring some stuff. The more I think about it, the more I think that keeping current classes would work, just with new flavor for fliers and maybe another class or two.

The problem with adding classes is that there really aren't any roles left unfilled as is.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Swordstar on April 01, 2014, 04:05:58 pm
Herp derp wording. I meant changing the flavor for another class or two. Not adding 'em. Also maybe using some of the ideas in here.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 01, 2014, 04:26:24 pm
Welp since v1.22 rolled the poll (except for one that wants to change based on v1.20), we can start talking some changes and go back with fencers :V

Btw I noticed that pirates and bandits get something else other than mountain/sea walk that now is actually useful, so if we give fencers and fighters a terrain independent (but not too good) special we could make them easy work.

One-shot challenge + pillar dodging seems fine to me now :x
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 01, 2014, 04:28:32 pm
Did we ever put Bandit/Pirate obstacle doubling to a vote? Not sure we did.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 01, 2014, 04:30:39 pm
I thought we all agreed on that so I put it right on the list :I
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 02, 2014, 08:29:57 am
Welp since most people want v1.22 one way or another I'll put that on the list.

Do you people want to start working weapons or go do something else? :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on April 02, 2014, 10:22:09 am
Welllll if we don't have any fixes on our minds at the moment, what if we took it upon ourselves to design the Laguz and Other Races and the Third Tier books that apparently don't exist?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 02, 2014, 10:34:49 am
I think that is a fine endeavor to undertake, with some recommendations.

A Bestiary should probably be the main focus right away before anything, so that way campaigns that want to actively involve monsters have that ability to do so.  But once that is done, we can focus on how the Laguz and other such creatures will work, using the Claws and Fangs from the Bestiary as a basis.

What do you mean by Third Tier Books though?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 02, 2014, 10:36:40 am
The what now :V

I'll put up a poll to ask what to put in the next poll.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 02, 2014, 10:37:09 am
In Radiant Dawn, there was a set of classes beyond the promoted ones.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on April 02, 2014, 10:45:51 am
And a couple other games. The book for them and the Other Races book are mentioned near the beginning of the handbook, but apparently don't exist.

Hmm, though what would the Other Races in said book be? Aside from the Laguz the only ones I can think of is the Taguel and expanding on the Manaketes since the main book barely touches on them. And I guess maybe the Emiyu from Tear Ring Saga if you reeeaaaly want to stretch it, but they're just Manakete expys.

Edit:Oh! Theres whatever the heck the chameleon bishie from the Marth games was
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 02, 2014, 10:46:51 am
Ah yes, I recall seeing those Third Classes now. Those would need a substantial bit of work though to be balanced well. It would be the epitome of a long term project.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 02, 2014, 10:47:59 am
Oh well first classes got one vote let's do that :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on April 02, 2014, 10:49:58 am
Ah yes, I recall seeing those Third Classes now. Those would need a substantial bit of work though to be balanced well. It would be the epitome of a long term project.
Well if we ever do manage to get it done... someone could run a big crossover veterans campaign where everyone brings in their old chracters maybe? cough cough Haspen
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 02, 2014, 10:51:12 am
Ah yes, I recall seeing those Third Classes now. Those would need a substantial bit of work though to be balanced well. It would be the epitome of a long term project.
Well if we ever do manage to get it done... someone could run a big crossover veterans campaign where everyone brings in their old chracters maybe? cough cough Haspen

*Shrugs* T'would be interesting.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 02, 2014, 10:52:40 am
Oh well first classes got one vote let's do that :P

I am the Decider!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 02, 2014, 10:59:39 am
I voted Laguz to see you guys squirm and bemoan while trying to ensure that inclusion of Laguz won't mean 'oh gods humans sux everyone lets play laguz!' :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 02, 2014, 11:01:51 am
Who voted for something different without saying what it issssssss
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 02, 2014, 11:14:20 am
Who voted for something different without saying what it issssssss

Two did it.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 02, 2014, 11:36:46 am
Who voted for something different without saying what it issssssss

Two did it.

Oh right. Sorry bout that ^.^

I would still like the idea of a Bestiary, or a book of monsters as well as accompanying weapons. To me, this will then support the inclusion of Laguz later.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 02, 2014, 11:39:43 am
K gonna add bestiary and reset the poll cause trollvotes :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 02, 2014, 11:42:16 am
So how do Laguz work then? High base stats and level cap, but  no promotions or weapons? The classes they get would be different transformations, and would affect... Other things?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on April 02, 2014, 11:43:40 am
Someone get Taricus in here he knows how they work
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 02, 2014, 11:51:56 am
So do I have to post my FEF2/NEF bestiary file or not? v:
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 02, 2014, 11:52:33 am
From what I recall from a Let's Play...

They have sort of a rage bar of sorts that periodically allow them to shift during battle. They have no weapons, but their fangs, which upgrade with mastery of... Well, their fangs.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on April 02, 2014, 11:53:19 am
And theres some species that act more like bards
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 02, 2014, 11:55:27 am
And theres some species that act more like bards

Herons.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 02, 2014, 02:04:25 pm
Haspen can you show us your bestiary? :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 02, 2014, 02:13:07 pm
Spoiler (click to show/hide)

I don't have progression rates but 'pluses' that indicate how strong the monster is in these stats. A high level monster with '+++' in STR, for example, would have it close to or at 20 points at max.level. A single '+' would at the same level give the monster 5 to 8 points, maybe 10. As you can see, most of monsters have terrible LCK and RES values.

Bases are in order of HP/STR/MAG/SKL/LCK/DEF/RES/SPD CON/MOV
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 02, 2014, 02:26:19 pm
Copypasta'd into OP.

Why do people keep voting for races, I dun wanna do them :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on April 02, 2014, 10:57:47 pm
Because new things I guess?


Welp (http://fireemblem.wikia.com/wiki/Laguz#Laguz_Game_Mechanics)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 03, 2014, 06:53:13 am
Laguz seem more like Manaketes than a whole nother race of playable characters :V

So on that note, who wants Manaketes/Laguz/other races to be playable classless characters?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 03, 2014, 07:02:04 am
I'm ambivalent about it. They certainly could be implemented, and I think they wouldn't be classless, but rather you assign their class based on the species they choose.

The Radiant Dawn ruleset seems like it'd work best, but we'd have to be careful with balance there.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 03, 2014, 07:07:32 am
"classless" meaning they have their own special abilities but not a class like a human character :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 03, 2014, 07:09:11 am
Well, obviously they wouldn't be able to choose from the normal classlist and vice versa.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on April 03, 2014, 07:42:08 am
Laguz seem more like Manaketes than a whole nother race of playable characters :V

Meh, they're pretty different both mechanics and lore wise. Now the Taguel on the other hand are basically speed based versions of Manaketes. But killer bunnies~~~

If we do put this thing together it might be worth setting up the seperate manakete tribes.

...actually wait do manaketes use MAG or STR I've never been able to tell?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 03, 2014, 07:44:54 am
In Awakening, they seemed to use STR.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 03, 2014, 10:48:08 am
Anyways how do new races work <_<

Trollpoll says to work on bestiary but I already put it on the list :o Does anyone want to change/add something?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on April 03, 2014, 11:00:15 am
What parts of their mechanics are you asking about?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 03, 2014, 11:03:03 am
Powers/stats. Can they be balances for PC use? Because manaketes have obscenes growths totalling 600 progression points.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 03, 2014, 11:05:11 am
Done so to make up for the fact that they can't promote at all and their abysmal starting stats, is my guess. They also kinda can't do anything without a dragon stone, which is a plot McGuffin. They aren't listed under NPC for nothing.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 03, 2014, 11:10:30 am
That's why I asked if they could be balanced for PCs :V

Man if the dragonstone wasn't used for every damn attack I would say make them able to promote to some special class or type or whatever and give them not so outrageous stats.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on April 03, 2014, 11:11:24 am
The different races work pretty diffently, and we haven't decided yet if the races besides the Laguz will be playable.

And the Manakete in the guidebook was designed explicitly to be an NPC, the in game don't have growths at that level of obscene. And their level cap is at 30 instead of 20 since they don't promote. In awakening they. Kept up with stat boosts from promotions by using stronger dragonstones

The Laguz very strong, but the beast meter is meant to counteract since they are incredibly weak in human form. They have a level cap of 40.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 03, 2014, 11:23:34 am
I think I'm gonna change the poll now :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on April 03, 2014, 11:40:29 am
To clarify, I'm not endorsing making everything playable. I'd be fine if it was just the Laguz since the guidebook's title wording and their status in the games the guidebook used as its primary source seems like it pretty clearly intended for them to be playable. The rest I could go with either way, since I was more interested in having their mechanics fleshed out. Like the Manakete in the book is incomplete, and doesn't go into the different tribes, the dragonstone types, or the Chameleon mutation. And I just want to have the Taguel statted out for completionism's sake :P

Though even if they are all made playable, it is up to GM's discrection whther to use the book or not
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 03, 2014, 11:52:59 am
Hmm, making the other races playable in a DLC...

Welp if that's that we should head back to the main book, which brings us back to the previous discussion :3
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on April 03, 2014, 11:55:19 am
*raises eyebrow*

Being a little hasty there aren't you?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 03, 2014, 12:00:57 pm
*whistles*

Just saying that we can discuss other races while the poll asks about main book stuff :3
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 03, 2014, 12:01:48 pm
Alright, let us talk Laguz then, since people seem vaguely interested!

From what I have seen, Laguz is an umbrella term for all the different types of were-people out there. For my own sake, I'm just going to go into the wiki and pull out the relevant information, as well as how I can remember them functioning from a Let's Play I had read earlier this year.

---

First up, we have the "Beast Tribe".

Spoiler: Beast Tribe (click to show/hide)

Since there are at least 4 different types of beast listed, there are at least 4 different type of Fang or Claw "weapons" that need to be made for them. It is my recommendations that Lions are excluded from being player characters, as they are incredibly powerful already, and don't exactly have much room for improvement. They tend to dominate all other classes. Cats, Tigers, and Wolves on the other hand can be balanced a bit more.

What is not listed here, is that these Beasts have an innate weakness to the Fire Subcategory of magic.

---

Then we have the illustrious "Bird Tribe".

Spoiler: Bird Tribe (click to show/hide)

Birds!!

For these fine fliers, we need a Beak weapon for Ravens and a Talon weapon for Hawks. Herons don't actually need weapons, since they are essentially just another flavor of Bard, but there are some ways that we can vary them from our current cast.

It is notable that even out of transformation, Hawks and Ravens can fly. Heron bards only fly when they transform. However, like all fliers, Wind Magic is effective against them. So watch out for that.

---

And then finally, The Noble Dragon Tribe.

Spoiler: Dragon Tribe (click to show/hide)

Dragons. Whoo boy... Well, they don't have dragonstones limiting them like the Manakete and they have different forms of breath attacks; Fire, Light, and Dark Breath. Still, I'm inclined to say that dragons really should never be considered for Player Characters because their status as "king of beasts", like the Lions. They just don't work quite as well from a player perspective in my mind, because they are meant to outshine all other creatures in the same way that Lions trump everything in their class. They would however, make excellent bosses or allies.

However, like their other counterparts; they are also weak against a brand of magic, with Thunder finally having it's day to play. Not sure if their breath is elemental or not.

---

As an addendum though, it should be noted that they also have different transformation rates. For instance, a Cat generally starts the battle with a relatively high transformation gauge, while Tigers have a longer time before they transform. This gave them different windows of effectiveness in game, and should be taken into account when creating characters.

It my further suggestion that these creatures should have their own sub categorizations on transformation, strength, and agility. For instance... Say we have three Cats.

Cat A - TG: 14/20 +3 STR
Cat B - TG: 16/20 +2 STR +5 to Hit and Evade
Cat C - TG: 18/20 +1 STR +10 to Hit and Evade

Cat A will take a longer period of time to transform, and is not as agile, but he's stronger.
Cat C will transform after a single turn and be ready to fight, but he is not as strong as Cat A is.
Cat B on the other hand rides the middle ground between time between transformations and relative strength.

All three of them are the same creature, but depending on their temperament, they have different stats and different times where they will transform. Faster, blitz type creatures transform quickly, while lumbering slower types will take a bit more time, but are absolutely ferocious when they do turn.

---

Some final notes now before I wrap up. Laguz also "level up" their respective weapons. For instance, a Laguz's fangs/claws/beak/ect will become more powerful as they go up class ranks. In the games, they apparently start with a A Rank in their respective appendage and can level up to SS, where they will become a lot stronger.

It also interesting to note that most untransformed Laguz also have the ability to counter when attacked at close range, although the damage they perform is considered rather pitiful. :P

---

Anyways, those are collective thoughts on the matter. Correct me where you can, and feel free to flesh any of this out better than I have. This is only a skeleton of what Laguz are and now it is just a matter of filling in the gaps.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 03, 2014, 12:10:23 pm
So there's physical damage, magical damage and support/flying Laguz? Manaketes would be out of place here, but it seems fine to me.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on April 03, 2014, 12:11:11 pm
That's cause they're from different universes :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 03, 2014, 12:16:50 pm
I think there's enough variety in what Laguz do now that they don't really need further subcategories. Players can address that individually at character creation.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 03, 2014, 12:17:10 pm
I thought we didn't care about that and just meshed all universes together :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on April 03, 2014, 12:18:28 pm
The point was that the GM decides what exists in their universe or not, since both are significant in the series :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 03, 2014, 12:24:02 pm
Anyways so this is what Laguz apparently stick to: 3 types of Laguz with 3 subtypes each:
Physical Laguz (beast tribe): sword-like (cat), lance-like (wolf), axe-like (tiger)
Magical Laguz (dragon tribe): anima, light and dark
Support Laguz (bird tribe): flying bards and something else (maybe ranged, healer and performer? physical is already covered by beast)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on April 03, 2014, 12:26:10 pm
I'd prefer keeping the birds at the same style as in the games
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 03, 2014, 12:28:17 pm
So that's flying sword, flying axe and flying bard?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on April 03, 2014, 12:36:07 pm
I'll ask Taricus once I can get to my computer. He's played FE9 and 10. And look up how the Laguz special skills work cause I vaguely remmeber something weird about those
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 03, 2014, 12:36:34 pm
Sort of. The analogy on it's own works well enough, although Hawks strike me as a bit more of a "lance" type though in regards to relative strength.

The subcategory idea could very easily be scrapped though. It's mostly there to note that even among creatures of the same class there are some slight differences. It's mostly there for Birds, where there are only effectively two "fighting" types, Hawks and Ravens. It may be worth noting though, that Ravens could adopt more of "flying thief" personality wise.

In the game, they were regarded as the token "trickster" race you can't really trust, while Hawks could potentially take the full bore of the Birds on Offense category. Having them as a cross between rogues and other flying creatures could be interesting.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 03, 2014, 12:38:09 pm
Flying thiefs fits perfectly with ravens and similar trollbirds.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 03, 2014, 12:39:05 pm
Like the Kea?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 03, 2014, 12:41:34 pm
Like the giant kea.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 03, 2014, 03:26:46 pm
A note. I am in a bit of an inspired mood, so I am going to start looking into how one might integrate the Bird Tribe into the game, starting with the Hawks using  Janaff (http://fireemblem.wikia.com/wiki/Janaff) and Ulki (http://fireemblem.wikia.com/wiki/Ulki) a basis for my work. I'm not going to even bother with balancing Tibarn. Some things just can't be quantified, and Tibarn is one of them. Scratch that. I'll need to look at his progressions just in case and compare it to others.

When that is done though, I'll take a look at Vika (http://fireemblem.wikia.com/wiki/Vika) and see if I can get a Raven class going. Naesalla and the Hawks will provide a basis for Progressions, while Vika will provide some form of base stats.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on April 03, 2014, 03:32:41 pm
A note. I am in a bit of an inspired mood, so I am going to start looking into how one might integrate the Bird Tribe into the game, starting with the Hawks using Janaff http://fireemblem.wikia.com/wiki/Janaff and Ulki http://fireemblem.wikia.com/wiki/Ulki as a basis for my work. I'm not going to even bother with balancing Tibarn. Some things just can't be quantified, and Tibarn is one of them.

When that is done though, I'll take a look at Vika, http://fireemblem.wikia.com/wiki/Vika and see if I can get a Raven class going.

Use the [url] tag D:
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 03, 2014, 03:43:42 pm
I tried, but failed. I shall try again though. It's supposed to work like using the [url=Somethingsomething}, right?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 03, 2014, 03:45:00 pm
Code: [Select]
[url=link here]text here[/url]
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 03, 2014, 03:46:38 pm
Ah! So that is how. It was the exact opposite of what I was trying to do, mirroring the spoiler texts. Changing now.

Edit: Done.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 03, 2014, 06:39:09 pm
...actually wait do manaketes use MAG or STR I've never been able to tell?
They use STR, which makes it odd that Nowi can reclass into a mage. Her other option is to be a wyvern rider, which technically makes her a dragon riding a dragon. Nowi is weird  ;)

As for the poll, I voted for Manaketes only, but I kinda want Laguz too (I'm just completely unfamiliar with them). The idea being that GMs should have the option available for their games.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 03, 2014, 06:51:28 pm
We really should put Laguz on the backburner. They're worth having, but not every campaign would work with them, and there are things that need the attention more. They were apparently originally going into an expansion in the first place, so we should treat it as such.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on April 03, 2014, 06:55:21 pm
Probably
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 03, 2014, 07:15:19 pm
I had a great idea some time ago that I wanted to put out for you guys to dissect, but I think I forgot it by now... >.<

Wasn't there already a system that had Laguz playable in it and it was based around 'build-your-own-class'?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 03, 2014, 07:27:56 pm
Ja. I linked it somewhere, figured it would be a good site to cherry pick. For some, it was their first look at Gitp.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 03, 2014, 07:53:47 pm
Meh. I'm mostly looking into Laguz for the shear fact that I've already wasted a portion of my time on them. At this point, just trying to get one Hawk done is just a matter of sheer determination, as I would want them to be reasonably strong but without outshining everyone else in the game. That includes other Laguz... Who I have also started to look into.

But, I think I'm close to that... And if I do finish I'll post the results. You guys feel free to discuss other stuff in the meantime though. ^.^ This may take a while.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 03, 2014, 09:09:52 pm
Alright... Done somewhat. The + stats are those gained upon transformation, but overall these are meant to be a base for a PC starting at level 1. As it stands, I have them starting with about 360% Progression points to spend, to make up for the fact that they don't get any real weapons as of yet and their current ones will eventually be outshined. However, I can perceive them being overpowered in their current state, so I wouldn't mind input.

I'll also post some info I found on transformation gauges for posterity, so people know what it takes to get transformed. This too can be modified.
 
Spoiler: Hawk (click to show/hide)

Spoiler: Raven (click to show/hide)

Spoiler (click to show/hide)

I may also see about making Lions PC friendly as well... I suddenly got the idea of them being leaders, akin to a Laguz flavored Hero or Mercenary with actives about inspiring nearby units. I might see what I can do with that.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 03, 2014, 09:18:11 pm
I like the Radiant Dawn variation of the rules where all stats but HP and Luck double, but that may be too extreme. Maybe 1.5x instead, and reduce the Rage guage, so that they transform back and forth more quickly?

~~~

Anyway, back to Class discussion. Let's look at Mercenaries for a minute. I know Haspen doesn't really like the class ability as it is, so what can we do to change it to make a bit more GM friendly, as right now it requires a lot of position tracking, while still keeping it within the class' flavor?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: freeformschooler on April 03, 2014, 09:19:43 pm
A while ago, someone brought up the idea of a shove/push mechanic. I'm not sure how this would work if everyone was able to do it (holding the line is a vital FEF strategy), but if we made Push a Character Skill, that would work well. One possible limitation is you may only push characters with an equal or lower CON.

Spoiler: Example (click to show/hide)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 03, 2014, 09:21:13 pm
Aye, let's look at class skills that have been adjusted in a great deal of games. Mercs, Commanders(as in, whether they should exist or not), Mountain Bandits(since they are apparently useless right now, maybe cliffs should equal mountains?), Scavengers, Bounty Hunters, etc.?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 03, 2014, 09:26:56 pm
Scavengers seem pretty OP from a metagame standpoint, actually. Kat rakes in the dough like you wouldn't believe. Then again, a bit of price adjustment on the GM's end could still keep the players from rolling in Speedwings and Goddess Icons.

Commander seems pretty hardcore too. Maybe constrain rally a bit, since that could turn a difficult defense into a bit of a cakewalk.

Bounty Hunter hasn't seen any play here yet from what I've seen, and Omni Weapon seems crazy useful. Steal Weapon is probably a bit much, but it's hard to say, since most mooks generally carry inferior equipment to the PCs.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 03, 2014, 09:53:05 pm
Oh, I agree that they need changes, which is why I brought it up. Haspen's changes make good bases, but I don't agree with all of them. For example, to make use of Omni Weapon properly, Bounty Hunters kinda need Steal Weapon, in some form. Perhaps a chance based thing? Like LCKx2% chance, and some weapons still might be unable to be stolen, and any weapon that would put them over the item limit is not stolen(hey look, a reason to ever trash a weapon).

As for Scavengers, maybe 50 or the target's total levelx10, whichever is higher? But maybe only if they get the killing blow(LOOT THE CORPSES)? Scavenging doesn't seem like something you do to someone who's still alive, after all...

Commander I have like no idea. I was wondering if they might have some sort of extra high-ranged rejuvenate, but only for one person, or if they could Command someone/people to attack/move/other partial action?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 03, 2014, 10:08:42 pm
Maybe a Commander could mark one enemy per turn, and allies would get some form of bonus against them.

I like making scavengers kill to get the money. Good change there.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 03, 2014, 10:35:51 pm
Maybe a Commander could mark one enemy per turn, and allies would get some form of bonus against them.

I like making scavengers kill to get the money. Good change there.

Indeed. That way, they are really "scavenging." We could have them play into this concept more by having them loot specific corpses, but that might be a tad bit immoral.

The single target idea sounds interesting for the Commander.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 04, 2014, 01:32:29 am
I thought we still had fencers and fighters to do :V

For scavengers the gold only on kill I like, this is what I thought for bounty hunter: on kill, they have a %chance of getting an item. Most of the times a vulnerary or even nothing, but also a small chance of getting a good weapon or a gem.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 04, 2014, 06:55:20 am
It really should be things the enemy has on them.

And we do still have Fencers and Fighters to do.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 04, 2014, 06:57:47 am
But Rogues can already steal items an enemy has on them without needing to land a killing blow. Scavengers also only get money the first time they hit an enemy. I don't see any need to change them.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 04, 2014, 07:01:53 am
But Rogues can already steal items an enemy has on them without needing to land a killing blow. Scavengers also only get money the first time they hit an enemy. I don't see any need to change them.

Thieves and Rogues can only steal unequipped items, which most enemies don't actually have in the first place, and the Scavenger has no statistical restrictions on who they can loot from.

I think we should hold off on dealing with the Class features of promoted units until we finish First class units.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 04, 2014, 07:03:00 am
It's only the first time? I thought it was every time they hit :V

So scavengers get ~50 gold on the first hit on an enemy and bounty hunters get ~200 or whatever scavengers have now on kill.
That way scavenger tree is like my avatar.

Anyways FENCERS/FIGHTERS. I had an idea for fighters but I forgot ><
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 04, 2014, 07:07:13 am
If it was every time it would be horribly broken. And 50 is waaayyy too little to matter much. Bounty Hunters should still be able to steal equipped weapons on kills.

Don't be making changes just to be making changes, now.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 04, 2014, 07:14:19 am
Eh, I'd like to do something to bounty hunter and as Blade said Kat is rolling on dough :V

Let's bring Challenge back to the table. Blade, how did it go again?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 04, 2014, 07:18:49 am
Okay, for the sake of argument, lets say that a map has, oh, 30 enemies on it. Now, being the enterprising scavenger you are, you go out of your way to hit as many as you can, in order to get loot for your team. Let's say for the sake of argument that you managed to hit a third of them, and to further uncomplicate matters, they were the cheapo classes.

You just made your group 1000 coins. Which is a farily conservative estimate. If we dropped the amount down to 50/100 per hit, depending on class, you'd still be making enough to buy a couple weapons/one special weapon darn near every map.

Scavengers too useful to group finances, plz nerf.

@ Fighters need something else, but I'm not sure what. Making them sneaky tree ninjas is dumb, they wander around hitting people with axes for Critz sake. Maybe an inversion of the Mercenary skill? Except we're planning to change that.

The challenge thing: An idea I had for Fencer's (Though maybe it could work for Fighters if we decide Fencers should have something different), was that they could designate an enemy to challenge on the map. The fencer would gain a few bonuses against them, like increased Hit and Damage, and the enemy would do their best to attack the Fencer, and only the fencer so long as they had the option. The challenge is removed either when the target is dead, or if the Fencer moves in any way that increases distance between himself and the challenged unit. It gives the Fencer a skill that is useful on any map, and gives him a little battlefield control. As a one shot ability however, it may be limited. On the other hand, it'd be darn useful.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 04, 2014, 07:25:27 am
Welp if fencers keep pillar dodging and get a one shot challenge they can be worth it.

Here's something I thought right now for fighters (prone to be bad): they get bonus hit equal to bonus evade they get from any defensive terrain.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 04, 2014, 07:28:55 am
Nerf? If it were per hit? Then assuming she doubled every enemy and had to hit some of them up to four times, she'd make closer to two thousand. That's not really a nerf. I mean, you saw the guys I was Swarming? I could just farm them for gold if it was per hit and make like eight hundred or so off one person as long as Gordon kept me alive. :X

Besides, I don't really see a need to change the thief classes. You generally won't get more than one per game because you only really need one. Usually the only way you'd get an extra is like in Shaundra's case, where she classed into Spy.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 04, 2014, 07:32:30 am
Scavengers do need a little nerf, but I think it would be enough to change the cashing from the first hit to on kill.

Meanwhile spies need buff.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 04, 2014, 07:35:35 am
If it stays getting gold on the first hit, it needs nerf. If it gets gold every hit it needs ban.
And most classes you'll only see one of per game, it doesn't make their abilities not broken.

If we change it to getting gold on a kill, we might actually want to increase the gold slightly, to compensate for the fact that Scavengers are not actually the beefiest of classes. I mean, sure, you'd need to do a bit more planning round to round to make sure a given enemy stays up long enough for the Scav to stab them, but I don't think that's unreasonable.

Spies do need buff. How about this?

Ambush: If the Spy starts his turn on defensive terrain, and moves to attack an enemy, he retains the defense bonuses from said terrain, and gets 15 hit and 1 damage for the attack.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 04, 2014, 07:37:49 am
Ye if it's like now the gold amount needs to go down a little. If on kill it needs to go up because it's hard to leave the last hit to a leetle guy.

And I thought Ambush denied counterattacks? :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 04, 2014, 07:40:00 am
Ye if it's like now the gold amount needs to go down a little. If on kill it needs to go up because it's hard to leave the last hit to a leetle guy.

And I thought Ambush denied counterattacks? :V

The Spy gets access to bows and swords. Most classes won't be able to counter a smart spy's initial attack in the first place.

Edit: Just realized my calculations for gold scavving only took into account the class tree base, not the total levelx10 bonus.

Christ. In the situation I wrote previously, if your group fights level 5 enemies, you make... 6000 coins. God DAMN.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 04, 2014, 07:41:42 am
What about mages/axemen with throwing axes/lancemen with javelins?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 04, 2014, 07:46:21 am
What about mages/axemen with throwing axes/lancemen with javelins?

Tough. Besides, a free Cancel is kind of cheap. And, with my suggestion, they get defensive bonuses too, so it's still a good attack.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 04, 2014, 07:55:14 am
So leave it on first hit and 100 gold per. :V That's the lesser amount of the two listed in the handbook and ignores the whole total level thing.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 04, 2014, 07:56:22 am
So leave it on first hit and 100 gold per. :V That's the lesser amount of the two listed in the handbook and ignores the whole total level thing.

Eh, it still seems a bit high.

Whatever, I think I'm willing to take that.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 04, 2014, 08:12:21 am
I'll poll the scavenger thing now. I could use me tiebreaker vote for the 4 way tie but I'm just going to leave it as possible future :-X
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 04, 2014, 11:26:24 am
It sounds really weird to have scavengers that can only steal from the living.
What if we introduced a random element to the amount of money scavenged?

Enemy's Total Level = X
On kill, steal Xd50 gold
(or on first hit)

...Or something like that. Possible bonus points for scaling with level?
Level 1 mooks carry enough pocket change for a hot cross bun, but not a spare sword. Kill several and you can get a slim weapon, though!
Level 20 mooks, statistically, carry (20 * (50+1)/2 = ) 510 coins each; I won't claim to be intimately familiar with the FEF market prices, but if they're like Awakening, 3 kills gives you a really nice sword, and 5 can buy you a Speedwing if someone's got some for sale.

It might need some balancing (maybe make it Xd100 where X is 1/3 the enemy level?), but the random scavenge system could work.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on April 04, 2014, 11:30:13 am
Might be putting too much work for the GM or somethin.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 04, 2014, 11:30:29 am
GMs don't like rolling a lot of numbers. They're lazy :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 04, 2014, 11:34:19 am
GMs don't like rolling a lot of numbers. They're lazy :V
Guilty as charged.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 04, 2014, 11:37:53 am
GMs don't like rolling a lot of numbers. They're lazy :V
Guilty as charged.

I'm cutting down roll-needing content as much as I can and make memory-shortcuts wherever I can... so yeah, guilty as well ._.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 04, 2014, 11:38:51 am
I'm tempted to change the poll to "are GMs lazy?".
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 04, 2014, 11:39:21 am
GMs for FEF already have to do a lot of number crunching and two to three rolls every attack, so I don't consider it lazy if they don't want add another random roll on top of the ones they already have to do.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 04, 2014, 11:43:11 am
That and track the ten million variables for every fight.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 04, 2014, 11:49:41 am
I was including that in the number crunching, but yeah. :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 04, 2014, 11:49:52 am
That and track the ten million variables for every fight.

The exact reason when I always plead and whine when people deviate from '+10 to something' type of personal skills :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 04, 2014, 12:03:08 pm
Btw is any of you going to make these changes active on your games?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 04, 2014, 12:06:52 pm
Btw is any of you going to make these changes active on your games?

Not changing the system midway through NoH, but the next game I eventually run will.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 04, 2014, 12:26:10 pm
I never apply changes to my games unless it is absolutely necessary to nerf/fix something.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 04, 2014, 12:35:04 pm
Had a good idea, got shot down by laziness.
Story of my life  :'(

I totally get it though, whenever I try to GM something my own laziness always bites everyone.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: scapheap on April 04, 2014, 12:56:17 pm
Btw is any of you going to make these changes active on your games?
If I do, I'll put A note making that clear and they take effect next map so the group doesn't end up in a place were their plan become...'sue-a-side-del' by no fault of their own.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 04, 2014, 01:12:35 pm
Btw is any of you going to make these changes active on your games?
Might want to give the players a chance to reclass if you change any of their class features around.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 04, 2014, 01:14:23 pm
That's part of the reason why I asked. Even if we only have little changes. Like the Raid one.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: scapheap on April 04, 2014, 01:16:07 pm
Might want to give the players a chance to reclass if you change any of their class features around.
It only be very minor things like the knight's armoured numbers that are making a mockery of the game.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 04, 2014, 01:22:53 pm
Might want to give the players a chance to reclass if you change any of their class features around.
It only be very minor things like the knight's armoured numbers that are making a mockery of the game.
huehuehuehue
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 04, 2014, 09:00:52 pm
Ye if it's like now the gold amount needs to go down a little. If on kill it needs to go up because it's hard to leave the last hit to a leetle guy.

And I thought Ambush denied counterattacks? :V

The Spy gets access to bows and swords. Most classes won't be able to counter a smart spy's initial attack in the first place.

Edit: Just realized my calculations for gold scavving only took into account the class tree base, not the total levelx10 bonus.

Christ. In the situation I wrote previously, if your group fights level 5 enemies, you make... 6000 coins. God DAMN.
I don't even know how you got that. Jeezus. Considering that enemies aren't considered(or wouldn't be considered, for this purpose) to have trainee levels unless they are specifically trainees, 10 enemies at level five at the cheap rates is 150x10=1500 gold. You put four times that.

And for reference, my scavenger right now in Haspen's game has managed to get Scavenge to activate exactly three times now. We're halfway through the second chapter he's been in the game. So I've gotten, whoop-de-doo, 150 gold. Considering that the GM can make stuff cost whatever he wants, plus the fact that a level C or D weapon is what's meant to be used by the players during their first class times, as far as I can tell from the whole 'proficiencies at C and D level', which costs about as much as an enterprising scavenger can hope to make in a chapter? And he's supporting anywhere from seven to more than a dozen other people?

Put it in perspective, man.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 04, 2014, 09:12:03 pm
Okay, I made a fairly serious math error there. Not sure how, but I did. I multiplied by 100 instead of 10. Whoops.

Still, your particular character's inability to land a hit is not reflective of all scavengers. Their physical weapon gives them the most accurate type in the game (swords), and magic for ranged attacking.

I don't think leaving that level money multiplier off and just making it 100 gold per enemy hit would be so unreasonable. And if a GM is price countering specifically to negate a class, something is wrong anyway.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 04, 2014, 09:14:49 pm
I suppose so, but still. Some form of scaling factor so that it's not useless once the Scavenger promotes would be nice. Also, don't forget, the larger the (player) group, the less likely the scavenger is to get as many hits, and the more the money will be spread around.

As for my character's particular inability, if he had hit every single time he attacked, he would have gotten it to proc 4 times, instead of 3. >.> Not exactly the point I was making.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 04, 2014, 09:22:19 pm
Maps tend to become more populated as the game moves on, at least in Haspen's games. It's a trend I've noticed. That would relieve the money factor somewhat as the game goes on.

Alternatively, 100 gold from first classes, and 200 from promoted units. It's not a wide scale, but not much work for the GM, which is important.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 04, 2014, 10:12:57 pm
That would work. I'd be okay with that, I think.

What do Manaketes count as, if they're enemies? I would think promoted class.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 04, 2014, 10:37:40 pm
Makes sense.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 04, 2014, 10:42:30 pm
I still think 'on kill' would be better, but...meh.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 04, 2014, 10:44:40 pm
Poll seems pretty split on it though.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 04, 2014, 10:57:27 pm
On kill just means it would proc even less, unless people were willing to stand around with their thumbs up their asses so the Scavenger could come over and get the kill so they can get a shiny new weapon. On hit is fine. Rogues can steal items without having to kill the enemy to do it, so why change Scavs?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 04, 2014, 11:11:32 pm
Promo =/= First.

Also, I meant with higher monetary gain. More risk(of it not procing), more reward.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 04, 2014, 11:17:28 pm
I meant Thieves; brainfart or something, I dunno what happened. :P Rogue's thing is their limitless inventory.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 05, 2014, 03:12:11 am
Why not the scavenge that my games use? 50 gold per kill that Scavenger makes? :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 05, 2014, 05:33:37 am
I think 100/200 on first hit is good for me and I still have my vote so I think we have a winner :V
Are these numbers good?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 05, 2014, 06:43:30 am
Scavs can activate their skill on any enemy, thieves have to meet one of two stat requirements, and most enemies only carry one item (a weapon) anyway, so it's not great to compare each other.

But now that we've determined that, I think 100/200 is good. We could do a poll for the exact amount if opinion is divided.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 05, 2014, 06:46:21 am
Plea to the GMs: give enemies more items to steal plz
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 05, 2014, 06:48:07 am
Plea to the GMs: give enemies more items to steal plz

I included plenty of vulneraries to steal last chapter :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: scapheap on April 05, 2014, 11:33:20 am
Plea to the GMs: give enemies more items to steal plz
If I had a thief, I would, but since an Scavenger lack steal, it needless busy work.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 06, 2014, 09:35:16 am
Alright, apparently 100/200 gold on first hit it is.
Now, what class should we see?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 06, 2014, 06:21:41 pm
Now, what class should we see?
Assuming you mean, "what class should we discuss and re-balance next", how about archers and their inexplicable daggers in 1.22? (which they don't have weapon proficiency for, can use when not equipped, and can't initiate attacks with, for some reason). There are tons of ways to make archers more survivable without invoking "because the rulebook says you can't do something that you are otherwise obviously able to do" as a restriction. For instance:

* Reaction Shot (active skill): Activate this skill instead of making an attack this round. During the next Enemy Phase, any time an enemy moves into any panel within your attack range, make an attack against him with -15 to hit. You may not target any target more than once per turn with this skill, and you may not double-attack regardless of your relative Attack Skill.
(turns archers into great backup for hold-the-line tactics, and gives them a circumstantial chance to counter on enemy turns without giving them a blanket 1-2 counterattack range. May be OP against enemy archers and mages, but again, using it at all requires the enemy to charge into your attack range, and they may choose not to)

* Nothin' to do but Dodge (passive skill): When attacked by an enemy who is not inside your counterattack range, you gain +20 to Evasion.
(Helps but isn't brokenly awesome. And it makes more sense than The Daggers of Bullschist)

* Point-Blank Shot (passive skill): You may use bows at a range of 1, but with a penalty of 1 Damage and 15 Accuracy.
(not my favorite option, since it kinda disrupts the feel of the game, but it's something that archers really should be able to do...)

* Luckily, My Meat Shield Will Protect Me (passive skill): If you are attacked when adjacent to an ally, there is a luck% chance that the attack will be directed at said ally, even if they are out of normal range for that attack. If you are adjacent to more than one ally, determine which for each attack individually.
(Hiding behind the meat shields or the walls, just like, you know, actual archers)

* Sniper's Nest (passive skill): Double the defensive benefits of terrain you are standing on.
(it's situational, it's strictly defensive, it's not broken, it makes sense, it's perfect.)

* Sniper Elite (passive skill): You hide after attacking when you can. If you attack from (and end your turn in) a forest, pillar, hill, or mountain tile, any enemy who is able to attack one of your allies may not target you on their turn.
(I think the wording is imperfect, but if you're in hiding and the enemy can target your friends, they cannot attack you on their turn. It would greatly change the "feel" of playing an archer, making them sneakier instead of relying on placement tactics to keep them safe, but at least you aren't forced to stand around in the open like a derp if you want to contribute to the fight)

* Prognostication (passive skill): You keep your eyes on the horizon, and when someone charges you, you have time to anticipate. If an enemy moves three spaces or more to attack you, you gain +20 Evasion against them for that round.
(it's a lot like Nothin' To Do But Dodge, above. Just more steely-eyed-Sniper style.)

* Premeditation (active skill): You may activate this skill once per battle. Reduce your MAG to 0, and receive an increase to SPD equal to half the MAG lost. On every subsequent turn, your MAG increases by 1 up to its normal amount, and every 2 turns your SPD decreases by 1 down to its normal amount.
(also has application as an offensive boost, allowing you to double-attack quick foes you might not otherwise be able to. Yay strategy!)



Bewsh. Lookit all them options. Maybe we need a poll (with "no ability" and "keep the daggers" as options). I'm not in any of the FEF games, so if the numbers need changing around, so be it. Maybe just add 10 EVA instead of 20. Maybe use a SPD% chance instead of LUK%. Maybe add MAG*3 to EVA instead of MAG/2 to SPD. I'm all for making archers less tactically unfeasible when there's no chokepoints, but can we please oh my gods not arm them with daggers made of bullschist and voodoo?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 06, 2014, 06:27:47 pm
The 1.22 archer isn't even on the table Shoruke. Calm thy britches.

Now, that said, I actually really like Reaction Shot. It gives Archers something that Nomads just don't have (we still need to get around to fixing the spy, lets come to a consensus on that next) other than the ability to use ballistae, and is good from both a flavor and practical standpoint. And we saw ballistae, what, once in FEF?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 06, 2014, 06:38:37 pm
We aren't basing ourselves on 1.22. The class abilities in it are ridiculous.

I had been considering an ability for the sniper that we could give to the archer instead.

Long Shot: DMG increased by 2 for every tile between the target and the attacker
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 06, 2014, 06:55:46 pm
We aren't basing ourselves on 1.22. The class abilities in it are ridiculous.

I had been considering an ability for the sniper that we could give to the archer instead.

Long Shot: DMG increased by 2 for every tile between the target and the attacker

Ballistae.

Also, that's basically two free damage at almost all times.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 06, 2014, 06:59:27 pm
Except with crossbows. Your point?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 06, 2014, 07:31:22 pm
Except with crossbows. Your point?

Ballistae would allow the skill to add up to 20 damage.

I don't think Archers have problems with their potential damage on the whole.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 06, 2014, 07:59:32 pm
I think classes should only be changed if they need it. Don't fix what isn't broke.

As for use of stuff talked about here in game, some I'll use, some I won't. I'll be using things that haven't been brought up here as well, too.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 06, 2014, 08:08:02 pm
Are we ready to buckle down and see what Spies should actually be doing yet?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 06, 2014, 08:56:17 pm
Except with crossbows. Your point?

Ballistae would allow the skill to add up to 20 damage.

I don't think Archers have problems with their potential damage on the whole.

Ballista are meant to be fairly powerful realistically, but I see your point.

And I don't know if buckle down is the right word. It wouldn't be that hard, and besides, all that's really needed is for GMs to give a shit about Fog of War.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 06, 2014, 10:40:05 pm
Well we keep drifting around to other classes, rather than giving the class that needs the most help what it needs.

As for Fog of War, it's not really conducive to a Play by Post environment. Each player has their own line of sight, and no one is going to want to make moves before finding out what another player sees. So the turns would slow to a crawl as each move is processed, new information is reported, and people begin to consider their moves all over again.

For a few turns at a time, maybe. With small groups, maybe. But for most games, it's just gonna be a pain, and won't be used.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 06, 2014, 10:48:52 pm
+1. The main problem with the Spy, though, is everything it could do thematically doesn't matter. Players already see enemy HP, stats, and inventory, and as Blade said FOW is just annoying for both the players and the GM to keep up with. I would say maybe give it an ability to pass through cracked walls without needing to break them first and flavor it as 'finding secret passages'? Or maybe give them the ability to set traps like the Forest Knight does. I dunno, just throwing ideas at the wall to see what sticks.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 06, 2014, 10:57:52 pm
What about the ability to 'teleport' once per battle? Like a 'I was really here all along!' thing?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 06, 2014, 11:01:51 pm
I like the idea of spies getting an attack bonus if they move off of defensive terrain to attack.

Or maybe Spies could get Locktouch like a Rogue, freeing up an inventory space and making up for the fact that they can't actively steal like a thief. Flavor it as them having gotten a copy of the key from a contact, or noticing the welcome mat where they hide the spare key.

Once we decide what Spies do, we can figure out Master Spies.

What about the ability to 'teleport' once per battle? Like a 'I was really here all along!' thing?

In a game that relies on positioning almost as much as prayers to the various Random Number Gods? I don't think so.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 06, 2014, 11:09:51 pm
What if they had a reconnaissance-type active skill that allowed them to watch the enemy for a turn, and then grant themselves and their allies a bonus to some stat? (probably evasion)

"The enemy knights all position their lances a certain way when they line up like that. Dodge right when they attack you."
"The archers are aiming high. Be ready to drop to the ground."
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 06, 2014, 11:16:22 pm
What I planned on doing was a basic, communal, spit-balled 'line-of-sight,' which basically amounted to 'you can't see through walls,' except for the spies who has a detection radius of eight/whatever the range is in the book/half skill maybe, no matter what separated them from the target. Granted, I also would of done with only spies seeing/noticing weak walls due to sapper training/general spy-craft.

Probably not transferable to many other games, admittedly, since it's largely GM dependent and I tend to do weird stuff in my games (Tasik, for instance). Would give spied quite a punch and zest though, since with that only they could tell you who's behind a wall.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 07, 2014, 06:00:47 am
Personally I liked the idea that starting a turn on defensive terrain would deny counter attacks :V

Or some sort of conceal/invisibility effect.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 07, 2014, 08:51:58 am
Do any of the games make use of enemy reinforcements that pop out of forts or staircases or the edge of the map? If so, the Spy should have the ability to tell who's coming from where ahead of time.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 07, 2014, 08:54:51 am
I still like the trap-setting idea, and if it's combined with shoruke's suggestion a Spy could actually become fairly useful on maps where reinforcements show up.

(http://img.photobucket.com/albums/v355/Static_Jester/CSANormal_zps1b340498.png) (http://pastebin.com/H4qfW4cF) *scatters some caltrops at the bottom of a flight of stairs* "Don't mind me, just planning ahead."

For example. :P

EDIT: And that rolls nicely for Master Spy, since it could have the same thing, but better. Like higher damage traps, or ones that last for more than one use, or maybe he can choose what it does instead of damage (like the caltrops example could lower MOV for a few turns)...
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 07, 2014, 08:57:25 am
Like the koolaid man cares about caltrops :P
Traps are a good idea though if you can bait enemies into stepping on it. Provoke ftw.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 07, 2014, 09:05:03 am
I rather love the idea of traps. They fit in well with the idea of spies being in the know, and then acting on that information.

However, instead attaching them to the character alone; perhaps it would be good to have a series of "trap" items useable only by Spies and the Forest Knight, giving people incentive to try both characters as they are currently sorely in need of love.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 07, 2014, 09:07:37 am
If we go with traps what do we do with the Forest Knight?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 07, 2014, 09:10:18 am
Keep him, but give him the same treatment and divide it up thus: Forest Knight can only set traps on outdoor tiles, Spy/Master Spy can only set traps on indoor tiles?

Or we could just forget the FK's trap ability (meaning S/MS could set traps anywhere) and instead just give him an ability that increases the DEF and EVA of whatever defensive terrain he's on by +1/+5 respectively, which isn't bad.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 07, 2014, 09:15:10 am
This is true. My intention was giving them both traps, but if that is the case, there needs to be incentive to go for Forest Knight over the Master Spy.

I'm not sure if separating the traps by outdoors/indoors would be the right idea, since that makes it a bit binary, but perhaps giving them different types of traps would be sufficient. Spies with a focus on efficient hamstringing and disabling, while the Forest Knight traps are focused a bit more on pain, but not as efficient. Bear Trap vs. Caltrops essentially, in that Spy traps have the potential to strike many but with smaller effect, while Forest Knight traps are focused on bringing the smack down on one unfortunate soul.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 07, 2014, 09:17:49 am
I thought we didn't like terrain dependenceeeeeeeee :V

I think Conceal/Invisibility fits the Spy more and Traps for the Forest Knight/Fighter/whatever.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 07, 2014, 09:21:50 am
This is true. My intention was giving them both traps, but if that is the case, there needs to be incentive to go for Forest Knight over the Master Spy.

I'm not sure if separating the traps by outdoors/indoors would be the right idea, since that makes it a bit binary, but perhaps giving them different types of traps would be sufficient. Spies with a focus on efficient hamstringing and disabling, while the Forest Knight traps are focused a bit more on pain, but not as efficient. Bear Trap vs. Caltrops essentially, in that Spy traps have the potential to strike many but with smaller effect, while Forest Knight traps are focused on bringing the smack down on one unfortunate soul.

I like this. And it does eliminate terrain dependencies.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 07, 2014, 10:04:22 am
This is true. My intention was giving them both traps, but if that is the case, there needs to be incentive to go for Forest Knight over the Master Spy.

I'm not sure if separating the traps by outdoors/indoors would be the right idea, since that makes it a bit binary, but perhaps giving them different types of traps would be sufficient. Spies with a focus on efficient hamstringing and disabling, while the Forest Knight traps are focused a bit more on pain, but not as efficient. Bear Trap vs. Caltrops essentially, in that Spy traps have the potential to strike many but with smaller effect, while Forest Knight traps are focused on bringing the smack down on one unfortunate soul.

I like this. And it does eliminate terrain dependencies.
Seconded.

But how do we implement this from an inventory Point-of-View? Do spies/ forest knights conjure this crap out of nowhere as a class ability, or must they buy traps at the store, or should they carry around "trap components" and decide what trap to make on the fly? Or some other option?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 07, 2014, 10:07:28 am
Forest Knights can already do it without components, so let's stick with that rather than have to add an entire new category of items. This way, you only have to define a few things in the class description and that's that. Although it does bring the question of 'how many times can traps be used per map'?

I'm thinking three, myself.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 07, 2014, 10:11:10 am
Three seems like a decent number to me as well.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 07, 2014, 10:54:02 am
Part of me wants to say it should scale with level or something, but "three" is simpler. I'm good with that.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 07, 2014, 11:00:06 am
Maybe Spies get three uses and Master Spies get five?

...Maybe only if they have the same ability. If MSes get a larger variety of effects, which is what I think is better, then they could stay at 3 too.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 07, 2014, 11:00:40 am
So Master Spy dusts a couple tiles with a trap that impairs movement, and the forest knight gets a trap that stops a target for a few rounds?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 07, 2014, 11:02:57 am
The current idea would be that FK's trap deals damage and stops a single target for whatever number of rounds, while Spies/Master Spies would debuff multiple targets for a bit. I like the idea of leaving a series of runes on a staircase that cause anyone who passes over them to lose some RES for a few rounds, for example. :3
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 07, 2014, 11:07:27 am
Perhaps allowing Caltrops to debuff a tile would be a good idea, so that characters that stand on the tile lose DEF and Evade, as opposed to gaining it like on other tiles.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 07, 2014, 11:11:32 am
So the current idea is Spies get persistent special effects traps, like poison caltrops, sleep powder and other crap, and Forest Knights get one shot heavy damage immobilizing bear traps?

I like it, but is it enough for Spy/Master Spy? What do we give the fighter that *kinda* could be complimented by traps?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 07, 2014, 11:13:14 am
Jeez. I use caltrops an example and now that's like all people are thinking of. What about classics like rigging a crossbow trap, or an oil slick, or other things? :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 07, 2014, 11:16:47 am
I was using them as example too :P
Probably PS' traps like the poison cannon are good ideas.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 07, 2014, 11:17:31 am
My understanding was that forest knights would have single-use traps that do noticable direct damage (and maybe immobilization), while spies would have traps that can affect more than one target and are more utility-type effects (less damage, but a wider variety of status effects).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 07, 2014, 11:18:04 am
My understanding was that forest knights would have single-use traps that do noticable direct damage (and maybe immobilization), while spies would have traps that can affect more than one target and are more utility-type effects (less damage, but a wider variety of status effects).

I like dis.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 07, 2014, 11:18:51 am
 
Jeez. I use caltrops an example and now that's like all people are thinking of. What about classics like rigging a crossbow trap, or an oil slick, or other things? :V
Caltrops are easy to carry and set. Plus crossbows deal direct damage.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 07, 2014, 11:30:27 am
Indeed, although I was going to also suggest "flash" bombs, or items that blind the opponent as well before Caltrops happened. Sand Attack!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 07, 2014, 11:31:42 am
So I guess the next question is, "how many trap types are available to spies, and what are they?"

I'd make a list of ideas, but I'm going to go write a midterm in an hour, so... yeah.

(got ninja'd, people are starting to answer that question already. Go you guys!)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 07, 2014, 11:32:14 am
Traps would be for Spies or Master Spies? If Spies get them we should consider what an assassin could do with them and what else could we give to the Master spies.

Omg these ninjas
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 07, 2014, 11:33:06 am
Those 'black eggs' ninjas have that are basically eggs filled with glass shavings to be thrown into the eyes of opponents to debuff DODGE and EVA for a few rounds, things like that? :3

I would say Assassins just get to keep what Spies can do, but Master Spies get better traps.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 07, 2014, 11:34:03 am
Spies.

I think while Master Spies will be better with traps than Assassins, having traps doesn't detract from being an Assassin.

Also, ninja'd.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 07, 2014, 11:35:03 am
I would say Assassins just get to keep what Spies can do, but Master Spies get better traps.

Better and maybe more uses?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 07, 2014, 11:36:13 am
I dunno man :/
Assassins get assassination and Master spies just get some traps? Feels kinda underwhelming at least for me. If we could make petrifying or paralyzing traps maybe but those would be mucho OP.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 07, 2014, 11:36:22 am
More effects, more uses sounds good. Maybe something like Summon currently works for Master Spies, where they get a new trap every level while Spies just have like three things they can do.

@Ninja Solymr: It gives you a reason to make a non-crit-based build as a Spy, though. Take Celerity, make a defensive/healer build, and you can run around healing your allies, debuffing your foes, and opening doors and treasure chests. It makes you a GREAT support character.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 07, 2014, 11:40:56 am
...Personally, I have a picture idea in my head of having a "shadow" Master Spy ninja making clones of himself and going to town.

Suddenly, NINJAS.

But I think Assassins have it well enough already, and if you are going to go Assassin, it's usually so you can kill people in style. Adding traps won't effect them too much.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 07, 2014, 11:44:07 am
I think you just gave me an idea for someone:
In what class would fit setting up a tent that works as a fortress, healing people in them each turn?

NINJAS: Assassins lose one of their weapons when they promote, should they lose traps too?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 07, 2014, 11:47:08 am
Do they? Chris (my assassin in FEF1) still has both swords and crossbows.

I think they only get one weapon set upgraded, not lose one. That doesn't make much sense. :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 07, 2014, 11:49:09 am
Oh really? My bad, I misunderstood the book. Or maybe Haspen did :x

Birdy gave me another idea: Decoy.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 07, 2014, 11:50:23 am
So Spies mainly get traps, while Master Spies keep the same traps but can also use Decoys? Could be cool.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 07, 2014, 11:54:10 am
Yup
Decoys would be dummies that get the enemies to attack them (except spies who can disarm them). Dunno if they should get the same stats as the spy. Tankspy op.

This is gonna be so complicated to ask in the poll, I think I'll have to use a bitfield.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 07, 2014, 12:01:07 pm
Decoys would have 0 In all stats except HP, which would have 1. That's how Phantoms worked in the geames, after all, and these aren't supposed ro be as powerful as Phantoms.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 07, 2014, 12:02:53 pm
Phantoms in this game have proper stats :V
And they can attack and dodge and that, I don't think Decoys can.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 07, 2014, 12:05:55 pm
Assassins get assassination and Master spies just get some traps? Feels kinda underwhelming at least for me. If we could make petrifying or paralyzing traps maybe but those would be mucho OP.
But I think Assassins have it well enough already, and if you are going to go Assassin, it's usually so you can kill people in style. Adding traps won't effect them too much.

Seems pretty clear-cut to me.
Spy promotes to Assassin: keeps 1st-tier traps, learns assassination.
Spy promotes to Master Spy: keeps 1st-tier traps, gets more trap variety and maybe more uses per battle.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 07, 2014, 12:06:50 pm
The current idea that I'm looking at is that Spies, Assassins, Master Spies, and Forest Knights have a "bag of tricks" if you will.

For each battle, they have 3/3 "tricks". Providing they have corresponding item, whether it be caltrops, runes, decoy rings, or what have you, you may use them in any way you like. But once you use three, no more. Master Spies would instead of course have 5/5 and more variety, and the Forest Knight would have access to other, more painful traps.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 07, 2014, 12:07:38 pm
While decoys are OK, I'm still liking the original idea as outlined by Shoruke.

and as ninja'd by Birdy, except I'm still not a fan of needing items. :P It's either (three per battle) or (as many uses of x item as you want) and three per battle is much easier to keep track of.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 07, 2014, 12:08:23 pm
So, I think we are all in agreement; it's just a matter now of quantifying the results. :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 07, 2014, 12:10:55 pm
Decoys could be a variety of trap, they get 1 hit and the enemy who kills it gets a nasty surprise :P

Forest knights should be kept apart cause they're pretty different from spies.

5 for Master spies and 3 for the others seems nice. Maybe Master Spies could replenish them?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 07, 2014, 12:12:17 pm
What, like kill an enemy and get a trap use back?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 07, 2014, 12:12:31 pm
Nah, I'm afraid that might complicate the matter a bit. 5/5 should be more than plenty for most situations.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 07, 2014, 12:13:27 pm
Yeah, I agree.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 07, 2014, 12:13:55 pm
Tell that to team B of FEF1.

Replenish on kill, spend an action to make a new one... Iunno
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 07, 2014, 12:15:55 pm
Well... The goal with the Master Spy traps is that they effect multiple people already.

With an average of 2 people effected by trap, that's a potential 10 people who will be gripping their feet in pain, if not more.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 07, 2014, 12:17:59 pm
Oh right I forgot they're sort of permanent. Whoops ::)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 07, 2014, 02:25:23 pm
Step 1: find chokepoint
Step 2: fill entrance to chokepoint with trap
Step 3: Put meat shield / blink tank behind chokepoint
Step 4: Profit ...?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 07, 2014, 04:43:06 pm
Alright, seems like the non-numerical part of the spy has come to concensus, though personally I think trapping doesn't fit that well with spies(decoys, yes, traps, not so much), and I think Master Spies having a 'SURPRISE!' ability with teleporting once per map(it's fairly similar to the ability they already have) would be better, but whatever.

Most of the reason I don't think it fits, by the way, is that spies seem like they're meant to be offensive, what with being scouts and info-gatherers, while traps are defensive. Which would mean that in Infiltration missions...yeah.

Anyway, how about Mercs, Snipers, Wyvern Knights(did we ever come to a concensus about Wyvern Riders, by the way?), Character Skills, Bounty Hunters, Commanders, Soldiers, etc.? I'm thinking of all the units/things Haspen made changes to.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 07, 2014, 05:04:13 pm
I'm not sure teleporting is very thematic either I'm afraid, so we are in disagreement.

To me, a spy isn't someone who is good in a straight up fight or lightning fast, but someone who knows how to even the odds by any means necessary. For instance, take a look at say, James Bond. He's not really a juggernaut, nor is he necessarily a overly strong or fast man. What he is however, is tricky. He'll find someone way to use the environment against the enemy; to set a trap or an ambush that turns the table and gives him the advantage, usually by a strategically placed device or a well aimed shot. Mooks will walk right into his hand, and then "WHAM!"

Out cold.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 07, 2014, 05:08:24 pm
Let's finish spies before we move on. We still need to determine the precise mechanics of the traps.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 07, 2014, 05:10:17 pm
RE James Bond: And he also has tons of gadgets and toys, like, say, the laser in his watch. :P So traps suit Spies perfectly in my mind, anyway.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 07, 2014, 07:31:19 pm
I think of spies as people who always keep you guessing and always has another trick up their sleeve. To even the odds, yes, but I see them as information gatherers first, ambushers second. If they get uncovered, they run.

And I say teleport because that's what it is mechanically, basically. Maybe only out of defensive terrain or buildings(or barrels/impassable terrain?), but fluff-wise, I'm thinking of it like "Ah, but I was really over here, you fool! That's just my decoy/illusion!"

EDIT: and really, my original idea for that was that they could start anywhere on the map, so kindof a teleport but only on turn 1. Like they infiltrated the place beforehand.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 07, 2014, 07:39:34 pm
Still don't like it. Horrible, horrible idea.

And the trouble with information gathering being a Spy's specialty is that there's not really information to gather, except in RP.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 07, 2014, 07:53:00 pm
The only way I see "information gathering" being useful in combat is as a boost to either Evasion or Critical, and even then it's kind of a stretch.
Traps work better, if for no reason other than they make the "intelligence business" people fight with their intelligence.

Time to brainstorm types of traps? We'll come up with some ideas and then pick which ones Spies / Master Spies should have available, and how many.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 07, 2014, 08:02:00 pm
Meh, alright.

So, what types of traps? Since it's a first class and this is kindof a powerful ability, I'm thinking maybe just two, maybe three types.

Caltrops: Invisible to enemies, any units passing over it get -2 MOV for X turns(-4 for horse mounted units, no effect on fliers; this may cause units to stop in place). (Non flier) Units on the square get -15 Hit and Evade, -1 DEF/RES.

Flash Powder: Invisible to enemies, any units passing over it get -20 Hit and Evade and -2 DEF/RES for X turns. Disappears after Y activations.

Toxic Incense: Visible to enemies, any units that end their turn within 2 spaces of it have ([20-CON]*5)% chance of being Poisoned.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 07, 2014, 08:11:09 pm
Ideas for traps!

* Caltrops: Upon entering space, target has 85% chance to be affected by caltrops (Evasion does not apply). On hit, target takes 3 damage and has their MOV reduced by 2 for 3 turns.

* Oil: Enemies who enter space take -10 to Evasion and +5 damage from fire spells for 3 turns.

* Decoy: Summon an ally Dummy, with 1 HP, 0 in all stats (except CON, which is considered equal to that of the Spy), and no equipment. If you spend another turn rigging the Dummy with a second trap, the enemy that destroys the dummy is unavoidably targeted by that trap.

* Fire Rune: Requires the Spy to have a Fire Anima tome in their inventory; subtract 5 QL from the tome upon use. 100% - target's Evasion chance to hit. Deals damage equal to the Mt of the fire tome used (do not add the Spy's MAG to damage).

* Galespot: Requires the Spy to have a Wind Anima tome in their inventory; subtract 5 QL from the tome upon use. This tile requires 3 MOV to pass through. Archers take -30 to hit when shooting into or through this space (does not block diagonals).

* Serrated Discs: 100% - target's Evasion chance to hit. Deals 5 damage.
(we're B12, you want us to have NO Dwarf Fortress references?  :P)

* Poisoned Caltrops: flat 85% chance to hit, no Evasion. Target is poisoned on hit.


Just some ideas. May or may not need balancing tweaks.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 07, 2014, 08:15:19 pm
Meh, alright.

So, what types of traps? Since it's a first class and this is kindof a powerful ability, I'm thinking maybe just two, maybe three types.

Caltrops: Invisible to enemies, any units passing over it get -2 MOV for X turns(-4 for horse mounted units, no effect on fliers; this may cause units to stop in place). (Non flier) Units on the square get -15 Hit and Evade, -1 DEF/RES.

Flash Powder: Invisible to enemies, any units passing over it get -20 Hit and Evade and -2 DEF/RES for X turns. Disappears after Y activations.

Toxic Incense: Visible to enemies, any units that end their turn within 2 spaces of it have ([20-CON]*5)% chance of being Poisoned.

Caltrops looks good, Flash Powder should probably be limited to one activation.

Not sure I like Toxic Incense.

@Shoruke: Nuuuuu, not more rolling!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 07, 2014, 08:35:12 pm
I wasn't really sure what to do for the third ability, since I felt Decoys should be left to Master Spies. Oil does sound fairly good though...

Oil Slick: Invisible to enemies until activated, first unit to pass over tile gets -2 MOV and takes effective damage from Fire Magic for X turns. Once activated, negates any defensive bonuses of tile it is on, and units on tile get -10 Hit and Evade, movement cost of terrain doubles, if on Stairs, quadruples, costs adjusted movement cost of terrain to get off of. If attacked by Fire Magic, becomes Burning Oil(like burning rubble/forest fire whatever, in addition to normal properties of Oil Slick) for 3 turns, then disappears. Units on tile take +5 Damage from Fire Magic.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 07, 2014, 08:37:18 pm
Too many factors. Making fire effective should probably be a Master Spy tier trap though.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 07, 2014, 08:37:45 pm
Oil Slick: Invisible to enemies until activated, first unit to pass over tile gets -2 MOV and takes effective damage from Fire Magic for X turns. Once activated, negates any defensive bonuses of tile it is on, and units on tile get -10 Hit and Evade, movement cost of terrain doubles, if on Stairs, quadruples, costs adjusted movement cost of terrain to get off of. If attacked by Fire Magic, becomes Burning Oil(like burning rubble/forest fire whatever, in addition to normal properties of Oil Slick) for 3 turns, then disappears. Units on tile take +5 Damage from Fire Magic.

Wooooah, so many contingent rules.

If we want to mod my suggestions to not have rolls (auto-hit, flat damage, etc.) then that's fine with me.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 07, 2014, 08:46:19 pm
What about this:

Smoke Bombs: Instead of taking an action, a Spy may throw down a smoke bomb. This uses up one of his traps, but makes him invisible for the next two turns, or they take an action, whichever comes first. Spies may move after throwing a smoke bomb rather than before, if they wish.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 07, 2014, 09:20:16 pm
MOAR TRAP IDEAS
(not necessarily good ones, but I try)

* Spellrune: Lose 5QL from an Anima or Dark tome in the Spy's inventory upon setup. Enemies who enter the square are targetted by an attack from that tome (do not apply Spy's SKL or MAG).

* Acid bomb: Single activation. Target takes 3 unavoidable damage. If they have a physical weapon equipped, its Mt is reduced by 2 and its QL is reduced by 10.

* Fake-Out Sign: Leave a note hinting at traps / treasure / etc. that do not actually exist, or just a cryptic message that's difficult to decipher. Enemy's movement ends in this square. Cannot affect a given enemy more than once.

* Acrid Smoke: Single activation. Target and anyone adjacent take effective damage once, if it is before the end of their next turn.

* Holy Water: If target is equipped with a Dark magic tome, they suffer -15 to hit for 3 turns.
* Unholy Water: If target is equipped with an Anima tome, they suffer -15 to hit for 3 turns.
* MagiConductive Water: Target takes -15 Evasion and +5 damage against Thunder anima tomes for 3 turns.

* HEY LOOK, A COIN! Oh, it's fake: Enemies use 1 extra movement to enter this tile.
* HEY LOOK, A MUFFIN: Single activation. Target ends turn in this square, and is poisoned at the beginning of their next turn (substitute "apple", "cookie", "candy", or "pie" for "muffin" as necessary)

* Fake Ultimate Weapon: Single activation. Choose a weapon type; trap does not activate for anyone without weapon ranks in that weapon type. Enemy automatically equips weapon with 0 Mt.

...I should stop, my ideas are becoming sillier. Someone else's turn.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 07, 2014, 09:24:33 pm
HL,AM really reminds me of the poison rice balls in Tenchu. XD

"Oh look here's a green rice ball that wasn't here a second ago better nom it aw fuck"
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 07, 2014, 11:28:20 pm
A few ideas before I pop off to bed for Spy Traps. Rewording a few that were already posted. Enemy units cannot see traps set by allies, and vice versa (DUN DUN DUN) unless noted. Traps do not affect flying units unless noted. Allies are effected unless specified that only enemies are effected. Spies and their promotions can place a trap instead of making an action in any space adjacent to them.

Poison Needle: Persistent. Enemy units that enter this square are poisoned for 3 turns.
Caltrops: Persistent. Units that enter this square lose 2 move for 3 turns. Mounted units lose 4 move. Units on the square suffer -15 evade.
Flash Powder: Persistent until activated. Enemy units that enter this square suffer -20 hit and evade for 3 turns. Affects Fliers.

Some for Master Spy level only. Every 3rd level of Master Spy, they can add another trap to their repertoire. So, for that idea, we need at least 7 traps.

Oil Slick: Persistent. Units that enter this square lose 2 move and take effective damage from fire spells for three rounds. If a unit standing on the tile is attacked with a fire tome, the tile catches fire, and changes to an inferno space.
Inferno: Lasts 3 rounds. Units entering this square take 5-10 Damage. Cannot be deployed. Affects Fliers.
Magic Jammer: Persistent. Any magical attack made from this square takes a -15 penalty to hit and -3 to Damage.
Decoy: Special. Places a unit. Enemies will treat it as an armed ally. Is destroyed when attacked. Affects Fliers.
Spellrune: Single Use. The Spy uses 1 QL from a tome in their inventory. When an enemy enters the space, they forfeit any remaining move and are attacked as if by the spell. The Spy's stats do not influence the attack. Affects Fliers.
Galespot: Persistent: The Spy uses 5 QL from a wind Anima tome in their inventory. The move cost of the tile increases by 2. Affects Fliers, and increases the move cost by 4 for them.

Also, I suggest that Rogues and Spies get a skill to detect enemy traps. Also also, I suggest Rogues get a Disarm Trap skill.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 08, 2014, 03:03:32 am
Why do they need magic tomes?!

They need DEF and RES shredding traps, paralyzing traps and maybe STR and MAG reducing traps.
Also Primed Decoy: the enemy that destroys this gets ~3 fire damage. This can trigger the Oil stuff.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 08, 2014, 06:53:56 am
Why do they need magic tomes?!

They need DEF and RES shredding traps, paralyzing traps and maybe STR and MAG reducing traps.

This. The only dedicated 'debuffer' class is the dancer and they have much better things to be doing than debuffing. Spies being able to debuff and inflict status effects makes them useful enough to compete with the other promotion trees of Thief and Archer beyond muh critz Assassins. :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 08, 2014, 07:21:59 am
Indeed.

Although the idea of a magic based trap master has struck me as something possible... But I'm certain that what we have now will already be just fine. :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 08, 2014, 07:30:05 am
Now that you mention magic runes, that reminds me of something we thought about no class having S anima.

Sages get S anima and nothing else, and there's a new promotion option called Archmage that can use all magic. One of them gets Call Magic and the other Magic rune and/or maybe something else.

But that's for later.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 08, 2014, 09:26:42 am
Why do they need magic tomes?!

Because Spies don't get magic. Clearly.

Now that I'm looking at the Spellrune one in daylight though, it doesn't look worthwhile at all. Galespot could still be good though. I'll work on churning out some more, focusing a bit more on actual status effects.

Auto-Sapper: Persistent. Enemy Units that enter this space have a 50% chance of being afflicted with Sleep for 3 turns.
Gorgon's Eye: Single use. The Enemy unit that enters this space is turned to stone for 5 turns.
Loco Weed: Single use. The Enemy unit that enters this space is Berserked for 3 turns.
Tetanus: Persistent. Enemy units that enter this space are paralyzed next turn.
Sonic Distorter: Single use. The Enemy unit that enters this space is Silenced for 5 turns. Affects Fliers.

And how do we feel about this?

Also, I suggest that Rogues and Spies get a skill to detect enemy traps. Also also, I suggest Rogues get a Disarm Trap skill.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 08, 2014, 09:53:52 am
I think it's only fair.

Something along the lines of say, rogue or spy walks onto a space; trap is disarmed and destroyed. It would give a bit of counter play against them, which is important.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 08, 2014, 10:19:37 am
I agree with thiefy-types being able to detect and disarm traps.

Another trap idea?!? (in response to the suggestion that Spy traps be more debuff-y, which I agree with)
* Nauseating Gas: Target takes -3 DEF and -5 EVA for 3 turns.

We could also make MagiConductive water make the target more susceptible to all magic, instead of just thunder anima? -10 Evasion and +3 damage from all incoming (harmful) magic.

If Spies had Nauseating Gas, Acid Bomb, MagiConductive Water, Caltrops (of some sort), and the Primed Decoy, and could use any one of those 5 three times per battle, that sounds reasonable to me. They're adaptable to most situations and can contribute to combat meaningfully without being able to solve absolutely everything in one round. Their tactics will still rely on having strong friends nearby to deal with the enemies that make it through the traps.

Then Master Spies can have Blade Master's hardcore status effect traps like Sleep, Berserk, Paralysis, and maybe a beefed-up Galespot (+3 MOV cost to enter panel; insta-chokepoint, +5 for fliers; instant chokepoint) and get two or three more uses per battle.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 08, 2014, 10:43:11 am
I think it's only fair.

Something along the lines of say, rogue or spy walks onto a space; trap is disarmed and destroyed. It would give a bit of counter play against them, which is important.

I think they should have to stand next to it and spend their action to disarm it. It's a bit too easy otherwise.

@Shoruke: Yeah, the ones I suggested in my last post are all Master Spy only.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 08, 2014, 10:44:58 am
They could step on it and like, lose all MOV on a frantic, instantenous disarming before it goes off under their feet :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 08, 2014, 11:00:27 am
They could step on it and like, lose all MOV on a frantic, instantenous disarming before it goes off under their feet :P

I disagree. It should be something they have to spend time doing. Also, Rogues should still be susceptible to traps if they decide they want to not bother disarming them for some reason.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 08, 2014, 11:16:51 am
@shoruke:why not make Magiconductive water just reduce RES by 3 and make it equivalent to Nauseating Gas?

@Blade: what does Silence do again? :V
Also disarming traps should take an action. But detecting traps on the first place... Think the poison cannons in GoR, they were CLEARLY visible and yet some of us kept getting poisoned :x
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 08, 2014, 11:27:58 am
Silence blocks you from using all kinds of magic until cured/time passes.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 08, 2014, 11:28:29 am
What Silence actually does is stop any magical action, so no tomes, and no staves. Not sure if it'd apply to physical weapons that deal magic damage. My gut says no.

It should also stop Silenced units from relaying tactical information. So if Olison had been Silenced the turn before the reinforcements showed up, he wouldn't have been able to say anything.

I think Spies, their promotions, and Rogues should be the only ones seeing traps.

ninja'd.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: darkpaladin109 on April 08, 2014, 11:31:11 am
@Blade: what does Silence do again? :V
Also disarming traps should take an action. But detecting traps on the first place... Think the poison cannons in GoR, they were CLEARLY visible and yet some of us kept getting poisoned :x
It stops you from using any type of magic.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 08, 2014, 11:41:11 am
That feels kinda specific against mages for me :V
How about making it Disable (not able to make actions, but able to move)?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 08, 2014, 12:25:18 pm
Recap of all proposed traps:

Spy tier
Quote
Poison Needle: Persistent. Enemy units that enter this square are poisoned for 3 turns.
Quote
Caltrops: Persistent. Units that enter this square lose 2 move for 3 turns. Mounted units lose 4 move. Units on the square suffer -15 evade.
Quote
Flash Powder: Persistent until activated (does this mean one shot?). Enemy units that enter this square suffer -20 hit and evade for 3 turns. Affects Fliers.

Master spy tier
Spoiler: Mechanics (click to show/hide)
Quote
Oil Slick: Persistent. Units that enter this square lose 2 move and take effective damage from fire spells for three rounds. If a unit standing on the tile is attacked with a fire tome, the tile catches fire, and changes to an inferno space.
Quote
Nauseating Gas: Target takes -3 DEF and -5~10 EVA for 3 turns.
Quote
MagiConductive Water: Target takes -3 RES and -5~10 EVA for 3 turns.
Quote
Auto-Sapper: Persistent. Enemy Units that enter this space have a 50% chance of being afflicted with Sleep for 3 turns.
Quote
Gorgon's Eye: Single use. The Enemy unit that enters this space is turned to stone for 5 turns.
Quote
Loco Weed: Single use. The Enemy unit that enters this space is Berserked for 3 turns.
Quote
Tetanus: Persistent. Enemy units that enter this space are paralyzed next turn.
Quote
Sonic Distorter/Disruptor(whatever, a horrible noise that hurts the brain): Single use. The Enemy unit that enters this space is Silenced(Disabled?) for 5 turns. Affects Fliers.
Quote
Primed Decoy: places a dummy with 1 HP. The enemy that hits it gets ~scratch fire damage. If the target is Oiled they both asplode with fatal consequences.
Quote
Glue: Persistent. The move cost of the tile increases by 3. Doesn't affect fliers.

Did I forget anyone?

I think Flash Powder may be too powerful and Caltrops and Oil Slick could be more different.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 08, 2014, 12:31:52 pm
If Sonic Disruptor/Distorter Disables rather than Silences, it should have a much shorter duration. If it only silences, it'll effect only around half units.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 08, 2014, 12:39:44 pm
I'm not so certain I like the idea of Master Spies picking which traps they want to use. I would prefer to see them controlled and administered by the game's Moderator, to prevent items like the Loco Weed from being picked up too early.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 08, 2014, 12:45:47 pm
Well, if Loco Weed is too strong, maybe reduce the duration to 2? 1 is too short for a single use trap I think.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 08, 2014, 12:49:47 pm
Keep in mind berserks attack anyone, not just their own.
Also disable only for 3 turns then.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 08, 2014, 12:52:29 pm
Keep in mind berserks attack anyone, not just their own.
Also disable only for 3 turns then.

Yeah, that was something that always bothered me in Haspen's games. Berserked characters should attack the closest enemy in reach, and only if there are no enemies in reach should they attack allies. And I think in the games, Berserked character actions were resolved at the end of the Player Phase.

Edit: For both nauseating gas and magiconductive water, are those persistent or single use? Seems like they should be persistent to me.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 08, 2014, 01:11:35 pm
I think they should be, the debuff isn't that strong.

I should put that list on the OP.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 08, 2014, 01:47:10 pm
Recap of all proposed traps:

<snip>

Did I forget anyone?

Seems odd that Primed Decoy, Glue, and Oil Slick are Master-tier. Why would you place a Glue trap when you could place Tetanus?

Maybe Decoy should be a Spy ability that gets upgraded to Primed Decoy upon advancement to Master Spy?

And I agree with birdy about not letting people pick their traps every level. Ideally, we could round the list down to like, 3 or 4 entries that all Master Spies just always have. Personally, I like Nauseating Gas, MagiConductive Water, Primed Decoy, Auto-Sapper, and Loco-Weed.

Another option is to make a level-based list and grant Master Spies access to traps at certain levels, as an analogue to Call Spell / Call Magic. So you get Oil Slick at level 1, Primed Decoy at level 3, something else at level 6...
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 08, 2014, 01:50:18 pm
That's up for each spy to say. Glue creates chokepoints while tetanus just paralyzes for one turn some guy.

Also call magic is getting a change too :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 08, 2014, 02:00:20 pm
Poll and OP updooted.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 08, 2014, 02:06:19 pm
Unlocking the poll would be helpful, tho :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 08, 2014, 02:07:18 pm
Call magic is shockingly broken, even in 1.20. we should get Haspen's Memory Magic change in here.

And the thing about giving Master Spies the variety of traps is they can choose how they wish to address the enemy forces. Just a couple elite enemies? Drop a Loco Weed and let them soften each other up. Mob of mooks coming to wear you down? Glue a tile and watch as one of their entryways clogs like a bad drain. We could reduce it to just a few options that are universal to all Master spies... But what's the fun in that? And more importantly, why would all master spies be the same?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 08, 2014, 02:08:35 pm
Whoops

Edit: dammit haspoon
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 08, 2014, 02:54:17 pm
So... Who doesn't like the spy traps? What complaints do you have?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 08, 2014, 03:04:31 pm
Voted "no", but the only reason is that I still think the non-rigged Decoy should be available to Spies.

Other than that, looks good!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 08, 2014, 03:05:25 pm
So... Who doesn't like the spy traps? What complaints do you have?

I did :P

Because it's only more work for me as GM.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 08, 2014, 03:09:06 pm
Not significantly? I mean, you can just place in the HP spoiler the coordinates of trapped tiles. And only 3 tiles will ever be trapped by one PC at a time at First Class, and only 5 at Promoted.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 08, 2014, 03:09:32 pm
Oh come on man >.>
Fog of war wouldn't be worse work though?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: darkpaladin109 on April 08, 2014, 03:11:28 pm
Dammit Haspen hwy must you be so lazy :P
Whatever the case, I like the idea of spy traps. Needs some refinements on the effects of some traps and how exactly setting traps will work, but that's about it.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 08, 2014, 03:13:07 pm
Oh come on man >.>
Fog of war wouldn't be worse work though?

Fog of War is the worst. This is a far superior alternative.

@dp: To set a trap, a spy will move to a space adjacent to the space they wish to trap, and then spend their action placing it. They cannot attack, use an item, or rescue in the same round, though they can still trade.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 08, 2014, 03:48:15 pm
Basically the same "spend an action" that shows up sometimes.
What refinements do you propose?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 08, 2014, 04:12:56 pm
Just realized that Spies promoted from archer trainees are inferior to ones from thief trainees because no lockpick.

Should we specify that Spies always get lockpick, or give spies something better?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 08, 2014, 04:16:22 pm
Entirety of Thief Trainee tree has Lockpick skill as far as I understand the badly written handbook.

Spoiler (click to show/hide)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 08, 2014, 04:18:55 pm
Okay then.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 08, 2014, 05:07:44 pm
Entirety of Thief Trainee tree has Lockpick skill as far as I understand the badly written handbook.

Spoiler (click to show/hide)

Thief trainee, and the 1.22 handbook explicitly says characters retain class skills, if we were to go by it. The thief trainee having the lock pick was present in 1.20.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 08, 2014, 07:10:31 pm
We should explicitly state that Scavenger, Thief, and Spy all get the Lockpick skill. In case someone doesn't want to use trainees, for example.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Culise on April 08, 2014, 07:13:46 pm
We should explicitly state that Scavenger, Thief, and Spy all get the Lockpick skill. In case someone doesn't want to use trainees, for example.
Or tweak the inherited skills rule to state that it retains skills from pre-promotes.  In the case where a class has multiple possible pre-promotes (as in games that start with final promotes already in play), the player chooses their promotion path, and by extension inherited skills, at character generation. 
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 08, 2014, 07:18:03 pm
That could work too, except for Rider trainee, but the mount section of the rules already takes care of that.

...I want someone to run a pre-promote Emblem. Not that I'd be able to play in it right now.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 08, 2014, 08:46:12 pm
Hey guys! To balance the master spy tier traps, just do it like summoner phantoms; they get two specified ones which have slightly different effects(say, a status effect one and a stat reduce one) at levels 1, 5, 10, 15, and 20.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 08, 2014, 10:20:30 pm
well the goal is to have all the traps be relevant at all levels.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: darkpaladin109 on April 09, 2014, 07:18:41 am
...I want someone to run a pre-promote Emblem. Not that I'd be able to play in it right now.
I think there's something like that already, but I can't remember the name of it right now. Whatever the case, I could do it, though I never really ran a FEF game before and haven't played many of them yet. I also can't sprite at all, so I'd be dependent on someone else to do it for me. Of course, I could always run the scenario that I kinda though of for a while, something like the Tower of Valni in FE8, I I guess you could say. In other words, a dungeon crawling FEF. If I'd ever get the time to start it, I might.
Hey guys! To balance the master spy tier traps, just do it like summoner phantoms; they get two specified ones which have slightly different effects(say, a status effect one and a stat reduce one) at levels 1, 5, 10, 15, and 20.
Could work, but like Blade Master said, then the lower level traps propably wouldn't be relevant at higher levels, so I can't say I entirely agree on the idea.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 09, 2014, 07:28:36 am
If you take into account that Master Spies are more support-y, you would take traps according to the best interaction between traps and teammates.
Examples: if you have a fire mage on your team Oil slick would be a priority. If you have a tanky character you can use Glue to force chokepoints and snipesnipesnipe. If you have high damage but low hitting guys you can use Tetanus for paralyzing, Flash powder, etc.
And so on...

About the people who voted no, there's still one who didn't say why he doesn't like traps.
The decoys can be fixed but nothing to do about Haspen's laziness :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 09, 2014, 08:36:56 am
If we add standard decoys to spies, should they only get to choose 3 traps? Or do we just let them have them all?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 09, 2014, 08:38:05 am
Here's what I think: they get a normal decoy at spy that they can upgrade to primed decoy. Everything else normal.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 09, 2014, 03:08:13 pm
I'm adding decoys to the spy tier list and resetting the poll if nobody says anything >_>
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 09, 2014, 03:26:30 pm
Seems fair.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 09, 2014, 03:48:52 pm
The deed is done. If you vote no please state why :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 09, 2014, 09:23:24 pm
I looked at the poll and went,
"Where's the Haspen Is Lazy option"?
 :P

(still a BAWS for running plural FEF games)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 10, 2014, 01:15:27 am
That's what the I'm lazy option is for :P
... And it's got a vote. Lol

I love how people are being so honest about themselves :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 10, 2014, 01:03:18 pm
Well since nobody dislikes the idea v2 I think it's approved :>
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 10, 2014, 06:22:39 pm
Seems that way. Let's discuss the Shaman class skill Ancient Gamble next.

Quote
Ancient Gamble
Active Effect
During combat they initiate, a character with this skill
can choose to roll a die. If they roll (Strength x 3) or
under, they gain a bonus to their damage after the
enemy's Resistance equal to the character's Constitution.

I don't particularly like this as is. First of all, Shamans can use it anytime they attack, so any intelligent player is going to use it every time. That just results in more rolling, which no one appreciates, and makes Shaman damage output sort of erratic. Plus, there's no downside to failing the roll, so it isn't much of a gamble at all.

I suggest the following:

Quote
Ancient Gamble
Activated Effect
Once per map, a character with this skill may transfer any amount of their Con into their Magic stat. On their next turn, 1 point will return to their Con, and 1 will be lost from their Magic. On the subsequent turn, 2, then 3, etc.

This, on the other hand, is a gamble, since reducing your Con has a good chance of reducing your AS and Evade, with the caveat that you're increasing your damage output. And since Shaman's tend to be slower than most casters, they aren't usually going to be doubling anyhow...

I considered a transfer of 1 each turn, but that could be a long, long recovery time, especially if a Summoner decides to drop all their Con for heavy Damage.

Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 10, 2014, 07:37:14 pm
I'd recommend basing it off STR instead. Then Shamans could choose to dump STR and never use Ancient Gamble, or put some progression into STR with the hope of being able to use AG effectively later on. That's just me though, I'm probably never going to play pure mage. :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 10, 2014, 07:41:17 pm
Its not really a gamble (nor really a bad thing in any way) to use that ability if its based on strength however. It would be like the monk's pious defense, except there's really no downside.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 10, 2014, 07:58:12 pm
Exactly. And STR can still be useful to Shamans if they choose to grab Center.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 10, 2014, 09:41:42 pm
What if you had to sacrifice HP, and then it slowly returned? It fits the theme of Dark Magic, and nobody would debate that temporarily sacrificing HP to gain combat bonuses is a gamble.

And, no rolling!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 10, 2014, 09:43:04 pm
Max hp, maybe. But that seems a bit more ripe for abuse.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 10, 2014, 09:54:58 pm
They already have the weakest of the mage abilities, really, with how much investment in strength they need to rework it. Is weakening it further really a good idea?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 10, 2014, 10:02:58 pm
This is more of a replacement than a weakening. I mean, you could add str as well, but that could get out of hand fast.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 10, 2014, 10:05:56 pm
Actually, I'd argue that this is strengthening it, considering a druid can get their CON pretty decent (10 I think?). Nothing bad with that, mind you, as it has a use to the druid without an investment in a designated dump stat for them. Its also dangerous because even with high speed, the druid's weighty tomes are gonna start slowing them down and they won't have the ability to immediately get it back as the monks do. I'd recommend a similar slow transfer back with monks as with this gamble, possibly.

It does bring into question though, with called magic, do you look at the weight of the magic you're using and use that as your weapon's weight, or do you use your current weapon? I could see this being used with Druid to give ailments a major boost.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 10, 2014, 10:13:34 pm
Definitely the weight of the magic you use.

And this could make a Summoner with a body ring terrifying.

And the reason I suggested the accelerated transfer was because tanked AS is a pretty bitter pill to swallow.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 10, 2014, 10:22:35 pm
I can very much agree with that, on all points. I'd suggest making it added to the base damage instead of a bonus to the magic stat, to avoid ailment shenanigans with druids. Unless that's intended, of course, but I think bonus damage was more intended.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 10, 2014, 10:24:28 pm
Bonus damage was intended... but I personally feel no need to exclude staves from the boost.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 10, 2014, 10:26:32 pm
Fair enough, but I just wanted to make it clear that each point of extra magic is worth an extra 5% to-hit on ailment magic. With ten points sunk in, you'll find even mages or high RES enemies falling under its sway. Which is rather fluffy, considering I think the shaman line is rather ailment oriented, but also something to raise an eyebrow at balance wise.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 10, 2014, 10:31:06 pm
It's the perfect class skill. Not op by itself, strong applications even in the late game, and properly thematic.

Maybe a bit atrong with ailment staves, but they'll be sacrificing the lion's share of their AS and evade to do so.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 10, 2014, 10:34:13 pm
That is true, but at the same time they don't really need AS or evasion for staffs, and with an extra ten magic, that's an extra five spaces of range they can add onto whatever ailment they cast. Late game, we're talking something with a range of 20. Most maps are twenty something in either/both x and/or y coordinate. This is like... Person who invented staffs level of staffing.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 10, 2014, 10:55:55 pm
Hm. Well, it doesn't feel right to exclude staves from the boost. Maybe staves need a hard cap of 15 range?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 10, 2014, 11:00:38 pm
I'd be game for that. You could say that this bonus mag is halved (rounding down) for staffs and call it a day though, still the boost but not as large. That way if someone wants to put forth con to boost their staffs, they'll need to shell out more.

I do agree with what you said earlier being a perfect class skill, something that would be useful at all levels instead of just late game or early game before becoming useless. Some classes have this pretty well, some not so much.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 11, 2014, 01:23:03 am
One little thing I didn't exactly like when first discussing this is that they would have to spend a few turns getting their stats back to normal.

Who would like the stats to return to normal the next turn?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 11, 2014, 11:05:05 am
Poll changed.

And I just imagined a Summoner with Body Ring and Luna.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 11, 2014, 11:09:29 am
Can we add 1 per turn to the poll as well? Xan suggested it.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 11, 2014, 11:15:29 am
Done. Reset the poll tho :V
Omfg 4-way tie. I'm starting to think about making the poll just with the same as before, con for mag and something else options and leave the details for another poll.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 11, 2014, 12:12:01 pm
That may be necessary.  But give it a few hours first.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 11, 2014, 12:46:08 pm
I haven't been active in this conversation, my vote is just a trololo. O.o
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 11, 2014, 02:33:03 pm
Screw the new poll it's pretty clear most people want the new one.

Now for something else: does anyone feel like the Mercenary's special should be changed?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 11, 2014, 02:34:40 pm
Now for something else: does anyone feel like the Mercenary's special should be changed?

Hisssss v:<
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 11, 2014, 02:36:25 pm
I don't speak parsel, is that yes or no? :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 11, 2014, 02:37:20 pm
Oh wait you mean Handbook's Inspiration or Haspen's Inspiration? :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 11, 2014, 02:42:00 pm
I didn't remember you changed it, so the handbook I meant.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 11, 2014, 03:17:51 pm
I don't like the one Haspen did. That said, the book one could stand some simplification.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 11, 2014, 03:30:31 pm
I didn't remember you changed it, so the handbook I meant.

Handbook version counts allies and gives them Hit bonus around Mercenary, and Mercenary gets a (slight) evasion boost per ally he Inspires.

Haspen version gives a flat +10 Hit bonus around Mercenary.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 11, 2014, 03:35:11 pm
So yeah, we might want to work on a better one :V
Do we keep its totem ways?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 11, 2014, 03:43:04 pm
Merc totem is fine so long as the merc gets a personal bonus. Maybe we could give them a flat evade bonus so long as inspiration is effecting an ally, rather than one that is based on the number of allies.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 11, 2014, 03:45:24 pm
Maybe max 2 allies?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 11, 2014, 03:47:32 pm
I prefer Blade's idea.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 11, 2014, 03:48:36 pm
Maybe max 2 allies?

I was thinking more along the lines of giving the merc what he would get from 2 allies under the old rules as long as one ally is in range.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 11, 2014, 03:51:05 pm
Ok let's see how this sounds:
Allies in range get +5 Hit and Evade. If an ally is in range the Merc gets +5 Evade.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 11, 2014, 03:54:08 pm
plz unnerf

I'd suggest the merc just get a straight up +10 to evade as long as at least one ally is in range, and allies in range get +5 hit/evade.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 11, 2014, 03:55:28 pm
The merc would get 3 from 2 allies :V
How about +10?

So yeah the same I was thinking :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 11, 2014, 04:17:34 pm
We should give them Armsthr-! *shot*

10 evade, even if its almost constantly in use, seems a little underpowered to me.

How about Merc gets +5 Hit/Eva per nearby ally (max +20/+20), allies get +5 Hit/Eva (max +10/+10)?

A squad of 5 mercs would be formidable, with +30 Hit/Eva, but not completely unstoppable.
A squad of 4 {something else} plus one merc would have one formidable merc and 4 doods with +5/+5, which is... something.

Going into a chokepoint with 5 mercs would quickly turn into a competition of who can out-tank the other  :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 11, 2014, 04:20:42 pm
That's why it's unstackable :P
And don't underestimate 10 evade. It's actually quite significant.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 11, 2014, 06:05:10 pm
So our plan with mercenaries is to make a better charisma?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 11, 2014, 06:58:57 pm
Not... precisely? It's like semi-charisma with feedback.

I like SerCon's specs for it. 5 hit/eva for nearby allies, and 10 evade for the merc.

The Mercenary promotion tree gives the option for getting buffed by allies (Hero) or giving buffs to them (Commander).

The current class skill for Mercenaries actually works quite well for it, there's just too much variance with it, and the GM has to math out the benefits every time the Merc gets into battle. A quick check to see if a merc is in range is much better.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 12, 2014, 07:28:05 am
Allright, so Inspiration works like half a Charisma and the Merc gets 10 evade if someone is affected.
Who wants the Fighter to have a similar special and a promotion to Hero?

Btw to the people voting 1 per turn: you might want to consider that Shamans have 6 CON. Might take too long to recover. The progressive option takes half the time.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 13, 2014, 02:06:18 am
Thread has been silent for 30 hours. TANGENT TIIIIME~

I don't recall seeing anything in the handbook about gender-restricting classes. I even did a ctrl+f for various words ("woman", "women", "girl", "gender", "sex", etc.) and came up nearly blank. So, I guess men can be troubadours and pegasus riders and women can be berserkers?  :o

Also, I made up an image of the job tree for visualization.
Spoiler (click to show/hide)
(Please excuse that some of the names got trimmed off the side of the image; Gephi does that for me automatically because it likes to help. It also helpfully eliminated my custom edge weights that I put in to clarify the difficult-to-resolve root overlap that Mage Knights and Bishops have. Basically, today we learned that Gephi is an okay piece of software for visualizing things for yourself, but not so great for showing things to other people.)

Information visualization is a beautiful thing! It makes it really easy to pick up some trivia!
- Archer Trainees are the only trainee class that can promote (directly) into 3 different trainee trees (Spy for thief tree, Archer for Archer tree, or Nomad for rider tree). Priest and Rider trainees can promote into 3 different trees, but not directly.
- Troubadours are the only First Class that can promote directly into 3 different trees (Valkyrie are in rider, Mage Knights are in mage, and both are in priest).
- The Priest and Mage trainee trees are the only tree pair that overlap twice.
- The swordsman tree is the only fully acyclic class tree (i.e. all of the promoted classes in the swordsman tree have exactly one path from trainee to fully promoted).
- Performer trainees have only 3 full promotions available, the fewest of anyone. Conversely, Archers, Riders, Mages, and Swordsmen all have 6 full promotions available.


*Ahem* Getting back on topic... Fighters.
The Fighter's skill, and their promotions' skills, are all based around trickery and messing with people, backed up by the fact that they are a big guy with an axe. The warrior's skill is even contingent upon Fighters having conceal as a skill. Making fighters into the axe-mercenary sounds like too many changes to something that isn't really broken, IMO.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 13, 2014, 03:02:26 am
Noice tree. Can I use it for the handbook?

About fighters, you forgot one thing: they can promote into Heroes. And they get an enemy activated version of their passive.
Besides nobody likes terrain conditions and nobody uses conceal :V

And yes, any class can be of any gender. That's why male valkyrie is soon going to be a thing :3

And yes, women can be berserkers (http://www.youtube.com/watch?v=TwGARTfT-n0) :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 13, 2014, 07:42:24 am
While taking a look at the Judgement weapons, I realized they do cover all classes, it's just very badly expressed:
When they say a certain class (soldiers for example) you have to assume their promotions are included too.
Armoured and horseback is pretty obvious.
Mercenaries --> whole swordsman class.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 13, 2014, 09:29:35 am
@Soly: Untrue, when we had a fighter in FEF they used conceal quite a bit to good effect. And I'm okay with terrain conditions, specially ones that are basically reachable on every outdoor map.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 13, 2014, 10:39:54 am
He dead for a long time :V
I guess that's a matter for the people.

Is everyone done with the current poll? Cause there's a tie and I like the progressive one better than the one per turn.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 13, 2014, 11:00:57 am
Make them the only two options and call a revote.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 13, 2014, 11:03:48 am
Done. Revote pls.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 13, 2014, 12:23:22 pm
Noice tree. Can I use it for the handbook?
Totally made my day by asking me that. 'Course you can!  :D
Heck, I can even pretty it up a little bit more if you want, draw some imaginary lines to indicate the trainee/first/promoted tiers, space it out a little better...


About fighters, you forgot one thing: they can promote into Heroes.
I know they can in (some of) the video games... and the v1.22 handbook... but I thought we were using the v1.20 handbook? That's what I based that job tree image on, anyway. In the v1.20 book Fighters can promote to Warrior or Forest Knight.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 13, 2014, 12:27:04 pm
It's still up for voting but I assume that most people want the Fighter tp be able to promote to Hero :V

And prettyfying would be nice thx :3
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 13, 2014, 12:31:44 pm
We're cherry picking from 1.22, so a good rule of thumb is to assume we're using the 1.20 version unless stated otherwise. Soly might want to use Hero for fighters in his game, but I prefer Forest Knight's sticking around myself.

If I did the fighter -> hero, I'd probably look over the spy traps made here or just shuffle the forest knight's trap onto the spy, with the change of it being able to be done anywhere, with being set on non-defense terrain only effecting that tile and being set on defensive terrain effecting adjacent tiles as well. The latter seems easier to me, frankly.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 13, 2014, 12:34:24 pm
Actually my idea was the fighter having all 3 options available, so he can choose between sword, lance and bow.

And we have something in mind for forest knight traps :>
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 13, 2014, 12:36:43 pm
Not a fan of that, personally, goes against the presented grain. It would look weird, and basically when it comes to rules the more uniformity the easier they are to understand, typically.

If I recall, I don't remember you guys talking about forest knight traps much beyond them being stronger than the spies but being a one-shot.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 13, 2014, 12:40:59 pm
The proposed forest knight trap was a single use trap that when entered by an enemy unit would immediately end their turn and deal 15 damage, as well as immobilize them for 3 turns.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 13, 2014, 12:44:06 pm
Sounds to me like we have our next voting topic after the current one is done: Fighter promotions.
option 1: Leave things as they are in v1.20
option 2: Drop Forest Knights, let Fighters promote to Hero instead.
option 3: Let Fighters have 3 promotion options (and become the only class to be able to do so)

Then we can figure out Forest Knights once we've decided they're staying for sures.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 13, 2014, 12:45:30 pm
Fencers were also in talks to receive a third promotion, specifically Swashbuckler.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 13, 2014, 12:47:59 pm
Welp, there's something else that you might want to know.

Since there's no class with S rank in anima, the idea was to have another class promoted from mage that had S rank anima. So they would get 3 promotion choices.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 13, 2014, 12:51:27 pm
Yeah, that too. And didn't someone say something about bounty hunter becoming another choice for mercs? There were a fair few of these.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 13, 2014, 12:53:20 pm
Fencers were also in talks to receive a third promotion, specifically Swashbuckler.
There was? I don't recall, but it does make sense.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 13, 2014, 12:53:42 pm
Well if people don't like Fighter promoting into Hero we can give the enemy version of the Merc's special to the Fighter like said and give the enemy version of Hero's special to the Warrior.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 13, 2014, 12:56:06 pm
Not sure a direct transplant would work for fighters.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 13, 2014, 12:57:09 pm
Then we have a goal everyone:

New special for the fighter.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 13, 2014, 01:00:46 pm
Well...

Fighters are about brute force. They care not for traps or tricks; they are brutal, ugly, and more than prepared to pound someone's face in.

So what can we do about that?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 13, 2014, 01:07:43 pm
I didn't say a skill similar to the merc's wouldn't work, just not exactly.

Maybe +5 hit for the fighter and -10 evade for enemies in range who aren't in combat with the fighter.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 13, 2014, 02:14:06 pm
Let's see...

-5 Hit and Evade for all enemies in range and if there are more than 2 enemies in range the Fighter gets +5 Hit or Evade?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 13, 2014, 02:17:39 pm
Headcounts are what made the merc skill hard to use.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 13, 2014, 02:20:50 pm
There's only 2 situations with that options:
1 or no enemies: no bonus.
2 or more enemies: BONUS.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 13, 2014, 03:08:54 pm
I went and improved the class tree picture a bit.
Spoiler: here 'tis (click to show/hide)

- I rearranged the Swordsman and Fighter trees so that Hero and Warrior are right next to each other (in case I need to change it later)
- The three tiers form much nicer ellipses now
- I added a couple rings between the tiers (they're really obvious...)
- I thickened the lines leading to Mage Knight and Bishop a little
- The labels at the left and right sides of the image are no longer cropped

I'm considering removing the Mage -> Mage Knight edge and then just drawing it in manually, arcing around the outside of the ellipse, but... nah... that'd look weird too.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 14, 2014, 11:20:09 am
Should I end this poll and move on to the Fighter, mentlegen?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 14, 2014, 11:21:15 am
The vote is pretty lopsided. I have no objections.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: darkpaladin109 on April 14, 2014, 11:21:35 am
The vote is pretty lopsided. I have no objections.
Agreed.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 14, 2014, 11:32:07 am
Poll updooted.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 14, 2014, 11:35:38 am
Voted for 3 on the basis that fighter heroes get a different special and forest knights get a worthwhile special.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 14, 2014, 11:36:17 am
Technically it is the first first class to get 3 Promoted class options if we agree on Hero/FK/Warrior combo.

Only trainees have three First class options, so you're kinda getting into new territory there :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 14, 2014, 11:38:30 am
Welp we had some talk about fencers promoting into swashbucklers and mages getting a new promotion option that had S rank anima :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 14, 2014, 11:53:08 am
Technically it is the first first class to get 3 Promoted class options if we agree on Hero/FK/Warrior combo.
Only trainees have three First class options, so you're kinda getting into new territory there :P
Yeah, the way the poll is phrased....
it's kinda like, if we gave Mages a Call Spell ability and said "they're not the first class to have this"
Technically true, but...
(I voted option 3 anyway  :P moar is a good number of options)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 14, 2014, 04:53:00 pm
The third option appears to have rolled over the other ones.
Can we start talking bout Fighter and Fencer special?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 14, 2014, 04:56:46 pm
One at a time, bro.

Actually, it might be better to address all promotion changes at once.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 14, 2014, 05:27:01 pm
Actually, it might be better to address all promotion changes at once.
Agreed.
Then I only have to alter the class tree (and draw in the tier lines, and thicken the Dark Knight/Bishop lines, and upload the thing...) once.  :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 14, 2014, 08:07:20 pm
One option is to give every class 3 promotions. Might have to make up some classes, but hey, we're doin' shit anyway. A Dark Knight for example(is it really a thing yet) promoting from Cavalier and Shaman would be cool.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 14, 2014, 08:29:19 pm
Cavalier can promote to Paladin, Duke Knight, and Great Knight.

Dark Knight for Shamans could be cool though.

We could make War Clerics a cleric/priest promote.

Pegasus Knights could get Dark Flier (no galeforce ability though, that's broke as hell)

Wyverns could get Griffon Knight, but I have no idea what the main difference between that and its other promotes would be. No more vulnerability to wyrm-slayers and the like, rather than improved Dragon Scales or bonus anti-fly?

Performers don't really need new promotes, and they may need some nerf in all honesty.

Archers can get Nomad Trooper added. Nomads can get... Uh. Something else? Maybe bow-locked Mage Knight? Wait, actually that'd be pretty brutal, lets do that.

Myrms could get Assassin in addition to Samurai and Swordmaster.

Well, I'm spent for now, lets discuss this.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 14, 2014, 08:53:20 pm
One option is to give every class 3 promotions. Might have to make up some classes, but hey

lets discuss this.

My contribution to the subject is: it could work, like, hypothetically, but oh em geesus this tree is gonna be a mess  :P
That's not to say I can't do it, of course. I don't promise it'll be clean and well-organized, but I can do it.

I guess we make Tricksters for thiefy-types...
Do we want/need Pegasus Knights? Seems odd that Pegasus Riders promote to things that don't ride pegasi. You know, because all that training to ride a pegasus makes you better at not riding pegasi. We could have Falco Knights, Pegasus Knights, and Dark Fliers, and leave the Valkyries to the Troubadours.


My honest opinion, though, let's just work through the classes one at a time. SO.
HOW 'BOUT THEM FENCERS EH
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 14, 2014, 09:08:42 pm
Valkyries ride Pegasi. True Facts.

HOW 'BOUT THEM FENCERS EH

I still want them to get challenge for Battlefield control fun time.

Also, they need the Swashbuckler promote so they have at least one that doesn't involve arcane majiks, which some people won't want to play, and would otherwise steer them away from the class.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 14, 2014, 09:40:44 pm
Falco Knights are Pegasus Knights. They ride Pegasi. Valkyries ride Pegasi too. Pretty sure, anyway.

I was thinking for Pegasus Riders, they could have Valkyrie, Falco Knight, and a Bow or Light magic using promo.

But I should just list all my ideas. Last one of the three is the new one.

Archer-->Sniper, Battle Mage, Nomad Ranger/Artilley
Nomad-->Nomad Healer, Nomad Ranger, Nomad Lancer/Fortune Teller/Nomad Shaman
Spy-->Master Spy, Assassin, Wanderer(?)

Fighter-->Warrior, Forest Knight, Fighter
Pirate-->Swashbuckler, Berserker, Dread Pirate
Bandit-->Mountain Bandit, Berserker, Reaver

Mage-->Sage, Mage Knight, Loremaster/Mystic (Theurge?)
Shaman-->Druid, Summoner, Dark Knight
Monk-->Bishop, Holy Guard, Fanatic(Warrior Monk?)/Templar

Bard-->Loremaster, Enchanter, Wanderer/Swordsinger
Dancer-->Loremaster, Dancing Blade, Courtesan/Master Spy
Minstrel? -->???(I feel like there should be a third to the Performer set; possibly just 1 person gets extra but with a huge range, and specializing in Instruments rather than Lyrics? Would necessitate changes to Bard and Loremaster, of course...though Troubadour refers to a minstrel type person, we could just adjust them slightly and do that.)

Priest-->Saint, Bishop, War Cleric(?)
Troubadour-->Valkyrie, Mage Knight, Nomad Healer(?)/Slayer(???)

Cavalier-->Paladin, Duke Knight, Great Knight/Dark Knight
Pegasus Rider-->Falco Knight, Valkyrie, Griffon Knight(?)/Something to do with light or clouds and shit

Soldier-->Sentinel, General, Skirmisher/Combat Medic(NOT Nomad Healer)
Knight-->Great Knight, General, Commander(?)/Guardian(or synonym thereof, preferably stronger)/Templar(if we did this, Knight's Armoured should only affect Physical weapons, and Templars would have an ability that did a similar thing for magical weapons, plus some mage-hate)
Wyvern Rider-->Wyvern Knight, Wyvern Hunter, Dragon Rider(?)

Mercenary-->Commander, Hero, Nomad Ranger/Duelist(?)
Myrmidon-->Swordmaster, Samurai, Dancing Blade(COME ON LEAF ON THE WIND FITS SO PERFECTLY MAN)/Assassin/Duelist(?)
Fencer-->Shadow Sword, Crusader, Spellsword/Swashbuckler/Duelist(?)

Thief-->Bounty Hunter, Rogue, Trickster(?)/Something to do with being a con artist/Something to do with being acrobatic
Scavenger-->Bounty Hunter, Wanderer, Trickster/Shadow Sword/Adventurer

Oh. I'm done. Cool.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 14, 2014, 09:45:08 pm
All I can say is best of luck with the changes, and that I warned yah prior. :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 14, 2014, 09:47:16 pm
Quote
Dread Pirate

What is this magical thing I see before me.

Edit: Other observations/argumentations

Archer-Artillery: Sniper already has plenty of range.

Nomad-mess of stuff: What? What about Bow-locked Mage Knight? I think that'd work pretty well.

Bandit-Reaver: I don't know what this is.

Mage-Archsage: Fixed that name for ya :v

Monk: Maybe some Monster Hunter class?

All of those performer promotes are going to need to be expounded upon. Still don't think we need more of those.

Priest-War Cleric: They get Axes and the Renewal Class skill for free.

Troubadour-> Nomad Healer: I like this, lets do this.

Pegasus Rider: Still like Dark Rider for Pegasus Knights. Not necessarily Dark Magic for them, but probably Anima.

Soldier: Maybe an altered Commander?

Knight-Templar: Ew, no, we already determined how Armored works.

Wyvern Rider: How would a Dragon Rider be different from the other Wyvern promotes?

Myrm: Dancing Blade could work.

Fencer: Swashbuckler, come on!

Trickster: Swords and Staves, and they reduce all normally navigable tiles to a move cost of 1 no matter what!

Scavenger: Shadow Sword! The weapon skills already fit!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 14, 2014, 09:49:06 pm
Quote
Dread Pirate

What is this magical thing I see before me.
Want me to explain what I had in mind for it, or do you just want to bask in the glory that is the Dread Pirate (Roberts)?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 14, 2014, 10:05:27 pm
Explain yourself. Also, I made a minor edit, so expound upon some other things too.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 14, 2014, 10:14:25 pm
Cavalier can promote to Paladin, Duke Knight, and Great Knight.

This this this this this. Oh yes yes yes.

My original vision for Miguel was that he would be a Great Knight. However, I couldn't reconcile the fact that any man of his age would be wearing massive plate armor from the get go. So I made him a Cavalier and cut my losses. However, I would love to see this be an option for Cavaliers. I like the idea of tanks who are able to move from place to place quickly, through rain, snow, or hell fire.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 15, 2014, 02:10:48 am

So..... are we really doing the "3 full promotion options for everyone" thing? I still say that should be decided on a case-by-case basis. Some of the examples given so far, you could make a good case for. Some of the other examples are... a stretch. At best. I call for a vote!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 15, 2014, 04:41:15 am
Damn my need for sleep.

I think you went a little too ham on this :V here's the ones I like though:
Cavalier to Great Knight
Troubadour to Nomad Healer
Myrmidon to Dancing Blade
Fencer to Swashbuckler
And maybe Archer to Ranger

And the only new class we really need is the S rank anima guy we call Archmage or Archsage or whatever and they would get a modified version of Omniweapon.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 15, 2014, 05:21:49 am
If I could easily upload screenshots from my 3DS to Bay12, I would take one of Maribelle intending to use a Second Seal to turn into a Valkyrie. On a horse. With no wings. (the lack of wings is crucial to the argument, you see)

In short, NO, YOU GUYS, THEY REALLY DON'T.

That's why I made Pegasi Riders turn into Pegasi Valkyries and Troubadours turn into Horse Valkyries in FEF2 onwards :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: scapheap on April 15, 2014, 05:32:28 am
That's why I made Pegasi Riders turn into Pegasi Valkyries and Troubadours turn into Horse Valkyries in FEF2 onwards :P
Tenebra shakes his hoof at you.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 15, 2014, 05:39:54 am
That's why I made Pegasi Riders turn into Pegasi Valkyries and Troubadours turn into Horse Valkyries in FEF2 onwards :P
Tenebra shakes his hoof at you.

Silence ponyperson. In FEF, I'm the law :P Right after handbook that's it.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 15, 2014, 06:31:37 am
That's why I made Pegasi Riders turn into Pegasi Valkyries and Troubadours turn into Horse Valkyries in FEF2 onwards :P
This should make it in the new rules too. I forgot about it :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 15, 2014, 07:21:15 am
Why don't we like flying for troubadours? What'd they ever do to you?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 15, 2014, 07:22:38 am
Existed, would be my guess.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 15, 2014, 07:43:21 am
Why don't we like flying for troubadours? What'd they ever do to you?

I can make it the way of normal games so Valkyries' don't fly at all no matter their first class, if you want :3
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 15, 2014, 07:45:50 am
Seems to me like they should fly no matter their starting class. Like, I dunno, Valkyries?

Just Saiyan.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 15, 2014, 07:49:00 am
Seems to me like they should fly no matter their starting class. Like, I dunno, Valkyries?

Just Saiyan.

That's in conflict with Fire Emblem games v:!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 15, 2014, 07:54:58 am
For the sake of consistencies and not just "hoars turns into flying hoars because magic".
Similar stuff for rider trainees with swords promoting to bow only nomads or mage trainees etc etc
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 15, 2014, 07:56:23 am
I think there's an important question that line of reasoning brings up: how closely do we wish to adhere to canon Fire Emblem? Do we want to try and move towards it, away from it, or a median between the two?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 15, 2014, 07:58:17 am
What about Elincia? Her weapon skills are not reflective of a pegasus rider, but she gets a flying mount? It's something of an isolated example, but Valkyries in FEF don't match up very well with their game counterparts, who wield staves and (usually light) magic, not staves and a weapon.

For the sake of consistencies and not just "hoars turns into flying hoars because magic".
Similar stuff for rider trainees with swords promoting to bow only nomads or mage trainees etc etc

Nomads should not promote from rider trainees. Let's have wyvern riders fill that spot.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 15, 2014, 08:00:47 am
That actually makes a lot more sense. Rider trainee: choose your ride between regular hoars, flying hoars and monster hoars.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 15, 2014, 08:02:23 am
That actually makes a lot more sense. Rider trainee: choose your ride between regular hoars, flying hoars and monster hoars.

Plus it doesn't necessitate that Nomads suddenly forget how a lance works.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 15, 2014, 08:22:49 am
That actually makes a lot more sense. Rider trainee: choose your ride between regular hoars, flying hoars and monster hoars.

Did that in FEF2 :P

What's about that monster hoars thing?

Nomads should not promote from rider trainees. Let's have wyvern riders fill that spot.

Yeah, I always envisioned Nomas/Bow Knights promoting solely from Archers.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 15, 2014, 08:26:57 am
Wyverns bro :V they have thunder weakness so monsters they are.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 15, 2014, 08:27:48 am
That and they're nearly dragons.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 15, 2014, 08:28:18 am
Wyverns bro :V they have thunder weakness so monsters they are.

Oh. But wyvern riders stem from Soldier trainee, not riders :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 15, 2014, 08:31:11 am
THEY CAN BE FROM BOTH.

Like Nomads are now.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 15, 2014, 08:32:31 am
Nomads should not promote from rider trainees. Let's have wyvern riders fill that spot.

Welp we'll have to fix some things cause wyvern riders coming from rider trainees wouldn't have anti-cavalry and other numberwankery.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 15, 2014, 08:35:26 am
Nomads should not promote from rider trainees. Let's have wyvern riders fill that spot.

Welp we'll have to fix some things cause wyvern riders coming from rider trainees wouldn't have anti-cavalry and other numberwankery.

...but Wyvern Riders don't have anti-cavalry, they never had? That's a Soldier skill, not Soldier Trainee.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 15, 2014, 08:36:18 am
Oops. Nevermind then. Easier for us.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 15, 2014, 08:37:44 am
I thought you meant something completely different and I was about to get upset about the whole riding skills thing again.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 15, 2014, 08:38:44 am
I thought you meant something completely different and I was about to get upset about the whole riding skills thing again.

I detect a desperate need for a shoosh-pap and brohug :P

/me provides both :3
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: scapheap on April 15, 2014, 10:03:33 am
For the sake of consistencies and not just "hoars turns into flying hoars because magic".
I made Tenebra eat the promotion item so I could use 'magic' for why he flying now.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 15, 2014, 10:15:52 am
Lol

Well there's a solution now that it's pretty clear what do people want for Fighters. Look at the poll errbody.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 15, 2014, 10:20:33 am
I would love to see them perhaps the ability to shred defenses. Sort of using the basic idea of when someone gets hit by a fighter, they get hit hard.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: darkpaladin109 on April 15, 2014, 11:40:37 am
Dammit I voted for the wrong option. Transfer my one vote for troubadors to get a pegasus to not.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 15, 2014, 11:45:53 am
I could keep it in mind or just reset the poll :x
So votes are actually 4Y 3N?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 15, 2014, 01:44:20 pm
So votes are actually 4Y 3N?
Well, they were when you posted that  :P

Do you think we should give the player the option to be a pega-valkyrie or a horse-valkyrie upon promotion? About the only reason to pick horse is to avoid weakness to arrows and wind, but...
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 15, 2014, 01:48:50 pm
I'd say nope if the current poll ends up in yes :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 15, 2014, 02:40:00 pm
Being able to benefit from defensive terrain is also pretty nice.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 15, 2014, 03:34:54 pm
Does that mean yes or no? :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 15, 2014, 03:42:19 pm
I voted no.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 15, 2014, 04:41:37 pm
I wouldn't mind it being an option.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 15, 2014, 06:58:01 pm
In my own humble opinion... Horses should probably just lead to Horses, while Pegasai remain in the realm of Pegasai due to how different they are, trainees excluded.

It seems rather odd to have someone going from a horse based character to a Pegasai suddenly.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Furtuka on April 15, 2014, 07:03:50 pm
Could be worse.  At least we're not dealing with the inexplicable griffons from awakening :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 15, 2014, 07:12:35 pm
...I want them.

But I have no 3DS. Yet.

I'm not going to make a huge fuss about it though, as it does make sense in the idea that they are both flying healers.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 15, 2014, 08:18:33 pm
Guys, can we just leave the trainee promos (mostly) as is? Unless you also think it's weird for Mage trainees to be able to go from Anima to Dark/Light? Should that be changed? What about Priest Trainees losing their ability to use Staves when they become monks? We can just have Rider Trainees able to start with a pegasus or a horse, and stick with it(although they're both horse shaped, so I really don't see the issue here, considering it's still fantasy and whatnot).

Anyway.

Explications time.

Artillery: Meant to be a Ballista user, basically a Ballistician except that's the name of the Archer skill. Gain ability to carry around a single ballista with them, it takes up multiple inventory slots.

As for Nomad _____, that's because Bow-locked Mage Knight is just a worse version of the Mage Knight, since it's locked. Why make it so promoting to Mage Knight from Nomad is worse in that manner than promoting to it from a different class? I'd rather give them their own thing.

Dread Pirate is almost a pirate version of the Mountain Bandit class, but not as crappy(we need to fix MBs, btw). Wields axes and another weapon(I don't know, dark magic? Bows? Swords?), class skill similar to Daunt, and maybe something gesturing towards the great Roberts or taking over ships and whatnot.

Reaver: Wanton Destruction is the name of the game. Axes, mebbe Dark Magic, mebbe Lances, can sacrifice health to get stronger. Or something along those lines. Maybe Defense->Strength.

Mystic: Nah, I was thinking Sage would be the S-rank Anima, and Mystic would be B rank in all three. Besides...really, do we want to have Archsage and Sage as separate promotions for the same class? Come on, now.

Dark Knight is kinda obvious, I think; the question is whether it gets horseback or not. Abilities related to Mutually Assured Destruction.

Fanatic is meant to be a "I WILL KILL HERETIC CRUSH RAAAH" thing.
Templar could easily fit a monster hunter role rather than anti-mage.

Swordsinger is kind of a meh thing, but I think it would basically be a Bard who benefits from one of his musical pieces as if it were being used on him, continuously(just one, mind you), while also being able to use swords(or maybe just Physical Training, I dunno).

Courtesan is kinda a seductress. I dunno. I wasn't really sure what to go for, and I think I just ended up(accidentally, mind you) giving Enchanter and Dancing Blade to their opposites. It's not nice to leave performers out of the three class promo, especially since they aren't doing anything but giving everyone else extra turns; useful, yes, but that's why we should give them a reason not to just give extra turns, and instead be able to take an active role in the battle.

I don't even know what War Clerics are cuz' I've never played Awakening lalalalah~

I don't know what that is and I feel like it's gonna end up with a lot of "Dark [previous class name here]" stuff...then again don't know what griffon knights are either, so.

Yeah, different form of Commander was an idea, I wasn't really sure...Skirmishers are non horseback riders(w/ 7 move) that effectively have Canter. Use bows+spears, of course.

It was just an idea for Templar, was mostly trying to think of a class name for something that had spears and staves, maybe light magic too(especially if Monks promo to it, though it could be a 'spears+staves if Knight, light+staves if Monk; possibly adding swords to both), meant to be a 'I will guard you and heal you and be healer-phys-tank'

Duelist was meant to be really good at beating enemies one on one(as in, he's not near too many enemies, nor too many allies), and/or weapon triangle shenanigans, particularly against other swords.

Spellsword was just an idea to complete the trinity of Sword+Magic that Fencer had goin' on.

Trickster: SO not what I had in mind. We don't need a buffed Pseudo-Wanderer. Swords and Staves would be cool though. Not too sure of the ability though...maybe bonuses to enemies for each debuff they're suffering, or distraction creating/advantage-of-taking things?

Scavenger->Shadow Sword: See, the problem here, is that Scavengers don't have Sneaking, though. So they can't use Sneak Attack. And if they retro-get sneaking, no one will want to go Fencer->Shadow Sword, because Scavengers get an extra skill over them in the long run. And if they don't get to use Sneak Attack, no one will want to go Scavenger->Shadow Sword. Besides which, we should have a little more variety than 'Sword+Dark' and 'EVERYTHING'.

Not sure what Adventurer would have. I kinda wanted something referencing scrounging/scavenging and making something out of the bits and pieces you pick up, but Adventurer might be a support-ish guy similar to Merc-tree.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 15, 2014, 08:35:23 pm
What a cluster-fuck that all is.

Maybe we should try to use more classes that are already present and cross-promote, rather than try to come up with one new promote for each first class. Too much work, especially when it comes time to balance it all. All classes should have one promote all to themselves though.

Also, not much can be done about mage trainee weirdness beyond making 3 different mage trainees. Which is a bad idea. Priest to monk trainee is also weird, but apart from barring that promotion, not much to do again.

Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 16, 2014, 01:07:39 am
Also, not much can be done about mage trainee weirdness beyond making 3 different mage trainees.
Make Mage trainees get rank E in magic category of their choice (upon character creation).
Still opens up to potential weirdness (someone could choose to specialize in light magic as a trainee and then become a shaman), but the intent would be that you start using the magic category you'll promote into. You'd be encouraged to do so by the GM, the fluff, and the game mechanics, because then you get to keep using your tomes when you promote instead of having to buy new ones.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 16, 2014, 04:09:58 am
What a cluster-fuck that all is.

So yeah, shoruke got it spot on. Make mage trainees choose their subcategory and maybe remove the three choices that first class mages have.

And maybe remove the priest trainee -> monk path :V

Edit: and the thing about Rider trainees choosing their ride beforehand is good too.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 16, 2014, 11:40:24 am
Yes and no are tied :-X
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 16, 2014, 02:05:19 pm
Redo poll with question "Should valkyries be allowed to choose a pegasus upon promotion?"
1) Allow choice upon promotion
2) Allow choice upon beginning of each map
3) Pegasi only
4) Horses only


I CALL FOR A VOTE~
*audience groans*
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 16, 2014, 02:22:40 pm
Allow choice upon beginning of each map
Lol

Gonna change the poll now.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 16, 2014, 02:24:50 pm
*BMM leers at option 2*
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 16, 2014, 02:32:45 pm
Allow choice upon beginning of each map
Lol
I doubt anyone would pick that option for any reason other than to troll us...
*inb4 a bunch of Reddit users sign up to B12 and vote for weird options*
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 17, 2014, 01:14:56 am
Please excuse the double-post, but I have a question concerning Personal Skills.

Are you able to use the +5 Health Recovered effect with any of the conditions?
Skill 1: If over 1/2 HP, recover 5 health.
Skill 2: If under 1/2 HP, recover 5 health.

This is legal yes/no?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 17, 2014, 01:18:06 am
We do technically have a character with such an effect, but I'd personally never allow that. Its like getting Regen at max for free. So, I guess that is up to the GM, but I'd personally say that's a terrible, terrible idea to allow such a thing.

As a blanket statement, all personal skills are up to the GM.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Propman on April 17, 2014, 01:43:02 am
Sounds like a monster-only trait for a trolloid creature.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 17, 2014, 04:06:27 am
Yeah, lots of trolloids around here, but Xan said it, it's all up to the GM.

Also, the people has spoken. Haspen wins again :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 17, 2014, 05:56:16 am
Fack. Oh well, can't win 'em all.

What shall we work on next? If there's nothing else, I suggest a change to Wrath.

Specifically, I think its activation range should be widened to half health or below, rather than 30% or below, and the crit bonus dropped from 40 to 25. This way, characters with Wrath don't need to be a stiff breeze from death to activate their character skill, and the effect on the crit rate is not quite so severe in exchange.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: scapheap on April 17, 2014, 05:57:53 am
Please excuse the double-post, but I have a question concerning Personal Skills.

Are you able to use the +5 Health Recovered effect with any of the conditions?
Skill 1: If over 1/2 HP, recover 5 health.
Skill 2: If under 1/2 HP, recover 5 health.

This is legal yes/no?
I view the +5 health skill as added to hp recovering moves so one would be 'use vern, are you over half health? Yes? 5 more hp is healed.

It worded as '+(plus)5 hp recovered' not '5 hp recovered' point so it only add to active hp recovering(regen skills are passives hp recovering).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 17, 2014, 06:04:27 am
PS are pretty much all you can imagine and the GM lets slide.

If we change Wrath shouldn't we change Resolve too?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 17, 2014, 06:54:36 am
If we do, I don't know how we'd change it. A 1.5 multiplier is fairly neat, and aside from adjusting that, the only other change I could see would be dropping one of the buffed stats. If it was a free skill, we could just make it cost and increase the activation range. But obviously that won't work.

But seeing as it increases your speed by half, and therefore boosts your evasion, I don't think it's so bad to be in that danger zone, at least as much as Wrath.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 17, 2014, 08:07:57 am
Since the valkyrie issue is almost over, let's talk about Wrath/Resolve and Fighters.

Suggested Fighter special:
- +10 hit and +5 evade when within 3 range of 2 or more enemies.
- -5 evade to enemies within 3 range of the Fighter and +5 hit and evade when in range of 2+ enemies.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: birdy51 on April 17, 2014, 09:36:57 am
Underpowered. Very underpowered.

However, I think I have an idea. Fighters can be considered one of the few enemies that can really do damage to Knights. Generally, unless there is a mage or fighter-esque around, Knights just don't die. So why not solidify that fact with an ability?

- Heavy Blow - A called attack, the Fighter cuts his STR in half. However, for one attack sequence he is able to completely ignore the enemies defense.

This means that while it is utterly useless against mages or other soft targets, they will have the ability to smash through more defensive targets with relative ease if their natural STR is less than the targets DEF.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 17, 2014, 09:43:42 am
Def ignoring is more powerful than you think, and there are a lot of anti armor weapons.
Mebbe for warriors though.

Also I'm not sure that's underpowered, but if it is we can give mo numbers.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 17, 2014, 09:50:54 am
Even at low levels, ignoring DEF is really, really powerful. More importantly, Fighters already do lots of damage, with high base Strength and axes to boot.

Fighters seem to me to be heavy brawlers, wading into the thick of the enemy, so they should have bonuses relating to that. Maybe add 1 to AS as well as +10 hit and +5 evade when within 3 range of 2 or more enemies. That AS wouldn't be factored into Evade though.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 17, 2014, 09:54:43 am
What's left for Heroes promoting from Fighters? :x
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 17, 2014, 09:57:47 am
DAM and DEF and AS that gets factored into evade?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 17, 2014, 10:00:05 am
Should they get DEF? Merc heroes don't get damage but get DEF.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 17, 2014, 11:04:59 am
Just DAM then, and of course the abilities stack, so... if we go by the 1.22 Heroes, Fighters and Heroes can have the same amount of AS bonus, if we give them what I suggested.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 17, 2014, 11:49:37 am
Another question is, headcounts are OK for the Hero?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 17, 2014, 12:04:21 pm
Another question is, headcounts are OK for the Hero?

It isn't ideal, but its what the class works off of. We could give it a flat rate like we did for Mercs, but it really feels like it should scale.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 17, 2014, 01:00:46 pm
Let's see these numbers.

So Merc Hero gives +10 Hit and Evade to nearby allies and he gets:
+10 Evade near any ally
1 DEF and AS, +5 Hit and +15 Evade near 2 allies
1 DEF and AS, +7 Hit and +17 Evade near 3 allies
2 DEF and AS, +10 Hit and +20 Evade near 4 allies
2 DEF and AS, +12 Hit and +22 Evade near 5 allies
3 DEF and AS, +15 Hit and +25 Evade near 6 allies

Fighter Hero gives -whatever to nearby enemies and he gets (fighter's passive would be +10 Hit and Evade for himself when near 2+ enemies):
1 DMG and AS, +15 Hit and Evade near 2 enemies
1 DMG and AS, +17 Hit and Evade near 3 enemies
2 DMG and AS, +20 Hit and Evade near 4 enemies
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 17, 2014, 01:05:02 pm
Fighter Heroes cap off earlier, but their evade keeps up with mercs and their hit is always going to be better. I think this is fair.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 17, 2014, 01:09:05 pm
So what should the -whatever be? -5? -10?

Also notice that the base Merc gives a big bonus for allies while getting a smaller bonus themselves, and Fighters get a big bonus for themselves while giving a smaller debuff to enemies (and indirectly helping allies).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 17, 2014, 01:23:58 pm
POLL CHANGED. GO VOTE

I put -10 Evade for Fighter :V

Actually lemme change all that, I made it too good.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 17, 2014, 01:49:46 pm
Belay voting people, we're ironing out numbers for the merc/fighter/hero.

EDIT: TYPO!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 17, 2014, 03:05:36 pm
Allright, the polls are open.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: darkpaladin109 on April 17, 2014, 03:07:35 pm
Allright, the polls are open.
nope, they're not
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 17, 2014, 03:08:58 pm
WHOOPS FINGER SLIP
Anyways they should be now. Go vote :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 17, 2014, 04:08:24 pm
Someone voted no and retained their silence.

>:I
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 17, 2014, 04:11:00 pm
Wtf
>:I
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 17, 2014, 04:13:15 pm
>:I
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 17, 2014, 04:19:03 pm
Any "no" votes that don't post after won't be counted >:C
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 17, 2014, 04:20:04 pm
I voted 'no' because I don't see any need to fix these :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 17, 2014, 04:22:49 pm
I voted 'no' because I don't see any need to fix these :P

You replaced Lend Me Your Strength with Charisma!

*flails*
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 17, 2014, 04:23:48 pm
Merc is practically the same with less headcounting. Merc Hero is the same as the book.
And y u no like fighter noo passive  :( They don't need forests now.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 17, 2014, 04:25:49 pm
I voted 'no' because I don't see any need to fix these :P

You replaced Lend Me Your Strength with Charisma!

*flails*

Paladin gets Nullify which is a Character Skill too, and I don't see anyone flailing about that :P

Also flat +10/+10 to allies in radius is less headcounting than anything you can come up with!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 17, 2014, 04:26:49 pm
It's flat +5/+5 and +10 back to the merc >_>

And it's more the irony that you said it doesn't need changing when you changed it yourself  :-X
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 17, 2014, 04:28:25 pm
It's flat +5/+5 and +10 back to the merc >_>

I'm not even speaking about Merc, I'm speaking about your silly Hero shenanigans with dualism of the skill.

Anyways, it's your handbook :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 17, 2014, 04:30:10 pm
It's one of the things in v1.22 that we thought it could work :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 17, 2014, 04:32:20 pm
Paladins always got Nullify and it made sense for the class type.

Hero was written as a class that was bolstered by allies, and you changed it to a support totem. You're comparing apples and oranges.

Actually, maybe Rough and Tumble should just go to Warriors, since Fighters won't be getting Conceal anymore.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Haspen on April 17, 2014, 04:40:22 pm
Heroes being the support totems for their lowly comrades sounds better than heroes getting better from not being alone. Honestly they're heroes. They should be example to everyone in the group, not be weak pussies when facing dangers alone.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 17, 2014, 04:43:06 pm
There's still one no vote unaccounted for.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 17, 2014, 04:45:36 pm
Heroes being the support totems for their lowly comrades sounds better than heroes getting better from not being alone. Honestly they're heroes. They should be example to everyone in the group, not be weak pussies when facing dangers alone.

It isn't like they get penalties by being apart from their allies.

And that leaves both mercenary promotions as support type. They should have one where they can stand on their own merit, and get some bonus for themselves.

EDIT: We can't invalidate a vote just because it wasn't justified. If they don't want to say what they don't like, they don't have to.

Kinda frustrating though.

EDITEDIT: We should put the issue being discussed in the thread title!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 17, 2014, 05:07:10 pm
I voted 'no' because I don't see any need to fix these :P

I was the other no vote, voted during class on my phone. Funny enough, for the same reason.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 17, 2014, 05:27:05 pm
Alright, big broad strokes proposal to save a whole lot of work, and probably simplify Heroes a lot by proxy.

Rather than try to make a new class to fix the S rank Anima problem, we remove staves from Sages, and give them S rank Anima with B rank subcategories, as is standard for one-weapon Promotes. Mages retain a promotion with staves, because Mage Knights get those, which I hadn't noticed before, and Sages are still plenty flexible with Memory Magic (which we should really add to the list of changes we're making, it's pretty good), so depriving them of staves isn't too brutal.

This obviates the need, perceived or otherwise, to make 3 promotes for each and every class, so we wouldn't actually need Rough and Tumble for fighter->Heroes, since we won't have any. If we do have Fighter->Hero promotions, we still kind of need it because Defiance and Lend Me Your Strength together would be a bit of a mess. This still leaves Fencers out in the cold as far as promotions not relying on magic goes, though giving Swashbuckler to Fencers as well would also leave Pirates without a promote to call their own.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 17, 2014, 07:13:34 pm
"relying on magic"

Because having 'only' an A-rank in swords and resistance to magic means you have to use it. >.>

I'm voting no, because I think it's silly to have a promoted class have such wildly different skills just based on what it promotes from.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 17, 2014, 07:20:04 pm
Any response to my miniature wall o' text?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 17, 2014, 07:33:57 pm
I just think it's somewhat unfair to make it so Fencers get a third promo and everyone else doesn't just for the sake of 'WE HATES DA MAGICKS'. >.>
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 17, 2014, 07:37:38 pm
Just because one gets magic, doesn't mean they have to use it. I imagine most would pick one more for their skills and abilities against mages than anything.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 17, 2014, 07:51:10 pm
If we leave it as two promotes, nobody gets three.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 17, 2014, 07:52:27 pm
Sounds good to me. Trying to figure three for everyone sounds like too much hassle for what gain?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Rolepgeek on April 17, 2014, 07:54:39 pm
Hell, I'd be willing to try to figure out three on my own and present it to you guys every once in a while, see how you thought real quick.

I feel like maybe doing that sort of thing, where instead of everyone having to weigh in on everything all the time, we could put some people in charge of projects, they'd get back to the group, see what people thought, go back and make changes.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 17, 2014, 08:14:02 pm
That would be a good idea if we were like, a game design company working on an original IP. But as we are, a loose conglomerate of gamers working on a system based on an established IP... Probably not the greatest plan in the world. There'd probably be people fighting over popular sections, while no one chooses to pick up others.

Sounds good to me. Trying to figure three for everyone sounds like too much hassle for what gain?

Yeah, I got caught up in balance after adding things that I forgot the KISS standard.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 17, 2014, 09:29:05 pm
Change is addictive, trust me I know.

This quote is quite relevant there.

I'm of the opinion that if things aren't broke, why bother fixing them? No armored for knights was broke, call magic is broke, etc. Terrain dependent skills aren't broke, sure they aren't always useful but such is how it goes.

Anyway, I'll throw an idea out that I was planning on doing: in terrain and supports, all instances of bonus to DEF also applies to RES. Because magic is powerful enough, and its rather small.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 17, 2014, 10:12:27 pm
Anyway, I'll throw an idea out that I was planning on doing: in terrain and supports, all instances of bonus to DEF also applies to RES. Because magic is powerful enough, and its rather small.

I thought that was implied. Why would supports and terrain reduce physical damage but not magical after all? It's worth stating it though in the new book.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 17, 2014, 10:42:25 pm
I still don't think every first class needs to have three promotions available, especially if it means we need to come up with new classes to fit that. Let's look at the Fighter tree promotions as an example.

Berserker: I AM DOOD WITH AXE!!!
Warrior: I am dood with axe AND A BOW!
Forest Knight: I am dood with axe IN THE WOODS!
Swashbuckler: I am dood with axe ON THE OCEAN!
Mountain Fighter: I am dood with axe IN THE HILLS!

Making fighters able to promote into Heroes as well would add some versatility to the DOOD WITH AXE tree, but Pirates and Bandits are already similar enough that giving them an extra promotion option each would feel like trying too hard. Meanwhile, Fencers and their promotions exist for the sole purpose of giving the swordsman tree (i.e. the DOOD WITH SWORD tree) more promotions (likewise Spy for the thief tree).

"MOAR CLASSES :V :V :V" is not what we need; what we need is for the existing classes to have well-defined roles.

Hence the current discussion on Merc / Fighter / Hero / Warrior.

On that note: Fencers promote into Crusaders and Shadow Swords, both of which are "Magic Swordsman" classes. Should we give Fencers a different skill to reflect this? It seems odd (IMO) for the "I sneak around and stand on pillars" swordsmen to promote into "I have swords and magic" people.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Xanmyral on April 17, 2014, 11:08:19 pm
Anyway, I'll throw an idea out that I was planning on doing: in terrain and supports, all instances of bonus to DEF also applies to RES. Because magic is powerful enough, and its rather small.

I thought that was implied. Why would supports and terrain reduce physical damage but not magical after all? It's worth stating it though in the new book.

It wasn't, considering it was all quite specifically stated as DEF. We've been going by that for all the games we're in, as far as I remember.

@Shoruke: I think fencers are fine as is, both of their classes have skills that augment the pillar sneaking in useful ways.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 18, 2014, 03:25:50 am
Why are people sayig that every class has to get three promotions? It was only meant for a few ones...

Anyways if people don't want third promotions for anybody, we can do this:
Fighter can't promote to Hero
Warrior gets Rough and Tumble
Sages lose staves and get S/B rank anima
Fencers can't promote to Swashbucklers
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 18, 2014, 07:15:49 am
Anyways if people don't want third promotions for anybody, we can do this:
Fighter can't promote to Hero
Warrior gets Rough and Tumble
Sages lose staves and get S/B rank anima
Fencers can't promote to Swashbucklers

Pretty much whats going on, it looks like.

Still don't like the fencer special though. If we extend it to forests as well, I'd like it better.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: SeriousConcentrate on April 18, 2014, 08:39:54 am
I like this as it makes sense. Trees and pillars are pretty similar. :P Give Forest Knight the same thing to make it useful indoors as well and I'd consider both classes pretty well fixed.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Blade Master Model 42 on April 18, 2014, 08:48:27 am
I like this as it makes sense. Trees and pillars are pretty similar. :P Give Forest Knight the same thing to make it useful indoors as well and I'd consider both classes pretty well fixed.

The current plan for Forest Knights is to give them a trap feature like the spy. They only get one trap though- The beartrap.

Beartrap: Single Use. When an enemy enters the tile, they take 15 damage, are immobilized for 5 turns, and immediately end their turn.

They'll probably get 5 uses per map, but none of it has been finalized yet, and we'll be coming back to it once we start on promoted classes (where we plan to address Heroes, Warriors, both Wyvern Promotes, Forest Knights, Mountain Warriors, Sages, and maybe some other stuff I can't really think of.)

Edit because derp.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 18, 2014, 10:06:44 am
I'm kinda confused here because people voted that they wanted the three options for the Fighter but now everyone's talking about not wanting three options for anybody?

Let's try this again.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Shoruke on April 18, 2014, 10:09:37 am
Poll is poorly-worded. If I vote yes, does that mean Fighters have 3 promotions or 2?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 18, 2014, 10:11:20 am
They'd get Hero, Warrior and FK. Lemme change that.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Haspen on April 18, 2014, 10:21:39 am
/me votes for the one and only true option.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 19, 2014, 05:21:31 am
I see a problem and I don't really know how to solve it cause half of the people will get offended if I break the tie to either side :-X
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 19, 2014, 09:05:18 am
We can always come back and add new promotions in a later set. And come to think of it, if we ever do third tier promotions, we'll have to come up with a whole extra third of promotions if we do that. So let's not.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 19, 2014, 09:18:18 am
Let's not what? Break the tie? :o
But we kinda need this solved asap.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 19, 2014, 09:31:50 am
No, I mean we shouldn't do the 3 promotions. If one class has it, the others should too, and that'd be a lot of work.

Of course, I already voted no.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 19, 2014, 09:38:19 am
I just can't wrap my head around the fact that apparently if one class has three promotion choices every other class needs them too :-\

But you're right in the loadsawork stuff, so I'm turning towards no.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Shoruke on April 19, 2014, 10:03:19 am
I just can't wrap my head around the fact that apparently if one class has three promotion choices every other class needs them too :-\
This.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 19, 2014, 10:05:54 am
One class shouldn't have more promotion options than others.

Performer trainees not withstanding, since I have no idea what we'd do for a third performer. I still think that Bards are overpowered and Dancers are already skirting (hah!) the line.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Shoruke on April 19, 2014, 12:23:39 pm
One class shouldn't have more promotion options than others.

Why not?
Some classes have much better weapon availability than others. That doesn't make Cavaliers unbalanced.
Some classes have better skill/stat synergy than others, that doesn't make Nomads broken (compare them against archers).
Some classes straight up ignore the close- vs. long-range problem. That doesn't make mages broken.

It's not like Fighters get to promote into all three of their promotions at once, you know. The balance of the game is hardly going to be affected at all. And it's downright hypocritical to say "nobody should get more promotions than anyone else" in the same post as "I don't know how to make performers equal to everyone else".

Fair =/= Equal.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Rolepgeek on April 19, 2014, 12:28:57 pm
It's a matter of principle, for one, Shoruke, and besides, the weapon availability is countered by lower proficiency with their weapons. I believe Archers were expected to be able to use Ballistae more, and every physical weapon has some 1-2 range weapons(at every level of proficiency, too). It's not a matter of balance, it's a matter of fairness.

I think Performer trainees should have just as much as the rest, though. Courtesans for Dancers(get spy-ish abilities), something mounted for Bards(yes, I know it gives stupendous amounts of mobility to a class where mobility is all it needs. It wouldn't have much else, though). People who play them are already sacrificing being a direct participant in the action in favor of helping the team, so it's not all that fair to be mean to them for playing something that already makes them part of the background.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 19, 2014, 12:41:30 pm
We can make it good with every class having only 2 promotions or some getting 3. We can't make 3 for everyone.

And there's also the thing about priest trainees not being able to promote into Monks, so they would have the same options as performer trainees (also minor stuff like changing the Nomad promotion for Riders with Wyvern Rider).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 19, 2014, 01:55:55 pm
Can we try to avoid giving performers more power? A bard can double the combat potential of  four allies a turn. One unit does that, and they can every turn.

I think the simplest way to fix it would be to forbid stockpiling moves except for possibly a hypothetical third trainee promote, who could precharge two adjacent allies. Or just perform for them normally.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 19, 2014, 02:18:06 pm
Performers are good as is >_> you need very careful positioning to exploit the full potential of bards while dancers are less restricted but lower cap.

And ffs why is the vote always tied I was gonna end it with a no.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Shoruke on April 19, 2014, 02:36:12 pm
A bard can double the combat potential of  four allies a turn. One unit does that, and they can every turn.

The odds against this happening in a meaningful way are huge.

With that said, I agree, performers are strong enough.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 19, 2014, 03:56:51 pm
In the FEF2 dream mission, it's happening more than you'd think.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: SeriousConcentrate on April 19, 2014, 04:05:20 pm
The FEF2 dream mission is built around small areas and narrow corridors that make it really easy to line up four people, though. :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 19, 2014, 05:53:03 pm
I'd like the tie resolved when I wake up, else I might just say fuck it and break it myself :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Shoruke on April 19, 2014, 05:57:55 pm
I'd like the tie resolved when I wake up, else I might just say fuck it and break it myself :V
Considering you're part of the community, I think you should vote regardless.

I also think we shouldn't make changes based on differences of 1 vote...
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 19, 2014, 09:10:41 pm
It's my opinion that with such a close vote, we should default to the status quo. But I'm biased.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Rolepgeek on April 19, 2014, 11:39:01 pm
Can we try to avoid giving performers more power? A bard can double the combat potential of  four allies a turn. One unit does that, and they can every turn.

I think the simplest way to fix it would be to forbid stockpiling moves except for possibly a hypothetical third trainee promote, who could precharge two adjacent allies. Or just perform for them normally.

Alright. When they are doing literally anything that isn't rejuvenating allies, they aren't able to do that. So why not, say, make it so they have a reason not to? You talk like they're overpowered, and while they are powerful to the GM since they act as a force multiplier; 1. the GMs tend to be brutal, a trend established by Haspen, and so most groups need and/or benefit from a performer greatly, and 2. The people playing the performer aren't actually doing anything. They don't get to fight or be in the thick of the action. It's not all that exciting just going 'Okay, I'll move here and perform, I guess'. When do performers ever actually use their proficiencies instead of performing? They aren't strong on their own, which is the whole reason why all they do is perform for allies.

A Dancing Sword has to choose between granting two allies extra turns and getting to take one in a meaningful way themselves. An Enchanter who actually uses their class ability doesn't get to boost 'up to 4 allies!'. A Loremaster who's Calling Magic isn't rejuvenating allies. And you want to make it so performers continue to have no reason not to only focus on rejuvenating people, instead of actually participating in the game rather than being ghost-turns/players?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 19, 2014, 11:55:17 pm
I dunno, there's a certain amount of satisfaction in playing a support character. And it's not like it's a thankless task either. We don't have to give them such powerful abilities at first class to make them attractive to players. The performers in this system are leagues beyond the performers in any of the games. Even the Herons, who were super performers, couldn't pre-charge.

Of course, most classes in this system are better than the in game counterparts. But not to the degree performers are. Performers are a game changer, and very nearly game breakers. I expect that to make itself more and more evident the farther we get into FEF2. Since this is such a hot issue, we can come back to it later, when more playtesting has been done.

Before we put the issue away though, I'd like to point out that disallowing pre-charges will put dancers on par with bards again, since it's easier to have two people spend their actions and be within 5 squares of each other than to get three or four all around the same square.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 20, 2014, 04:19:58 am
Alright I'm up, and since this wasn't solved I'll add my nope vote to return to default.

Also rolepgeek you're forgetting the variety of extra instruments/dances that performers have. Hell, look at Anja's clutch double paralyze :o
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 20, 2014, 05:51:41 am
Still in favor of giving Fighters Defiance and giving Warriors Rough and Tumble.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Shoruke on April 20, 2014, 02:46:28 pm
In case anyone's like me and leaves their webpages open overnight and just refreshes occasionally, the poll got changed.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 21, 2014, 08:13:44 am
Shoudl I lock this up or someone wants to vote yes?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: SeriousConcentrate on April 21, 2014, 08:18:48 am
Still in favor of giving Fighters Defiance and giving Warriors Rough and Tumble.

Maybe I missed it earlier in the thread, but what do these do? I don't want to vote until I know. :X
Title: Re: Fire Emblem on Forums Balance and Ideas Thread
Post by: Solymr on April 21, 2014, 08:29:22 am
Fighter hero gives -whatever to nearby enemies and he gets (fighter's passive would be +10 Hit and Evade for himself when near 2+ enemies):
1 DMG and AS, +15 Hit and Evade near 2 enemies
1 DMG and AS, +17 Hit and Evade near 3 enemies
2 DMG and AS, +20 Hit and Evade near 4 enemies
Instead of fighter hero it would be Warrior and the numbers need some tweaking.
Also keep in mind that voting yes doesn't necessarily mean that they'll get this passive. It's just that they would get something other than (or in addition to) forest walk.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: birdy51 on April 21, 2014, 03:46:18 pm
Mrrmh. I'm still not sold yet, partially due to them getting evade. It doesn't quite play into anything, with considerations that Fighters are not a class a akin to Myrmidon where they are meant to be dodgy. However, a change of subject.

I've been considering trying my own version of Fire Emblem on the Forums, but the idea is still very much in the beginning stages. However, I have a concept drawn up in my head, as well as a few principle characters and plot fodder. Mainly, the biggest things what would separate it from other games going on would be in the introduction of Laguz. Ever since I started working on them, I've had a few ideas on how I would run them. It's just a matter of sitting down and fleshing them out now that I have taken notes of their stats.

They would play remarkably different than their human counterparts, and as such need specialized attention. When/if I ever create a final concept, I'll try to present them to you guys for review.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: darkpaladin109 on April 21, 2014, 03:51:32 pm
Mrrmh. I'm still not sold yet, partially due to them getting evade. It doesn't quite play into anything, with considerations that Fighters are not a class a akin to Myrmidon where they are meant to be dodgy. However, a change of subject.
I do agree with Birdy on the fact that it doesn't quite suit fighters, so if we will give them a new ability, I propose we change it to giving the fighter a minor boost to strength and defense instead of the  hit and evade boost, and maybe giving them something like a wekaer version of armoured, but without the weakness that knights and classes that normally get it have?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: birdy51 on April 21, 2014, 03:58:54 pm
I like that line of thought. The biggest problem with Fighters, is that they rapidly become glass cannon characters in melee form. When they become big burly men that can't take a hit, we have a problem. However, that doesn't help them as their defense is already naturally low. Very few things would actually be blocked by that passive.

I suppose the question I'm asking myself now is; how do we make them able to take a hit or two, but not nearly as well as a knight?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 21, 2014, 04:01:19 pm
Like I said, the current poll only says to give them a new special. We can flesh out the details later.

I do like that new thing though, even if it's going to be a little tough to balance.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 21, 2014, 04:23:24 pm
My main concern is that the current fighter special is to... let them be ninjas for some reason? That makes no sense to me.

EDIT: Returning to the idea of reduced damage to Fighters as a special, how about -2 damage from all attacks if the fighter lands at least one hit during the player phase?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Rolepgeek on April 21, 2014, 08:25:01 pm
And it's any weirder that Fencers have the same thing? They're meant to be the axe-user group that isn't (just) about sheer force.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: birdy51 on April 21, 2014, 08:50:50 pm
Hrmm... Not quite effective enough for my taste.

How about this. 5 less damage to any attack made against the fighter when he has full health. After that, all hits, including doubles, deal full damage.

It's not overpoweringly strong, but it allows them to take a full hit without going down. Once they do get in the fight though, it's fair game, and they won't have that initial defensive bonus.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 21, 2014, 09:09:35 pm
Fencers are on the entirely other end of the physical weapon spectrum. The whole thief branch is about alternative combat, and they use swords. It doesn't seem strange to me at all that the fencer gets sneaky ninja nonsense, not that I like it.

Plus it clashes heavily with their pre-established roles in the games. They're front line fighters.

Maybe a sort of defense variation of Quick Burn from FEA? First turn, physical damage is reduced by 3, next turn 2, third turn 1, then from Phase 4 until the end of the battle it's gone.

I'm just spitballin' here, work with me people. I don't really want to give them more hit (axes are too powerful to be getting that kind of boost), and damage boosts would kind of be pissing into a river. We don't want them out-tanking knights either, so if we do something defensive, it shouldn't be better than them.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: birdy51 on April 21, 2014, 09:14:44 pm
That could work.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Shoruke on April 21, 2014, 10:30:27 pm
I really don't mind at all that we have on-foot axe users with something to them other than "big guy with big weapon".
The Bandits and Pirates have that covered. The role of Fighters is when, working within the top tier of damage output, you're willing to sacrifice some of your raw damage for utility. Conceal does exactly that.
If you want a tanky axe-user, play a Bandit and stand on a hill.

Although... to reinforce the whole "roles of the different axe-users" thing, maybe we could give Bandits 1 more STR? Pirates have 9, Fighters and Bandits have 7... Maybe the roles would be clearer if Bandits had 8? Sure, it's one damage per shot, but still...
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 21, 2014, 10:41:03 pm
Bandits:

HP 24 STR 7 MAG 0 SKL 2 CON 11 AID 10
LUK 0 DEF 3 RES 0 SPD 3 MOV 5

Fighters:

HP 23 STR 7 MAG 0 SKL 3 CON 10 AID 9
LUK 2 DEF 3 RES 0 SPD 2 MOV 5

Pirates:

HP 22 STR 9 MAG 0 SKI 3 CON 9 AID 8
LUC 1 DEF 3 RES 0 SPD 3 MOV 5



If we reduce the lowest instance of a stat to zero, and reduce the stats of the other classes by the same amount, we see...

Bandits:

HP 2 STR 0 MAG 0 SKL 0 CON 2
LUK 0 DEF 0 RES 0 SPD 1

Fighters:

HP 1 STR 0 MAG 0 SKL 1 CON 1
LUK 2 DEF 0 RES 0 SPD 0

Pirates:

HP 0 STR 2 MAG 0 SKI 1 CON 0
LUC 1 DEF 0 RES 0 SPD 1

... Not much in terms of cohesive information. Except we learned that Fighters are the lucky class. And no one but me likes Luck.

Edit: In any case, if we give Bandits extra Strength, we'd have to take something away.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Shoruke on April 21, 2014, 11:10:54 pm
In any case, if we give Bandits extra Strength, we'd have to take something away.

Hit points. That's my vote.

Bandits get -1 (or maybe -2) HP and +1 STR, and then we call the First Class axe-users good.

(interesting to note that, while Pirates do the most damage, Bandits can use the biggest weapons more easily...)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Haspen on April 22, 2014, 03:32:47 am
I always thought that Bandits were the purest in terms of HP and STR (while being clumsy), Fighters mixing attack power with accuracy, and Pirates being the most 'averageish' of the axe family...
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 22, 2014, 04:03:39 am
Actually pirates in the games were the most offensive axe users, while lacking much more in defense.
Here they get the biggest offensive stats while bandits get the most HP and CON and fighters the most skill... and luck.
If we move one HP to STR for bandits I suggest we move one LCK to SKL for fighters.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Shoruke on April 22, 2014, 11:37:01 am
If we move one HP to STR for bandits I suggest we move one LCK to SKL for fighters.
Hmm... that does make sense. I'd agree to that.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Squeegy on April 22, 2014, 11:46:38 am
Why doesn't this have its own forum yet?

More seriously, why is this game so incredibly popular that it spawned so many offshoots?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Haspen on April 22, 2014, 12:00:55 pm
Why doesn't this have its own forum yet?

More seriously, why is this game so incredibly popular that it spawned so many offshoots?

A) Masochists
B) Challenge
C) Tactical cooperative game
D) Roleplaying cooperative game

There's a lot of people who enjoy at least 2 of above points :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 22, 2014, 12:09:16 pm
Play it and you'll know :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: birdy51 on April 22, 2014, 12:10:12 pm
BCD are my own main ones.

We had a discussion about the possibility of a subforum, but most were adverse to the idea.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 22, 2014, 12:15:45 pm
Sadism is a factor also, but only really for the GMs.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Shoruke on April 22, 2014, 12:19:24 pm
The format of the game also fits a play-by-post style really well.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Xanmyral on April 22, 2014, 12:21:02 pm
We had a discussion about the possibility of a subforum, but most were adverse to the idea.

Last time it was brought up, all of the games were played by the same handful of people.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 22, 2014, 12:50:18 pm
Welp, I'll be closing the poll in two hours. For the looks of it the Fighter won't get any love.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Shoruke on April 22, 2014, 02:35:16 pm
Shouldn't the next vote be on the stat changes?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 22, 2014, 02:42:51 pm
I guess so. It would be hilarious if people didn't even approve of giving the Fighter a measly skill point.
I was planning on moving to Warrior/Merc special just in case.

And I think I should give some more time. Until I wake up tomorrow.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 22, 2014, 03:17:45 pm
eping  think it's too late. Fighters seem to be keeping conceal.

For some dumb reason.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 22, 2014, 03:35:50 pm
So I close the poll now? >_>
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Furtuka on April 22, 2014, 04:26:23 pm
Well don't literally close it if that's what you mean. It causes bad things to happen
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Xanmyral on April 22, 2014, 09:11:18 pm
eping  think it's too late. Fighters seem to be keeping conceal.

For some dumb reason.

Nothing says you have to implement what's going on in this thread. If you feel fighters are better off with something else, go for it.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 22, 2014, 09:18:34 pm
I'd rather have a rule book where all the rules are correct. I suppose I can accept one or two rulings I don't care for. We're making a new PDF once everything is covered, right?

So are we going to adjust the Bandit-Pirate-Fighter tree now?

Also, I'm writing up some fluff for the first classes that have none. Already did the Trainees, but there isn't a lot to say about them, obviously.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Xanmyral on April 22, 2014, 09:38:01 pm
We're making a new PDF once everything is covered, right?

Wha? You guys are? Dang, best of luck with that then, sounds like a big undertaking.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 22, 2014, 09:46:32 pm
Well, we have been jabbering about rule changes for, what, a month now? Once we have everything locked down it'll primarily be an issue of copy/pasting and type setting, I'd think.  :P

Note: This is not the first time I've done something like this. This is not a good thing or a bad thing.

EDIT: Just noticed Troubadours have wonky weapon proficiencies, considering they have two sets. Shouldn't they not have C subcategories?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 23, 2014, 03:31:34 am
Also, I'm writing up some fluff for the first classes that have none. Already did the Trainees, but there isn't a lot to say about them, obviously.
Magnificent.

Poll has been changed. If anyone wants to revisit the Fighter special issue then there better be a lot of anyones.

On unrelated news, some guy above me has a problem that apparently can only be solved by repeatedly hitting stuff with a hammer very loudly.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: birdy51 on April 23, 2014, 08:08:28 am
Well... When all you have is a hammer...
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 23, 2014, 08:13:53 am
And by the sound of it, he brought down a whole wall. It sounded like the whole building was falling over.

Anyways, FEF1's crit shenanigans made me think of Sniper/Gamble combo. Kinda OP
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 23, 2014, 08:18:53 am
And by the sound of it, he brought down a whole wall. It sounded like the whole building was falling over.

Anyways, FEF1's crit shenanigans made me think of Sniper/Gamble combo. Kinda OP

Well, first of all, vanilla 1.20 Sniper doesn't have class based hit rate. That was something Hasp changed for FEF2 and onwards when he decided 4+ range was bullshit, presumably. I don't know that Sure Shot applies after Gamble or before, either. I don't really think it should, either.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 23, 2014, 08:22:13 am
Somehow I thought Sure Shot was vanilla for them :v
Well that's something we'll have to decide.

Also now that I look at it, the archer doesn't have a special that doesn't require the GM to cater for them, like Spies. Except FoW is worse than ballistas.

Does any GM here use ballistas?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 23, 2014, 08:24:05 am
I think they were in one FEF map.

I plan to include them at one point, but not soon.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: birdy51 on April 23, 2014, 08:25:24 am
I think that Snipers should keep their insane range... But at a cost. If they want to fight at obscene distances, they should need the accuracy to back it up. Attacking beyond their normal range should cost them their accuracy, which would make Gamble more of a Gamble when being used at that range, because you have to hit the enemy to crit them.

That's my thoughts on the matter.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Haspen on April 23, 2014, 08:27:19 am
Does any GM here use ballistas?

FEF2 will have plenty of ballistae. FEF1 had one map with these. One of NEFs gonna have them, too.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 23, 2014, 08:34:24 am
Ok so archers aren't useless after all.

One question, how are ballista ranks/profs supposed to work?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Haspen on April 23, 2014, 08:36:12 am
Normally?

Just like 'Side' in Sword family, Ballistae are simply a 4th subcategory.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 23, 2014, 08:43:35 am
Yeah, ballistae proficiency works like any other weapon proficiency.

I think that Snipers should keep their insane range... But at a cost. If they want to fight at obscene distances, they should need the accuracy to back it up. Attacking beyond their normal range should cost them their accuracy, which would make Gamble more of a Gamble when being used at that range, because you have to hit the enemy to crit them.

That's my thoughts on the matter.

I actually really like this. Change a Sniper's special to arced shot, and they can increase their range infinitely- at the cost of 15 hit per extra tile. Maybe give them that first extra tile for free though.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Haspen on April 23, 2014, 08:46:53 am
I actually really like this. Change a Sniper's special to arced shot, and they can increase their range infinitely- at the cost of 15 hit per extra tile. Maybe give them that first extra tile for free though.

Change a Sniper's special to arced shot, and they can increase their range infinitely

infinitely

wot m8, u cray
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: birdy51 on April 23, 2014, 08:49:06 am
Yeah, ballistae proficiency works like any other weapon proficiency.

I think that Snipers should keep their insane range... But at a cost. If they want to fight at obscene distances, they should need the accuracy to back it up. Attacking beyond their normal range should cost them their accuracy, which would make Gamble more of a Gamble when being used at that range, because you have to hit the enemy to crit them.

That's my thoughts on the matter.

I actually really like this. Change a Sniper's special to arced shot, and they can increase their range infinitely- at the cost of 15 hit per extra tile. Maybe give them that first extra tile for free though.

Infinite range is a bit much. I don't think we want them to be able to attempt to pick off other enemy characters from that far of a distance. I simply suggest we take their current range, and if they go beyond what is expected for the weapon, a flat -30 hit. If they want to use that Killer Longbow at 4 Range, they'll have to pay the accuracy fee.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 23, 2014, 08:58:27 am
I dunno. Maybe we should just leave it as it is, I certainly never felt it was problematic.

We still need to finish first classes. Once we finish the Axe tree restat, what's left for first classes?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 23, 2014, 09:04:53 am
Fencers and Mercs. Maybe Myrmidons, but seeing that they're late game powerhouses maybe not so much.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 23, 2014, 09:06:49 am
I think Myrmidons are fine as is. No one has felt the need to adjust them so far.

I thought we already did mercs?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 23, 2014, 09:12:57 am
That is one of them clusterfuck things. I need to poll it separatedly.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 23, 2014, 09:17:59 am
Well, the relevant discussion is over on page 35, assuming people use the default posts per page, anyway.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 23, 2014, 09:43:57 am
We've covered almost every class that needed a little something.
Pegasus Riders?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 23, 2014, 09:55:38 am
Pegasus riders are fine.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 23, 2014, 10:22:14 am
Hm? Haspen do you remember in your game that falcoknights are immune to weather? Cause if you don't then the peg rider's passive is effectively useless :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Shoruke on April 23, 2014, 10:56:27 am
We still need to finish first classes. Once we finish the Axe tree restat, what's left for first classes?

What about archers? There are exactly four reasons someone would pick archer over Nomad:
1) There are too many forest and desert tiles for a horse to be useful
2) There are lots and lots of ballistae
3) 2 HP, 2 LUC, 3 DEF
4) Not weak against Soldiers
Those would be nice stats to get for free on a melee character, but archers are not melee characters, and they have a trade-off compared to Nomads. Ballistae are "uncommon at best", and Nomads can just dismount in desert areas. As for the soldiers... the only reason a soldier should be able to hit an archer at all is with a javelin. So most of the advantages an archer has over a nomad... aren't really advantageous.

Conversely, why would someone pick Nomad over Archer?
1) Canto (with +2 MOV after attacking)
2) Huge boost to rescue capability (coupled with Canto and higher MOV)
3) 1 SKL, 1 SPD, 2 MOV

Not only are they slightly better attackers with those stats, they can maneuver much more easily with higher MOV, and then use Hit And Run to duck back behind their friends' defensive line, making their lesser defenses straight-up irrelevant (unless the defensive line gets overrun, in which case everyone is screwed regardless). Nomads are better archers than archers are, and can do more.


To fix this, I think we should give archers a second skill (I've mentioned before, please not knives) that makes them more suited towards hold-the-line tactics. Either something that gives an offensive buff when standing on defensive terrain, something that activates when next to an ally, or some kind of defensive skill (like spot-dodging).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: darkpaladin109 on April 23, 2014, 11:00:06 am
-KUNG FU CUTMAN-
Yeah, archers need something to make them more useful. I liked someone's previous suggestion of letting them attack someone if they approached their attack range during the enemy turn.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 23, 2014, 11:02:56 am
Since the votes are quite clear I can advance on this poll? Who wants me to change it?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: darkpaladin109 on April 23, 2014, 11:04:14 am
Since the votes are quite clear I can advance on this poll? Who wants me to change it?
DO EEET
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Shoruke on April 23, 2014, 11:08:15 am
Since the votes are quite clear I can advance on this poll? Who wants me to change it?
DO EEET
DU EET NAO
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 23, 2014, 11:14:08 am
 ::)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 23, 2014, 08:32:11 pm
-KUNG FU CUTMAN-
Yeah, archers need something to make them more useful. I liked someone's previous suggestion of letting them attack someone if they approached their attack range during the enemy turn.

Agreed.

I suggest the following be added to the Archer's Class Skills.

Called Shot: Activated Effect. The Archer can use their action to declare they are holding their fire. If an enemy unit enters a square within the archer's attack range, the Archer automatically attacks them. Only one attack can be initiated by Called Shot per phase.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Shoruke on April 23, 2014, 10:41:29 pm
How about this one:

Reaction shot (Activated skill): Use your action to activate this skill for this round. Anytime an enemy enters your attack range, make an attack against them immediately. You may not counterattack while this skill is in use, nor may you attack a given enemy more than once per round with this skill.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 23, 2014, 10:53:08 pm
I don't care for it. Called Shot provides one attack in exchange for one attack. Reaction Shot costs an attack to make a pre-emptive strike against anything that enters your range for the entire enemy phase. Doesn't seem like an even trade-off to me.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Shoruke on April 24, 2014, 12:13:39 am
I don't care for it. Called Shot provides one attack in exchange for one attack. Reaction Shot costs an attack to make a pre-emptive strike against anything that enters your range for the entire enemy phase. Doesn't seem like an even trade-off to me.
Well, for a start, the entire purpose of giving archers another skill is to give them some advantage, any advantage, that they can lord over the Nomads. Attacking once in exchange for their ability to attack once does not provide that.

Reaction shot gives them something that they can use to change the flow of battle; a Fighter has a chance against a Knight in one-on-one combat, but he might think twice about walking nose-first into an arrow as well. It also makes archers the answer to pegasus- and wyvern-mounted rush tactics, because they'd have to take super-effective damage before they can attack. OTOH, it also has its weaknesses; while it's in use, archers aren't able to use their (presumably) high speed to double-attack, and anyone who can tank their Vantage'd shot (or was inside their attack range at the start of the enemy phase) gets to walk all over them as usual.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Xanmyral on April 24, 2014, 01:23:21 am
It will allow for corridors of doom against the players, as a way to look at it. Granted, I may be one of the few (or only) ones to allow enemies (all of them) to retain class skills. I still have to figure out the realism vs game balance I want to go with, but you'd probably only see that in castles.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 24, 2014, 08:17:38 am
Myah, I'll move on the poll cause unanimity. Next class is archers I presume?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 24, 2014, 08:27:44 am
Seems that way Solymr.

@Shoruke: Called Shot will allow the archer to initiate an attack against an opponent during the enemy phase, which will be unique amongst all classes, and would allow the archer to receive an enemy charge without idling their turn away, unlike most classes. Plus, unlike Reaction Shot, it wouldn't mess with the flow of the game too much, since the attack would be made just like normal, wouldn't be made whenever an enemy entered range, and wouldn't deny the Archer any counters he would normally get.

It will allow for corridors of doom against the players, as a way to look at it. Granted, I may be one of the few (or only) ones to allow enemies (all of them) to retain class skills. I still have to figure out the realism vs game balance I want to go with, but you'd probably only see that in castles.

Not sure I'd suggest that. It's a lot more to keep track of, and it tilts the balance of power even further into enemy hands.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 24, 2014, 10:38:17 am
I like Called Shot better. Even if I wanted it to be called Overwatch :P
I'm assuming the attack wouldn't get countered?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 24, 2014, 10:41:05 am
I like Called Shot better. Even if I wanted it to be called Overwatch :P
I'm assuming the attack wouldn't get countered?

If the enemy has a weapon with the appropriate range, yes they would.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 24, 2014, 10:44:05 am
And would that waste the enemy's attack or they just get 2 attacks in a row?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 24, 2014, 10:46:48 am
And would that waste the enemy's attack or they just get 2 attacks in a row?

No, the enemy would be able to make their attack at the end of their move as normal. If they survive, of course.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 24, 2014, 10:49:34 am
Welp I guess that's the archer's choice to activate it or not.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 24, 2014, 10:50:37 am
Welp I guess that's the archer's choice to activate it or not.

Better than not getting a shot because the bad guys are too far away, I'd think.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: darkpaladin109 on April 24, 2014, 10:51:16 am
Welp I guess that's the archer's choice to activate it or not.

Better than not getting a shot because the bad guys are too far away, I'd think.
Defintelly better than not attacking at all.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Xanmyral on April 24, 2014, 11:33:42 am
It will allow for corridors of doom against the players, as a way to look at it. Granted, I may be one of the few (or only) ones to allow enemies (all of them) to retain class skills. I still have to figure out the realism vs game balance I want to go with, but you'd probably only see that in castles.

Not sure I'd suggest that. It's a lot more to keep track of, and it tilts the balance of power even further into enemy hands.

Some of the plans I have require it, and its not that hard to keep track of to keep track of really. Just a few piddly conditionals for the most of them.

As for your other statement, I prefer a more realistic bent on things. Enemies will carry different weapons, medicine, they'll know the weapon triangle, etc. They still won't have personal or character skills.

As for the archer skills, I prefer BMM's interpretation. I'd rather suggest one doesn't break the action economy, outside of very rare instances. I've never seen anyone manage it properly without a lot of thought into it and heavy restrictions or draw backs.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: xelada on April 24, 2014, 11:16:26 pm
Maybe instead of/as well as buffing archers, we nerf cavalry/dismount, in it's current state it makes mounted units superior to non-mounted units, after all, if being mounted would be disadvantageous you can dismount, possibly making you slightly weaker than an infantry counterpart, but in some cases *coughcavaliers* you may still be better.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: darkpaladin109 on April 25, 2014, 01:08:25 am
Maybe instead of/as well as buffing archers, we nerf cavalry/dismount, in it's current state it makes mounted units superior to non-mounted units, after all, if being mounted would be disadvantageous you can dismount, possibly making you slightly weaker than an infantry counterpart, but in some cases *coughcavaliers* you may still be better.
We could do it like in FE3 and FE5 and make dismounted cavaliers limited to swords.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: birdy51 on April 25, 2014, 07:29:35 am
...Expound. How are Dismounted Cavaliers better than their fellows?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: darkpaladin109 on April 25, 2014, 07:31:03 am
...Expound. How are Dismounted Cavaliers better than their fellows?
I assume it's because they get access to swords alongisde lances, even while dismounted.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 25, 2014, 07:48:05 am
Classes that only get one or the other have higher proficiency with the weapons, so that's not really a big deal.

Also, mounted units are vulnerable to the soldier tree and any weapon affected against horseback units.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: USEC_OFFICER on April 25, 2014, 12:18:54 pm
Also, mounted units are vulnerable to the soldier tree and any weapon affected against horseback units.

...

Unless they dismount, of course. In which case they have the same or highly similar stats, I believe.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Shoruke on April 25, 2014, 12:46:23 pm
Also, mounted units are vulnerable to the soldier tree and any weapon affected against horseback units.
...
Unless they dismount, of course. In which case they have the same or highly similar stats, I believe.
Basically, a horse gives you +2 MOV and a huge bonus (like +12) to your ability to rescue people. For some reason it has no other impact on one's ability to wage war.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 25, 2014, 01:14:32 pm
So what. They aren't that great that they need a nerf instead of the foot soldiers getting a little love.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: SeriousConcentrate on April 25, 2014, 01:23:21 pm
So what. They aren't that great that they need a nerf instead of the foot soldiers getting a little love.

This. Why is there suddenly talk of nerfing mounted units?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 25, 2014, 01:30:26 pm
Apparrently, xelada thinks they get too much for too little.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: xelada on April 25, 2014, 06:21:37 pm
Offering suggestions, I do understand the "don't fix what ain't broke" sentiment however. Still, being able to suddenly go "my main weaknesses will no longer affect me for the rest of the battle" should be looked at carefully, having two weapon types too should be carefully consider. Of course I might just be paranoid and they are balanced, in which case feel free to ignore me.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: SeriousConcentrate on April 25, 2014, 06:33:08 pm
A lot of classes have two weapon types, though. Scavengers and Spies, for example; one has swords and dark magic, the other has swords and bows. And pretty much every rider considers it a major debuff when they're forcibly unhorsed.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Xanmyral on April 25, 2014, 06:36:44 pm
Dual weapon classes are actually suppose to have lower proficiencies, hence the Specific D, Branch D format. You just pick your proficiency. It gets waved in a few games when it shouldn't. But such is up to the GM in the end.

As for cavalry, they get rid of their main weakness but also their main ability. They step off their horse/wyvern/pegasus, they're losing their class skill.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: darkpaladin109 on April 25, 2014, 06:38:01 pm
And pretty much every rider considers it a major debuff when they're forcibly unhorsed.
This makes me want to play a rider who always unmounts before battle. :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Haspen on April 25, 2014, 06:38:55 pm
Dual weapon classes are actually suppose to have lower proficiencies, hence the Specific D, Branch D format. You just pick your proficiency. It gets waved in a few games when it shouldn't. But such is up to the GM in the end.

I up them to rank C in such situations because what's the point of pointing out proficiency if they're on same rank as their 'mother' categories anyways v:
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Xanmyral on April 25, 2014, 06:39:31 pm
Because the game falls under the assumption that once proficiencies are set, you can't change them. Thus you choose them at creation.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Haspen on April 25, 2014, 06:40:14 pm
...

Bask in my generosity of auto-upping them, then! V:

/me throws confetti.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: SeriousConcentrate on April 25, 2014, 06:41:44 pm
What Xan said, exactly. Every mounted ability revolves around being mounted; without it, you might as well just be a high-stat Soldier Trainee.

@DP: If you want to gimp yourself, no concern of mine. :P

@Hasp: I agree with that assessment. Seems kind of stupid to be like 'I'm decent with swords, including thrusting swords' instead of 'I'm decent with swords, but I'm good with thrusting swords' kind of thing. :|
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Xanmyral on April 25, 2014, 06:45:32 pm
I did mention it's up to GM opinion, pretty much this whole thread is to be honest. I'll probably be doing the 'proficiencies are set' path except for certain circumstances, because I understand people being unaware of what they were actually wanting to go for due to inexperience and poor/odd level up rolls.

@SC: The stats for the classes actually fell under a point system if I recall, so the high-stat depends on what you're comparing things to.

As for the way its set up, the only way it makes sense (and with the wording in the prestige classes of 'your selected weapon') is if proficiencies were to be set. It was done to balance people having two weapon trees and others having one weapon tree.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: SeriousConcentrate on April 25, 2014, 06:49:11 pm
If you're a total level 45 Wyvern Hunter and you dismount... as far as abilities are concerned, then you're just a Soldier Trainee with high stats. :P See what I mean, Xan?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Xanmyral on April 25, 2014, 06:55:44 pm
I agree. I fear there was some misunderstanding here, my first statement was aimed at Haspen, I forgot to add a directional marker. Apologies.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: SeriousConcentrate on April 25, 2014, 06:56:42 pm
No, I wasn't addressing anything except this:

Quote
@SC: The stats for the classes actually fell under a point system if I recall, so the high-stat depends on what you're comparing things to.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Xanmyral on April 25, 2014, 07:08:08 pm
Ah, then I had the misunderstanding. I figured it was an allusion to mounted units having higher stats than a soldier, I didn't catch the trainee part.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: SeriousConcentrate on April 25, 2014, 07:13:52 pm
No worries but let's go ahead and end this minor derail before it gets out of hand, eh? :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 25, 2014, 09:04:35 pm
Mounted Class Skills that don't explicitly state they don't function when dismounted, nor are rendered non-functional by not being mounted:

Cloud Walking
Reliable Attack
Dragon Scales
Momentum
Charge
Medicine Man
Plains Walk
Triangle Attack(!)
Scatter


So there's actually about three mounted class skills that are invalidated by dismounting: Nullify (since dismounting removes horseback, which is the only Effective damage Paladins can receive), Hit and Run (since foot units can't move after attacking), and Strong Vs. Airborne, which specifically states that it doesn't work while on foot.

I've bolded the skills in the list that I think should be specified as working only while mounted, but Scatter isn't one because that shit needs replacement. It's the single most broken skill in the game, surpassing even Call Magic in ability to give the GM the finger.

That said, I have some ideas for new skills for both Wyvern Promotions, but that discussion is for another time.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Shoruke on April 25, 2014, 09:45:40 pm
Back up.

Cloud Walking is usable when on foot?  ???
Yeah, agreed that those bolded skills should be mounted-only.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 25, 2014, 10:08:10 pm
It doesn't say it doesn't work when the character is Dismounted. So yeah, pegasus riders always tell weather to piss off, apparently.

Also, real quick, I have a proposal for changing Charge, since the subject is up anyhow.

Quote from: V. 1.20 Charge
Charge
Activated Effect
After a full exchange of blows, the character with this skill has a (Speed)% Chance of making the
battle go for another full exchange of blows. For example, if the character scored two hits on their
opponent to the enemy's one, and if this skill activates, the character goes for another two attacks, while
the enemy is allowed their one attack in between. This skill does not activate if the character has less
Health than their opponent.

This skill is unreliable, and its activation is capable of putting the user in further danger, and the HP restriction is tough for Valkyries, since pegs and troubs tend toward lower HP on average.

Quote from: Proposed Replacement Charge
Charge
Activated Effect
Once per turn, a Character with this skill can activate this effect at the beginning of a battle they initiate. Once a full exchange of blows has taken place, another full exchange of blows takes place. For example, if the character is allowed two hits on their opponent to the enemy's one, the character goes for another two attacks, while the enemy is allowed their one attack in between.

It allows the Falco-Knight to commit to a second attack against an enemy, increasing their potential damage. It's somewhat less powerful potentially than the old Charge, but it more than makes up for it in reliability, and further balanced by the Falco-Knight having to make the decision to make the second attack blind. And the HP restriction is gone.

Just some food for thought, we obviously shouldn't vote on it one way or the other right now.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Xanmyral on April 25, 2014, 10:31:06 pm
I'm sorry, but how is an assured ability to enter two events of combat every turn weaker than the random chance of the prior? I see no draw back, no restrictions, nor limited uses. It's just the old ability, except you can arbitrate when you use it and there's no restrictions in place.

I'm mostly just thinking that its a step too far, really. It needs to be reeled back a bit.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 25, 2014, 11:00:35 pm
1. Old Charge can theoretically activate continuously so long as both participants are alive and the Falcoknight has more HP. New Charge can only go once per turn.

2. New Charge requires the Falcoknight to commit before the attack is made, so if they get wrecked by the first counter, they may get killed on the second.

Also, the objective wasn't necessarily to make Charge weaker, but more attractive to more players. And GMs, since this doesn't mean the GM has to make an extra roll to see if charge activates all the time.

Further, a fair majority of class skills that effect battle boost the character's capabilities in battle somehow, be it increased crit, damage, def, what have you. This does not do so directly, just lets them fight more. And the enemy gets to make their attack also, so it's not as if it's a free attack.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Xanmyral on April 25, 2014, 11:15:41 pm
I'm just (and always) leery of stuff that messes with the action economy, and this is a pretty big messing with. I cannot stress how much of a boon being able to commit two combat phases is.

The second point would only really come up on a possible crit, which can happen, but by and far people are going to know how much damage they'll most likely take during a fight. If you get fortune, then you just have to make sure you can survive two hits, which is easy.

While it isn't directly free attacks, it could easily be turned into free attacks with minimal planning. A javelin would do the trick, really, which is something they have easy access to. As a rule of thumb, a weak but manual skill is always more useful than a strong but random skill, I've always seen this validated in practice. You can plan around a manual skill, bring it out to its full strength, maybe beyond.

I do agree that the skill has excessive rolling, I think this is simply too strong. If it was limited to, say, once per enemy, then it wouldn't be as crazy powerful as it is now, but really that's still pretty dang strong.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 26, 2014, 01:16:54 am
The other option is giving them Galeforce restricted to one extra action per turn.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Blade Master Model 42 on April 26, 2014, 07:44:53 am
Galeforce is even stronger.

Maybe nerf the second attack slightly by halving attacks made during iy, minimum one?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 26, 2014, 07:58:07 am
Mmkay. Or half damage/hit from not resting between attacks.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fighters!
Post by: Solymr on April 26, 2014, 02:42:15 pm
MYAH. I'll close the poll soon and switch to archer.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Rolepgeek on April 26, 2014, 07:49:22 pm
If we're trying to figure out another class skill for archer, I might have some ideas. I feel they should be differentiated from Nomads in the sense that they are meant to be kind-of army personnel, right? Meant to work in groups? So how about a support based skill?

Volley: Instead of taking an action, an Archer may use Volley. If an Archer uses volley, any enemies within their attack range who are attacked by friendly units are attacked once by the archer as well, regardless of the archer's Attack Speed. This can only affect a given enemy unit once per turn.

Or something similar, possibly Ranging Shot which could give allies bonuses against an enemy the archer attacks first.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Xanmyral on April 26, 2014, 08:01:14 pm
If you want to go army-army-army, I instead suggest a passive ability that grants those whom they've shot a bonus at attacking at range to. Something small, like ten. So an archer hits one guy, anyone else who attacks this guy at range gets a bonus ten to hit against them.

Archers were used in mass groups, after all, although this leaves it open to anyone who can use a ranged weapon, such as javelins or magic.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Rolepgeek on April 26, 2014, 10:35:33 pm
If you want to go army-army-army, I instead suggest a passive ability that grants those whom they've shot a bonus at attacking at range to. Something small, like ten. So an archer hits one guy, anyone else who attacks this guy at range gets a bonus ten to hit against them.

Archers were used in mass groups, after all, although this leaves it open to anyone who can use a ranged weapon, such as javelins or magic.

I'd been considering something like that, I'll be honest, I just wasn't sure about it since not everyone can wield a ranged weapon. It would fit well as a class skill though. Maybe a +1 to DAM and +15 to Hit? Or simply have it give a penalty to enemy stats, like -15 Evade and -1 Def?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Xanmyral on April 26, 2014, 10:42:35 pm
Every weapon line has access to ranged weapons, to be noted, with swords being the only one with a subcategory only just dabbling in it, but even so still has it. You'd be hard pressed to find a character who doesn't keep a ranged weapon on them if they can, if you were to look in the longer games.

I think the +1 DAM and +15 HIT might be a bit overboard. And, if it needs be said, it obviously doesn't stack with itself.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Rolepgeek on April 26, 2014, 11:25:43 pm
I don't know, I was looking at the Merc skills for a comparison, and it doesn't seem too bad. It would only occur to enemies they attacked, of course, not enemies that attacked them and were countered or anything.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Solymr on April 27, 2014, 06:54:54 am
IMO the Overwatch style of special is pretty unique and cool.
I would just like that it didn't apply to ballistas.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Blade Master Model 42 on April 27, 2014, 07:23:32 am
IMO the Overwatch style of special is pretty unique and cool.
I would just like that it didn't apply to ballistas.

Ballistae have a limited number of shots. Archers should be able to choose to do that- But it probably isn't a great idea.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Solymr on April 27, 2014, 07:31:51 am
It would create a humongous area of control that units would have to avoid unless they want a huge bolt flying at them. But if you're ok with that :P

Also this skill would make sentries actual sentries and give more meaning to those archers confined in small corridors or rooms.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Blade Master Model 42 on April 27, 2014, 07:33:59 am
Sure would. I think it's a good skill.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: birdy51 on April 27, 2014, 09:04:18 am
...Actually. That gives me an idea. I've talked a bit about abilities that help only one character, but it might be nice to have characters that directly help out their allies rather than just gib their enemies.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: darkpaladin109 on April 27, 2014, 09:12:59 am
...Actually. That gives me an idea. I've talked a bit about abilities that help only one character, but it might be nice to have characters that directly help out their allies rather than just gib their enemies.
I think dancers and bards already play that role, at least primarily.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Blade Master Model 42 on April 27, 2014, 09:15:00 am
...Actually. That gives me an idea. I've talked a bit about abilities that help only one character, but it might be nice to have characters that directly help out their allies rather than just gib their enemies.

The entire Performer Tree, The priest tree, any magic promote with a staff, Commanders, and Nomad Healers all do that.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: birdy51 on April 27, 2014, 09:29:56 am
Yes, yes, I know. But what about applying that concept to other areas as well?

For instance, take the Fighter and Forest Walk for instance. What if his ability also made it so that anyone who followed in his footsteps didn't have to take the MOV penalty? Essentially, what he's doing is clearing a path and allowing his allies to get the front line just as fast as he is.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Solymr on April 27, 2014, 10:09:11 am
I think that's too complicated. GMs dun like to change maps too much.
There are more ally helping abilities: Sentinel gives 5 DEF to adjacent people, etc
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Solymr on April 27, 2014, 01:48:15 pm
Let's recap the ideas since the yes has a good lead:
So far the only two ideas was Overwatch/Called Shot and the bonus hit when attacking the same guy at range.
Any more ideas?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: birdy51 on April 27, 2014, 07:19:51 pm
I think those two ideas are good. Let's explore them a bit more and poll it up.

Spoiler: On the Laguz Front (click to show/hide)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Solymr on April 28, 2014, 08:32:36 am
Why do people want a new special for Archers but not Fighters? :x
Changing poll.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Blade Master Model 42 on April 28, 2014, 08:37:51 am
I guess the Fighter Special is useful outdoors, whereas archers get ballistae and that's it, and since ballistae very seldom show up, they get easily outshined by the Nomad class.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Shoruke on April 28, 2014, 11:22:10 am
Why do people want a new special for Archers but not Fighters? :x
Fighters are, if not balanced, then reasonably close to balanced against their peers, the bandits and pirates.
Archers don't have a prayer of keeping up with Nomads.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: SeriousConcentrate on April 28, 2014, 11:25:41 am
This, especially since Sniper was changed to no longer have a range advantage special. With a high enough skill, you don't really need Sure Shot; without enough skill, you end up like Efa in FEF2 who rarely ever hits since she was built with having that skill in the end game and is useless until then.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Blade Master Model 42 on April 28, 2014, 11:32:39 am
I think the Sniper class skill should be changed to just extra range.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: SeriousConcentrate on April 28, 2014, 11:34:07 am
Like it originally was, you mean? :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Blade Master Model 42 on April 28, 2014, 11:39:37 am
Like it originally was, you mean? :P

Well, originally they also got bonus hit and damage based on the terrain they were on. But I think extra range is powerful enough alone.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Solymr on April 28, 2014, 11:40:58 am
We'll see when we get to promoted classes, but I'd like at least the Warrior to get a new special >_>
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: SeriousConcentrate on April 28, 2014, 11:44:49 am
@Blade: Yeah, but that part was worded so poorly I figured it would just be ignored. And the one extra space of range is good enough really.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Blade Master Model 42 on April 28, 2014, 11:46:47 am
Warrior, both Wyvern promotes, and at least one I can't think of right now I'm sure.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Solymr on April 28, 2014, 12:01:54 pm
Well, after archers I think we're done with first classes so...
One clarification for Assassins: do they lose weapon proficiency that doesn't get up to S rank?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: freeformschooler on April 28, 2014, 12:09:21 pm
Like it originally was, you mean? :P

Well, originally they also got bonus hit and damage based on the terrain they were on. But I think extra range is powerful enough alone.

That was changed to just extra range in FEF1, right? I'll check.

That said, it's a very compelling skill.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Blade Master Model 42 on April 28, 2014, 12:09:55 pm
Nein. That's just silly.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: SeriousConcentrate on April 28, 2014, 12:10:23 pm
Seems to me like they keep it. Chris uses sidearms and crossbows equally well, and it doesn't make sense to get a proficiency (archer gets sword, thief gets bow) for one promotion and then immediately lose it again.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Blade Master Model 42 on April 28, 2014, 12:15:32 pm
The only example where it's semi justified is with mage trainees, and that only because it can be written off as the trainee realizing they have no knack for anima but a talent for dark or light.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Solymr on April 28, 2014, 12:25:04 pm
I think the handbook means they only get S rank is whatever but Haspen didn't interpret it as such. Having S rank usually means they don't get any other weapons but Assassins get swords and bows.
Also mage trainees should be the ones that pick their starting crap instead of the mage picking Fire, Thunder or Wind :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: SeriousConcentrate on April 28, 2014, 12:34:13 pm
Hmm. Tough. I guess they get S in their chosen subcategory and B in the general weapon, but the weapon they don't promote from Spy stays at D? So if Shaundra chooses Longbow (S) she'd have Bows (B) and Crushing/Swords (D).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Blade Master Model 42 on April 28, 2014, 12:45:48 pm
That makes sense to me.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Rolepgeek on April 28, 2014, 09:11:11 pm
Wait, why just +10 hit? That's like a crappier version of Hustle that only works with ranged weapons.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Blade Master Model 42 on April 28, 2014, 09:41:16 pm
What is Hustle and what class has it?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Rolepgeek on April 28, 2014, 09:43:10 pm
It's Dark Magic. Ancient rank E magic.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Blade Master Model 42 on April 28, 2014, 09:47:11 pm
Well, it can stack with Hustle for one thing, and it'll also be a passive effect that works with any weapon the archer uses.

I still like Called Shot better though.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Rolepgeek on April 28, 2014, 09:49:51 pm
I suppose, but I mean...It only works with some allied weapons, and it really is a small bonus.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Blade Master Model 42 on April 28, 2014, 09:54:21 pm
It's a First Class ability. It isn't really meant to be a tide turner. And there are lots of weapons with range. Probably more than not, really.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Solymr on April 29, 2014, 06:02:24 am
Alright, even I forgot about Fencers <_<
In a few hours I'll finish up the archers and try to do something to Fencers, so post ideas.
Pls I'll even play a shadow sword after this :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Blade Master Model 42 on April 29, 2014, 07:51:04 am
Didn't we already do a Fencer vote, and the majority wanted to keep pillar dodging? I seem to remember that.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Solymr on April 29, 2014, 07:52:29 am
No that was the Fighter. If I had done the Fencer I would have noted it in the OP.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Blade Master Model 42 on April 29, 2014, 08:03:31 am
Wouldn't be the first time I remembered something that didn't happen...

Alright, so proposed Fencer specials were Challenge (force an enemy to fight you and get bonuses against them as long as you stay up and don't attempt to distance yourself), and something else I'm sure, but I forget what.

Had another idea too though.

Duelist: Passive Effect
When a unit with this skill enters a battle where both combatants wield the same sub-category, this unit gains weapon triangle advantage.

Yes, no?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Solymr on April 29, 2014, 08:11:03 am
Kinda restricted :/ how many enemies get thrusting weapons?
Maybe when using the same weapon type. You know. Fencing is sword v sword.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Blade Master Model 42 on April 29, 2014, 08:20:27 am
It's not like Fencers can only use thrusting weapons. Valor has been dragging around a crushing sword for half of FEF despite specializing in slashing weapons. And most GMs will start them out with Iron Swords anyhow.

And it would apply to light or dark magic as well depending on what promotion the fencer grabs. This way, the fencer doesn't automatically trump, what, four classes? Since that's how many are sword locked at first class, I think.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Solymr on April 29, 2014, 08:33:19 am
Mmmkay. I still like challenge better even if just for the possibility of upgrading it when promoting to Shadow Sword :P
I'll do new poll after I get back.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Shoruke on April 29, 2014, 08:46:18 am
how many enemies get thrusting weapons?
Maybe when using the same weapon type. You know. Fencing is sword v sword.
I like this idea. Fencing swords were invented for the explicit purpose of trumping other sword-users in a swordfight, after all.

On the other hand, this would mean that Fencers have advantage against 2/3rds of the weapon triangle at all times. Should we make it only apply when using their best weapon category, or maybe only when using thrusting swords?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Blade Master Model 42 on April 29, 2014, 08:50:32 am
If we decide on that (boo!) we might as well make it the chosen subcategory, otherwise it might as well be Swords (D) and Thrusting (C). No one would want to take anything else.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Xanmyral on April 29, 2014, 08:58:30 am
Fun note: fencing is a catch all term and doesn't always mean the rapiers or similar weapons, as German longsword fencing was quite the thing back in the day. Longswords being two handed swords, not the incorrect one handed variants you see in most RPG's today, as that's actually an arming sword.

People fenced with pretty much everything though, shield fencing was an odd thing as well. Granted, very large shields with giant spikes on the bottom of them, but yeah.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Blade Master Model 42 on April 29, 2014, 09:14:14 am
shield fencing sounds hysterical.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Solymr on April 29, 2014, 09:21:15 am
Gregor vs Alex. Shield fencing category.

And what bonus would Challenge give? Triangle advantage?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Xanmyral on April 29, 2014, 09:21:39 am
@BMM:
(http://i1142.photobucket.com/albums/n607/Xanmyral/400px-De_Fechtbuch_Talhoffer_167.jpg)
And quite deadly. People loved to fight and kill another in varied ways, to be sure.

A product of the times, and better than them simply killing due to whatever slight they perceived, which they did for a while until the church threw holy trappings onto knighthood. ...Well, to be honest it didn't really stop them that much.

Anyway, take the above as a -1 to making the fencing skill only used when using the thrusting subcategory. That's not accurate, and thus I must oppose it. :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Solymr on April 29, 2014, 09:23:19 am
Holy balls.

Also yeah, class specials shouldn't be restricted to a subtype.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Blade Master Model 42 on April 29, 2014, 09:29:07 am
Xan, what do you think of Fencers trumping whatever subcategories they're using at the time?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Solymr on April 29, 2014, 10:47:50 am
ALRIGHT
Poll is now changed.
btw do you want pillar dodging to stay? :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Xanmyral on April 29, 2014, 11:04:21 am
Xan, what do you think of Fencers trumping whatever subcategories they're using at the time?

Sorry for the late reply, had to do a presentation.

Anyway, I think its fine in that its small enough that I consider it a nice addition instead of a replacement, which keeps with the fencer sneaking thing (which I like myself, not because its the fencers who have it but because I like the effects that it has (maybe if we really want to change the fencer's abilities, shunt those to the thief tree where it would fit. Maybe thieves or scavengers, although thieves strike me as more of the type to skulk and spies already have those fancy trap changes you gave them)).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Blade Master Model 42 on April 29, 2014, 11:11:50 am
Both options are yes.

And if we give them a new special, no more pillar dodging. They can keep reduced move costs for pillars though.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Xanmyral on April 29, 2014, 11:18:14 am
If it gets chosen to change their special, can we at least give the sneaking to someone else? I like the sneaking.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Solymr on April 29, 2014, 11:29:16 am
Both options are yes.

And if we give them a new special, no more pillar dodging. They can keep reduced move costs for pillars though.
WHOOPS SLIPPED
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Shoruke on April 29, 2014, 03:38:57 pm
If it gets chosen to change their special, can we at least give the sneaking to someone else? I like the sneaking.
We should add the Sneaking to Shadow Swords, so that they can still use their cool class feature.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: SeriousConcentrate on April 29, 2014, 03:46:28 pm
Makes sense to me.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Archers!
Post by: Rolepgeek on April 29, 2014, 08:14:48 pm
how many enemies get thrusting weapons?
Maybe when using the same weapon type. You know. Fencing is sword v sword.
I like this idea. Fencing swords were invented for the explicit purpose of trumping other sword-users in a swordfight, after all.

On the other hand, this would mean that Fencers have advantage against 2/3rds of the weapon triangle at all times. Should we make it only apply when using their best weapon category, or maybe only when using thrusting swords?
As a note, sword users kinda have that anyway since there's Swordbreaker and shit.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: Rolepgeek on April 29, 2014, 08:16:16 pm
What about Crusader's class feature?

EDIT: Gah doublepost damnit
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: Powder Miner on April 30, 2014, 08:42:13 am
Hmm. The Armoured idea there might be rather balanced.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: Solymr on April 30, 2014, 10:31:03 am
/slowpoke

I don't like Sneaking too much because 1) teleporting shenanigans 2) forces GM to adapt map to fencer.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: Blade Master Model 42 on April 30, 2014, 01:09:12 pm
/slowpoke

I don't like Sneaking too much because 1) teleporting shenanigans 2) forces GM to adapt map to fencer.

Just only allow them to sneak between pillars they could path to normally.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: Solymr on April 30, 2014, 01:17:19 pm
Well now they don't because they won't have sneaking again :D
What was the bonus of Challenge again?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: Blade Master Model 42 on April 30, 2014, 01:36:07 pm
I forgot.

10 hit and evade as well as the enemy draw thing?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: Solymr on April 30, 2014, 01:40:38 pm
Ok
I'll put that and the triangle advantage version to see which one is better. Same for the dueling one.
Also for dueling: it's going to be bonus if chosen weapon vs same weapon type.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: Solymr on April 30, 2014, 01:56:49 pm
Poll updooted.
Did I do it right this time? :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: Furtuka on April 30, 2014, 01:59:31 pm
They feel a a little underwhelming to me >_>
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: Solymr on April 30, 2014, 02:05:49 pm
Of course they are, they're first class.
Promoted class can get a more OP version (like Marked for Death for Shadow Swords :O).
Also Challenge can save you from a particularly annoying guy with a lance (looking at someone right now) while Duelist can potentially be too good if you end up getting bonuses vs half of the enemies.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: Blade Master Model 42 on April 30, 2014, 02:09:43 pm
Challenge is also broken if you start dying.

At least one variant of duelist should allow trumping with all sword subcategories, not just the one that they specialize in.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: Solymr on April 30, 2014, 02:12:23 pm
I deemed that too OP. Can't give a class free weapon triangle advantage.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: Blade Master Model 42 on April 30, 2014, 02:38:41 pm
But they'd need to haul around 4 swords of different types to be able to trump all sword users.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: Solymr on April 30, 2014, 02:44:49 pm
Ooh. Misunderstood that. That seems more balanced even if a little too complex.
And yeah, the Duelist thing I put up there in the poll might be the kind of OP I tried to avoid :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: Shoruke on April 30, 2014, 03:00:11 pm
Well, it seems to be doing well in the poll regardless.
Obviously, this calls for SCIENCE~
We must encourage the GMs to fill the maps with Duelist!Fencers and see how badly the PCs get pwnt.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: Solymr on April 30, 2014, 03:10:07 pm
Mmyeah, I'm gonna reset the poll with the same subcategory thing, that will avoid shenanigans and encourage more sword variety.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: Solymr on April 30, 2014, 03:59:44 pm
Poll changed. Again :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: Xanmyral on April 30, 2014, 05:18:13 pm
Well, it seems to be doing well in the poll regardless.
Obviously, this calls for SCIENCE~
We must encourage the GMs to fill the maps with Duelist!Fencers and see how badly the PCs get pwnt.

Well, the lancers would shine. We don't really have many people who bring swords, most tend to gravitate towards spears and axes, I've noticed. At least, in the (predominantly) hand-to-hand melee side of things.

@BMM: They could bring a parrying knife and call it good. Of course, that's a rather restricted arsenal there. And powerless to trump magic, after the promote, which tend to be polarized to one or two subcategories, sadly.

@Stealth: I personally like the sneaking shenanigans.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: Blade Master Model 42 on May 01, 2014, 09:07:08 am
Alright, seems like Duelist won by a landslide, and weapon triangle advantage is clearly the preferred benefit of the activation of it.

Before we move on to Promoted Classes (or if we take a break from class changes to add new character skills, or whatever we do), I'd like to fix Troubadour's weapon proficiencies.

Several First Classes (Spy, Social Knight, Scavenger, lots and lots of S really) get two weapon categories, and their weapon skills are all D rank, and their specialty upgrades on promotion. No problems there.

BUT. Troubadours get C rank in their specialty right away. That's unbalanced, especially since they get healing and fighting already. It allows them to be just as good healers as priests, but with a horse and a weapon of their choice. Also, it's not clear to me why Physical Training is a class skill when we could just give them the proficiency


Actually, just figured it out. Carry on.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: Solymr on May 01, 2014, 09:16:06 am
Well if you figured out then ok :o
So that's for Fencers. There's one little thing before we move on to the fun stuff of promoted classes.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Fencers(finally)!
Post by: Blade Master Model 42 on May 01, 2014, 09:18:17 am
What little thing?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Solymr on May 01, 2014, 10:05:29 am
Look at the poll :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Furtuka on May 01, 2014, 10:07:03 am
Uh I accidentally the wrong vote because of ipad touchscreen.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Solymr on May 01, 2014, 10:08:50 am
I know that fatfinger feel :v
Resetting vote. This time use a pointer :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: birdy51 on May 01, 2014, 10:27:12 am
This one seems like a given. You get what you plan on using when you promote. O.o
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Blade Master Model 42 on May 01, 2014, 11:02:39 am
Can we also make it so mages always start with fire? I don't see why they get to choose between them fire thunder and wind.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Solymr on May 01, 2014, 12:23:14 pm
Meh.

START TALKING ABOUT PROMOTED CLASSES EVERYONE
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Blade Master Model 42 on May 01, 2014, 12:37:02 pm
I'll pontificate on my ideas once I get done with dinner after work.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Rolepgeek on May 01, 2014, 05:32:45 pm
SO HOW 'BOUT THEM MOUNTAIN BANDITS HMMM?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: birdy51 on May 01, 2014, 05:37:49 pm
I like their Heavy Swing Ability that they get from the newer book. It's a pity that they don't have it in the old one as I find it thematic and it gives proper squishing power.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Rolepgeek on May 01, 2014, 05:42:37 pm
Oh, and for bandits and their promotions, how about having cliffs count as mountains/peaks? That way, they actually can move over something beyond hills in a special way.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Xanmyral on May 01, 2014, 05:43:16 pm
They actually already do, or at least that's how we've been playing. You just don't see it because we've had a grand total of... Two people play bandits, me and SC, and I don't think either of us have seen cliffs. If it wasn't for me being dead set on playing a thief in the next FEF game I'm in, I'd play a bandit again. Either Tubby Guru or Axe Apostle.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Rolepgeek on May 01, 2014, 05:44:40 pm
Hmm. Alright then. They should probably get something else new, though, considering I keep hearing them called useless compared to berzerkers.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: SeriousConcentrate on May 01, 2014, 05:46:17 pm
...We can move over cliffs? >.<
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Xanmyral on May 01, 2014, 05:46:39 pm
Who, Mountain Bandits? Mountain Bandits actually are one of the only classes to get an AOE ability. Its just hilariously situational and only does ten damage (unaffected by anything) to a straight line away from him.

@SC: You didn't know? Well, uh, hurrah for learned knowledge. I recall Haspen stating as such earlier somewhere, either in the FEF Spin-Off or a game here. I'm pretty sure the spin-off though, since they had a bandit.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Blade Master Model 42 on May 01, 2014, 06:49:35 pm
I'll pontificate on my ideas once I get done with dinner after work.

Oh shit, here we go. Splitting these up to keep it from being a wall of text worthy of Alexander.

Spoiler: The Wyvern Promotes (click to show/hide)

Spoiler: Mage Promotes (click to show/hide)

Spoiler: Fighter Promotes (click to show/hide)

Spoiler: The Bandit/Pirate Tree (click to show/hide)

Spoiler: Archer Promotes (click to show/hide)

Spoiler: Fencer Promotes (click to show/hide)

Also, sidenote, the thief and spy trees should get an ability to detect traps, and rogues and Master Spies should be able to disarm them. Master Spies get ze traps, as discussed earlier. We'll go back over the available traps before finalizing it, naturally.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Rolepgeek on May 01, 2014, 06:54:59 pm
People promoting from Troubadours presumably get a second Physical Training, is all, I believe.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Blade Master Model 42 on May 01, 2014, 07:11:43 pm
People promoting from Troubadours presumably get a second Physical Training, is all, I believe.

...Eh. I guess.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Shoruke on May 01, 2014, 09:27:04 pm
Lookit that poll go! 14/0.
*yes intensifies*

Given the existence of Longbows and ballistae, I think Snipers should be able to increase their attack range at the cost of accuracy (per tile, up to some maximum)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Xanmyral on May 01, 2014, 09:31:43 pm
I'd only agree with that if it was x1/2 per extra tile. Even then, I'd still suggest an extreme amount of caution with that change.

So I don't suggest it, basically. Having extra range is a very powerful thing in a tactical combat game.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Rolepgeek on May 01, 2014, 09:33:14 pm
I think just plain old normal range increase is fine.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Blade Master Model 42 on May 01, 2014, 09:39:11 pm
I think just plain old normal range increase is fine.

Agreed. Charlotte was/is beastly as she was/is.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Solymr on May 02, 2014, 08:58:51 am
Allrighty then, mage trainees get to choose.
Now let's start the PRROMOTED CLASSES.

First up the Assassin: does the handbook mean that they lose the other proficiency?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: scapheap on May 02, 2014, 09:37:14 am
Yes, otherwise there no reason to choose master spies(If we dial back assassin to A,A,C,C, Assassins can instant kill, use heavier weapons, tanker(by one def~) and hit harder and more often. Spies only have speed and luck(and traps) and half the speed advantage if holding a weapon heavy enough to make it a faction.)

I think making the spies the more flexible promote is the right choice here.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Solymr on May 02, 2014, 09:45:37 am
Well, there's the poll. Go vote for the right choice.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: SeriousConcentrate on May 02, 2014, 02:05:48 pm
I thought we already went over this and it was thought that the other proficiency just doesn't get upgraded. :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Blade Master Model 42 on May 02, 2014, 02:09:06 pm
I thought we already went over this and it was thought that the other proficiency just doesn't get upgraded. :V

This is my preference.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Solymr on May 02, 2014, 02:11:59 pm
Myah. Had to poll anyways just in case.
Also I just thought of something: limiting assassination to the weapon type that gets upgraded. So no asploding heads >:V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: SeriousConcentrate on May 02, 2014, 02:14:35 pm
Also, if neither Master Spy nor Assassin can get an S rank in swords, then no one can use the Hidden Blade weapon (an S-Rank sidearm exclusive to Spy promotes). Unless you want to dial that back to an A-rank sword so Master Spies can use it, which maybe ought to be the case.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Solymr on May 02, 2014, 02:21:50 pm
We're using v1.22 where Hidden Blade and Hidden Gun are A rank.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: SeriousConcentrate on May 02, 2014, 02:34:19 pm
Ah, OK. I haven't checked the weapons in that version.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Xanmyral on May 02, 2014, 06:46:05 pm
Its pretty nice, you really should. Lots of fun goodies, things got balanced where they really needed it, siege weapons for archers got filled out more, and S ranked stuff are (normally) more than just better choppy/stabby. Items changed a bit too, if you wish to take a peak. And staffs have weight now.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Haspen on May 02, 2014, 07:33:00 pm
if you wish to take a peak.

You amurrikans and your mountain-thievery. Hmph!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Blade Master Model 42 on May 02, 2014, 07:35:03 pm
And staffs have weight now.

A necessary change.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Xanmyral on May 02, 2014, 07:54:28 pm
You amurrikans and your mountain-thievery. Hmph!

Hey, steal big or go home, you know? We've been contemplating the oceans next.

A necessary change.

A lot of changes there were for the weapons.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Blade Master Model 42 on May 02, 2014, 07:55:51 pm
I've been giving thought lately to whether maybe people with staves should counter with them as melee weapons if attacked... But I dunno.

Obviously all the staves would have a MGT of zero if we did this.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Xanmyral on May 02, 2014, 07:59:11 pm
You could, but I'd consider them with zero MT, as you said, and generally terrible weapons. We're talking about thin scepters, rods, wands, and maybe a staff. They're fancy, ornate, and filled with magic but lack the gruff to stand up to actual weapons and iron. I'd almost just say stat up an unarmed attack and have them counter with that instead.

I dunno, 0 MT, 0 WT, 80 HIT, 0 Crit, - QL?

Of course, that will lead to shenanigans where people finish enemies by punching them to death instead of using their weapons, in order to conserve QL.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: SeriousConcentrate on May 02, 2014, 08:01:04 pm
@Blade: It's kinda dumb. Why would I want to waste a use of my heal staff hitting an enemy for 1 damage BEFORE their defense nullifies it?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Blade Master Model 42 on May 02, 2014, 08:03:36 pm
I'd rather avoid the unarmed nonsense. Those stats, apart from the WT could be used for Staff combat.

Of course, that could allow Saints to hold a choke in the most ridiculous way possible. Drop tons of points in STR, DEF, RES, and HP, take Imbue for the character skill and punch everyone out when they come to kill you.

So maybe this is an awful idea.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Rolepgeek on May 02, 2014, 08:24:08 pm
Staves use MAG for something, so you can't take Imbue.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Blade Master Model 42 on May 02, 2014, 08:30:09 pm
Staves use MAG for something, so you can't take Imbue.

I meant Center.

They're the same skill, just in reverse.

EDIT: Current poll seems fairly clear cut. What's next?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Xanmyral on May 02, 2014, 08:39:30 pm
I'm personally happy with the current rules we have with staffs, honestly.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Blade Master Model 42 on May 02, 2014, 08:45:29 pm
I'm personally happy with the current rules we have with staffs, honestly.

It was mostly idle contemplation anyway. It didn't work well in FE10, it probably wouldn't work well here either.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Mage Trainees!
Post by: Solymr on May 03, 2014, 06:29:27 am
Ok next up is Battle Mages. Poll updated.
Also I assume that Imbue Arrow can be used at the range that any of the chosen weapons allow.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 03, 2014, 06:56:38 am
The Battle Mage should of course mention which weapon is their 'Dominant' weapon when they use imbue arrow. It will use range, accuracy, crit, etc based on that, as well as determining activation of personal skills. Then the lower of the two weapon's MGT is used, then you run it through the battle stat formula like any other attack.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on May 03, 2014, 07:00:05 am
Oh god why is it suddenly so complicated.
I see a couple ways to resolve it:
1. The BM chooses the main weapon. Open to abuse.
2. The stats of the weapon with less MT is used. Also determines if uses STR or MAG.
3. The mean of the stats of both weapons are used.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 03, 2014, 07:04:57 am
Oh god why is it suddenly so complicated.
I see a couple ways to resolve it:
1. The BM chooses the main weapon. Open to abuse.
2. The stats of the weapon with less MT is used. Also determines if uses STR or MAG.
3. The mean of the stats of both weapons are used.

1. FEF is all about abuse.
2. I don't like this. What if someone wants to use a longbow of some kind to zap somebody from 3 tiles, but their magic only goes out two and has lower MGT? No way. This does bring up the question of 'what about ballistae', to which I say, what about them?
3. Too much math. Veto.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on May 03, 2014, 07:07:43 am
I said before that I assumed it could be used at the range any of the weapons chosen allowed :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 03, 2014, 07:18:16 am
I said before that I assumed it could be used at the range any of the weapons chosen allowed :v

Ehhhhhhhh. Still prefer choosing.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on May 03, 2014, 07:24:40 am
Too OP bro. Someone with a superbow and a cheap ass tome or viceversa could just destroy anything since it targets the weakest defensive stat.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 03, 2014, 07:26:33 am
Too OP bro. Someone with a superbow and a cheap ass tome or viceversa could just destroy anything since it targets the weakest defensive stat.

But it always takes the weaker MGT. What's the problem here?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on May 03, 2014, 07:27:39 am
You just said they would be able to CHOOSE.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 03, 2014, 07:32:08 am
You just said they would be able to CHOOSE.

OBJECTION!

The Battle Mage should of course mention which weapon is their 'Dominant' weapon when they use imbue arrow. It will use range, accuracy, crit, etc based on that, as well as determining activation of personal skills. Then the lower of the two weapon's MGT is used, then you run it through the battle stat formula like any other attack.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on May 03, 2014, 07:38:51 am
>:C
Fine I admit that, but there's also Killer weapons, Brave bow, and other special stuff. So 4 attacks at whim bypassing strong defenses is possible.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 03, 2014, 07:44:28 am
>:C
Fine I admit that, but there's also Killer weapons, Brave bow, and other special stuff. So 4 attacks at whim bypassing strong defenses is possible.

It also uses up two weapons to do it. And this stuff is only available to Promoted classes anyhow, it's hardly a Disc One Nuke.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on May 03, 2014, 08:07:46 am
Myah, I think it's a game breaker, but we can just ask everyone else what they want.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Xanmyral on May 03, 2014, 10:25:56 am
This poll boggles my mind and I can't understand why this is coming under question.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 03, 2014, 10:29:37 am
This poll boggles my mind and I can't understand why this is coming under question.

Haspen stated in, I think it was Shattered Hope, that he'd interpret Imbue Arrow as not getting STR or MAG bonus in combat.

So here we are.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on May 03, 2014, 10:31:47 am
Just clarifications. Like the Assassin's proficiencies. To be clearly stated in the next handbook.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Xanmyral on May 03, 2014, 10:33:39 am
But... What would be the point of the attack then?

Without either stats, at promoted levels you're almost guaranteed to be doing either no damage or piddly damage that barely hits the single digits. Its special effects aren't that great and only work on if you miss.

The skill even stats to use the ATK (AT) of the weakest weapon (thus meaning it applies STR and MAG, and you're not to choose the weapon with the lowest MT but the lowest Base Damage(as in, if you have 4 MAG and an MT 10 weapon, and 10 STR and an MT 6, you don't base calculations off of the MT 6 weapon but the MT 10 weapon because it has the lowest AT(K))).

And I'm of the opinion that range is hard coded to the bow, the rest of the stats dependent on which has the lowest AT(K).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 03, 2014, 10:35:54 am
Hey, I voted yes. I'm not the one being confused by the description of the skill. To be honest, I felt it was painfully obvious that that was how it worked.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Shoruke on May 03, 2014, 06:19:46 pm
Haspen stated in, I think it was Shattered Hope, that he'd interpret Imbue Arrow as not getting STR or MAG bonus in combat
That's just great, but "what Haspen says" doesn't count as "what the rules are", outside of the games he runs. We are writing the rulebook for FEF. Not for Haspen's games. Thus, the rules will be decided on by the community, and written clearly.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 03, 2014, 06:29:14 pm
Well, that's why we decide the exact correct interpretation first, then write it up so it can't be misinterpreted.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Rolepgeek on May 03, 2014, 09:22:16 pm
Well, that's why we decide the exact correct interpretation first, then write it up so it can't be misinterpreted.

Well, that's not actually possible.

Someone will still manage to misinterpret it. Possibly on purpose. It's occasionally called Munchkin-ing.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 03, 2014, 09:53:30 pm
The idea is to make it as clear as we can.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Xanmyral on May 03, 2014, 10:54:34 pm
Someone will still manage to misinterpret it. Possibly on purpose. It's occasionally called Munchkin-ing.

And those people are terrible people. While you have to account for the malicious, its impossible to make something completely proofed.

But this isn't to prevent those people (that's to be dealt with intraparty like), its to help people who may be confused by the terminology (referring to something that's never brought up in the book, for instance), and to hopefully clear misunderstandings.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Rolepgeek on May 03, 2014, 11:06:55 pm
Ailments should be actually described in the book, by the way.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Xanmyral on May 03, 2014, 11:12:42 pm
They really do. Its hard to figure out what most of them do without just guessing or making something up.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Rolepgeek on May 03, 2014, 11:16:18 pm
You can find them on the wiki, apparently; Poison lasts for five turns or something and deals between 1-5 damage each turn, apparently, for example.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Swordstar on May 03, 2014, 11:16:27 pm
Just search them on the Fire Emblem Wiki. They should have a good description there.

Edit: If you give me a list of the ailments, I can make a list of descriptions.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: scapheap on May 04, 2014, 03:09:27 am
Sleep, poison, silence, Paralyse, Berserk and Stone.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on May 04, 2014, 06:02:06 am
Alright, now we have to clarify if the chosen weapon is lower MT or lower ATK (MT+STR/MAG).
Even if most people already know :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 04, 2014, 08:04:40 am
Sleep, poison, silence, Paralyse, Berserk and Stone.

Poison: Deals 1-5 (We could make this 6 by the way, be simpler for dice rollers) damage per turn at the beginning of the unit's phase. Lasts 3 turns.
Silence: Prevents the unit from using tomes or staves. The unit also cannot communicate verbally with other units. Lasts 3 turns.
Berserk: Forces the unit to attack the nearest enemy unit at the beginning of their phase. If there are no enemy units in range, the unit will attack the closest Ally. If no one is in range, the unit will move toward the closest other unit. Activated Effects cannot be activated while Berserk. Lasts 3 turns.
Sleep: The unit cannot move or act while afflicted with sleep. Attacks automatically hit a sleeping unit. A sleeping unit who is attacked immediately wakes up, but cannot counter the attack that wakes them. Lasts 3 turns.
Paralyze: The unit cannot move or act while afflicted with Paralyze. Attacks automatically hit a paralyzed unit. Lasts 3 turns.
Stone: The unit cannot move or act while afflicted with Stone. Units afflicted by Stone cannot be targeted by attacks or any healing besides that which would remove the Stone condition. Lasts 3 turns.
Fear: The unit afflicted with this condition cannot initiate battle. Additionally, they must spend their move action running toward allies if they are alone, or seeking defensive terrain if they are not. If the target can reach better defensive terrain with their MOV, they must do so. Lasts 3 turns.

Also, this forced me to notice a couple things:

1. We have three ailments that do basically the same thing here. And one of them is better than the others, but not the highest level staff of its kind.
2. The ailment staves say they put the ailment on the target for 3 rounds, not five! We've been gettin' screwed!

So, I say we swap the stats on the Stone and Paralyze staves for fairly obvious reasons. We can put that to a vote later.

Also, Fear was under Dancers special dances and didn't elaborate, so I took the liberty. Never seen that effect except in PS's game, so let's come to a satisfactory effect together.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Xanmyral on May 04, 2014, 10:08:04 am
Alright, now we have to clarify if the chosen weapon is lower MT or lower ATK (MT+STR/MAG).
Even if most people already know :V

It does state it plainly in the book, after all.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Rolepgeek on May 04, 2014, 10:46:17 am
Actually, I'm thinking in the book they last for a number of rounds dependent on the staff, if that's what the number in brackets after the ailment says.

Haspen also has Slow and Muddle in his games, apparently. Though just monsters are using those.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 04, 2014, 10:48:17 am
All the ones I listed had a 3 at the end.

There are a couple that do direct status effects with a duration of 2, interestingly.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Xanmyral on May 04, 2014, 10:55:24 am
Poison lasts for four turns, as a note. Well, going by 1.22. A good chunk is three though.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on May 04, 2014, 11:00:52 am
We've been ripped off!
Also I thought stone caused enemies to get bonus crit against stoned guy?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Xanmyral on May 04, 2014, 11:03:44 am
To be honest I thought everyone knew about those, and just ignored it because house rules.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 04, 2014, 11:06:45 am
Poison lasts for four turns, as a note. Well, going by 1.22. A good chunk is three though.

Poison in weak enough. I have no problem bumping it to 4 or even 5.

We've been ripped off!
Also I thought stone caused enemies to get bonus crit against stoned guy?

Uh, maybe? I don't recall any of the units I had turned to stone in FE8 being attacked.

Could make it the same a Paralyze with the further issue of having your DG not factored in... And that would make it objectively better than paralyze... But does it need to be?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on May 04, 2014, 11:13:20 am
Yes it does otherwise stone is a piece of shit. But reducing doge to 0 isn't that good because no luck everywhere.
And sleep allows evading.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Rolepgeek on May 04, 2014, 11:19:35 am
It's called sleep-walking, duh.

Why not just have stone double the crit chance you get from SKL? So it's equal to your SKL rather than SKL/2 against Stoned enemies.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 04, 2014, 11:24:33 am
That's a buff to the attacker rather than a debuff to the target. Just removing their dodge is fine, being paralyzed is bad enough without getting auto critted on top of that stuff if you're stoned.

And sleep dodging is a thing in the games that we didn't really bring over. Of course, you couldn't be slapped awake in the games either.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Rolepgeek on May 04, 2014, 11:29:38 am
I meant instead of removing Dodge.

Also, it really isn't autocritting. It's, at most, a 15 point bonus, or a 23 with Resolve or some such.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on May 04, 2014, 11:33:37 am
K sleep can be slapped out of.
Why not make it flat +25 crit against stoned guy. Because negative dodge math too hard.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 04, 2014, 11:35:15 am
It's still modifying the attacker instead of the defender, which bothers me.

 I guess we'll vote on the specific effects later.

K sleep can be slapped out of.
Why not make it flat +25 crit against stoned guy. Because negative dodge math too hard.

What? All it requires is that you don't take the defende's dg into account when you put the battle formula through. It removes a step!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on May 04, 2014, 11:45:06 am
So it's dependant on luck to determine how good it is? I dun like it.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 04, 2014, 12:03:40 pm
So it's dependant on luck to determine how good it is? I dun like it.

It's already better than paralyze. And even the most unlucky character will have a few points, so it's not like it'll do nothing. And enemy units tend to have balanced luck so it should still be useful to players.

Edit: Was discussing this with my dad just now and he thinks it should be like paralyze but requiring magical restoration. So, no countdown to normalcy.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: birdy51 on May 04, 2014, 12:04:29 pm
No slapping out of sleeping. The whole basis of that idea is that the sleep is generally magically induced, and therefore stronger than just normal sleeping.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Rolepgeek on May 04, 2014, 12:07:22 pm
If getting hit by a sword doesn't wake you up, can we call it Coma instead? It's less confusing and more accurate. >.>
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 04, 2014, 12:09:14 pm
No slapping out of sleeping. The whole basis of that idea is that the sleep is generally magically induced, and therefore stronger than just normal sleeping.

Then it's no different than paralyze. Ugh.

Okay, if we do that, sleeping characters can dodge, and so can paralyzed characters but they have their evade halved.

Stone would work like paralyze does now.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on May 04, 2014, 12:13:49 pm
Nooooooooooooooo
Sleep forces you to choose between leaving the enemy so it doesn't bother you or making a sure hit but them snapping out.
If you do that then it's just a cheaper paralyze that allows you to attack all the time you want and they still can't respond even if they can evade it.
WHICH DOESN'T MAKE SENSE BECAUSE THEY'RE ASLEEP
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 04, 2014, 12:27:36 pm
I prefer that way honestly.

So what do we think of stone having infinite duration?

On a related note, am I the only one who thinks staves are too accurate?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: SeriousConcentrate on May 04, 2014, 12:29:19 pm
I say no to Stone having an infinite duration, since unlike the other ailment staffs that makes it an instant and permanent kill if you don't have the staff to cure it. It's just cheap.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 04, 2014, 12:33:03 pm
Well we need some way to differentiate it from paralyze and I can't think of anything that doesn't suck.

...do we need stone? I don't like it and it doesn't seem to rightfully have anything paralyze doesn't.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Haspen on May 04, 2014, 12:34:43 pm
...do we need stone? I don't like it and it doesn't seem to rightfully have anything paralyze doesn't.

/me approves.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 04, 2014, 12:36:47 pm
No, wait, terrifying thought.

Stone works like paralyze bu treats the target like an obstacle. And if they're reduced to 0 Hit points... They're dead.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on May 04, 2014, 12:39:41 pm
God no. Infinite duration for stone pls no. And instant death stone god pls no. Troll GMs would have a field day.
We could make it slightly longer duration. Like paralyze only 3 and stone 5.
Also staves too accurate is an impression ledt by GMs that overstat enemies :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 04, 2014, 12:41:51 pm
Also staves too accurate is an impression ledt by GMs that overstat enemies :P
I disagree, Edwin had strong hit rates with his staves despite rolling like shit.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on May 04, 2014, 12:47:47 pm
How did Haspen calculate staff% on his games?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 04, 2014, 12:50:10 pm
How did Haspen calculate staff% on his games?

The formula in the book if I'm not mistaken.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on May 04, 2014, 12:53:53 pm
We might consider bumping the multiplier on the difference down to 3 instead of 5. Same for dances.

Btw, since we're supposed to be discussing promoted classes, I thought of something for mage knights: if they promote from troubadour they get a bonus rank in their physical proficiency.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 04, 2014, 12:55:16 pm
We might consider bumping the multiplier on the difference down to 3 instead of 5. Same for dances.

Btw, since we're supposed to be discussing promoted classes, I thought of something for mage knights: if they promote from troubadour they get a bonus rank in their physical proficiency.

B and C? Or just maybe give them another weapon category?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on May 04, 2014, 12:58:40 pm
I was thinking B and C for slighty less speed penalties and increase weapon availability, if we gave them another type of weapon they get 4.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 04, 2014, 01:00:07 pm
Two of them would be C and D though.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on May 04, 2014, 01:05:46 pm
I would prefer it being one at B/C.

I was looking at v1.22 and I saw this for Imbue Arrow:
Higher of STR or MAG + MT (and stats) of weaker weapon - lower of enemy's DEF or RES.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 04, 2014, 01:08:58 pm
I would prefer it being one at B/C.

I was looking at v1.22 and I saw this for Imbue Arrow:
Higher of STR or MAG + MT (and stats) of weaker weapon - lower of enemy's DEF or RES.

Hissssss.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on May 04, 2014, 01:20:50 pm
Is that a no :v

Btw can you show us your class flavor?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 04, 2014, 01:23:44 pm
Is that a no :v

Btw can you show us your class flavor?

Yes and no, respectively. But I can show the class flavor I've got done when I get home.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Xanmyral on May 04, 2014, 02:33:21 pm
I still prefer lower AT(K) than lower MT. It would require that battle mages instead balance MAG and STR instead of just being careful about picking weapons, which would ultimately restrict what weapons one could bring into battle.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 04, 2014, 02:37:39 pm
Mage knights don't have to.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Xanmyral on May 04, 2014, 02:52:04 pm
M' aware, why I said battle mage.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Rolepgeek on May 04, 2014, 03:01:58 pm
Aye. Since it's lower Might, they can choose to specialize in Magic or Strength, which creates it's own play; Do you want to use Fire magic with Longbows to scorch everything from miles away? How about Thunder Magic and Crossbows for super-accurate Lightning that crits damn-near every time(granted, you only get one hit...)? Wind Magic with Recurve Bows is given to those people who just like hitting things repeatedly. Or something.

Oh, I vote that the non-Might stats of the weapon with higher Might be used, by the way. Makes more sense to me, means choosing your weapons matters a shit. This includes range. HOWEVER, Weight should be whichever one is higher.
Speaking of which, I vote that special qualities from either one affect the combo, regardless of MT. Things like 'Effective against/on' and 'Scores twice as many hits' and whatnot. Again, makes it more important what you choose. (If the GM gave the battle-mage a Brave Bow and Sun Fire/Lunar Wind, that's his own damn fault)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on May 04, 2014, 03:03:57 pm
If you want the stats of a good weapon then use it alone :I

Also this is so battle mage isn't always inferior to mage knight.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Rolepgeek on May 04, 2014, 03:05:38 pm
You are getting penalized for using them both, don't forget, since it uses the lower MT of the two weapons. I just thought it would be nice if whatever you used for the other weapon actually mattered a shit, since whichever weapon has lower MT probably has better Hit or something, and the other one is just you wasting the Quality on that Silver Yari.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 04, 2014, 06:09:37 pm
I think the combatant should choose a dominant weapon that determines the majority of the battle stats, and a supporting weapon that is used to actually give the imbue arrow bonuses. Then from those two, the one with lower MGT determines the final damage. Str or Mag is determined by which weapon is dominant.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Rolepgeek on May 04, 2014, 06:33:48 pm
Aka the Bow is the primary weapon and the tome is the secondary? Since that's A. how it would work realistically, B. Makes sense for crunch and fluff alike and C. the tomes are the only thing that give Imbue Arrow it's special stuff.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on May 04, 2014, 06:54:32 pm
A Battle Mage with better magic than Strength, like Jago in my game, might want to rely on the magic rather than the bow, though.

It can be viewed either as the bow acting merely as a conduit for the magic, or the magic being used to subtly enhance the arrow. It could be either, I think.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on May 05, 2014, 08:21:06 am
Imbue Arrow now uses the weapon with the lowest MT and targets the lowest of DEF or RES.

Now for a little something something for Berserkers.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Haspen on May 05, 2014, 08:49:02 am
Now for a little something something for Berserkers.

Do you need to make everything a formality? :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Solymr on May 05, 2014, 08:56:10 am
Just makin time. Bishops I think are good as is so next up would be Bounty Hunters and Steal Weapon is apparently too op.

And btw, FALLOUT EMBLEM IS COMING.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Xanmyral on May 05, 2014, 08:56:56 am
I feel we'd save time if we just voted on accepting Haspen's house rules whole sale.

Also, Bishops are pretty nice. Shield that block siege magic (good lord that stuff is annoying late game) and staffs galore. I think it even stops ailment staffs, I'd have to look at the wording again.

EDIT: Guess it depends on if ailment staff usage counts as an attack.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: scapheap on May 05, 2014, 08:58:55 am
And btw, FALLOUT EMBLEM IS COMING.
:o
I demand a save place(I'm assuming Solymr is the gm for that.)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Haspen on May 05, 2014, 09:00:03 am
Steal Weapon is apparently too op.

You can't Steal Weapon if your STR/CON is lesser than Target's (cuz you trying to wrestle it out of hands or something). Of course you need to have empty inventory slot to do that. Bosses are immune cuz bosses!

There, I fixed Steal Weapon v:

And btw, FALLOUT EMBLEM IS COMING.
:o
I demand a save place(I'm assuming Solymr is the gm for that.)

He ain't gonna start till summer cuz I'm helping him and while his general idea is OK I worry about the details.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Solymr on May 05, 2014, 09:09:41 am
HUSH YOU
Ye I'll be the GM. And the first part will have a limit of 7-8 players cause it will be small scale test of my skillz.

And you're trying to wrestle the weapon from a dead guy's hand :V
I'd give it a luck% chance or something as chances of the weapon not breaking when murderizing the guy holding it.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Xanmyral on May 05, 2014, 09:17:11 am
If its just a luck% chance, sounds good. If its something common, I suggest halving or quartering the QL.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Haspen on May 05, 2014, 09:30:02 am
What v:

But Steal Weapon is an activated action, not an attack :v How does that murder peoples.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Solymr on May 05, 2014, 09:34:17 am
WHAT NO
It's a passive that activates when landing the killing blow.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Haspen on May 05, 2014, 09:35:07 am
WHAT NO
It's a passive that activates when landing the killing blow.

Oooh. OP, fix eet! :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: darkpaladin109 on May 05, 2014, 09:36:33 am
Ooh, I hope I can join Falluot Emblem when it starts.  :D
Berserkers seem to be okay, though I'm inclined to give them some base Critical. So yes, I think they should get Critical Eye.
EDIT: For steal weapon, it does say "At the GM's discretion, this skill can have it's limits." So what I think we should do to change it is make it so that the Bounty Hunter must have enough rank to use the weapon dropped. And we should propably fix Omni Weapon, cause being able to use pretty much all weapons sounds OP to me.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Solymr on May 05, 2014, 09:40:40 am
That's why I said making it a luck% chance :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Blade Master Model 42 on May 05, 2014, 10:01:22 am
I feel we'd save time if we just voted on accepting Haspen's house rules whole sale.

Excuse you, altered blossom and critical eye for berserkers was my idea, mister.

Also I take issue with other certain changes.


To fix steal weapon, just allow one theft per map.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Xanmyral on May 05, 2014, 11:04:29 am
@BMM: Oh yeah, they were. Sorry about that, forgot.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Shoruke on May 05, 2014, 11:56:27 am
What if Steal Weapon had some kind of restriction based on the Bounty Hunter's CON? A Bounty Hunter should have a CON of 11 (if they started from First Classes) or 12 (if they started as a trainee).

So how about if you can only steal up to CON*2 (or maybe CON*3) in total WT per map?
CON*2 would give you enough capacity to steal either one high-end weapon, or two "merely quite good" weapons.
CON*3 would let you take either one high-end and one middling weapon, or four low-middling weapons.

Personally, I like CON*3; bounty hunting is half the point of playing a Bounty Hunter, after all. (the other half being insane weapon versatility)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Blade Master Model 42 on May 05, 2014, 02:27:27 pm
@BMM: Oh yeah, they were. Sorry about that, forgot.

I wasn't really mad. Who came up with what idea isn't very important in the long run.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Rolepgeek on May 05, 2014, 09:43:56 pm
I feel we'd save time if we just voted on accepting Haspen's house rules whole sale.
Considering I disagree with several of his rulings, I would rather we not.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Xanmyral on May 05, 2014, 09:47:19 pm
Well, which are those? There are some I don't agree with either; I never said we couldn't tweak them.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Rolepgeek on May 05, 2014, 09:50:47 pm
You did say 'whole sale'...

As for Steal Weapon, I feel like it's necessary for Omni-Weapon to truly come into it's own. Maybe they have to declare whether they want to before they attack, and their ATK is halved for that specific attack? So they have to do it to already weakened enemies?

I mean, there's still inventory limit and what not. And GMs can just 'fuck no you aren't getting a third killer blade fuck off' after all. Some are immune to it, after all~
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Xanmyral on May 05, 2014, 10:06:51 pm
You did say 'whole sale'...

Which means in large bulk, but implies nothing more.

I just figure it would save us some time on things which most people agree on, like the hard limit of five inventory and so such. You act like we can't change stuff at the drop of a hat if we don't like it or somethin'.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Shoruke on May 06, 2014, 12:32:03 am
You act like we can't change stuff at the drop of a hat if we don't like it or somethin'.
We really should run the changes through the official thread you know.  ;D
With that said, if people like Haspen's rulings, put them to vote, and if people like them, they'll go into the new handbook.

Should the next vote be on the "hard 5-item cap", just to take a break from class tweaking?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Blade Master Model 42 on May 06, 2014, 06:31:22 am
Probably.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Solymr on May 06, 2014, 06:32:33 am
No :P

Ok maybe after Bounty Hunter. But I'm using all this in Fallout Emblem so I want to get this ready.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Blade Master Model 42 on May 06, 2014, 06:45:25 am
No :P

Ok maybe after Bounty Hunter. But I'm using all this in Fallout Emblem so I want to get this ready.

But promotions will be a long way off. What about character skills too? That also needs to be addressed. If you're trying to make sure the changes are ready in time we should focus on things that'll show up in the early game.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Solymr on May 06, 2014, 06:59:41 am
We have like 2 months for that. Also I thought we did something about character skills, even if Miracle still neess a touch.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Blade Master Model 42 on May 06, 2014, 07:03:48 am
I'd like to put an adjustment of Wrath to a vote, as well as the possible inclusion of new skills, particularly Sol Luna and Ignis.

Several skills were removed early on for reasons but none were ever added.

Also the new Blossom and altered Discipline should also be officially handled.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Solymr on May 06, 2014, 07:08:39 am
So we're making official the removal of Corrosion, Reinforce and something else I don't remember?
Also you should post the descriptions of those skills cause I don't remember.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Blade Master Model 42 on May 06, 2014, 07:19:52 am
I don't see why not, they're all terrible and annoying.

Sol: skill and luck % chance to receive healing equal to half damage dealt on a successful attack.
Luna: same chance to reduce enemy defense or resistance by half before damage calculations.
Ignis: same chance to add str to mag based attacks or mag to str based attacks.

Thinking Sol and Luna should be cost while ignis remains free, since using it effectively requires points in both Str and Mag.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Solymr on May 06, 2014, 07:25:17 am
Skill is going to be the new god stat :P
So this is a summary of the character skill changes:
Miracle: if activated the character is left at 1 HP. Can't activate at 1 HP.
Corrosion and Reinforce: gone.
Blossom: +5% progression to all stats.
Discipline: you can choose what rank to advance.
Sol: SKL+LCK% chance of healing half damage done on each attack. COST
Luna: SKL+LCK% chance of ignoring half the defensive stats of enemy on each attack. COST
Ignis: SKL+LCK% chance of adding half STR to magical attacks or half MAG to physical attacks on each attack.
I forgot Charisma and Daunt not stacking.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Blade Master Model 42 on May 06, 2014, 07:32:34 am
Ignis is not quite right.

If a character uses a tome, and ignis activates, half strength is added.
If the character uses a sword and it activates, it adds half of their magic instead.

It doesn't just combine both. That'd be broken.

And skill was already a god stat.

Also I thought we were changing miracle to just not activate on one Hp?

edit because whoops
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Solymr on May 06, 2014, 07:34:48 am
You worded it wrong then :V
Also yeah I forgot that too V:
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Blade Master Model 42 on May 06, 2014, 07:35:52 am
I blame phone posting.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Furtuka on May 06, 2014, 07:46:39 am
Personally I thought the  famous attacking skills would be better saved for when we make the third tier classes. Since thats what they were used for in Radiant Dawn, which is the game most of the book is based on.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Solymr on May 06, 2014, 07:48:25 am
What third classes >:V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Furtuka on May 06, 2014, 07:57:23 am
The ones from the supplementary book that doesn't exist yet :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Blade Master Model 42 on May 06, 2014, 07:58:51 am
Personally I thought the  famous attacking skills would be better saved for when we make the third tier classes. Since thats what they were used for in Radiant Dawn, which is the game most of the book is based on.

Well, some promotions come with character skills. We can do that too.

Also, certain skills just wouldn't fit before then, and can be left until that point. Astra, anyone?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Furtuka on May 06, 2014, 07:59:31 am
*rubs hands together with an evil smile*
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Blade Master Model 42 on May 06, 2014, 08:01:34 am
Christ, Derick with Astra would be terrifying.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Solymr on May 06, 2014, 08:07:02 am
Since they're supplementary stuff they're best left for later :-X
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Furtuka on May 06, 2014, 08:11:17 am
Its relevant to the current conversation. We're not designing them right now. Just deciding how to handle some mechanics that will be tied into them when we get there.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Blade Master Model 42 on May 06, 2014, 08:14:18 am
Since they're supplementary stuff they're best left for later :-X

Furt does make a point though. It's not as if we're designing Trueblades right now.

But all the third promotes should get certain fun skills. If we just increase the stat cap slightly, whats the fun in that?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Solymr on May 06, 2014, 08:17:32 am
Problem is how many and how to promote to them.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Blade Master Model 42 on May 06, 2014, 08:18:57 am
Problem is how many and how to promote to them.

Master Seal aka special promotion item. And I think just one promotion per promoted class. Easier that way.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Furtuka on May 06, 2014, 08:21:13 am
Tradition says one Class per class, and promotion is done via a Master Crown or other items. (Or hitting level 21 but that was added into Radiant Dawn by the translaters.)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Solymr on May 06, 2014, 08:21:59 am
That's a lot of classes.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Blade Master Model 42 on May 06, 2014, 08:23:33 am
GM discretion when someone gets around to running a super game with characters who survived other campaigns.

That's a lot of classes.

It always is.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Solymr on May 06, 2014, 08:32:16 am
:I
Let's finish the other stuff k? I'll put up a new poll in a sec.

Btw Blade check scap's game I asked you something.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Blade Master Model 42 on May 06, 2014, 08:35:45 am
:I
Let's finish the other stuff k? I'll put up a new poll in a sec.

Btw Blade check scap's game I asked you something.

Third classes are after promotes, yes.

And if it's aboit the healing, I'll get to it.
 
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Xanmyral on May 06, 2014, 08:50:49 am
I imagine another readily acceptable change is the communal EXP pool instead of the individual?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Powder Miner on May 06, 2014, 08:55:27 am
I'm afraid I don't much like the idea of third promotions. It's going to take very long games to reach at all, and making a whole huge set of classes from scratch would be time consuming and would bloat the material, as well as would end up inevitably terribly balanced.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Solymr on May 06, 2014, 08:56:02 am
But communal EXP is in the book :I
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Blade Master Model 42 on May 06, 2014, 09:57:19 am
But communal EXP is in the book :I

That it is.

But it's also a bit weird? I go off the book fairly closely for Exp, and you guys level fairly quickly in noh. Maybe a bit more than 100 points should be required depending on group size...

@ Powder: That's why it's an expansion.

Edit: back to driving :I
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Haspen on May 06, 2014, 10:28:12 am
But it's also a bit weird? I go off the book fairly closely for Exp, and you guys level fairly quickly in noh. Maybe a bit more than 100 points should be required depending on group size...

3 per hit and 5 per kill for average mook, that's how I rule in my FEFs :V

Maybe you use 5 and 10 points respectively (much stronger enemies) all the time? v:
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Solymr on May 06, 2014, 10:48:16 am
Do you count both hit and kill exp on the same attack?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Haspen on May 06, 2014, 10:51:58 am
Do you count both hit and kill exp on the same attack?

Me? Of course not. You either hit, or you either kill :v Also, you get Hit exp no matter how many attacks you lay on the enemy (via doubling or other shenanigans).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: birdy51 on May 06, 2014, 11:19:19 am
What about missing?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Haspen on May 06, 2014, 11:24:37 am
You're asleep/paralyzed, how do you wanna dodge things :?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Solymr on May 06, 2014, 11:31:50 am
I think he means missing gets you 1 exp no matter what is it.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Haspen on May 06, 2014, 11:33:31 am
Oh, yeah. When you receive a wound and/or miss an attack, you do get 1 exp.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Blade Master Model 42 on May 06, 2014, 03:12:28 pm
I do the hit and kill. Seems more in line with the games where an even fight will get you 10 on a hit and 30 on a kill.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Propman on May 07, 2014, 12:15:24 am
Unrelated, but reading the name "Bounty Hunter" in the title springs images of a fellow who goes around stealing paper towels from dispensers, hoarding them in a stash for purposes best left unknown.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Blade Master Model 42 on May 07, 2014, 06:33:22 am
Unrelated, but reading the name "Bounty Hunter" in the title springs images of a fellow who goes around stealing paper towels from dispensers, hoarding them in a stash for purposes best left unknown.

Joking aside, I wonder why the people who put this together heard Bounty Hunter and thought 'dude who steals weapons'. I don't need to tell you people that that isn't how bounty hunters usually work.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: SeriousConcentrate on May 07, 2014, 06:39:10 am
I guess they wanted a thief promote to have that ability and couldn't figure out a different one for bounty hunters?

Strictly speaking, maybe Scavenger and Bounty Hunter should have their abilities switched. It makes more sense for a scavenger to be taking weapons, boots, etc. off a dead enemy while a bounty hunter would be getting 'paid' for killing dangerous foes, right?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: darkpaladin109 on May 07, 2014, 06:40:45 am
I guess they wanted a thief promote to have that ability and couldn't figure out a different one for bounty hunters?

Strictly speaking, maybe Scavenger and Bounty Hunter should have their abilities switched. It makes more sense for a scavenger to be taking weapons, boots, etc. off a dead enemy while a bounty hunter would be getting 'paid' for killing dangerous foes, right?
Yeah, that acutally makes more sense to me too. I'm all up for switching the abilites of the two classes around.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Blade Master Model 42 on May 07, 2014, 06:42:58 am
I think maybe swap the names rather than the abilities.

Kind of odd though, there tends to be some prestige in bounty hunting, whereas scavenging... Yeah.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Solymr on May 07, 2014, 06:43:35 am
Why not just change their names? :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: darkpaladin109 on May 07, 2014, 06:44:23 am
Why not just change their names? :V
So what? It's the same end result anyways. :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Solymr on May 07, 2014, 06:46:32 am
No wai :I
If you change abilities you end up with a first class with an OP ability.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: SeriousConcentrate on May 07, 2014, 06:47:50 am
I'm fine with switching names. As said, same end result. :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Blade Master Model 42 on May 07, 2014, 06:48:39 am
No wai :I
If you change abilities you end up with a first class with an OP ability.

That you do.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Solymr on May 07, 2014, 06:49:59 am
We could change Bounty Hunter to Treasure Hunter :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: darkpaladin109 on May 07, 2014, 06:52:23 am
No wai :I
If you change abilities you end up with a first class with an OP ability.

That you do.
....I though Scavenger was a promoted class, not a first class. My bad :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Blade Master Model 42 on May 07, 2014, 06:53:20 am
We could change Bounty Hunter to Treasure Hunter :v

OOH. Yes.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Solymr on May 07, 2014, 07:40:36 am
Ok so next poll up in a second.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Blade Master Model 42 on May 07, 2014, 10:02:48 pm
Since Bounty/Treasure Hunters are pretty much done, what class shall we address afterward?

I suggest we move on to Wyvern promotes, as one is lackluster, and the other is just absurd.


Also, I'll be taking some time to work more on the class fluff this week, as I have about a third of the promotions done.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Xanmyral on May 07, 2014, 10:22:45 pm
So with the wyvern knight, we're going under the assumption of assuming Haspen's fix for Nullify?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Blade Master Model 42 on May 07, 2014, 10:25:12 pm
So with the wyvern knight, we're going under the assumption of assuming Haspen's fix for Nullify?

I dunno about that shit.

But I think making it a cost skill would be a dandy idea.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Xanmyral on May 07, 2014, 10:26:33 pm
If we aren't (Haspen's being pick an effectivity towards you and you nullify it), then there's no reason to be a wyvern knight beyond the stat gains. The cost skill, while more costly, would still nullify a reason to be the class.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Blade Master Model 42 on May 07, 2014, 10:32:46 pm
If we aren't (Haspen's being pick an effectivity towards you and you nullify it), then there's no reason to be a wyvern knight beyond the stat gains. The cost skill, while more costly, would still nullify a reason to be the class.

As it is, who plans to become a Wyvern Knight without grabbing Nullify?

No one ever. Because being extra harassed by 73 weapons is a daunting prospect. If this promotion becomes available, maybe that trend will start to descend somewhat.

We could also put in a footnote saying that they can drop Nullify for a different Cost skill, or a free skill and get some progression back, like other instances where classes come with a Character Skill.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Xanmyral on May 07, 2014, 10:35:19 pm
Well, I did, and I may again if we go under Haspen's rules.

Getting a cost skill back isn't really worth it honestly, that's a lot of levels you've lost out on those thirty points.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Blade Master Model 42 on May 07, 2014, 10:36:42 pm
Well, I don't really like Nullify only protecting from one avenue of effective damage, so I guess that skill's out.

Any better ideas?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: SeriousConcentrate on May 07, 2014, 10:41:49 pm
Keep Nullify free, but make it drop effective damage to 2x instead of 3x? And then Wyvern Knight could stack with it to completely eliminate effective damage maybe?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Xanmyral on May 07, 2014, 10:43:13 pm
Why not? I like it personally, better than all of them and for most classes that's all you really need.

Wyvern tree is the only real tree with three different branches of weapons effective against them, knight tree only has one, mounted only has one, pegasi have two. Any other class doesn't really have anything to worry about that much because the amount of weapons effective against them are rather slim.

Nothing wrong with making it cost though, long as it maintains the whole of the protection, but having a cost skill that can outshine a promoted class skill strikes me as, well, weird.

There's not really a whole lot of ways you can take it. Maybe just lessen the effects, instead of MTx3 its MTx2, and with the wyvern knight promote it would lower to x1, normal damage. That way they both remain unique but work together nicely. Could do something similar with the paladin, a clause saying that if they already have nullify it removes effective damage.

Fake Edit: I need to buy a tinfoil hat.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Blade Master Model 42 on May 07, 2014, 10:45:40 pm
-snip-

-snop-

I like it! *throws coffee mug to the ground*

Alright, I'm getting loopy. Going to bed.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Xanmyral on May 07, 2014, 10:48:46 pm
Night BMM.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Solymr on May 08, 2014, 05:47:59 am
Anyways stealing limit seems pretty clear. Next stuff should be character skills or wyvern promotes. Or apparently both since Nullify is getting stuff.
Btw I forgot to put Nullify in the list but I wanted to add the Haspen change of Nullify only nullifying one aspect of weakness: horseback, flying, wyvern, etc.

One last thing: 2x effective damage is still a lot, and removing thunder weakness on top of it feels like giving them mixed stuff. I suggest reducing all effective damage to 1.5x without removing thunder as weakness. That way effective damage is still useful but doesn't kick the wyvern's ass.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Haspen on May 08, 2014, 06:13:11 am
Point me one GM that is interested in calculating 1.5x DMG :P

/me isn't :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Solymr on May 08, 2014, 06:28:18 am
Since you're already gonna ignore half of this stuff I don't really care :P

Btw in Fallot Emblem I'm going to use all of this.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Haspen on May 08, 2014, 06:47:39 am
Btw in Fallow Emblem I'm going to use all of this.
ftfy
Ah yes, the Fallow Emblem, where mighty team of newbie farmers battle the evil Princess Weed to save the young eggplants from monster ants.

:P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Solymr on May 08, 2014, 06:50:29 am
PFFFFFF
I'm laughing too much to fix that
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Shoruke on May 08, 2014, 09:32:56 am
I wonder why the people who put this together heard Bounty Hunter and thought 'dude who steals weapons'. I don't need to tell you people that that isn't how bounty hunters usually work.
How "bounty hunting" works:
1) kill
2) obtain money / loot

I mean, sure, the people you kill in Fire Emblem may not necessarily have official bounties placed on them, but got paid don't care.


Keep Nullify free, but make it drop effective damage to 2x instead of 3x? And then Wyvern Knight could stack with it to completely eliminate effective damage maybe?
I like 'dis. Assuming Nullify works on all of one's weaknesses.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Solymr on May 08, 2014, 09:41:38 am
Let's decide first what Nullify should do instead of linking it directly to Wyvern Knight. Why don't you think some other ability for it? :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Blade Master Model 42 on May 08, 2014, 09:49:08 am
Time to officially swap to fixing character skills.

Right after we vote on changing the name of Bounty Hunter to Treasure Hunter. It works so well!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: darkpaladin109 on May 08, 2014, 09:58:20 am
Time to officially swap to fixing character skills.

Right after we vote on changing the name of Bounty Hunter to Treasure Hunter. It works so well!
Didn't we say we were renaming Scavenger to Bounty Hunter and Bounty Hunter to Scavenger?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Solymr on May 08, 2014, 09:59:31 am
Alrighty then, CON*2 is the chosen limit.
Now we send the Bounty Hunter to the judge to ask for a name change :3

Also Treasure Hunter fits better.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Blade Master Model 42 on May 08, 2014, 10:06:01 am
Time to officially swap to fixing character skills.

Right after we vote on changing the name of Bounty Hunter to Treasure Hunter. It works so well!
Didn't we say we were renaming Scavenger to Bounty Hunter and Bounty Hunter to Scavenger?

That can also be a vote option.

But I think Bounty Hunter occasionally has some level of prestige associated with it, and also going from a lowly scavenger to an esteemed treasure hunter sounds more promotiony than going to a scavenger, y'know?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Solymr on May 08, 2014, 10:07:28 am
Well it's mostly because its promotion item is TREASURE MARK.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Blade Master Model 42 on May 08, 2014, 10:10:49 am
Well it's mostly because its promotion item is TREASURE MARK.

Another fine point.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Solymr on May 09, 2014, 06:17:20 am
WELP looks like the Bounty Hunter has to get a new license.
Next up is character classes I think. I'll put first the big bunk of changes and then focus on Nullify.

... I knew this would happen >:I
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Blade Master Model 42 on May 09, 2014, 07:40:13 am
It always does.

And we should probably do each skill individually so people don't eschew changing anything just because they like one particular thing.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Solymr on May 09, 2014, 07:50:50 am
Are yoy kidding me I want to finish this year >:V
List of changes:

New skills:
Sol: SKL+LCK% chance of healing half damage done on each attack. COST
Luna: SKL+LCK% chance of ignoring half the defensive stats of enemy on each attack. COST
Ignis: SKL+LCK% chance of adding half STR to magical attacks or half MAG to physical attacks on each attack.

Significant changes:
Miracle: if activated the character is left at 1 HP. Can't activate at 1 HP.
Blossom: +5% progression to all stats.

Small changes:
Discipline: you can choose what rank to advance.
Charisma and Daunt: they don't stack.

Gone skills:
Reinforce and Corrosion.

Nullify shall be put apart.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Furtuka on May 09, 2014, 08:02:32 am
Putting Luna Sol and Ignis as character skills still feels kinda weird to me, but I guess if anything weird happens it can be fixed in the post revision revisions. Buuuuut... if we're having them, what if we put Aether in as a cost skill for Lords, but in exchange the Heroic Potential growth bonuses won't kick in. Or something
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Solymr on May 09, 2014, 08:07:58 am
So it would be a NPC/Lord exclusive cost skill? Alrighty.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Blade Master Model 42 on May 09, 2014, 08:54:16 am
Making a character skill that only one class can take seems odd. Besides, if it's Lords only, a GM can just add that at their discretion. Not sure I see the need to make it official.

As for how it works...

Aether: SKL% chance. On activation, performs Sol and Luna in succession. Double Cost.

It shouldn't get the Plus Luck because it's basically 3 skills at once (Sol, Luna, and Adept if you think about it)

Gonna go ahead and say that I doubt this is necessary.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Solymr on May 09, 2014, 08:58:38 am
Oh it's two attacks? I thought it was both effects in the same attack.
Oh welp, remember that NPCs and lords are suggestions too :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: darkpaladin109 on May 09, 2014, 09:00:40 am
Oh it's two attacks? I thought it was both effects in the same attack.
Yeah, you'd think I'd do that, but that's just how it works in Awakening.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Solymr on May 09, 2014, 09:06:43 am
Then why not make it both in one attack, SKL% chance and cost?
Then it's just Lords choose between Heroic Potential or Aether.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Blade Master Model 42 on May 09, 2014, 09:08:51 am
Oh it's two attacks? I thought it was both effects in the same attack.
Yeah, you'd think I'd do that, but that's just how it works in Awakening.
Radiant Dawn also. Not sure about Path of Radiance, since I haven't gotten too far there yet.

Did I mention the skill seems needless and OP?

Then why not make it both in one attack, SKL% chance and cost?
Then it's just Lords choose between Heroic Potential or Aether.

Not really? Lords always get Heroic Potential, and that removes their 4 bonus points in exchange for 30% extra progression. So if we did that, they'd have the same growths as a normal character, plus Aether. No other character skill, but still.

Did I mention I don't like having this skill at all?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Solymr on May 09, 2014, 09:11:39 am
It would be exclusive to lords and they wouldn't have 4 points anyways but ok :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Berserkers!
Post by: Blade Master Model 42 on May 09, 2014, 09:15:52 am
Are yoy kidding me I want to finish this year >:V
List of changes:

New skills:
Sol: SKL+LCK% chance of healing half damage done on each attack. COST
Luna: SKL+LCK% chance of ignoring half the defensive stats of enemy on each attack. COST
Ignis: SKL+LCK% chance of adding half STR to magical attacks or half MAG to physical attacks on each attack.

Significant changes:
Miracle: if activated the character is left at 1 HP. Can't activate at 1 HP.
Blossom: +5% progression to all stats.

Small changes:
Discipline: you can choose what rank to advance.
Charisma and Daunt: they don't stack.

Gone skills:
Reinforce and Corrosion.

Nullify shall be put apart.

So getting back to these skills- Can we at least separate their voting by types as you have them divided here? It'd be simple to do, and would help with low options voting.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Bounty Hunters!
Post by: Solymr on May 09, 2014, 09:28:36 am
That I can do better.
But I need a final answer to the Hunter's name :-X

Edit: welp since there is a tie between yes or no let's do both. Bounty Hunters can also be named Treasure Hunters like Nomads/Bow Knights :>
Changing poll soon.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 09, 2014, 09:51:34 am
It should be pointed out that Miracle and all the other old stat based skills are the previous activation rate +luck
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 09, 2014, 10:46:09 am
I just want to say that I dislike parity as it is now. The idea behind it is nice and I like it, but right now its just an NPC ability, which stinks. I think it was made with the assumption that enemies would have their class skills.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 09, 2014, 10:48:39 am
Oh right that was so shit I completely forgot about it.
Should we remove it? That way we keep the same amount of skills.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 09, 2014, 12:52:28 pm
Parity also ignores terrain so it's not entirely useless against non bosses.

Awareness should probably be free rather than cost though.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 09, 2014, 12:56:49 pm
Awareness and parity could be put together in a new skill that denies enemy bonuses from terrain, skills, etc. Keeping it cost obv.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 09, 2014, 01:06:17 pm
Well parity is an activated effect, and also denies bonuses to the user. It'd be strange to blend them.

I think they should remain separate.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 09, 2014, 01:11:56 pm
I don't like either of those :V
If GMs used more enemies with skills Awareness would be good, and if Parity didn't remove the player's bonus it wouldn't be so crap.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 09, 2014, 01:21:25 pm
The problem with parity is that it's very situational.  And later in the game, the penalties for using it become more extreme.  It's not a bad skill though.

And if we changed Awareness to ignoring skills and support and terrain it would be broken even with being cost.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 09, 2014, 01:51:40 pm
Only against bosses. Even then, just skills so I hesitate to call it broken. FFS is the only person who made bosses with Support, most people don't actually put bosses (or leave them there) on good terrain, and bosses are the only people with skills.

It'll actually be handy when/if my game goes up, although the lack of personal skills and supports would still be a detract against it.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 09, 2014, 02:39:47 pm
What about those two NPCs in the initial fortress Kesselring map? They had support, and probably skills too, I forget.

Okay, so what Awareness currently does is ignore class and character skills. As most games only have that for bosses and other named enemies, I think this should be free, not cost. Also, in 1.22, it also ignores their personal skills, but leaves their faults, not that most enemies have them.

I still think Parity has enough situational use that it doesn't need a revamp. For example, it would be deadly against Prixima, who likely has 3 or more character skills and some nasty special class features as well. Just because it's only good against bosses doesn't make it bad. That's like saying crossbows are lousy because they're heavy and only do good damage against fliers.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 09, 2014, 02:44:30 pm
Seems like it would be most useful for enemies that for actual players.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 09, 2014, 02:48:16 pm
Seems like it would be most useful for enemies that for actual players.

Well yeah. But only because most enemies don't have it. That doesn't diminish its usefulness to a player.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 09, 2014, 02:51:02 pm
I think we should leave these two alone because it's very hard to make them work without intervention of the GM.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 09, 2014, 02:52:30 pm
I think we should leave these two alone because it's very hard to make them work without intervention of the GM.

I think Parity is fine, but Awareness has too little benefit as is- Make it free instead of Cost, and if a GM wants to give all enemies class skills, they can change it back for the game.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 09, 2014, 03:07:56 pm
Just because it's only good against bosses doesn't make it bad.

Just like tile/terrain-based skills aren't bad either?

Its a hilariously situation skill because of how GMs play the game, which is that only bosses have class skills, maybe character skills. Even then, its more harm than good because it also blocks yours and your personal skills, which so far we've only seen NPCs with. Supports we've only seen twice, which speaks clearly about how often that comes up.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 09, 2014, 03:19:56 pm
Well, no one is forcing you to take it either.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 09, 2014, 04:02:56 pm
True, does no good and is just poor sport to bash something without an alternative. I'll rest the case until I can think of something to offer, nothing's really coming to mind as an easy fix right now sadly.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 09, 2014, 06:21:31 pm
Unless someone figures how to make them viable, the easiest solution is to chopchop them out.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 09, 2014, 06:27:22 pm
I see no call to do that. Just leave them be. Unlike class skills, these don't directly effect class performance, and therefore don't require direct intervention at this time. Just leave them where they are. It's not like a free Aether or something.

Okay, can we move on to stuff we can fix yet?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 09, 2014, 06:35:33 pm
You were the one wanting to do character skills and I'm going to sleep now so no :I
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 09, 2014, 06:39:25 pm
I had never expressed an interest in fooling with Parity or Awareness before today.

Other character skill issues plz

EDIT: Anonymous no vote: Please explain yourself. I am interested in your opinion.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 09, 2014, 06:51:39 pm
How does the bishop moving while having sanctuary cast effect units not within the sanctuary?

Can the bishop not move to where the shield would let units that weren't originally in it would be inside (similar to how they cannot move to where any unit that was originally inside the shield is now outside of its protection and possibly how it may be intended due to wording), or can they envelop new units into their shield so long as they don't exclude those originally included?

Will there be a cool down for the skill? Does the activation eat up their non-moving action and still allow them to move or is it free? Is there a way to break it if there is no cool down? 'Cause I can see a bishop easily holding a corridor by themselves by just activating this over and over again. Granted, people are now down a healer and that most likely really bites, and people can't attack units on the other side of the shield if inside of it.

I like the skill 'cause shield, but it needs a bit of clarifications and possible reworking due to shenanigans.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 09, 2014, 08:02:36 pm
Ooookay.

On the Bishop's turn, they can use their standard action to set up the sanctuary zone. This means they need to move first or not at all on the initial turn. On the following turn, the zone is still in place until the Bishop completes their turn. If they choose to move the next turn, they can only move as far as they can without leaving behind units who were still in the zone at the beginning of their action. If they do anything but maintain the zone, it dissipates. If they use their action to maintain the zone, the same thing goes on next turn.

The zone cannot envelope units who were outside it at the time of casting, as the description states that no attacks or any unit can enter the zone. It can envelope enemy units at the time of casting however, if they are in range, temporarily separating them from their comrades. However, the Bishop cannot counter attack while maintaining the zone. Units can leave the zone at any time, but cannot re-enter.

A Bishop who has received an additional turn must use their second action to either set up or maintain the zone, or it dissipates.

That's how I see it anyhow.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 10, 2014, 05:53:42 am
Sol, Luna and Ignis approved! Next poll up.

I don't think there's any reason for the Bishop to activate the Sanctuary first and then move, but it's fine to say they can use their action to Sanctuary and then move.
I do think that it only lasts until the next player/enemy/ally phase, and I'm not sure if units inside the circle can move out of it on their own accord (bishop trolling? :V).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 10, 2014, 11:04:39 am
If it only lasts until the beginning of the next phase, there's no reason to disallow moving in such a way that'd leave behind people who were in it. I think it stays up between turns until the Bishop does something else.

I think it makes sense for units to be able to go out, but not in.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 10, 2014, 11:12:12 am
You mean the Sanctuary stays until the Bishop undoes it? Kinda makes sense since attacks can't move in or out.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 10, 2014, 11:15:57 am
They'd need to re-apply every turn though. Or at least, do nothing more than use items.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 10, 2014, 02:44:29 pm
Wait isn't that the same I said :o
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 10, 2014, 04:21:28 pm
Not exactly, since what you said implies they can keep doing stuff while it is up.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 10, 2014, 04:23:33 pm
Before I said that, in the next poll post.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Rolepgeek on May 10, 2014, 05:03:49 pm
I mildly disagree with Miracle, but it doesn't matter with how many people are voting yes anyway.

Discipline bonus ranks do carry over to promoted classes, right?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 10, 2014, 05:07:08 pm
Depends on GM largely.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Rolepgeek on May 10, 2014, 05:08:42 pm
Well, I'm saying that should be officially part of the handbook. >.>

Otherwise it requires weird juggling of proficiencies to be useful.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 10, 2014, 05:10:39 pm
I think they should carry over, otherwise it cuts the usefulness of the skill literally in half. And let's face it, Weapon levels don't have a huge effect on the game overall.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 10, 2014, 05:12:46 pm
Say that to Ursa.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 10, 2014, 05:13:54 pm
Say that to Ursa.

Ehehehehehehe.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 10, 2014, 05:13:57 pm
Well, it does effect what weapons you can equip which is pretty dang nice, and let you use better weapons. But that's more gravy than not, considering where the majority of damage comes from (in my perspective at least, which is most likely biased due to Sal).

I do think the upgrades should carry over though.

Dang ninjas.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 10, 2014, 05:16:38 pm
I do know it's gonna be nice with Lesan, as by the end I'll have 3 S ranks.

Edit: Had a thought- Since stone seems to be unliked by most... Why not replace the stone staff with a Fear staff? It's the only status effect that doesn't have a staff.

Of course, it's also the only one that the Dancer has uniquely... But I think it's a good replacement.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 11, 2014, 04:27:30 am
Skill changes approved! Also discipline rank ups are kept on promotion.

How about upping Paralyze to Stone rank, Sleep to Paralyze rank, and add the Oblivion staff that appeared in Praef's game at Sleep rank?

Also am I gonna have to poll if the Bishop has to use their action to renew Sanctuary? -_-
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 11, 2014, 07:56:04 am
Sanctuary is going to be a bit unfair if the bishop can spend one turn to set it up and then take as long as they like healing everyone inside.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 11, 2014, 11:30:39 am
Or have a movable area of denial for pretty much however long he likes.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 11, 2014, 11:59:42 am
I don't have a problem with that since that can be blocked by a couple of enemies standing around, so long as the Bishop can do nothing else.

EDIT: Science is being conducted for the proposed changes to Mountain Warrior
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 11, 2014, 12:10:00 pm
Just be careful with the long range equipment then.

What changes were those? I may be the only guy who wants to play one, so I'm watching with interest.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 11, 2014, 12:11:42 pm
Just be careful with the long range equipment then.

Attacks (including staves of any kind) cannot be made on anyone inside the Sanctuary Zone, and units cannot enter it once it is up, though they are free to leave at anytime. So, not really an issue, I think.

EDIT: The boulder thing looked like shit, and MWs never get mountains to actually play on. So we're giving them a variant of Big Swing from the 1.22.

We're currently determining which is more balanced- 5 hit for 1 dam, or 10 hit for 1 dam

We're currently setting the control.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 11, 2014, 12:14:24 pm
Yes, I'm well aware. Can't go in, can't go out, but it can go around/over quite nicely.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 11, 2014, 12:16:56 pm
Yes, I'm well aware. Can't go in, can't go out, but it can go around/over quite nicely.

That it can. It definitely wouldn't block things behind it.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 11, 2014, 12:21:21 pm
Which is what I'm meaning when I say to watch it carefully, plan your layouts with it in mind, and to be cautious with what long range stuff you give. You can essentially have as many turns as you wish due to blocking the enemies if you plan it right.

It can range from not that effective to hilariously broken depending on who, where, and how it's used.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 11, 2014, 12:28:40 pm
Well, most PCs won't have Siege Magic. We only ever had the chance to get it once in FEF, and that was on the run away map. Where we were too busy fleeing for our lives and telling each other not to loot the castle to do so.

But it would be far more effective indoors on the whole, yes. Church hax...

Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 11, 2014, 12:53:23 pm
Anyway, I personally like the change to mountain warrior, although they aren't known for being rather accurate.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 11, 2014, 12:55:49 pm
We're also improving their mountain walk (which will also be used for cliffs), and giving them enhanced Hill movement.

We're still conducting science to see which variation of the hit penalty is better.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 11, 2014, 01:01:02 pm
Technically cliffs count as mountains, and they should already have the hill stuff due to having been bandits.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 11, 2014, 01:04:46 pm
Naw they get reduced penalty for moving through hills and mountains. Plus Big Swing which is getting fun to test.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 11, 2014, 01:05:39 pm
But they already have that. See bandit.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 11, 2014, 01:07:53 pm
Then they will have reduced penalty when moving through mountains and cliffs only.
They get another special anyways.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 11, 2014, 01:10:54 pm
I consider it good practice to read the class that you're editing before you edit them.

And I saw that edit. :v.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 11, 2014, 01:12:43 pm
Oh shuddup I had v1.22 open and I thought it was one of its random things :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 11, 2014, 01:16:26 pm
Anyway, there's no mention of how much it actually takes to walk on a mountain/cliff, in either of the editions. If I were to guess it, probably two or three. If you want to further give a boost to mountain warriors, I guess they just ignore the movement penalty.

Also, mountains appear to only give as much defense as a hill. I figured they gave more honestly.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 11, 2014, 01:27:11 pm
I thought they gave like peaks in the games :o
If they are just glorified hills then yeah, like hills before MW. If they give more after rework then it's 4 before MW and 2 or 3 after.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 11, 2014, 03:14:12 pm
The thing about the mw is that they're getting an improved mountain walk, dothey go through faster. Hills get their move penalty removed for mws, so it's like stepping through plains there.

And they get giant swing.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 11, 2014, 03:26:30 pm
Hills already get their penalty removed for bandits :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Rolepgeek on May 11, 2014, 04:06:18 pm
Aye. Just have cliffs count as mountains for the boulder thing.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 11, 2014, 04:13:59 pm
Hills already get their penalty removed for bandits :V

Huh, so they don't.

That's... Well, I suppose it isn't too nuts.

Now I feel like Mountain Warriors need a bit more.  :-\
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 11, 2014, 05:00:02 pm
I consider it good practice to read the class that you're editing before you edit them.

:v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 11, 2014, 05:04:13 pm
Yeah well. Water walk only allows traversal of water tiles, so I don't think it was out of line to assume that Mountain walk only allowed for Mountain tiles.

Anyway, let's let Mountain Warriors keep the combat bonuses from being on Mountain Terrain as well.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 11, 2014, 05:09:00 pm
Yeah, it's stated that only flying or units with mountain walk can traverse them. Only the latter actually benefit though.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 11, 2014, 05:12:32 pm
Yeah, it's stated that only flying or units with mountain walk can traverse them. Only the latter actually benefit though.

No no, in their current description, it says If a unit with this ability enters combat while on Mountain or Hill Terrain, they gain a bonus to their Attack Skill and Damage equal to the Defensive Bonus of the terrain.

So give them that for hills and Mountains in addition to the other things. They could really use the AS in particular, they get zero speed from promotion.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 11, 2014, 05:19:47 pm
Misunderstanding me, sorry. I said that a unit can't move over a mountain/peak/cliff unless they have mountain walk, or they fly. See mountain walk.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 11, 2014, 05:22:40 pm
I get what you're saying.

What I was referring to is that I didn't expect Mountain Walking to remove the extra move cost for traversing hills. Kind of strange.

Anyway, since Bandits do already get that, what do you think of hill/mountain terrain bonuses being applied to MW Dam and AS?

Obviously the whole thing will be put to vote when we get back to promoted classes.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 11, 2014, 05:25:23 pm
Maybe bonus Eva goes to hit, bonus Def goes to base damage and/or AS?

All this talking about them is really reminding me of how much I want to play them. Enough that I may put my thief/salesman on hold.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 11, 2014, 05:34:59 pm
Ideally, all the classes will be interesting enough that they'll want to be played.

I don't think the Eva bonus from the terrain should play into it though. Just the defense (2 from hills and 3 from mountains, I think).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 11, 2014, 05:38:45 pm
Is true. As you read a rule book, if character concepts don't scream at you then something is wrong.

I don't really know what to do with them, beyond what's been suggested. Might swing and their bonus on hills/mountain derivatives.

I will miss the boulder though.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 11, 2014, 05:44:31 pm
I never liked the boulder :/ It just seemed really out of place. I mean, it auto hits, which is odd for a brute force character. And where does this boulder come from? How is the path determined? How far does it go? Does it just go in a straight line until it hits rough terrain?

Something about it as a whole just bothers me. I won't miss it myself.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 11, 2014, 05:55:00 pm
The idea of just chucking a boulder or causing one to smash through the enemies is just too amusing for me to hate it, so I unrepentant like it, mechanics be damned.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 11, 2014, 10:33:30 pm
I resumed work on Class Descriptions. Provided we use the ones already written in 1.22, I have all the missing First Class descriptions, descriptions for the trainees (which I'm not super happy about because there's so much they can eventually do), and am about midway through Promoted Classes.

Anyway, I noticed though that Nomad Medics can whip up Vulneraries, Concoctions, and Elixirs in a single round, which seems odd. They already have long range healing that works with hit and run. An NH with a storage could spend an entire battle stocking the characters up on vulneraries, which is just odd.

I think this should be an ability that takes place between chapters, allowing Medics to freely generate 1 vulnerary for free, 1 concoction for 300 gold, or one elixir for 900 gold, which is sort of steep, but not unreasonable since most games have them run at 3000 gold and they return full health.

Also, I was thinking they could also spend 250 gold to make 3 vulneraries between chapters, or 1000 for three concoctions. Only one elixir at a time though. Increased costs leading to greater quantities of medicine produced. If the party chose, this could even be a source of income- provided they have the starting capital.

Thoughts?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 12, 2014, 04:06:16 am
I think free medicine should at least cost an action in the middle of a dangerous battle :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Haspen on May 12, 2014, 04:45:10 am
Anyway, I noticed though that Nomad Medics can whip up Vulneraries, Concoctions, and Elixirs in a single round, which seems odd. They already have long range healing that works with hit and run. An NH with a storage could spend an entire battle stocking the characters up on vulneraries, which is just odd.

Good luck making 10 Elixirs in one battle with whatever meagre supply of gold your GM gives you :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 12, 2014, 05:50:20 am
Anyway, I noticed though that Nomad Medics can whip up Vulneraries, Concoctions, and Elixirs in a single round, which seems odd. They already have long range healing that works with hit and run. An NH with a storage could spend an entire battle stocking the characters up on vulneraries, which is just odd.

Good luck making 10 Elixirs in one battle with whatever meagre supply of gold your GM gives you :P

The fact that it theoretically could be done overshadows the fact that it's stunningly unlikely.

I think free medicine should at least cost an action in the middle of a dangerous battle :V

It currently does, which is another reason I think it's something that should be handled outside of battle- That way, the NH can contribute their skill without having to give up battle participation.

Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 12, 2014, 08:36:19 am
These are all quite good, even if some need some polishing (mage trainees can only handle low level Anima? I thought we changed that :o).

So, say bye bye to Corrosion and Reinforce cause they are GONE. Start talking about what to do with Nullify.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 12, 2014, 08:48:53 am
I wrote that weeks ago :p

Anyway.  I vote nullify reduces effective damage multiplier to 2 instead of 3.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 12, 2014, 08:53:43 am
I want Nullify to nullify one of the character's weakness type (flying, armored, horseback, etc).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Haspen on May 12, 2014, 08:54:05 am
I want Nullify to nullify one of the character's weakness type (flying, armored, horseback, etc).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 12, 2014, 09:04:19 am
Ugh. That's so marginal for any of the classes that really benefit from it though. I dun like that.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 12, 2014, 09:07:03 am
Making it from 3x to 2x makes it worse for everyone :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 12, 2014, 09:17:19 am
Making it from 3x to 2x makes it worse for everyone :V

Admittedly it does decrease the effectiveness for mounted units and knights.  But for great knights and all the fliers it's far better than 1x against 1 vulnerability, and they're the classes tha that want nullify in the first place.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 12, 2014, 09:24:22 am
But great knights and wyverns are the only ones with two weaknesses are they're built like tanks anyways :x
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Haspen on May 12, 2014, 09:29:01 am
But great knights and wyverns are the only ones with two weaknesses are they're built like tanks anyways :x

This v:
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 12, 2014, 09:56:29 am
While I was one of the proponents to the 2x, I prefer the single type. I think you may be misunderstanding how it works, how does it work from your perspective?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 12, 2014, 10:04:22 am
When Nullify is chosen you select an area of vulnerability that you have and it is no longer effective against you.

Example: wyver rider takes nullify and chooses wyvern as his exemption type. Thunder magic and anti wyvern type weapons no longer deal bonus damage.

Do I have I t right?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Haspen on May 12, 2014, 10:07:34 am
What no, Wyvern riders have 4 vulnerabilities:

Bows, Wind Magic (kinda wonky cuz Wind-resistance bonus), Thunder Magic, Anti-Wyvern.

Pegasus Riders have 3 vulnerabilities:

Bows, Wind Magic, Anti-Pegasus

And finally Great Knights have 2 vulnerabilities:

Horseback, Armored

Nullify lets you nullify one of such vulnerabilities.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 12, 2014, 10:10:30 am
Whatchoo talking about :v
Bows and Wind are both anti Flying so if you take Nullify vs Flying you don't get effective damage when getting attacked with those weapons.
Wyvern weakness is Thunder and anti Wyvern.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Haspen on May 12, 2014, 10:12:28 am
Whatchoo talking about :v
Bows and Wind are both anti Flying so if you take Nullify vs Flying you don't get effective damage when getting attacked with those weapons.
Wyvern weakness is Thunder and anti Wyvern.

Hell no.

I can agree that Bows and Wind magic is clumped into 'vs Flying' but no way I will also let them have dual protection from two different things (class skill weakness AND anti-class weakness).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 12, 2014, 10:14:44 am
Oh god that's even worse.

Okay. The classes have keywords. Flying, Pegasus, Wyvern, etc. Bows and wind magic state that they're effective vs. Flying, so I think that should come under the same heading.

This allows for discriminatory nullify without being godawful.

Ninja'd.

And again.  Really we should just mark the thunder tree as wyvern effective rather than have it be part of the class skill because that's weird anyhow.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Haspen on May 12, 2014, 10:16:15 am
Thunder tree is already Monster effective.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 12, 2014, 10:20:00 am
Thunder tree is already Monster effective.

Wyvern =\= monster.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 12, 2014, 10:20:39 am
I know but if the wyvern rider has thunder as class weakness might as well clarify on the thunder tomes too.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Culise on May 12, 2014, 10:21:08 am
To be fair, Wyverns kinda got hit hard by the game mechanics merger - in individual games, they're arrow-weak like all fliers and always weak to Wyrmslayers and the like, but they tend to vary on other weaknesses.  In one game, they'll be wind-weak; in another, they'll be thunder-weak; in a third, they'll be Manakete-weak, but only if the Manakete has Wyrmslayer; and in a fourth, they won't be particularly affected by any of these, except insofar as their riders tend to have low RES.  I don't think any games have them give them all of the weaknesses across the board. 
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Haspen on May 12, 2014, 10:28:48 am
Thunder tree is already Monster effective.

Wyvern =\= monster.

That's what I'm saying. If you want Thunder tomes to be vs Wyvern, then you better take off vs Monsters off the books, or I will veto :v

To be fair, Wyverns kinda got hit hard by the game mechanics merger - in individual games, they're arrow-weak like all fliers and always weak to Wyrmslayers and the like, but they tend to vary on other weaknesses.  In one game, they'll be wind-weak; in another, they'll be thunder-weak; in a third, they'll be Manakete-weak, but only if the Manakete has Wyrmslayer; and in a fourth, they won't be particularly affected by any of these, except insofar as their riders tend to have low RES.  I don't think any games have them give them all of the weaknesses across the board. 

Maybe that's a ringing bell to finally make Wyvern without Wyvern Scales pseudo-weakness-pseudo-strong stuff? I proposed one thing long ago:

Wyvern Rider Scales: +3 DEF vs Swords and Axes*
Wyvern Knight Scales: +3 DEF vs Swords, Axes, and +3 RES vs Fire magic*
*As long as they're mounted

Somehow I don't think many remember.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 12, 2014, 10:39:19 am
I have no problem removing monster effective from thunder.

I kinda like Haspen's revised rider scales, honestly.  Not the knight one though.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 12, 2014, 10:41:40 am
Why do you want to take monster effectiveness out? >:V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 12, 2014, 10:45:12 am
Why do you want to take monster effectiveness out? >:V

So thunder isn't a weird anti creatyre catch all.

Besides, thunder has fair MT and there are many kinds of monster. Not super fair to get tons of bonus damage against all of them.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Culise on May 12, 2014, 10:46:14 am
In what game was Thunder ever strong against monsters, actually?  I can't seem to find it on Wikia, and I can't recall the GBA games well enough.  It could make sense to make Fire Wind strong against Pegasi, Thunder against Wyverns, and if there must be a catch-all (likely since they're so rare), Light against Monsters.  That is, if there must be such strength/weakness traits given.

EDIT: Wind, not Fire. >_<
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Haspen on May 12, 2014, 10:47:18 am
Why do you want to take monster effectiveness out? >:V

So thunder isn't a weird anti creatyre catch all.

Besides, thunder has fair MT and there are many kinds of monster. Not super fair to get tons of bonus damage against all of them.

Plus Thunder has innate Crt rates, too.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 12, 2014, 10:48:50 am
What about Undead :V
It would make sense to make Holy magics effective vs Undead, Fire vs Monsters, Wind vs Flying and Thunder vs Wyverns.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Culise on May 12, 2014, 10:50:03 am
I think the best option could be to give Wind specialty against Flying types in general, since that's how most of the games do it.  Thunder and Fire would have no particular affinities, but have their own bonuses (respectively, crit-chance and raw strength) to give them their own merits.  After all, Anima mages can cast from all three without particular issues, too. 

I like Solmyr's thoughts quite a bit, too.  It also splits up the Monster catch-all into two reasonable categories. 
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Haspen on May 12, 2014, 10:58:37 am
I think we need a poll on this.

With every option properly and carefully described, and the poll closure requiring 15 or more votes.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 12, 2014, 11:01:03 am
Before or after Nullify?

Btw VOTE DAMMIT
We barely get over 12 votes if I leave the poll fermenting for half a week.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Haspen on May 12, 2014, 11:02:40 am
Unfortunately our Wyvern and Nullify proposals are kinda tied together if you look at it. I think the poll would need to cover both at once, somehow v:
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 12, 2014, 11:05:35 am
How? :V
I think we should do Weaknesses (covering part of wyvern special) then Nullify then wyvern classes' specials.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Haspen on May 12, 2014, 11:07:22 am
That's even more polling than before :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 12, 2014, 11:08:45 am
That's because you're making more trouble than before :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 12, 2014, 11:12:24 am
I think a poll to determine general weapon tree effectiveness isn't a bad idea. We'll return to nullify once that's taken care of.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 12, 2014, 11:18:07 am
Sounds more like enemy classification has the problem instead of the weapons.

Phone. Phone what are you doing, has is a bloody word what is wrong with you.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 12, 2014, 12:02:15 pm
What about Undead :V
It would make sense to make Holy magics effective vs Undead, Fire vs Monsters, Wind vs Flying and Thunder vs Wyverns.

Undead don't have any special features to warrant having an entire weapon category be effective against them.

As for weapon tree effectiveness, here is my take on it.

Wind is Effective against enemies with the flying Keyword.
Bows are also Effective against enemies with the flying Keyword.
Thunder is Effective against enemies with the wyvern Keyword.
Fire is effective against enemies with the undead Keyword.

...and that should be it, I think. I don't think monsters as a whole need a tree that's effective against them.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Shoruke on May 12, 2014, 07:53:23 pm
But great knights and wyverns are the only ones with two weaknesses are they're built like tanks anyways :x
As someone playing a Pegasus Rider, I just want to let you know that you have some reading to do.


As for the Weaknesses stuff, here's my proposal:
We sort the weaknesses into a few categories: Mounted, Flying, Armored, and Wyvern. Nullify now allows you to remove one of those four weaknesses.
Bows and Wind Magic are effective against Flying.
Thunder Magic is effective against Wyvern.
Soldiers deal effective damage against Mounted.
The poll is "Do you accept Y/N"

I'm okay with making undead weak against holy magic...
If we're going to make monsters weak against Fire Magic, we should specifically exclude Wyverns. They are already weak against so much crap.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 12, 2014, 08:00:13 pm
Soldiers deal effective damage against Mounted.

*FWEEEEEEET*

No. No they don't. Soldiers get a flat damage bonus against Mounted units and that is it no it's not they also get a point of defense against them also. A class gaining effective damage against multiple other classes, especially at all times, and especially a first class is a no go.

Armored and Mounted have several weapons that state effectiveness against them. That's all they need to have effective against them. That said, Nullify for Mounted units should probably defend them from the anti-cavalry soldier bonus.

Also:

Wyvern =\= monster.

So that is a non issue. Not that all monsters should be weak to fire magic anyway...

As a side note, did anyone read those class descriptions I wrote up? Only Solymr seems to have commented on them...
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 12, 2014, 08:17:10 pm
I read them. Nice, although not as descriptive as the existing ones. Bit of a non issue though, and they serve their purpose well of explaining the class. A bit of salesman fluff and I'd call it good.

Also, as a random RAI note:
The monster tag already exists, yet for wyverns it is not only not used, but even stated that they are specifically weak to lightning yet no other monster effective weapons.

In rule books, you want to explain things as clearly as you can and with as few words as possible when it comes to rules. Why the unnecessary confusion if it could be dealt with by saying they gain the monster tag?

My main point is consistency.

Also-Also: Those classes are indeed the only with two effective groups, not counting class specific effective weapons.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 12, 2014, 08:22:46 pm
Well, if someone wants to expand upon what I've written, that'd be nice. I think I'm more or less tapped out on those classes.

I don't think Wyverns should be treated as monsters. That'd be even more effective tags for them, and they do not need that at all.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Furtuka on May 12, 2014, 08:25:58 pm
They've already got the dragon category and wyrmslayer yeah.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 12, 2014, 08:28:46 pm
They've already got the dragon category and wyrmslayer yeah.

Wyrmslayer, Dragon Axe, Dragon Lance, whole bunches of other stuff.

I counted them up one time, they had 73 weapons effective against them I think.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 12, 2014, 08:30:14 pm
Page 107, under effective damage in 1.20. I'd quote it but phone. Think that's rather decisive, no?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 12, 2014, 08:35:17 pm
Page 107, under effective damage in 1.20. I'd quote it but phone. Think that's rather decisive, no?

Hm... It does say that, doesn't it.

But why is thunder magic effective against monsters? I can see the wyverns, sure (Big lizards flying around with nothing to ground them with dudes with heavy armor on their back, not to mention dragons and their relatives are said to have scales reminiscent of metal...), but why monsters? Are they just more conductive? That bugs me.

If any monsters are going to take effective damage, it should be ones with abilities similar to classes that take effective damage (i.e gargoyles have the flying keywords, the centaur things get mounted keyword), and undead which should either be vulnerable to a subset of light magic (Maybe Warding? That stuff is kind of underwhelming) or fire magic (KILL IT WITH FIRE!).

This is going to be a long section to come to consensus on, I can tell. -_-'
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 12, 2014, 08:37:55 pm
Random note, effective damage in 1.22 got nerfed to x2, interestingly enough.

@BMM: 'Cause reasons. Makes as much sense to me as light magic having effective magic for almost everything.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 12, 2014, 08:39:22 pm
Random note, effective damage in 1.22 got need to x2, just noticed this.

EH.

Blow that, 3x is how it worked before, I see no reason to change it. Effective Weapons are meant to be deadly, not mildly more threatening than normal.

EDIT: The Judgement tree is clearly the cleansing light of heaven manifesting itself through the holy power of the monk class and its promotions!  :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 12, 2014, 08:40:45 pm
Darnit, my bad phone post got quoted before I could fix it.

Edit: If you want a legitimate guess, probably has something to do with Greek Pantheism and the dismissal of titans.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 12, 2014, 08:43:36 pm
Darnit, my bad phone post got quoted before I could fix it.

It's fine, I edit replied :3

EDIT: I figured it was more an indictment of organized religion's tendency to separate people based on arbitrary values and persecuting those groups that don't fall under their own heading. Though that may be me reading my own values and beliefs into it.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Furtuka on May 12, 2014, 08:51:32 pm
I hereby now submit of an interpretation of holy Arceus and it's ability to change its type of himself and his special move Judgement to be effective to anything provided you prepare ahead of time :P


/jk
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 12, 2014, 08:51:54 pm
Another reason for the lightning versus monster may be the Norse Pantheism and the dismissal of giants and the various critters, bit the spell Titan's Thunder struck me as more Greek.

For the most part, it's magic so I don't normally look too much into it because I know I'll just get hand waving. Why I like Sci fi, you can at least get a semi reasonable answer or amusing technobable. You sometimes get really cool and consistent answers for magic though, like Elder Scrolls Mysticism (or was it alteration?).

Not to say you don't see Sci if with hand waving though, I've just personally not seen as many.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 12, 2014, 09:00:46 pm
The thing about Sci-fi handwaving is you have to be a bit more consistent. And magic does get a lot of free passes when it shouldn't "Because It's Magic".
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: SeriousConcentrate on May 12, 2014, 09:03:06 pm
So... what exactly was wrong with the 'Nullify turns 3x to 2x, Wyvern Knight special turns 3x to 2x, when combined effective damage is 1x' deal? Is it just a case where GMs are worried they won't be able to kill players faster or something?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 12, 2014, 09:06:54 pm
Exactly. They have to be more consistent while magic is just shrugged at. It's like magicians. Everyone knows it's fake, but it's more entertaining to just go with it.

@SC: To be honest, the option presented by Haspen is actually the most forgiving, at least in my view. The skill would almost function the same as the regular one (although chances are the class specific ones would still be free) except for the Great Knight and the Wyvern line.

It's more a question of if you want to make all of them a third weaker against you, or if you want to remove most of them entirely but those few that are left still being deadly.

To put it in clearer terms, there are a few that would want Nullify. Those that are armored, those on horseback, and those that fly. If you look, there's no effectively for a class for horseback and armored. Just those tags. Wyvern and Pegasus have their own tags however, going under both their name and flying (and thunder).

So of all of these, only the great knight and the two flying trees having anything left.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: SeriousConcentrate on May 12, 2014, 09:11:27 pm
I was just curious because we went from a simple idea that seemed to be liked to 'needs moar complication and bookkeeping' fairly quickly. :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 12, 2014, 09:16:17 pm
I seemed to be the only one who had any inclination toward the reduction to 2x rather than the elimination of an avenue of vulnerability once the discussion began, so that didn't help.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 12, 2014, 09:17:39 pm
Look at it this way: it's a toss up between a conditional or math.

@BMM: Well, what's your argument? I could go either way really, but I see the way I voted as more forgiving.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 12, 2014, 09:21:29 pm
Call it a gut feeling.

Which I acknowledge isn't really a convincing argument. And I suppose the idea of Nullify is to make the whole thing more forgiving.

Actually, it may be my bias toward the class skill for wyvern knights I designed. Since it'd stack with the multiplier reduction Nullify, and be reduced in usefulness by the avenue elimination Nullify.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: SeriousConcentrate on May 12, 2014, 09:29:47 pm
My argument is that it's simply easier to remember. It's 'does X have Nullify? Then 2x damage' as opposed to 'Does X have Nullify? Does it Nullify this type of damage? If so, 1x damage'. It eliminates a step of bookkeeping.

EDIT: Actually it would be more like: 'Does X have Nullify? Does it Nullify this type of damage? If so, 1x damage. If not, 3x damage' so it's actually easier to check than I said. :X
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 12, 2014, 09:35:27 pm
I'm sorry but I'd rather go for the nicer option. While great for paladins and wyvern knights, it not nearly as great for anyone else. If you spend your character skill on that, it has to be something that wows you.

Reducing the multiplier doesn't strike me as great as having the chance to nullify a counter, or strike twice, or regain health passively. That's my view on it.

@SC: I admit that, yes, but probably not anymore bookkeeping as personal skills. But I admit some bias there, neither strike me as hard to remember. So less bookkeeping is a good reason.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 13, 2014, 09:45:28 am
Alright, Awareness seems to be handled. Let's take a short break and determine what weapon trees should be effective against what before proceeding to Nullify, since that's sort of important to the skill.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 13, 2014, 10:55:59 am
Phone shenanigans apart, these are the options:

Wind and Bows vs Flying, Thunder vs Wyvern, Fire vs Undead.
Wind and Bows vs Flying, Thunder vs Wyvern, Fire vs Monsters, Holy vs Undead.

Anything else?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 13, 2014, 11:01:28 am
Wind and Bows vs Flying, Thunder vs Wyvern, Warding vs Undead.

Not every category of Anima needs to be effective against something. And I feel like Warding is underwhelming right now, so that's a good boost.

I don't think Monsters as a whole need a vulnerability.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Shoruke on May 13, 2014, 11:20:13 am
Soldiers deal effective damage against Mounted.
*FWEEEEEEET*
No. No they don't.
Okay, yup. My bad, I misspoke. Soldiers get bonuses against Mounted units.


And why do all monsters have to have the same vulnerability? You could just include a specific weakness in the description for certain monsters, so that gargoyles are weak against wind magic, centaurs are treated as Mounted, skeletons are weak against holy, and spiders aren't weak against anything (or maybe weak to fire).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 13, 2014, 11:37:42 am
Soldiers deal effective damage against Mounted.
*FWEEEEEEET*
No. No they don't.
Okay, yup. My bad, I misspoke. Soldiers get bonuses against Mounted units.


And why do all monsters have to have the same vulnerability? You could just include a specific weakness in the description for certain monsters, so that gargoyles are weak against wind magic, centaurs are treated as Mounted, skeletons are weak against holy, and spiders aren't weak against anything (or maybe weak to fire).

That's pretty close in line with what I was thinking, yeah.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 13, 2014, 01:45:06 pm
Casual reminder that the poll won't end until we get at least 15 total votes.

I don't even know if there are enough people following this.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: darkpaladin109 on May 13, 2014, 01:46:00 pm
I follow this.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 13, 2014, 01:47:25 pm
Casual reminder that the poll won't end until we get at least 15 total votes.

I don't even know if there are enough people following this.

Why are we setting an arbitrary vote limit?

Especially one so high? We generally get 10-12 votes total.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 13, 2014, 01:58:48 pm
Prepare to wait, 'cause it may be a few games before enough care about the mechanics to vote. :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 14, 2014, 02:48:46 pm
While we wait for the tie to resolve itself >:I we can discuss something like druidic and warding magic.

How about making druidic effective (triple MT) vs their specified weapon and deal half (total) damage vs the others, and making warding so the wielder takes only half damage from specified weapons?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 14, 2014, 03:20:24 pm
Haha, dat tie.

Anyho, so you want druid magic to be effective against what it trumps but only deal half total damage against everything else? Plausible, I suppose. As for warding, just halving the total damage once then?

Also, since I'm tired of asking this question all the friggin' time when it comes up, let's settle this: is this an optimistic or pessimistic system? I.E., does it round up or down?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 14, 2014, 03:35:23 pm
Every count I've seen in this book is rounded down.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 14, 2014, 05:01:48 pm
We round down.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Squeegy on May 15, 2014, 12:44:33 am
There are 15 threads related to Fire Emblem on Forums on the first 5 pages of the board. It is time to get your own subforum.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 15, 2014, 02:39:58 am
While flattering, I'm not sure how many would agree. We need more bodies, new blood. The old is starting to coagulate a touch, I fear.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 15, 2014, 08:28:18 am
Actually, at this point I'm actually inclined to agree.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: darkpaladin109 on May 15, 2014, 08:33:17 am
I'm somewhat inclined to agree, yet at the same time, I agree with Xanmyral, as there aren't many new players, most of them being FEF1 veterans and only the ocasional new player. I say that we make a subboard if the next NEF gains enough popularity or something.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 15, 2014, 08:46:44 am
Welp, it's up to Toady god since he's the one that can make subboards :P

So, what do you think of my idea for druidic/warding magic?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: darkpaladin109 on May 15, 2014, 08:48:13 am
New Warding/Druidic sound good to me.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 15, 2014, 08:56:09 am
Well, even with Fire Emblem 1 and the Dream Mission ending, we've got-

FEF2
NEF2
NEF2-2 (That is a weird numbering system, I tell you hwhat)
FEF NoH
FEF GoR
FEF TDG
FEF SH
and upcoming games from Solymr and others.

EDIT: And honestly, most of the people with an interest in this game are here because they saw Fire Emblem and spazzed out with glee (Except Xanmyral, I think he mentioned never having played FE before). We should keep getting the occasional new recruit even with our own properly labeled subboard.

Also, if we do get our own sub-board, first thing I'm doing is making a directory for it.

Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Squeegy on May 15, 2014, 09:10:12 am
Making a sub-board would surely give you more attention, because it's a new thing and right on top of the page. I know I gave Einsteinian Roulette a once-over because of its sub-board that I probably wouldn't have given it otherwise. You should ask ToadyOne.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 15, 2014, 02:25:36 pm
It's an idea to consider, for sure, I just fear that while we have enough threads to warrant it, do we have enough people? ER has some twenty to thirty people while I think we number the lower tens.

Nothing says it can't just be rescinded though I suppose. I'm kinda with BMW here. It's something to seriously consider, but at the moment we're still at the threshold than over it.

Also, I joined 'cause tactical RPG. Never finished a FE game.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: darkpaladin109 on May 15, 2014, 02:55:43 pm
I mean, it seems like a good idea, but I say we wait for at least NEF2 to end, and maybe NEF2-3 to start, and see how many new people we get from that. Having a subboard would have a lot of advantages, however, such as being able to put a dedicated tutorial on how to create maps for FEF's, or how to do basic splicing and such. We could also have NEF's be like Bm's are on the Mafia Board, as an introduction to FEF for new players.
However, all of this can wait until we clarify this discussion.
Also
I'm kinda with BMW here.
don'cha mean BMM? :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 15, 2014, 02:58:26 pm
Phhhhoooooooooooooooooooooone!

/me shakes his fist at the sky as ominous thunder peals from the horizon.

On one hand, I want to turn auto correct off. On the other hand it makes general typing much easier.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Shoruke on May 15, 2014, 04:24:32 pm
What I want to know is, how hard is it for Toady to make us a new subforum? If it's going to take him two minutes to click "make new subforum", type the words "Fire Emblem on Forums", hit enter, and wait for us to move all our threads there, I say we request it. It's not like it would hurt the rest of FG&R.

On the other hand if he has to sign something in triplicate, pay a $30 handling fee, wait 4-6 months for approval, juggle while riding a unicycle, and pay an extra $5 per month for extra server upkeep, maybe we should take it easy on the poor guy.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 15, 2014, 04:25:51 pm
That's a fair point. If it's more than 5 minutes of effort, I dunno that it's worth the trouble at this juncture.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Squeegy on May 15, 2014, 06:21:33 pm
I have used this forum software before. It is less than 5 minutes, especially if you link all the threads to be moved to him (16 of them on first 10 pages last I checked). IIRC, it's five clicks and a description to make the subforum, and three clicks per thread (four counting link).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: birdy51 on May 15, 2014, 07:03:38 pm
I think it's become a bit necessary at this point. We've started to collect quite the troop. As long as we do make it easy on him by supplying him the links to all the threads, I think the matter would be worth his time.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 15, 2014, 07:17:48 pm
...We could open it to general vote. Change the current topic to Subforum, and make the options yes, no, and don't care.

Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: birdy51 on May 15, 2014, 08:14:12 pm
Phew. 20 Threads... We could blot out the front page if we all posted simultaneously. O.o
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 15, 2014, 08:27:09 pm
I decided to get the list ready in case the consensus was in favor of the new sub-forum. To be honest, it's more than I'd think off hand.

...And we have new ones on the way...
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Furtuka on May 15, 2014, 08:30:01 pm
Phew. 20 Threads... We could blot out the front page if we all posted simultaneously. O.o

It happened once before. adwarf's reaction was hilarious XD
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 15, 2014, 09:50:30 pm
What was the reaction?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Furtuka on May 15, 2014, 09:51:11 pm
Jokingly yelling at Haspen that this was all his fault :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Squeegy on May 16, 2014, 12:00:18 am
You lot might want to consider that you have a problem.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: RangerCado on May 16, 2014, 12:02:04 am
We joined the Bay12 Forum and most of us played Dwarf Fortress at some point, I think we all have a problem. :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Shoruke on May 16, 2014, 12:57:45 am
You lot might want to consider that you have a problem.
People who play Dwarf Fortress have a problem... because they play Fire Emblem.
Methinks ye spoke rashly.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 16, 2014, 01:14:16 am
I think it was more of a tongue in cheek comment about how we like FE than something to get defensive about.

Tone's hard to convey on the net and all that jazz. Scattin', if'n yah wanna get all technical.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Shoruke on May 16, 2014, 02:46:57 am
Tone's hard to convey on the net and all that jazz.
Yeah. I was trying to be tongue-in-cheek with my comment too. I think I did it wrong though.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 16, 2014, 09:03:12 am
Look at that, we have 15 votes and a winner.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 16, 2014, 10:07:51 am
Announcement: This poll is going to be changed to include options for keeping Nullify as is, and simply making it Cost.

EDIT: Also, I had a thought on the gulf between characters who start as trainees vs. those who start as first class. There's always a huge difference and it makes it really hard to catch up, especially since enemies that show up for characters who join at first class tend to be a few levels higher to compensate for trainee strength.

One way I figured to combat this would be to give Trainees 300 Progression to start, instead of 330. Then, when they promote to first class, they get that last 30. Thoughts?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Haspen on May 16, 2014, 10:45:14 am
Trainee Progression sounds nice.

And let's not forget that (at the moment) if you start as Trainee you get extra 5% Progression from class change to First Class :v!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 16, 2014, 10:47:58 am
Trainee Progression sounds nice.

And let's not forget that (at the moment) if you start as Trainee you get extra 5% Progression from class change to First Class :v!

Yeah, it ends up being a real slap in the face for people who have to wait to join up and wind up with lower stats and progression.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: darkpaladin109 on May 16, 2014, 11:03:18 am
Agreed. Trainee progression sounds good to me.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 16, 2014, 11:40:47 am
Lucas in NoH is 5 levels behind and he's much kredit to team :P

But yeah I approve this.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Squeegy on May 16, 2014, 11:45:56 am
That was so fast I missed it. What won?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Solymr on May 16, 2014, 11:47:37 am
It was just that more options were necessary.
Are you interested in FEF after all? :D
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Squeegy on May 16, 2014, 12:00:10 pm
I assumed it was the poll on whether FEF should get its own subforum. I have too many obligations to commit to something like that. But I do think it's one of the better games/systems on the subforum.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Xanmyral on May 16, 2014, 01:48:23 pm
Understandable (the commitment part), if you feel you can shoulder another game, feel free to try out an NEF. They're purposely short and for new players to get a taste of the system, done with a veteran to help show people the ropes.

Granted, most veterans keep an eye out and are happy to assist either with mug making and sheet checking.

Enough of the pitch though, thanks for bringing the problem to our attention about how many threads we got. Didn't think we actually had that many; I don't think any of us want to be a bother to the FG&RP section.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Solymr on May 16, 2014, 03:57:12 pm
New poll to decide if FEF games get independence a new subforum!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: RangerCado on May 16, 2014, 03:58:21 pm
AND ITS A STRONG START RIGHT OUT THE GATE FOR OUR CONTENDERS! 1 VOTE ON EACH IN THIS EXCITING MATCH UP!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 16, 2014, 04:01:00 pm
Ironically enough, ambivalence seems to have the most outspoken backing for now.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: birdy51 on May 16, 2014, 04:01:56 pm
I've extent my vote for the measure of the creation of a subforum.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: RangerCado on May 16, 2014, 04:02:23 pm
AND NO! GETS LEFT BEHIND IN A STUNNING JUMP FROM YES! BUT WAIT!!! DON'T CARE! HAS PRESSED ON INTO A MASSIVE LEAD!

((Will stop now. XD))
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Furtuka on May 16, 2014, 04:42:07 pm
No no keep doing it, the poll can use the bumps :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: birdy51 on May 16, 2014, 05:31:36 pm
Alright. I gave the Laguz stats and I am currently finishing up with their abilities. For now, how do they look? The + marks are the stats they gain upon transformation.

Spoiler: Laguz (click to show/hide)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: RangerCado on May 16, 2014, 06:08:59 pm
DON'T CARE! HAS A RESOUNDING LEAD WITH YES! STRUGGLING TO KEEP UP. NO! GOT A SMALL LEAP BUT IS ULTIMATELY BEING LEFT IN THE DUST!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 16, 2014, 07:02:28 pm
Hm. I'll be honest. I expected more votes by now.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Squeegy on May 16, 2014, 07:30:18 pm
Understandable (the commitment part), if you feel you can shoulder another game, feel free to try out an NEF. They're purposely short and for new players to get a taste of the system, done with a veteran to help show people the ropes.

Granted, most veterans keep an eye out and are happy to assist either with mug making and sheet checking.

Enough of the pitch though, thanks for bringing the problem to our attention about how many threads we got. Didn't think we actually had that many; I don't think any of us want to be a bother to the FG&RP section.
It's a mutually beneficial arrangement, because we can fit like 5 more threads on the first page, and you get a special forum. Everyone gets more attention.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 16, 2014, 07:36:55 pm
Holy shit, affirmative votes have come even with indifferent ones.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: RangerCado on May 16, 2014, 09:20:12 pm
ITS A RECORD TIE RIGHT NOW AT 7, 7 FOR YES! AND DON'T CARE! WHO WILL WIN THIS INCREDIBLE RACE!? FIND OUT, TOMORROW AT 8/7 CENTRAL!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Furtuka on May 16, 2014, 09:24:19 pm
Actually we decided on the IRC to leave this poll up for two days :p
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: RangerCado on May 16, 2014, 09:25:15 pm
SUNDAY! 8/7 CENTRAL!!!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Shoruke on May 16, 2014, 10:08:42 pm
I choose to interpret the results thusly:
1) "NO!" loses
2) therefore the answer is "yes"
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Squeegy on May 16, 2014, 10:18:51 pm
And the ayes have it.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 16, 2014, 10:19:07 pm
Yeah, it's looking fairly clear as it stands.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Swordstar on May 16, 2014, 10:21:29 pm
Way I see it, if others want us to move to a subforum, there's no reason not to. But I don't especially care if we don't move, so, yeah.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 16, 2014, 10:22:55 pm
...We could open it to general vote. Change the current topic to Subforum, and make the options yes, no, and don't care.


Awright, there's the list again, someone get ahold of Toady.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Furtuka on May 16, 2014, 10:39:12 pm
Do you think we should put the deader games in the list just for the sake of record keeping?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 16, 2014, 10:39:57 pm
Do you think we should put the deader games in the list just for the sake of record keeping?

If you want to track them down and stick them in, be my guest.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Xanmyral on May 16, 2014, 10:42:15 pm
I feel bad about distracting Toady from his coding. Specially with the release literally looming.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Furtuka on May 16, 2014, 10:45:55 pm
Do you think we should put the deader games in the list just for the sake of record keeping?

If you want to track them down and stick them in, be my guest.

Alright! *salutes*

Spoiler (click to show/hide)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Character Skills!
Post by: Blade Master Model 42 on May 16, 2014, 10:47:46 pm
Spoiler: Ta-da! (click to show/hide)

Good, now it's all in one post.

Edit: Final count of 313. Shiiiiit. Daaaaaaamn
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Sirus on May 16, 2014, 11:07:48 pm
You missed one :D (http://www.bay12forums.com/smf/index.php?topic=115240.msg3548445#msg3548445)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Furtuka on May 16, 2014, 11:11:02 pm
Well it we're gonna go that far back... (http://www.bay12forums.com/smf/index.php?topic=100479.msg2973458#msg2973458)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Sirus on May 16, 2014, 11:12:53 pm
Well it we're gonna go that far back... (http://www.bay12forums.com/smf/index.php?topic=100479.msg2973458#msg2973458)
Holy fuck I never even knew about that one O_o

Anyway, I still don't see a need for a sub-board. I'm guessing there are far more D&D games here in FG&RP and no-one's ever considered a sub-board for that.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Furtuka on May 16, 2014, 11:13:57 pm
To be fair those didn't happen all at the same time.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Furtuka on May 16, 2014, 11:15:42 pm
DOUBLE POST BECAUSE IMPORTANT PM JUST ARRIVED

Hi! I saw that you were to one who introduced the rulebook to Bay12 was just wondering if you would be willing to tell me where the Fire Emblem the Further Journeys book came from? And who made it and if it is still being developed?

It's a question that's been digging at my mind for a while now, and with how there's been a lot of discussion about potential modifications and house rules in the FEF threads lately I figured it would be a good time to ask.
Oh... I believe it's Cecil. I've haven't actually been in contact with him for such a long time. No wait, I actually just played League with him. I'll ask him the next time we play.

Hey just checking in if you're still able to contact him since its been a while since the last message. Sorry for the trouble.

I was. He thinks is cool and will integrate some changes (I think). I want him to post, but I'm honestly too busy to check.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Sirus on May 16, 2014, 11:18:41 pm
We have at least 3 D&D games running right now, another one very recently. I'm sure we have far more than 33 threads somewhere in this forum.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 16, 2014, 11:19:43 pm
DOUBLE POST BECAUSE IMPORTANT PM JUST ARRIVED

Hi! I saw that you were to one who introduced the rulebook to Bay12 was just wondering if you would be willing to tell me where the Fire Emblem the Further Journeys book came from? And who made it and if it is still being developed?

It's a question that's been digging at my mind for a while now, and with how there's been a lot of discussion about potential modifications and house rules in the FEF threads lately I figured it would be a good time to ask.
Oh... I believe it's Cecil. I've haven't actually been in contact with him for such a long time. No wait, I actually just played League with him. I'll ask him the next time we play.

Hey just checking in if you're still able to contact him since its been a while since the last message. Sorry for the trouble.

I was. He thinks is cool and will integrate some changes (I think). I want him to post, but I'm honestly too busy to check.

What

WHATWHATWHATWHAT

OH MY GOD. THE CREATOR OF THE ORIGINAL BOOK IS IN CONTACT? OH MY SHIT.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Squeegy on May 16, 2014, 11:35:15 pm
Well it we're gonna go that far back... (http://www.bay12forums.com/smf/index.php?topic=100479.msg2973458#msg2973458)
Holy fuck I never even knew about that one O_o

Anyway, I still don't see a need for a sub-board. I'm guessing there are far more D&D games here in FG&RP and no-one's ever considered a sub-board for that.

Yeah, I highly doubt that. Count them if you want. I seriously doubt that the remotely active ones outnumber 33 (35?). You have enough threads to fill at least two pages.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 16, 2014, 11:36:27 pm
To be fair, 15 of those aren't active at all.

But I cast my vote for don't care, so if we get a sub-forum, we get a subforum.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Sirus on May 16, 2014, 11:38:29 pm
Well it we're gonna go that far back... (http://www.bay12forums.com/smf/index.php?topic=100479.msg2973458#msg2973458)
Holy fuck I never even knew about that one O_o

Anyway, I still don't see a need for a sub-board. I'm guessing there are far more D&D games here in FG&RP and no-one's ever considered a sub-board for that.

Yeah, I highly doubt that. Count them if you want. I seriously doubt that the remotely active ones outnumber 33 (35?). You have enough threads to fill at least two pages.
What Blade said. Maybe half of those 33 threads are active at all, the rest are, just like the majority of the D&D games, dead or simply inactive.
Voted for Don't Care, because while I don't see the need for a sub-board I'm not going to be very perturbed if it happens.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Xanmyral on May 17, 2014, 03:09:45 am
Voted dun care as well. Doesn't matter to me in all honesty, I just don't want us to be a bother either way.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Haspen on May 17, 2014, 03:15:02 am
-le gasp-

What

WHATWHATWHATWHAT

OH MY GOD. THE CREATOR OF THE ORIGINAL BOOK IS IN CONTACT? OH MY SHIT.

Wow he actually exists. Craaazy!

If he will post in this thread I will feel strange. Dunno, like a Greek peasant meeting a minor god/demi-god on the way to the market v:

I feel bad about distracting Toady from his coding. Specially with the release literally looming.

To be honest, it's basically matter of 'get to administration -> create sub-forum -> fill description -> done', can't be more than 15 minutes.

Then again in 15 minutes Toady might squish ten bugs or something, dunno I'm not Architect of Matrix v:
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: darkpaladin109 on May 17, 2014, 03:31:12 am
I dun care too much. Having it would be nice, since there's at least 2 FEF's incoming and it would allow us to add things like guides for first time GM's or players.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Shoruke on May 17, 2014, 11:51:26 am
So how about... we wait until like three days after the next DF release (to let the post-release mail spam die down just a bit) and then put in our request for a subforum?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Squeegy on May 17, 2014, 12:03:15 pm
To be honest, it's basically matter of 'get to administration -> create sub-forum -> fill description -> done', can't be more than 15 minutes.
I timed myself doing the same exercise, with 35 threads, on my own SMF board. It took me almost exactly 5 minutes and 38 seconds, starting from opening the PM, to individually moving each thread into the new subforum. It will probably take him a similar amount of time to do the actual work on his end.

Then again in 15 minutes Toady might squish ten bugs or something, dunno I'm not Architect of Matrix v:
As a programmer... no. No he would not. It probably takes longer to go over all the moderation reports.

So how about... we wait until like three days after the next DF release (to let the post-release mail spam die down just a bit) and then put in our request for a subforum?
I think he can get it done long before never if you ask him soon.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Sirus on May 17, 2014, 12:24:31 pm
I wonder how many of the "yes" votes are actually FEF players ::)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Furtuka on May 17, 2014, 12:57:30 pm
That's part of the point though. To see the opinion of the fgrp community as a whole.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Gamerboy4life on May 17, 2014, 01:02:31 pm
You know, I see a problem with having a separate forum for FEF.

How long is it going to last? We might have a tonne of threads for it, but who knows if the game as a whole will start to die down in the next year or so, (or even sooner, god forbid,) and then we're left with an empty, inactive subforum?

I don't know if anyone really considered longevity to be a factor.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Furtuka on May 17, 2014, 01:06:49 pm
I think we discussed and concluded it might actually bring in more interest since to take einsteinian roulette as an example, which a lot of people ignored until it got its own subforum.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Squeegy on May 17, 2014, 01:07:22 pm
You know, I see a problem with having a separate forum for FEF.

How long is it going to last? We might have a tonne of threads for it, but who knows if the game as a whole will start to die down in the next year or so, (or even sooner, god forbid,) and then we're left with an empty, inactive subforum?

I don't know if anyone really considered longevity to be a factor.

Such a hypothetical is impossible to judge. The threads are on the rise right now. Einsteinian Roulette might die down some day too, but that didn't stop them.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 17, 2014, 01:45:04 pm
Well in any case, the results of the poll seem fairly clear. Squeegy, if you'd like to contact Toady One about the new sub-forum...
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Squeegy on May 17, 2014, 02:03:06 pm
Well in any case, the results of the poll seem fairly clear. Squeegy, if you'd like to contact Toady One about the new sub-forum...

Oh ho, I'm the representative? Very well. I accept that responsibility.

e: Sent.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Sirus on May 17, 2014, 03:36:46 pm
Perhaps I'm missing something, but why the fuck are we leaving this to someone who's single contribution to FEF is to whinge about how popular FEF is? Instead of, you know, someone who actually gives two fucks about it?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Haspen on May 17, 2014, 03:44:12 pm
Perhaps I'm missing something, but why the fuck are we leaving this to someone who's single contribution to FEF is to whinge about how popular FEF is? Instead of, you know, someone who actually gives two fucks about it?

Toady's PM box is open to everyone. Go on Sirus :3!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Sirus on May 17, 2014, 03:49:33 pm
Did you miss something Haspen? I think the whole goddamn sub-forum idea is a waste of time. If anything I would PM Toady and argue against it.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Rolepgeek on May 17, 2014, 03:53:01 pm
A larger waste of time than arguing against it?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 17, 2014, 03:58:37 pm
I see no significant down or up side to the whole thing.

Besides, Squeeg was the one vocal enough to push for it, and he hadn't been rude about it. I figured it'd be fine.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Squeegy on May 17, 2014, 06:42:15 pm
Sirus, on the other hand, is being increasingly rude. I thought you didn't care, dude?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: darkpaladin109 on May 17, 2014, 06:43:18 pm
Sirus, on the other hand, is being increasingly rude. I thought you didn't care, dude?
He had a really bad day. He posted about that in the Rage thread.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Sirus on May 17, 2014, 06:48:41 pm
Sirus, on the other hand, is being increasingly rude. I thought you didn't care, dude?
He had a really bad day. He posted about that in the Rage thread.
Had?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Squeegy on May 17, 2014, 07:18:33 pm
Sirus, on the other hand, is being increasingly rude. I thought you didn't care, dude?
He had a really bad day. He posted about that in the Rage thread.
I don't read the Rage thread, so uwu
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Shoruke on May 17, 2014, 07:22:08 pm
Excuse me while I refocus the thread here...

Isn't a Troubadour's Physical Training skill a bit much? They're supposed to be healers. Giving them a weapon is fine with me, but Rank C in a specific subcategory? To put this in perspective, that makes them just as good with weapons as any frontliner class.

-Fencers get Rank D with swords, rank C in one subcategory.
-Pegasus Knights get Rank D with lances, rank C in one subcategory.
-Bandits get Rank D in Axes, rank C blah blah blah you get it.
-Archers too.
Troubadours are also the only First Class that can use axes while mounted, and they can use them like Bandits with less STR, but more SKL and SPD. And also they're healers. And also they move farther. And if a horse would get in their way, they can dismount and just be lightweight pirates.

Shouldn't Troubadours just get rank D in one weapon and not be able to specialize? Or get rank D in one subcategory and Rank E in the others because they're a bit busy training with magic to be cavaliers as well?
Also, one of their preferred stats is apparently "Spreed".
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Swordstar on May 17, 2014, 07:27:56 pm
They also don't get any other skill that might help them. That's their skill, getting good ranks in a physical weapon. Add into that the fact that they need both magic and strength... It balances out.

I'm not sure what being able to use axes while mounted has to do with anything? Axes still weigh a ton and so unless they're dedicating points to con, that's going to slow them down a ton.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Xanmyral on May 17, 2014, 07:33:26 pm
@Sho: They're suppose to only have a D in a weapon skill, like every other class that gets two different weapon trees as a first class. It's in the book. It's presented as it is because the chosen weapon proficiency is suppose to be immutable and unable to change.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 17, 2014, 09:35:22 pm
@Sho: They're suppose to only have a D in a weapon skill, like every other class that gets two different weapon trees as a first class. It's in the book. It's presented as it is because the chosen weapon proficiency is suppose to be immutable and unable to change.

No no no, the Troubadour actually does get a C in proficiency with staves, as well as a weapon.

Where the Priest has Self-Healing and the Cavalier has Reliable Attack, The Troubadour has Physical Training, which is what gives them a focused second weapon tree. That's not an error, it's a class feature.

I figured that out on my own back when we were finishing up First Classes.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Swordstar on May 17, 2014, 09:38:22 pm
Yeah, what Blade said is what I was trying to say. Troubs don't get a skill other than having better weapon ranks. That's their thing, they're good at using a physical weapon.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Xanmyral on May 17, 2014, 10:10:24 pm
Ah. What I get for making a comment without looking to verify.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Solymr on May 18, 2014, 01:56:07 pm
Squeegy, did Toady answer?

Meanwhile we can try to come up with something for wyvern knights. Since nullify is still strong the effective damage reduction isn't really worth and I forgot the idea we were discussing on irc bring something here :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Squeegy on May 18, 2014, 01:56:58 pm
No, it will likely be later today or tomorrow.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Swordstar on May 18, 2014, 01:59:17 pm
Meanwhile we can try to come up with something for wyvern knights. Since nullify is still strong the effective damage reduction isn't really worth and I forgot the idea we were discussing on irc bring something here :v

Opposite of Samurai, for every 10 HP they have, +1 AS/+2 Damage
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Rolepgeek on May 18, 2014, 03:07:39 pm
Meanwhile we can try to come up with something for wyvern knights. Since nullify is still strong the effective damage reduction isn't really worth and I forgot the idea we were discussing on irc bring something here :v

Opposite of Samurai, for every 10 HP they have, +1 AS/+2 Damage

No, too powerful. Samurai have a risk that goes along with it, have to work to get there. Wyvern Knights will get the same bonus without the same downsides, whilst being able to fly. Not fair.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Haspen on May 18, 2014, 03:12:20 pm
Maybe just reeeeally add Pierce from FE8?

%SKL to completely bypass target's DEF. Black Magic has Luna so why Wyvern Knights shouldn't be able to have something similar? :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Swordstar on May 18, 2014, 03:12:43 pm
*shrug* I was just saying what was discussed in chat the other day. Could also be for x above 50% HP, they gain bonuses or something.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Solymr on May 18, 2014, 03:16:04 pm
Haspen, Pierce was the suggested new passive for wyvern hunters :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Haspen on May 18, 2014, 03:26:17 pm
Haspen, Pierce was the suggested new passive for wyvern hunters :V

I remember suggesting it for Wyvern Knights cuz Wyvern Hunters had a bonus against horseback/pegasi/wyverns? v:
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Xanmyral on May 18, 2014, 03:41:00 pm
Just pegasi and wyverns. Or anything else that would fly, really.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Sirus on May 18, 2014, 04:34:31 pm
Just popping in to apologize for my behavior yesterday :<
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 18, 2014, 04:52:04 pm
We still love you Sirus.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: scapheap on May 18, 2014, 04:53:39 pm
Come give us a hug! :)

Too friendly? :-[
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Squeegy on May 18, 2014, 05:29:18 pm
Hey guys, did you know ToadyOne made a new subforum (http://www.bay12forums.com/smf/index.php?board=21.0) for arranging D&D games quite a while ago?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Sirus on May 18, 2014, 05:30:38 pm
Hey guys, did you know ToadyOne made a new subforum (http://www.bay12forums.com/smf/index.php?board=21.0) for arranging D&D games quite a while ago?
Except that's mostly for playing other video games. I think I played a single D&D game in that subforum, every other one was right here in FG&RP.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Squeegy on May 18, 2014, 07:03:08 pm
Toady One says that he is somewhat hesitant to have a subforum named after a Nintendo IP. What's your response?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 18, 2014, 07:04:25 pm
Toady One says that he is somewhat hesitant to have a subforum named after a Nintendo IP. What's your response?

...Who has a shrug emote?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Sirus on May 18, 2014, 07:05:11 pm
-v(O_o)v-
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 18, 2014, 07:05:45 pm
-v(O_o)v-

Thank you Sirus.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Swordstar on May 18, 2014, 07:05:48 pm
What Blade said.

Could also call it FEF so that it's being called what we recognize it without directly stating it's Fire Emblem.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Sirus on May 18, 2014, 07:06:30 pm
I can see why he'd be hesitant though. We do NOT want some lawyers coming in to shut the forum down.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Swordstar on May 18, 2014, 07:07:27 pm
I doubt it'd be an issue, but *shrug* From what we realized in IRC yesterday, it seems like the majority of us actually voted don't care or no, soooooo
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 18, 2014, 07:08:16 pm
What Blade said.

Could also call it FEF so that it's being called what we recognize it without directly stating it's Fire Emblem.

But, the problem there is new members aren't going to understand, so say goodbye to new blood trickling in.

I can see why he'd be hesitant though. We do NOT want some lawyers coming in to shut the forum down.

Well, Toady doesn't charge for anything on the site, so I don't think there'd be any problems. But I'm not a lawyer.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: birdy51 on May 18, 2014, 07:23:06 pm
I would prefer not putting Toady into any position where he feels uncomfortable. That to me is one giant, resounding, NO!

The issue of legality is not the problem here. If Toady feels worried about it, then I consider that portion of the conversation null and void. However, if it's just a naming issue then perhaps calling the new forum something different would suffice... But I don't have any good ideas right now that capture and maintain what FEF is that would designate it as *our* board.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: IronyOwl on May 18, 2014, 07:32:48 pm
Mmm. Might be worth generalizing it to some kind of tabletop RPG board if we were going to do it at all. Sucking in the D&D games and handful of GURPS/White Wolf/Dark Heresy stuff might give it a bit more legitimacy and purpose anyway.

Alternatively some kind of "established rules" board or something, but that's a lot more arbitrary and pointless. Grid/map based combat/RPGs?


Maybe we need to go back to basics. Why was it some of us wanted a new subforum again? "There's kind of a lot of them" and "it might attract more interest" were the only things I heard. I guess setting some arbitrary limit to the number of games using the same or essentially same system before they get shunted/are officially stated to belong in there might work.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 18, 2014, 07:56:23 pm
The FEF threads were what caused the so called problem. Unless we can get a clearly labeled sub-board so people who are interested can find us, moving us is going to kill the group since no one is going to join afterwards.

And I think trying to pull all other threads in this board that're also based on tabletop systems would cause more problems than it could ever hope to solve. So I think it's fairly clear this won't be happening at this point.

Does this mean we can get back to work on the system?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: SeriousConcentrate on May 18, 2014, 07:57:36 pm
Hopefully so.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Swordstar on May 18, 2014, 07:58:33 pm
I suggested it could be called Emblem Forum Games which is similar enough to convoy the meaning, but isn't exactly the name issue. That being said, I don't really care what happens so yaaaaaaaay system work!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 18, 2014, 08:00:47 pm
Alright, Solymr is not on right now by appearances, but I think the next vote should be my suggested change to trainees.

Under this idea, Trainees would start with 300 progression instead of 330, and would get 30 on promoting to first class. This'll go some way to making Trainees less irritatingly superior to characters who join games as First class units, who lose out on 5 progression and a bunch of levels.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: SeriousConcentrate on May 18, 2014, 08:05:29 pm
I say all characters should just get trainee levels rolled and such anyway, but that's just me. Less complicated, although it does mean a bit more rolling (but that can all be done at once when the character joins, so it's a little easier to manage).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: IronyOwl on May 18, 2014, 08:07:05 pm
I say all characters should just get trainee levels rolled and such anyway, but that's just me.
This would probably be the simple, satisfying way to do it. You'd typically just roll for levels as normal if somebody needed to join above level one, right? Why do it differently for class promotion barriers?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Swordstar on May 18, 2014, 08:07:54 pm
I say all characters should just get trainee levels rolled and such anyway, but that's just me. Less complicated, although it does mean a bit more rolling (but that can all be done at once when the character joins, so it's a little easier to manage).

That's what I'm planning on doing.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Sirus on May 18, 2014, 08:10:05 pm
I say all characters should just get trainee levels rolled and such anyway, but that's just me.
This would probably be the simple, satisfying way to do it. You'd typically just roll for levels as normal if somebody needed to join above level one, right? Why do it differently for class promotion barriers?
This makes perfect sense to me. No punishing players who join late, nor making trainees even weaker than they already are.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Xanmyral on May 18, 2014, 08:10:34 pm
People will sue about anything. Take it with a grain of salt, but I've heard that if you don't defend your IP you lose it, thus why you see hilarious and stupid cases of lawsuits to defend a trademarked thing.

I think I heard that around the Bethesda vs. Notch thing.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Shoruke on May 19, 2014, 12:13:01 am
I think Nintendo would be rather silly to try and sue us over this. We're essentially giving them free advertising, and it's not like we're really denying them business; has anybody ever said, "I'd buy this Fire Emblem game if not for the forum game I'm in"? Doubtful.

On the other hand, lawyers and their shenanigans. Stay far away from lawyers and their shenanigans.

I don't suppose we could just, like... ask the Nintendo America guys, "Hey, do you give a crap?"
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Sirus on May 19, 2014, 12:16:47 am
I've heard stories of things like Pokemon fangames getting shut down by Nintendo. Don't know how much is true or not, but I'd rather be safe than sorry.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Solymr on May 19, 2014, 01:43:47 am
Serenes Forest has every name of every Fire Emblem game all over its forums and nothing really happened, but if its the case how about Strategy Play By Post?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: darkpaladin109 on May 19, 2014, 07:00:52 am
Serenes Forest has every name of every Fire Emblem game all over its forums and nothing really happened, but if its the case how about Strategy Play By Post?
hmm, yeah, I'd like to just be FEF or something too, but I suppose it's better to be safe than sorry. The name suggestion I approve of, though.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Solymr on May 19, 2014, 07:05:56 am
:O

How about we name it The Further Journeys, like in the handbook?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: darkpaladin109 on May 19, 2014, 07:09:11 am
:O

How about we name it The Further Journeys, like in the handbook?
I like that idea, since it keeps some further connection to FEF.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Solymr on May 19, 2014, 07:19:24 am
Alternatively we can use "FEF Games" since it doesn't have the full Fire Emblem on its name.

Why am I so voluble :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 19, 2014, 07:38:39 am
The problem with calling it The Further Journeys or FEF is that no one is going to know what it is unless they're already a member of our little club here. So say goodbye to new membership.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Solymr on May 19, 2014, 07:44:30 am
Fortunately at the side there will always be the last post of a thread called fire emblem something and a new subforum attracts attention no matter what its called, so we can make an introductory thread that answers any doubts.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Squeegy on May 19, 2014, 08:37:56 am
And it doesn't really matter that it's called Fire Emblem because the bulk of the attention you get won't be because it's a Fire Emblem subforum, but because there's a new subforum at all.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 19, 2014, 08:42:34 am
And it doesn't really matter that it's called Fire Emblem because the bulk of the attention you get won't be because it's a Fire Emblem subforum, but because there's a new subforum at all.

That's great and all, but the majority of people who are going to stick around and add to the player base are going to be fans of Fire Emblem. And once the shiny new sub-forum factor wears off, where are we?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Squeegy on May 19, 2014, 08:44:29 am
Still at the top of the page where everyone sees you before any of the games on FGRP?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Solymr on May 19, 2014, 08:45:21 am
Maybe when they get inside the forum and see every thread with Fire Emblem on it? :V
The last post stuff at the right of the page will always show up something Fire Emblem so people who are interested in Fire Emblem see that and click it.

I have no problem naming the forum FEF Games.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 19, 2014, 08:48:07 am
Still at the top of the page where everyone sees you before any of the games on FGRP?

But what they see is apparently going to be FEF sub-board, or The Further Journeys sub-board.

I know I'd never been in the RTD sub-board until recently because I just didn't care. Still haven't looked at Einsteinian Roulette either, and I don't give them so much as a second glance when I mess around in the FGRP board.

EDIT: Oh, apparently we have a Mafia sub-board also. I thought I remembered that second link being Einsteinian Roulette. Well.

Maybe when they get inside the forum and see every thread with Fire Emblem on it? :V
The last post stuff at the right of the page will always show up something Fire Emblem so people who are interested in Fire Emblem see that and click it.

I have no problem naming the forum FEF Games.

Well, I now actively dislike the idea since we can't have Fire Emblem as the sub-forum name. So that's where I stand.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Furtuka on May 19, 2014, 09:22:55 am
I dunno, the subforums had the other effect on me that stimulated curiousity after I got over the initial intimidation factor, but I can see where Blade's coming from too. But I was actually getting kinda excited about the subforum idea... blaaagh I don't know what to think
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Squeegy on May 19, 2014, 09:26:15 am
Well, he hasn't actually said no yet.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: darkpaladin109 on May 19, 2014, 09:29:31 am
Hmm, I'm kinda on the same thing as Furt here. Again, te subforum idea is....exciting, to say the least, with a lot of things we could do with it, but again, not having Fire Emblem in the title kinda makes it seem more....eh. I dunno, I'm still up for it, but we should at least call it FEF, at least.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Solymr on May 19, 2014, 09:48:45 am
You can assure Toady that there's nothing wrong with naming a subforum Fire Emblem. There are sites that have it plastered all over the place and they're still on (even if a little dead :V):

http://forums.feplanet.net/index.php
http://serenesforest.net/forums/
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Culise on May 19, 2014, 12:40:38 pm
I still like the idea of a general Tabletop Games section to contain Fire Emblem, D&D, and other such games, but I can understand the arguments put forth against it.  At any rate, if we did have one or the other, I'd probably vote Tabletop Games-general over Fire Emblem-specific. 
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Furtuka on May 19, 2014, 03:53:39 pm
Quote
[15:25]   Hatkitty   Name: Further Journeys | Description: Series of forum games based on Fire Emblem tactical series

^Haspen has good idea.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 19, 2014, 03:56:56 pm
Quote
[15:25]   Hatkitty   Name: Further Journeys | Description: Series of forum games based on Fire Emblem tactical series

^Haspen has good idea.

The apparent problem of having Fire Emblem mentioned officially in the website remains. But I'd be fine with that.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: IronyOwl on May 19, 2014, 04:00:31 pm
Quote
[15:25]   Hatkitty   Name: Further Journeys | Description: Series of forum games based on Fire Emblem tactical series

^Haspen has good idea.

The apparent problem of having Fire Emblem mentioned officially in the website remains. But I'd be fine with that.
This seems kind of like combining the problems of both- you don't explicitly put Fire Emblem in the title, but then you still put it right next to it where it's a potentially awkward IP issue.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Haspen on May 19, 2014, 04:03:08 pm
Then there shall be no subforum, easy! v:
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: IronyOwl on May 19, 2014, 04:04:13 pm
Then there shall be no subforum, easy! v:
Well, that'd be my vote. :x
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Swordstar on May 19, 2014, 04:08:47 pm
I'm not 100% sure why having a subforum with Fire Emblem in it is an issue but having various threads with Fire Emblem in them isn't buuuuut, that being said, since the majority of us don't actually seem to care that much about getting a subforum anyways, it's probably better to just drop the subject.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: SeriousConcentrate on May 19, 2014, 04:11:04 pm
This.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: birdy51 on May 19, 2014, 04:13:36 pm
I am in accord with Haspens suggestion.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Shoruke on May 19, 2014, 04:16:11 pm
the majority of us don't actually seem to care that much about getting a subforum anyways,
You keep using that word. It does not mean what you think it means.
It means, "more than half of the population under consideration." We have 16 votes for yes, and a total of 11 votes for things that are not yes. The majority, in fact, voted that yes, we should have a new subforum.

The biggest reason against it so far is that there might be a legal issue. Other fora have provably shown that said legal issue is not likely to actually come up.

We should have a new subforum. And I'd say Haspen's suggestion there is the right way to do it.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Haspen on May 19, 2014, 04:20:44 pm
Other fora have provably shown that said legal issue is not likely to actually come up.

However other forums aren't part of a indie game developer's forum who does have to be concerned about legal issues :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Squeegy on May 19, 2014, 04:23:42 pm
Toady One makes zero money from DF. It's all generous independent donations. In that respect, he's no different from any other forum.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Swordstar on May 19, 2014, 04:24:57 pm
shoruke: Out of everyone I've talked to, the majority have said they either voted no or don't care. Which has led me to suspect that people that do not currently play FEF also voted in the poll. When I say us, I mean people that play FEF. So, I'm sticking with what I've said.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: SeriousConcentrate on May 19, 2014, 04:25:59 pm
Also, let's get down to brass tacks. Toady doesn't want to do it, and his vote is the only one that matters. So there's no point in continuing to pursue the issue.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: IronyOwl on May 19, 2014, 04:29:12 pm
Also, let's get down to brass tacks. Toady doesn't want to do it, and his vote is the only one that matters. So there's no point in continuing to pursue the issue.
I don't think that's quite the case. Squeegy said he was "hesitant" or similar, not that he outright didn't want to.

The bigger issue, I think, is that the poll and the discussion don't line up. The poll clearly indicates favor or indifference for a subforum. The discussion tends to lean fairly heavily towards indifference or opposition. I'm not sure what that means, exactly, but it's kind of concerning when our two data points don't match.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Furtuka on May 19, 2014, 04:30:07 pm
Poll is the FG&RP board community at large, discussion is mostly made up of us FEF players.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 19, 2014, 04:33:00 pm
Poll is the FG&RP board community at large, discussion is mostly made up of us FEF players.

That's pretty much what seems to be going on.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Squeegy on May 19, 2014, 04:43:43 pm
Toady has not said no to me. I would imagine he is deliberating on the issue. And honestly, if the majority of the FEF players voted no or don't care, then two of them voted no, most voted don't care, and a significant portion of the FGRP subforum popped in to say they would like you all to get a room. 
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: IronyOwl on May 19, 2014, 04:50:39 pm
And honestly, if the majority of the FEF players voted no or don't care, then two of them voted no, most voted don't care, and a significant portion of the FGRP subforum popped in to say they would like you all to get a room.
Or that they approve of them getting their own place if they want their own place.

A more detailed poll might have been more informative.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Squeegy on May 19, 2014, 04:54:26 pm
This is true, but in terms of the community at large favoring a new subforum (and you must acknowledge that you're part of a larger community as long as you remain here), it seems pretty clear cut.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Haspen on May 19, 2014, 05:00:38 pm
This is true, but in terms of the community at large favoring a new subforum (and you must acknowledge that you're part of a larger community as long as you remain here), it seems pretty clear cut.

You say community, huh? Fine then, find me 5 people - non FEF-players - besides you who want us to have a subforum, and point me to their posts in this thread v:

After all this is a large community, so it doesn't need a mediator like you! They can speak for themselves :3
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Squeegy on May 19, 2014, 05:08:29 pm
This is true, but in terms of the community at large favoring a new subforum (and you must acknowledge that you're part of a larger community as long as you remain here), it seems pretty clear cut.

You say community, huh? Fine then, find me 5 people - non FEF-players - besides you who want us to have a subforum, and point me to their posts in this thread v:

After all this is a large community, so it doesn't need a mediator like you! They can speak for themselves :3
I'm not a mediator. I just chose to bring up the issue. It is not my job to make people express their own opinions. I'm expressing mine and frankly that's all that matters to me. Votes are votes. I'm not sure if you're trying to imply I falsified the poll, but if so, easy on. All anybody wants here is to create an arrangement that is mutually beneficial both for you and your turn based strategy games and for the forum and the other games within it.

Speaking of which,  I'm not sure that "not having the Fire Emblem name would discourage new players" is necessarily accurate. From my own anecdotal experience, I avoided these threads at first because I wasn't particularly interested in Fire Emblem and had never played it before. Having a more neutral name might actually be less likely to turn away potential players right off the bat.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Haspen on May 19, 2014, 05:12:45 pm
I'm not implying anything, little duckling :3

And the current voters' number could be very well easily the current FEF player-and-GM-base, plus one vote from you.

However if you do wish to help us with the sub-forum, do find us a name (and a description) that fulfills the current conditions:

A) Isn't 'Fire Emblem' so Toady wouldn't have to have second thoughts about legal issues,
B) Relates to 'Fire Emblem' enough for people to get the idea of what kind of games the sub-forum is for,
C) Doesn't sound utterly horrible and detached from Fire Emblem franchise.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Squeegy on May 19, 2014, 05:16:01 pm
I don't have to, one of your own players came up with it. Further Journeys. Boom. Worst comes to worst you could name it after the province that's most recognizable from the franchise.

Also, the condescension isn't warranted (or very mature).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Furtuka on May 19, 2014, 05:23:20 pm
Considering the way the majority Western FE fandom is and the nature of the games continuity, I dunno how much that would help :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Swordstar on May 19, 2014, 05:40:25 pm
Also Further Journeys doesn't actually explain what it is unless you know the handbook we're using.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: freeformschooler on May 19, 2014, 06:00:11 pm
One nice thing about having our own subforum is we could have our own stickies. I would not mind a sticky with suggested game mechanics, rule interpretations, tilemap tutorials, and FAQ.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Sirus on May 19, 2014, 06:03:41 pm
One nice thing about having our own subforum is we could have our own stickies. I would not mind a sticky with suggested game mechanics, rule interpretations, tilemap tutorials, and FAQ.
This is the most sensible argument in favor I've seen yet.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Furtuka on May 19, 2014, 06:04:16 pm
That's pretty much one of the main reasons I like the idea so much.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Squeegy on May 19, 2014, 06:06:14 pm
One nice thing about having our own subforum is we could have our own stickies. I would not mind a sticky with suggested game mechanics, rule interpretations, tilemap tutorials, and FAQ.
This is the most sensible argument in favor I've seen yet.

And it was made seven pages ago, too!

I dun care too much. Having it would be nice, since there's at least 2 FEF's incoming and it would allow us to add things like guides for first time GM's or players.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 19, 2014, 06:08:12 pm
Yeah, it'd definitely be an upside.

But the issue is in Toady's hands now. Not sure why we have to continue to divert attention from the thread's purpose.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Squeegy on May 19, 2014, 06:10:24 pm
I would assume things like this are in fact the thread's purpose; it's balance and ideas, after all, for every FEF. That's why I posted here.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Swordstar on May 19, 2014, 06:12:22 pm
Us continuing to talk about it doesn't really change anything though since it's not up to us. So we can go back to what we were doing before.

Speaking of, did we ever settle on a thing for Wyvern Knights?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: IronyOwl on May 19, 2014, 06:13:16 pm
But the issue is in Toady's hands now. Not sure why we have to continue to divert attention from the thread's purpose.
Us continuing to talk about it doesn't really change anything though since it's not up to us. So we can go back to what we were doing before.
I get the feeling that figuring out if we actually want or need a subforum, and if so why, would be rather relevant to this. I was under the impression that the Toad's unsure and we're unsure, not that he's currently deliberating on his throne and will give us his decree in due time.

But, if you'd like to continue to discuss balance issues amidst the meta issues, I don't see the harm.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 19, 2014, 06:14:55 pm
I'm not trying to imply you were wrong to do so, it's just that we've been talking about this for some time and I for one would like to get back to promoted classes.


@ Wyvern knights: I don't think we started on them yet here.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Solymr on May 20, 2014, 07:17:51 am
These are the proposed specials for WK now that nullify is still full:
Reverse Musou (bonus AS and dmg for each 10 HP)
Bonus AS and dmg when over 70% HP or something.

And most people want us out of the main page so... :V
The name Further Journeys is ok for me, we can just put some welcoming thread explaining what the Further Journeys is.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 20, 2014, 07:39:55 am
Alright so let's get those details done.

Reverse Musou: For every 10 HP over 0 the character with this skill has, +1 AS and +2 DAM.

Dragonheart: When the character with this skill has 70% or more of their HP, +3 AS and 5 DAM.

Reverse Musou is a bit broken as it stands, since there's no risk in being at high health that Musou has. We could change it to 20 HP to nerf the possible benefits though, if people really like the idea and want to keep it though. I'm partial to the flat bonus myself.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Solymr on May 20, 2014, 07:45:46 am
How about every 10 HP over 10 HP?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 20, 2014, 07:47:17 am
How about every 10 HP over 10 HP?

That could also address the issue slightly. Very slightly.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Solymr on May 20, 2014, 07:50:19 am
When the cap on HP is 60 and no one has reached that cap yet it becomes quite significant.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 20, 2014, 07:54:16 am
When the cap on HP is 60 and no one has reached that cap yet it becomes quite significant.

The only reason it hasn't happened yet is that there have been no HP dependent builds yet.

That have been done well, anyway.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Solymr on May 20, 2014, 11:56:44 am
How about the thing that has been going on in IRC:
+1 AS and +1 DEF for each 10 HP
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Culise on May 20, 2014, 12:53:03 pm
When the cap on HP is 60 and no one has reached that cap yet it becomes quite significant.

The only reason it hasn't happened yet is that there have been no HP dependent builds yet.

That have been done well, anyway.
You make Raquel sad.  There's a reason for that 80% growth rate in HP. 
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Sirus on May 20, 2014, 12:53:39 pm
And doesn't Alexander have something like a 100% HP growth?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Culise on May 20, 2014, 12:55:34 pm
Yep, and he hasn't cracked the limit, either.  In fact, I don't think he can - he's a level 16 General, and only at 54 HP. 
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: IronyOwl on May 20, 2014, 02:13:17 pm
I have to wonder about the design benefits of being stronger at full health than you are while injured. The reverse has some interesting tradeoffs; this just sounds kind of like losing twice every time you take damage.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 20, 2014, 02:21:46 pm
I have to wonder about the design benefits of being stronger at full health than you are while injured. The reverse has some interesting tradeoffs; this just sounds kind of like losing twice every time you take damage.

Well for one thing, it'd be unique. No other class does it. And also there's a bit of realism there, slowly losing steam as you absorb blows.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Swordstar on May 20, 2014, 02:25:37 pm
Could do something similar to Musuo, only instead of damage/AS do like... DEF/AS or something. Basically instead of making them damage dealers, make them tanks that do better as they take more hits.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 20, 2014, 02:28:21 pm
Could do something similar to Musuo, only instead of damage/AS do like... DEF/AS or something. Basically instead of making them damage dealers, make them tanks that do better as they take more hits.

Tanking with low health is a fool's game though.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Swordstar on May 20, 2014, 02:28:58 pm
*shrug* I dunno, do you have a better idea? :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 20, 2014, 02:30:25 pm
*shrug* I dunno, do you have a better idea? :P

I still like the high health benefits. Not everyone needs to get better as they edge closer and closer to death. :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Solymr on May 20, 2014, 02:32:01 pm
Reverse Musou with DEF instead od DMG counts as better? :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Blade Master Model 42 on May 20, 2014, 02:33:35 pm
Reverse Musou with DEF instead od DMG counts as better? :V

Yeah. I'll probably vote for that at Poll time. But it can't have the same rate as Musou because there's less risk with being at high health.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: NEW SUBFORUM?!
Post by: Solymr on May 21, 2014, 09:34:00 am
Poll results here for posterity
Do you want the FEF games to have a glorious subforum for them?!
YES!
 17 (56.7%)
NOPE!
 3 (10%)
I DON'T CARE!
 10 (33.3%)
Total Members Voted: 30

Next poll is Wyvern Hunters and Pierce.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: WHYVERNS!
Post by: Tiruin on May 22, 2014, 08:38:19 am
Make that 18 to Yes. :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: WHYVERNS!
Post by: Solymr on May 22, 2014, 11:36:01 am
New poll guise.

Next up is the issue with trainees and something else I don't remember.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: WHYVERNS!
Post by: Blade Master Model 42 on May 22, 2014, 01:25:44 pm
and something else I don't remember.

Changes to the way staves work, specifically changes to the formula.

Popular ideas are reducing the Mag-Res multiplier, reducing the base, and removing the base and giving each staff its own hit chance.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: WHYVERNS!
Post by: Solymr on May 22, 2014, 01:31:48 pm
Staves and dances right?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: WHYVERNS!
Post by: Blade Master Model 42 on May 22, 2014, 01:46:51 pm
Staves and dances right?

I forget if dances have a slightly different formula or not. But sure.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: WHYVERNS!
Post by: Haspen on May 22, 2014, 02:18:40 pm
They use STR instead of MAG and don't have distance modifier.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: WHYVERNS!
Post by: Solymr on May 22, 2014, 02:29:35 pm
What do we do about dances since they can affect two enemies at once?
Remember Anja's bullshit double paralyze? Vs a BISHOP?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: WHYVERNS!
Post by: SeriousConcentrate on May 22, 2014, 02:33:06 pm
They also have to be in fairly close range too, though, right? I mean it's not like Anja could do that from halfway across the map.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: WHYVERNS!
Post by: Haspen on May 22, 2014, 02:34:46 pm
All dances have range of 1-2 and can affect 2 enemies at once.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: WHYVERNS!
Post by: SeriousConcentrate on May 22, 2014, 02:36:03 pm
Exactly. She had to get to the normal attack range to do it, which is more dangerous than hiding behind five or six generals and using Paralysis. :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: WHYVERNS!
Post by: Blade Master Model 42 on May 22, 2014, 02:37:08 pm
I think the Dances are already counter balanced by their range and the fact that boosting allies is going to be a tempting prospect in return.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: WHYVERNS!
Post by: Xanmyral on May 22, 2014, 06:09:05 pm
I'm and advocate of differing bases when it comes to staffs and dances. I feel they're alright otherwise though. If you really want to lower the chance, maybe just increase the multiplier for the distance penalty.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: WHYVERNS!
Post by: Solymr on May 23, 2014, 06:56:50 am
So it appears the 3AS 5DEF option won so that's what they get.
I'll switch to trainees now and then the formula. But we have to keep thinking about the classes.Bishop, Commander, Crusader?

Squeegy anything from Toady?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Trainees!
Post by: Blade Master Model 42 on May 23, 2014, 08:45:23 am
The problem with simply rolling Trainee levels and whatnot as they are now is that it invalidates First Class as a viable starting point.

The way I understood the book, Trainee and First Class starts are supposed to be two sides of a coin, rather than Trainee starts blowing First Class starts out of the water so hard they wind up back on the high dive. The idea is that while Trainees start out weaker than First Class, they eventually surpass them. The keyword here being Eventually. It shouldn't be going on by level 3 of First Class.

Not to mention my way obviates extra rolling when someone joins a game late.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Trainees!
Post by: Solymr on May 25, 2014, 05:19:45 am
Completely forgot about this and I come back and there's a tie.
Dammit guys I bet if you tried to vote in political stuff they wouldn't let you because it would always end on a TIE :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Trainees!
Post by: Blade Master Model 42 on May 25, 2014, 07:40:16 am
It's always a problem with the democratic method.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Trainees!
Post by: Solymr on May 26, 2014, 06:44:03 am
Finally. Now for staves/dances formula.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Formulas n stuff!
Post by: Blade Master Model 42 on May 26, 2014, 10:14:11 am
As Crusaders are going to be put to a vote later, we should probably discuss what character skill we'd like to give them.

I propose that they keep Heroic Light, and instead of Cover get Crusade.

Crusade
Activated effect

A character with this skill can activate it at any time during the Player Phase once per map. The character selects one First Class. That class and its promotions automatically lose to this character on the weapon triangle, regardless of what weapon they are using. This effect lasts until the end of the map.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Formulas n stuff!
Post by: Solymr on May 27, 2014, 07:28:33 am
We have a tie. Again.

Meanwhile, any ideas regarding Falcoknights, Warriors or Swashbucklers are welcome.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Formulas n stuff!
Post by: Blade Master Model 42 on May 27, 2014, 11:36:28 am
Meanwhile, any ideas regarding Falcoknights, Warriors or Swashbucklers are welcome.

Popular current ideas include:

Warrior getting Rough and Tumble similar to the Fighter-Hero from 1.22
Falcoknights getting Charge that is not hp restricted, activated rather than passive, and simply relies on having a higher speed than the opponent.
Swashbuckler getting an improved Water Walk, and not ignoring the weapon triangle if they would be losing (an ability tentatively named I Am Not Left-Handed)

Debate stuff you don't like and suggest things you would, please.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Formulas n stuff!
Post by: Solymr on May 27, 2014, 12:52:08 pm
Alternative for Falcoknights is Galeforce nerfed to one extra action and maybe less hit or move.

Also poll is finished, staves and dances will get each a different base hit.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Formulas n stuff!
Post by: Blade Master Model 42 on May 27, 2014, 01:13:00 pm
Here is my proposal for staff hit rates.


And dances. For the moment I'm suggesting quite high hit rates for several that previously did not require rolls to hit.

EDIT: Also Status Effect stuff because we never did actually finish that. The main difference between Variants 1 and 2 here is the function of Paralyze, which there has been some discussion about changing.


Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Formulas n stuff!
Post by: Xanmyral on May 27, 2014, 08:25:45 pm
So we aren't going by the book's ailment length?

Also, as a random note, I always found it weird how some could double a sleeping/paralyzed unit and others couldn't. I know it makes sense from a mechanics standpoint, but we're talking about someone who can't even attempt to move, much less dodge.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Formulas n stuff!
Post by: Sirus on May 27, 2014, 08:35:47 pm
Plenty of things don't make sense outside of a mechanics standpoint. Paralysis is powerful enough without letting literally anybody double-autohit the afflicted for X number of turns.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Formulas n stuff!
Post by: Blade Master Model 42 on May 27, 2014, 09:08:31 pm
So we aren't going by the book's ailment length?

We can change poison to 4.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Formulas n stuff!
Post by: Haspen on May 28, 2014, 06:56:47 am
Heyo!

This morning I have managed to register #feftalk on irc.darkmyst.org and put myself as an permament op, to ensure my despotic rule over you peasants so we don't have OP jumping from one person to another nor we need to redo the channel/topic everytime all the peoples go offline :3
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Formulas n stuff!
Post by: Solymr on May 28, 2014, 07:07:11 am
Time to make a new channel! :P

Ok so what do we vote now, Crusaders, staves/dances or status effects?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Next Poll?
Post by: darkpaladin109 on May 28, 2014, 07:33:23 am
PFFFFFFFFF, me and someone else have now picked the troll option.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Next Poll?
Post by: Solymr on May 28, 2014, 07:41:33 am
Guess who is that someone else :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Next Poll?
Post by: Shoruke on May 28, 2014, 10:23:45 am
Considering the troll option has five votes, I'm guessing:
1) Solmyr
2) Solmyr's cat
3) Solmyr's other cat, and
4) Solmyr
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Next Poll?
Post by: Culise on May 28, 2014, 10:30:30 am
Considering the troll option has five votes, I'm guessing:
1) Solmyr
2) Solmyr's cat
3) Solmyr's other cat, and
4) Solmyr
Myan~.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Next Poll?
Post by: Haspen on May 28, 2014, 10:53:26 am
Considering the troll option has five votes, I'm guessing:
1) Solmyr
2) Solmyr's cat
3) Solmyr's other cat, and
4) Solmyr
Myan~.

Meow :3
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Next Poll?
Post by: Tiruin on May 29, 2014, 03:35:28 am
Rawr :I

...You people do know you can vote only once on that poll right?
So how do we discuss placeholder? .__.
People want something else to discuss? Nobody's talking D:
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Next Poll?
Post by: Shoruke on May 29, 2014, 04:07:39 am
I vote that everyone who voted "placeholder" has their vote discounted unless they make a post about what they actually want to vote about.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Next Poll?
Post by: Solymr on May 29, 2014, 05:49:00 am
I use my magic mod powers to switch my placeholder vote to status effects, so status effects we discuss.

Current few things about status effects that need discussing:
Duration and damage of poison.
What to do about sleep/paralyze/stone.
Determine the effects of less common statuses like fear.
Base hit of status inducing staves and dances.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Next Poll?
Post by: Haspen on May 29, 2014, 06:11:52 am
Quote
Duration and damage of poison.

5 turns, 1-5 damage, like I do v:

Quote
What to do about sleep/paralyze/stone.

Sleep wears off after an attack, paralyze dont, screw stone, like I do :v

There, two out of 4 solved! :3
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Next Poll?
Post by: Solymr on May 29, 2014, 06:20:42 am
Yump. I dun like stone as paralyze+crit or heal block either :V
I proposed some new status effect to make up for screw stone but I don't know where that went.
I think it was something like oblivion in praef's game at sleep level, bumping sleep to what is now paralyze level and paralyze to stone level, so we have: oblivion, can't attack or move or get attacked, sleep, first attack is autohit and wakes em up, paralyze, every attack is autohit and doesn't remove paralysis.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Next Poll?
Post by: Blade Master Model 42 on May 29, 2014, 09:10:13 am
Current few things about status effects that need discussing:
Duration and damage of poison.
What to do about sleep/paralyze/stone.
Determine the effects of less common statuses like fear.
Base hit of status inducing staves and dances.

5 turns of 1-5 damage is probably fine. It'll be long lasting compared to other statuses, but it's only ever a danger to low level character or those who are close to death anyway.

I don't like the Oblivion staff. It's an interesting idea, but removing someone from combat entirely is... really OP. And setting it below sleep seems odd. What's more useful- sleeping the General WAHLing you from getting into the keep, or sealing him in a pocket dimension, which allows you to wander around in the space he used to occupy.

Honestly, I'd prefer making paralyze a physical silence, and move the current paralyze effect to stone.

As for Fear: The unit afflicted with this condition cannot initiate battle. If the target can reach better defensive terrain with their MOV, they must do so. Lasts 3 turns.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Next Poll?
Post by: Xanmyral on May 29, 2014, 12:50:52 pm
Random Comment: I'm assuming that with Judgement magic, there's an implied 'and there promotions' going on there that isn't stated to save space. Because otherwise, every weapon B ranked and pass really lose out on on being useful because by then you're up against promoted units.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Next Poll?
Post by: Blade Master Model 42 on May 29, 2014, 01:01:34 pm
Random Comment: I'm assuming that with Judgement magic, there's an implied 'and there promotions' going on there that isn't stated to save space. Because otherwise, every weapon B ranked and pass really lose out on on being useful because by then you're up against promoted units.

That's how I'm ruling it, yes.

Though theoretically, you could get up to A at First Class by having Discipline. But I digress.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Next Poll?
Post by: Solymr on May 30, 2014, 09:18:02 am
NameEffectDurationRank
PoisonDeals 1-5 damage.5 turns(E) staff; (D) dance
SleepCan't move or act. Attacks are autohits.3 turns or until first hit(E) staff
SilenceCan't cast magic or use staves.3 turns(C) staff
ParalyzeCan't move or act. Attacks are autohits.3 turns(C) staff; (D) dance
BerserkAutomatically attacks closest enemy. If no enemies in range attacks closest ally. If no one in range moves towards closest unit.3 turns(B) staff
StoneCan't move or act. Attacks are autohits with +30 crit. ?3 turns(B) staff
FearCan't initiate combat. Must move away from enemies. If defensive terrain is in range must go towards it. ?3? turns(B) dance
How's this for status effects?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Next Poll?
Post by: Blade Master Model 42 on May 30, 2014, 12:11:42 pm
We should probably do a poll for Paralyze. I know me and I think Xan wanted to make it a physical targeting Silence, and make Stone what Paralyze is now.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Solymr on May 30, 2014, 01:38:06 pm
I forgot to mention the new poll :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Next Poll?
Post by: Xanmyral on May 30, 2014, 02:56:22 pm
We should probably do a poll for Paralyze. I know me and I think Xan wanted to make it a physical targeting Silence, and make Stone what Paralyze is now.

Aye. Solves things nicely. And puts the debilitating paralyze a bit further away.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Next Poll?
Post by: Blade Master Model 42 on May 30, 2014, 03:07:38 pm
We should probably do a poll for Paralyze. I know me and I think Xan wanted to make it a physical targeting Silence, and make Stone what Paralyze is now.

Aye. Solves things nicely. And puts the debilitating paralyze a bit further away.

The option certainly seems popular.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: SeriousConcentrate on May 30, 2014, 03:11:49 pm
The option is popular because otherwise Stone is stupidly OP. :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Tiruin on May 30, 2014, 03:19:04 pm
...Why should people with the Stone stat affliction suffer a +30 to being critically hit?

They're made of stone (in that context). While they can't move or act, shouldn't it be more of a...static affliction rather than a 'Oh my goodness s/he's made out of stone, we can easily break him with...my SPEAR now!'
...
Or something :x
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: SeriousConcentrate on May 30, 2014, 03:21:51 pm
Agreed. If I had it my way only Crush and Club weapons, maybe magic, could hurt Stone'd characters. :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Blade Master Model 42 on May 30, 2014, 03:22:32 pm
Well, the +30 crit is a holdover from FE8.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Culise on May 30, 2014, 03:27:22 pm
Agreed. If I had it my way only Crush and Club weapons, maybe magic, could hurt Stone'd characters. :P
If you follow the Radiant Dawn rules, Stone grants +10 DEF. 

Honestly, I wonder why anyone would ever use the A or S rank ailment staves, myself.  Putting someone out of combat entirely is much, much better than reducing their stats for a bit.  Could reshuffle it a bit to put the debuffs early and the heavy-hitters late. 
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Solymr on May 30, 2014, 03:30:31 pm
Why don't you edit that table yourselves? :I
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Culise on May 30, 2014, 03:32:36 pm
Haven't run a game yet.  Otherwise, it might end up being one of my houserules.  Plus, there's something to be said for not fracturing the audience base.  "OK, so Stone is S-rank in this game and B-rank in that game.  I can Canto here, but not here, and over here, I can Canto only if I do a non-attack action.  But that game counts healing staves as attack actions since it's using an equipped item, while this game doesn't, so...wait, which game am I in?" :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Rolepgeek on May 30, 2014, 06:37:00 pm
IDEA

How about this for Stone: Attacks autohit, crit rates are doubled(not bonused, just doubled), and if you get critted, you are instantly taken to 0 health. Otherwise, you don't take any damage from anything. And of course, you can't move or act.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: SeriousConcentrate on May 30, 2014, 07:29:45 pm
Rolep, I like you, but that idea is dumb. :| I get the feeling that Stone is going to be a status effect largely in the hands of the GMs (most status effects are) and they don't need yet another way to stack the deck in their favor.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Haspen on May 31, 2014, 03:08:53 am
For me Stone should be, dunno 'end-game' paralysis like in Thracia 776, where you can rescue some girls by de-stoning them in the last chapter, or something like that :P

Besides that, I think Sleep+Paralyze is enough...

Also I think you guys should re-classify ailment-healing staves. Currently you have D staff that heals Sleep (easy) and Berserk (hard) status, and then you get even weirder combinations. Shouldn't 'higher rank = more dangerous ailments removed'? :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Solymr on May 31, 2014, 04:48:32 am
>Wake up
>Vote is tied
>FFS guys

Anyways Haspen is right. Since people thought removing someone from the field was op why not switch Stone for something like X-Zone: remove the enemy completely from the field for x turns.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Haspen on May 31, 2014, 05:11:48 am
You cray :V!

/me wholeheartedly approves.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Next Poll?
Post by: Solymr on June 01, 2014, 07:20:38 am
Ok I think we're doing this wrong so this is how we're gonna do it: everyone post your variation of this table and then we put them to vote.

NameEffectDurationRank
PoisonDeals 1-5 damage.5 turns(E) staff; (D) dance
SleepCan't move or act. Attacks are autohits.3 turns or until first hit(E) staff
SilenceCan't cast magic or use staves.3 turns(C) staff
ParalyzeCan't move or act. Attacks are autohits.3 turns(C) staff; (D) dance
BerserkAutomatically attacks closest enemy. If no enemies in range attacks closest ally. If no one in range moves towards closest unit.3 turns(B) staff
X-Zone (in place of Stone)Target is completely removed from the battlezone for the duration.3 turns(B) staff
FearCan't initiate combat. Must move away from enemies. If defensive terrain is in range must go towards it. ?3 turns(B) dance
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Blade Master Model 42 on June 03, 2014, 06:14:52 pm
Copied wholesale from 1.22, then modified in an opinionated fashion by me. What do you guys think? I also thought of a way to improve the S rank staves so they aren't shit. Also improved Valkyrie's Arrival slightly.


(Ailments )------.----------.-----.---.--------------------. |
(Name | Type ( ) | Wt | Ql | Range ) |
>--------------+----------+----+----+--------------------< |
|Sleep | Ailm (E) | 5 | 20 | 1 - 1/2 MAG | |
|20 hit. Causes Sleep status for 3 turns. Sleeped target cannot move or act and has their evade reduced to 0. Being struck by an attack immediately removes sleep.| |
>--------------+----------+----+----+--------------------< |
|Poison | Ailm (E) | 4 | 20 | 1 - 1/2 MAG | |
40 hit. Causes Poison for 4 turns. Poisoned Targets take 1-5 damage at the beginning of their turn.| |
>--------------+----------+----+----+--------------------< |
|Slow | Ailm (D) | 7 | 15 | 1 - 1/2 MAG | |
|20 hit. Reduces EVA by 20 for 3 turns. Does not stack | |
>--------------+----------+----+----+--------------------< |
|Befuddled | Ailm (D) | 6 | 15 | 1 - 1/2 MAG | |
|20 hit. Reduces HIT by 20 for 3 turns. Does not stack | |
>--------------+----------+----+----+--------------------< |
|Silence | Ailm (C) | 7 | 20 | 1 - 1/2 MAG | |
|30 hit. Causes Silence for 3 turns. Silenced characters cannot use Tomes or Staves, and cannot speak. | |
>--------------+----------+----+----+--------------------< |
|Addle | Ailm (C) | 8 | 20 | 1 - 1/2 MAG | |
| |15 hit. Causes Addled for 3 turns. Addled characters cannot use lances, bows, axes or swords. | |
| >--------------+----------+----+----+--------------------< |
| |Berserk | Ailm (B) | 10 | 10 | 1 - 1/2 MAG | |
| |10 hit. Causes Berserk for 3 turns. Berserked characters attack the nearest enemy unit available at the beginning of their phase. If no enemy units are in range, the unit will attack the closest allied unit in range. If no units are in range, the character will move toward the nearest unit, with priority for enemy units.| |
| >--------------+----------+----+----+--------------------< |
| |Paralyze | Ailm (B) | 8 | 20| 1 - 1/2 MAG | |
| |15 hit. Causes Paralysis for 3 turns. Paralyzed characters cannot move or act. | |
| >--------------+----------+----+----+--------------------< |
| |Misfortune | Ailm (A) | 11 | 5 | 1 - 1/2 MAG | |
| |25 hit. Reduces Critical to 0 for 3 turns. | |
| >--------------+----------+----+----+--------------------< |
| |Forget | Ailm (A) | 12 | 5 | 1 - 1/2 MAG | |
| |25 hit. Reduces MAG by 5 for 3 turns. Does not stack | |
| >--------------+----------+----+----+--------------------< |
| |Weakness | Ailm (S) | 16 | 5 | 1 - 1/2 MAG | |
| |15 hit. Reduces STR and DEF by 10 for 3 turns. Does not stack | |
| >--------------+----------+----+----+--------------------< |
| |Turncoat | Ailm (S) | 18 | 5 | 1 - 1/2 MAG | |
| |10 hit. Causes Turncoat for 3 turns. At the beginning of their phase, characters afflicted with Turncoat attack the nearest allied unit. If no allied units are in range, the unit will move toward the nearest allied unit. |

Edit: Working on Dances now.

Dances )-----------.----------.----.----.------------------ |
 (Name | Type ( ) | Wt | Ql | ) |
 >-----------------+----------+----+----+-----------------< |
 |Surprising Shimmy | Danc (E) | 3 | 20 | | |
70 hit. Causes -15 to Hit for 3 turns. | |
 >-----------------+----------+----+----+-----------------< |
|Subtle Jynx | Danc (E) | 4 | 20 | | |
70 hit. Causes -10 Critical for 3 turns| |
>-----------------+----------+----+----+-----------------< |
|Enamouring Step | Danc (D) | 5 | 20 | | |
20 hit. Causes Paralyse for 3 turns.| |
>----------------------------+----+----+-----------------< |
 |Gypsy Lure | Danc (D) | 4 | 20 | | |
50 hit. Causes Poison for 4 turns.| |
 >----------------------------+----+----+-----------------< |
 |Petrifying Twist | Danc (C) | 8 | 15 | | | |
70 hit. MOV is reduced to 0 for 3 turns.| |
 >----------------------------+----+----+-----------------< |
|Enchanting Tango | Danc (C) | 6 | 15 | | |
70 hit. Causes -15 to Evade for 3 turns.| |
| >----------------------------+----+----+-----------------< |
| |Vixen's Waltz | Danc (B) | 7 | 15 | | |
20 hit. Causes Fear for 3 turns. Characters afflicted with Fear cannot initiate battle, and must spend their MOV seeking defensive terrain if they aren't already on it.
| >----------------------------+----+----+-----------------< |
| |Disarming Swing | Danc (B) | 8 | 15 | | |
70 hit. Causes -5 STR and MAG for 3 turns. | |
| >----------------------------+----+----+-----------------< |
| |Sickening Shuffle | Danc (A) | 10 | 15 | | |
20 hit. Causes Poison and Paralyse. Roll separately | |
| >----------------------------+----+----+-----------------< |
70 hit. Causes -5 DEF and RES | |
| >----------------------------+----+----+-----------------< |
| |Despair March | Danc (S) | 15 | 5 | | |
30 hit. Cancels target's next turn | |
| |Does not effect certain enemies | |
| >----------------------------+----+----+-----------------< |
| |Valkyrie's Arrival| Danc (S) | 14 | 5 | | |
70 hit. Causes -5 Attack Speed and Damage| |
| `-----------------'----------'----'----'-----------------'
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Solymr on June 04, 2014, 10:53:16 am
I like it. Shall we put it to vote?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Blade Master Model 42 on June 04, 2014, 11:48:09 am
Works for me.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Shoruke on June 05, 2014, 10:34:23 am
Meanwhile, dat placehol-derp vote. Solly plz :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Solymr on June 05, 2014, 11:09:52 am
Oh right I forgot.
Finals does this to you. Three hour long finals just leave you retarded for the day.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Solymr on June 05, 2014, 12:05:41 pm
I just noticed I didn't put the both option so I'll reset the poll. I also noticed Forget is quite useless when you can silence a mage.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Solymr on June 07, 2014, 08:18:53 am
Note about the third option: if Paralyze gets turned into Addle, do you mind Stone turning into Paralyze for balance?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Haspen on June 07, 2014, 08:26:00 am
/me inserts combo-breaker so Solymr doesn't feel guilty about possible quadruple-post :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Blade Master Model 42 on June 07, 2014, 09:01:47 am
Note about the third option: if Paralyze gets turned into Addle, do you mind Stone turning into Paralyze for balance?

That's gonna need a separate poll.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Solymr on June 07, 2014, 02:24:29 pm
Stone is going to be called Paralyze anyways, it's just a question about duration and hit.

BTW Paralyze staff is now Addle staff.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Solymr on June 08, 2014, 06:17:29 am
Other things I heard about:
Crusaders, falcoknights, etc
Status healing staves appropriate to their rank
Thief trainees getting 5 MOV
Druidic/warding magic

Feel free to discuss these. or anything really I'm getting tired of double posting :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Blade Master Model 42 on June 08, 2014, 08:15:24 am
Thief trainees getting 5 MOV

Sensible.

Status healing staves appropriate to their rank

Well... it should be easier to dispel whatever negative effect than to put it up in the first place, I think. But for Kia and Soothe, maybe we should swap Berserk and Addle, so Soothe doesn't wind up jumping two weapon grades in terms of what it can dispel.

Edit: Also I suggest we raise the Cap on Momentum so that Celerity Duke Knights can be a thing.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Xanmyral on June 08, 2014, 11:00:41 am
I just say remove the cap, not like it matters to be frank. Just a bonus every two spaces moved. Highest you can ever get is a bonus three mov after all, unless the GM allows you to stack MOV personal skills, in which case the highest is five.

If I may put something forward: Magic weapons are pretty useless. Let's be honest, few fighters use magic so the majority of the magical weapons are pretty pointless in most campaigns. Which stinks because they're cool weapons. So instead of just purely MAG, why not make them either 1/2 STR(Floor), or MAG depending on which is a higher bonus?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Solymr on June 08, 2014, 11:02:48 am
Removing the cap would be ok.

I suggest for magic weapons the mean between STR and MAG.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Sirus on June 08, 2014, 11:23:46 am
That...could work, I guess. Would probably be a bit higher than a flat half of STR.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Xanmyral on June 08, 2014, 11:43:56 am
Sounds good for me. Yay for derived, compound stats.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Blade Master Model 42 on June 08, 2014, 11:50:24 am
Eh.... Sounds like more work to me. But I suppose it isn't a bad idea. As it stands, pretty much only Fencers and Troubadours and maybe Myrmidons are ever going to use magic weapons.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Swordstar on June 09, 2014, 11:52:04 am
Motion to give Wyvern Riders/Hunters axes instead of swords?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Blade Master Model 42 on June 09, 2014, 11:54:32 am
Motion to give Wyvern Riders/Hunters axes instead of swords?

Seconded.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Swordstar on June 09, 2014, 11:55:37 am
Actually just Wyvern Knights, not Hunters cause Wyvern Hunters get S lances, not lances and swords.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Blade Master Model 42 on June 09, 2014, 11:58:24 am
That's what I meant.

/me is still kinda sleepy to be honest.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: F.O.E. on June 09, 2014, 11:58:49 am
Motion to give Wyvern Riders/Hunters axes instead of swords?

Thirded! I also agree that Hunters shouldn't get them.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Xanmyral on June 09, 2014, 12:05:20 pm
I'd like to note that there actually aren't very many classes that mix swords and lances.

If Wyvern Knights get put to axes, that would just leave duke knight and falco knight as those who specialize in the two. So I can see why they placed them with swords instead of axes.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Taricus on June 09, 2014, 12:06:14 pm
...Let them choose between the two? Seems the best idea to me for now.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: darkpaladin109 on June 09, 2014, 12:07:43 pm
.....Quarted, I guess? :P
But yeah, I also agree with the notion that Wyvern Knights get Axes instead of Swords while Hunters stay the same.
I'd like to note that there actually aren't very many classes that mix swords and lances.

If Wyvern Knights get put to axes, that would just leave duke knight and falco knight as those who specialize in the two. So I can see why they placed them with swords instead of axes.
Hmmm, but yeah, Xanmyral's also correct here. If we do that, then we should at least change another class so that they get Lances and Swords.
...Let them choose between the two? Seems the best idea to me for now.
Taricus has a good idea here, I think.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Swordstar on June 09, 2014, 12:11:15 pm
There also aren't a lot that mix between Axes and Lances, there are only two that currently do it, so I don't think that argument is completely legit but I also wouldn't mind letting them choose swords or axes so.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Xanmyral on June 09, 2014, 01:02:51 pm
Random (not really pertaining to this discussion) but mildly interesting note: There are two sword bow users, one axe bow user, three sword axe users, two axe lance users, and no lance bow users.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Solymr on June 09, 2014, 01:07:24 pm
Ok finally we can keep doing classes. Paralyze B staff will get the same ol' stats.

About wyvern knights getting axes + lances I don't think we need a lot of classes with swords and lances. Only general and FK get both of them, so when the vote comes I'll put the option to let them choose, keep swords or change them to axes.

Also wyvern hunters should keep S lances.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Swordstar on June 09, 2014, 01:11:03 pm
Yeah, that was the general idea wrt Wyvern Hunters.

And yeah, I think letting Wyvern Knights choose Axes or Swords is legit since there's precedence for them having both options.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Status Effects!
Post by: Xanmyral on June 09, 2014, 01:13:09 pm
There's even precedence in our games.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Crusaders!
Post by: Blade Master Model 42 on June 09, 2014, 01:52:39 pm
Post to draw attention to new Crusader Poll.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Crusaders!
Post by: CrimsonEon on June 11, 2014, 12:21:59 pm
When the crusader poll finishes, 'nother suggestion since we're arguing about it in IRC.

Saints, in my opinion STR Transfer is useless. They deserve an ability that can amplify their main job better, healing, and make them more effective at it than any other staff user. So a couple suggestions got thrown around and I think we should take a poll:

1) Keep STR Transfer
2) Overheal; When you heal a character up to maximum, the extra HP above max can be transferred to another adjacent ally
3) Sacrifice; Saint can sacrifice HP to heal an adjacent character and cure them of status

Thoughts?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Crusaders!
Post by: Blade Master Model 42 on June 11, 2014, 12:25:32 pm
I think STR Transfer is a really neat and unique ability, especially since Saints, having very little offensive capability, can ignore SKL and dump points that would otherwise be reserved there for STR.

I like both of those other options though, and wouldn't mind seeing them added to the Saint in addition to the STR transfer special.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Crusaders!
Post by: Shoruke on June 11, 2014, 12:32:29 pm
If we're making healers better, here's another couple suggestions:

-add level/2 to hp healed using a staff
-hp healed over target's max HP limit is converted into "temporary HP"
-when targeting an ally with a staff, target gets a boost to STR and MAG for 2 turns based on the staff's rank: 1 point for a rank E staff, up to 5 points for a rank A staff or 6 for rank S.
-as a readied action, prepare to heal an ally within range when they are attacked (so that even if they are KO'd, they are healed before the start of their turn and get to take their action).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Crusaders!
Post by: Blade Master Model 42 on June 11, 2014, 12:35:56 pm
If we're making healers better, here's another couple suggestions:

-add level/2 to hp healed using a staff
-hp healed over target's max HP limit is converted into "temporary HP"
-when targeting an ally with a staff, target gets a boost to STR and MAG for 2 turns based on the staff's rank: 1 point for a rank E staff, up to 5 points for a rank A staff or 6 for rank S.
-as a readied action, prepare to heal an ally within range when they are attacked (so that even if they are KO'd, they are healed before the start of their turn and get to take their action).

Healers are already indispensable. This is unnecessary. We're talking about the promoted class Saint specifically.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Crusaders!
Post by: CrimsonEon on June 11, 2014, 12:38:57 pm
I think STR Transfer is a really neat and unique ability, especially since Saints, having very little offensive capability, can ignore SKL and dump points that would otherwise be reserved there for STR.

I like both of those other options though, and wouldn't mind seeing them added to the Saint in addition to the STR transfer special.

See, STR Transfer just doesn't fit in well with the Saint to me. After 8 STR, any further STR gains are useless since the Transfer caps out at 8. In order to make use of it then you have to have Center, thus you're locked in. In addition STR Transfer just feels like it takes away from the Saint's role of kickass staff user, especially since it takes up an action the Saint could use healing or inflicting ailments.

If we're making healers better, here's another couple suggestions:

-add level/2 to hp healed using a staff
-hp healed over target's max HP limit is converted into "temporary HP"
-when targeting an ally with a staff, target gets a boost to STR and MAG for 2 turns based on the staff's rank: 1 point for a rank E staff, up to 5 points for a rank A staff or 6 for rank S.
-as a readied action, prepare to heal an ally within range when they are attacked (so that even if they are KO'd, they are healed before the start of their turn and get to take their action).

What Blade Said: I'm aiming at Saints specifically. Healers already fit into the support role perfectly, what I'm pointing out is that Saints, being exclusively staff users and nothing else, don't feel any more effective at the job than Bishops, Nomad Healers, or hell, Call Magic Druids.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Crusaders!
Post by: Solymr on June 11, 2014, 12:41:55 pm
Should saints only be good at healing or also at using staves of any kind?
I mean, they could get bonuses relative to the kind of staff they're using.

Also I hereby declare the Crusader able to crusade.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Crusaders!
Post by: CrimsonEon on June 11, 2014, 12:44:33 pm
Should saints only be good at healing or also at using staves of any kind?
I mean, they could get bonuses relative to the kind of staff they're using.

Also I hereby declare the Crusader able to crusade.

Yeah, that's what I was thinking as well. But thing is I'm thinking that maybe if the Healer does their job more efficiently, maybe they'll have more actions freed up for throwing Aliment staves into the mix. Or hell, maybe it could be a specific bonus depending on their highest Proficiency:

Heal = Overheal
Aliments = Bonus to staff hit rate?
Buffs = Sacrifice, or something similar?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Crusaders!
Post by: Blade Master Model 42 on June 11, 2014, 12:45:49 pm
I think STR Transfer is a really neat and unique ability, especially since Saints, having very little offensive capability, can ignore SKL and dump points that would otherwise be reserved there for STR.

I like both of those other options though, and wouldn't mind seeing them added to the Saint in addition to the STR transfer special.

See, STR Transfer just doesn't fit in well with the Saint to me. After 8 STR, any further STR gains are useless since the Transfer caps out at 8. In order to make use of it then you have to have Center, thus you're locked in. In addition STR Transfer just feels like it takes away from the Saint's role of kickass staff user, especially since it takes up an action the Saint could use healing or inflicting ailments.

It seems to me that if you have more than 8 STR, you can hand out bonus strength to multiple targets. And turns where you have no injured allies you can reach do happen-I wouldn't mind handing out free buffs in the meantime.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Falcoknights!
Post by: Solymr on June 11, 2014, 01:08:22 pm
Meanwhile poll changed.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Falcoknights!
Post by: Blade Master Model 42 on June 11, 2014, 02:47:01 pm
Alright, the main ideas with Saint at the moment are combinations of the following options:

Transfer Might: The current Saint special, allowing them to lend up to 8 points of STR to an ally for the duration of the map. With capped STR, a Saint could give 3 character 8 and another 6 in this fashion.

Overheal/flow: Saints who heal more HP than the patient has taken damage can move that bonus healing to an ally adjacent to the target. Staves that heal a target to full health would treat the original target's current HP as the overflow value.

Sacrifice: Saints target an ally who has taken damage. They restore hp to the target, but lose HP equal to what they give the target. They cannot push themselves below 1 HP in this manner, and they must spend the maximum amount of HP possible when using it. Also, this action removes negative status effects from the target.

Specialization Bonus: The Saint gains an extra bonus associated with their preferred staff sub-type. Current ideas being floated are:

Healing: Overheal/flow, as above.
Buffing: Buff two targets as one action, at the cost of 3 quality from the staff. Alternatively, Transfer Stat: Similar to Transfer Might, allows the Saint to transfer any of their stats to another character (up to 5 points per) in addition to the use of a buff staff.
Ailments: If the initial attempt was a failure, and the targeted enemy has another enemy adjacent to them, the Saint may make an attempt against that enemy at no cost, and treats the range as 1 greater than the initial attempt, even if the target is closer.

Incoming poll stuff

Poll Title: Should Transfer Might be kept as the Saint Class Skill?
Option 1: Yes!
Option 2: Yes, but it needs something added (to be decided next poll)
Option 3: No, it should be replaced!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: CrimsonEon on June 11, 2014, 03:20:02 pm
New Poll and stuff. Apparently Saints are a really divisive thing if the IRC debates were anything to go by.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Blade Master Model 42 on June 11, 2014, 03:21:12 pm
New Poll and stuff. Apparently Saints are a really divisive thing if the IRC debates were anything to go by.

Just a wee bit it seems.

/me watches poll intently
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Lucus Casius on June 12, 2014, 01:16:02 am
/me posts to watch.

Kinda had to jump in here eventually to see what's going on.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Powder Miner on June 12, 2014, 03:06:27 am
I kinda wanna suggest a char skill:
Vendetta, Cost, gives effective damage against a class
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Blade Master Model 42 on June 12, 2014, 07:45:56 am
Hey Lucus. Nice to see you're taking in interest in these proceedings.

I kinda wanna suggest a char skill:
Vendetta, Cost, gives effective damage against a class

This does not strike me as something that we need. Or want.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Solymr on June 12, 2014, 10:57:41 am
So now that we have decided that they get something else other than Transfer Might, what else can they get?

(wow so many votes)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Sirus on June 12, 2014, 10:59:20 am
I thought they were going to get those other skills based on Staff specialization :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: CrimsonEon on June 12, 2014, 11:00:38 am
I thought they were going to get those other skills based on Staff specialization :V

We're going to vote on that next poll, looks like.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Falcoknights!
Post by: Blade Master Model 42 on June 12, 2014, 11:06:42 am
Overheal/flow: Saints who heal more HP than the patient has taken damage can move that bonus healing to an ally adjacent to the target. Staves that heal a target to full health would treat the original target's current HP as the overflow value.

Sacrifice: Saints target an ally who has taken damage. They restore hp to the target, but lose HP equal to what they give the target. They cannot push themselves below 1 HP in this manner, and they must spend the maximum amount of HP possible when using it. Also, this action removes negative status effects from the target.

Specialization Bonus: The Saint gains an extra bonus associated with their preferred staff sub-type. Current ideas being floated are:

Healing: Overheal/flow, as above.
Buffing: Buff two targets as one action, at the cost of 3 quality from the staff. Alternatively, Transfer Stat: Similar to Transfer Might, allows the Saint to transfer any of their stats to another character (up to 5 points per) in addition to the use of a buff staff.
Ailments: If the initial attempt was a failure, and the targeted enemy has another enemy adjacent to them, the Saint may make an attempt against that enemy at no cost, and treats the range as 1 greater than the initial attempt, even if the target is closer.

Some of the current ideas for things to go alongside Transfer Might.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Solymr on June 12, 2014, 11:26:51 am
Ok poll changed go vote :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Swordstar on June 12, 2014, 10:21:01 pm
So question. If we end up going with the subcategory specialization thing that is currently winning in the poll, that would be we'd get three possible abilities in addition to Transfer Might, right? Cause that's what the last poll seemed to indicate, and if that's not what's going on then I'm going to vote differently than if it is.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: CrimsonEon on June 12, 2014, 10:54:56 pm
So question. If we end up going with the subcategory specialization thing that is currently winning in the poll, that would be we'd get three possible abilities in addition to Transfer Might, right? Cause that's what the last poll seemed to indicate, and if that's not what's going on then I'm going to vote differently than if it is.

Arguments are still going on between people in IRC, so it seems like the next poll is in fact going to be about determining which is the case.

I, personally, favor Heal subcat getting Overflow, and instead of Transfer Might, Buff subcat gets a refined version of Transfer Stat. Still contested about the Aliment subcat.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Xanmyral on June 12, 2014, 11:01:15 pm
Hm...

Dualistic Approach: Sacrifice half your range and hit chance to be able to use two ailment staffs (that must be in your inventory) at once using either staff's hit rate for the two.

Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Swordstar on June 12, 2014, 11:03:01 pm
Personally I think that Saints should get Transfer Might plus subcategory stuff and would only vote for subcategory if it was like that. Otherwise I'd probably just vote for Overheal.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Blade Master Model 42 on June 12, 2014, 11:10:32 pm
Personally I think that Saints should get Transfer Might plus subcategory stuff and would only vote for subcategory if it was like that. Otherwise I'd probably just vote for Overheal.

The previous poll came out with Keep Transfer Might but give them something in addition after all.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: SeriousConcentrate on June 12, 2014, 11:12:10 pm
I voted specialization because I was of the belief that the below was what it meant. :|

Quote
Healing: Overheal/flow, as above.
Buffing: Buff two targets as one action, at the cost of 3 quality from the staff.
Ailments: If the initial attempt was a failure, and the targeted enemy has another enemy adjacent to them, the Saint may make an attempt against that enemy at no cost, and treats the range as 1 greater than the initial attempt, even if the target is closer.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: CrimsonEon on June 12, 2014, 11:24:10 pm
There's a lot of ideas and counter-ideas going around in the IRC, mostly between me and BMM, here's some of them.

Spoiler (click to show/hide)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: SeriousConcentrate on June 12, 2014, 11:27:41 pm
Overflow, Splashover, Doublebuff are the better ones. :|
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: CrimsonEon on June 12, 2014, 11:36:06 pm
We're going to need more polls at this rate :P.

But I agree on Overflow and Splashover, both fit well. To me though the extra QL cost of Doublebuff doesn't act as strong enough of a deterrent but that's just me. And I haven't been a fan of Transfer Might from the start and would prefer Transfer Stat as a Buff Spec instead of alongside, but ultimately if everyone else thinks Transfer Might must stay, then I'll roll with it.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Blade Master Model 42 on June 12, 2014, 11:54:56 pm
Overflow, Splashover, Doublebuff are the better ones. :|

I am inclined to agree.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Solymr on June 13, 2014, 06:12:53 am
Ok this is how the Transfer Might stuff will go:
If subcat wins we'll vote each of the subcat's bonus. If none of them results in Transfer Might/Stat then they will keep it apart from subcat bonus.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: SeriousConcentrate on June 13, 2014, 06:28:20 am
Er. The previous vote winner was 'give them something in addition to' Transfer Might. I voted for keeping TM the way it is myself, but deciding to do it the way you just outlined completely negates the previous vote - it instead turns it into a staff specialization, which means it's no longer additional or something all Saints have. It's something only Saints who took 'blank' staff specialization have.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Solymr on June 13, 2014, 06:32:58 am
Let me rephrase that:

If none of the subcategory bonuses turn out to be Transfer Might/Stat, then Transfer Might will be kept as special apart from the staff spec bonuses.

So if you want all saints to keep Transfer Might, you know what you have to do (not voting for Transfer Might as a spec bonus :V)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: SeriousConcentrate on June 13, 2014, 06:36:46 am
...That's still the same problem. Transfer Might/Stats shouldn't have anything to do with whatever wins this vote (and that looks to be staff specializations), which again, won a vote to be something added to the Saint's skills, not replace.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Solymr on June 13, 2014, 06:49:24 am
Well, this is how it's gonna be anyways, keep in mind we don't want to give them too much stuff.

And I'm starting to think we should leave this vote for when we have it a little more cleared out.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Solymr on June 14, 2014, 01:43:18 pm
Ok spec won. Contestants for Heal spec: Sacrifice and Overflow.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Blade Master Model 42 on June 14, 2014, 02:03:55 pm
Notes for Third Tier Promotes. (https://www.dropbox.com/s/hg53b38e180me1j/Third%20Tier%20Promote%20notes.txt)

This isn't something that's ready to be voted on, and doesn't really warrant discussion until we have the base rules settled, but I'm posting it in the thread for those not in the IRC.

Edit: Preliminary Names, Skills, Stats, and weapon Proficiencies for all Third Tier classes!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Solymr on June 15, 2014, 03:00:40 pm
Any ideas for Buff specialization? I'll be changing the poll tomorrow.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Sirus on June 15, 2014, 03:03:03 pm
It came up in the IRC earlier today, but I think the Rogue's Bag of Holding could do with some changes. Maybe make that the next topic?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: SeriousConcentrate on June 15, 2014, 03:04:44 pm
We should probably finish Saint first, but yeah.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Blade Master Model 42 on June 15, 2014, 03:09:40 pm
Any ideas for Buff specialization? I'll be changing the poll tomorrow.

Doublebuff: The Saint can use a Buff staff twice during their Phase, but it costs them 3 Quality.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Solymr on June 16, 2014, 02:14:28 pm
Overheal chosen, buff poll up, need ideas for Ailment spec.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: CrimsonEon on June 16, 2014, 02:16:47 pm
I think the general consensus is everyone likes Splashover:

-Splashover [BMM]: If the first attempt fails, can cast again at an enemy adjacent to the target at +1 Range difficulty

Correct me if anyone has different ideas.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Xanmyral on June 16, 2014, 02:23:14 pm
Maybe it should be if they succeed, they can try on an adjacent enemy? I mean, with how the staff equation is, a miss isn't very often to be honest, unless you target someone with good RES from a good distance.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Blade Master Model 42 on June 16, 2014, 02:55:04 pm
Maybe it should be if they succeed, they can try on an adjacent enemy? I mean, with how the staff equation is, a miss isn't very often to be honest, unless you target someone with good RES from a good distance.

We see misses with good stats all the time though. Edwin in particular barely ever hit with his staves despite having upper 70s chances most of the time.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Xanmyral on June 16, 2014, 03:03:09 pm
Hm, fair point. I forgot the Edwin Staff shenanigans.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Blade Master Model 42 on June 16, 2014, 03:07:35 pm
Not to say the extra chance on a hit couldn't be used as an alternative option.

Edit: wow, dropped 3 words there.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Furtuka on June 18, 2014, 11:53:34 am
Quote
[11:54]   KujiUn   ...
[11:54]   KujiUn   Oh, wait.
[11:54]   KujiUn   YOU GUYS HAVE A IRC
[11:55]   Furtuka   It was Kuji
[11:55]   KujiUn   That means I can DEFINITELY invite Cecil.
[11:55]   CE   yes
[11:55]   Hatkitty   Cecil who
[11:55]   Furtuka   I keep having to remind you that I-
[11:55]   Furtuka   THE BOOK WRITER
[11:55]   Hatkitty   WAIT
[11:55]   Hatkitty   OMG
[11:55]   CE   huh?
[11:55]   darkpaladin109   neat
[11:55]   Hatkitty   explodes.
[11:55]   Hatkitty   CE: Cecil is the author of player handbook
[11:55]   CE   Cecil wrote the handbook?
[11:55]   CE   Oh SHIIIIIT
[11:55]   swordstar   lol
[11:55]   Taricus   Wait, you found him?
[11:55]   CE   Full flipping circle up in here

Re-freakin-joice
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Blade Master Model 42 on June 18, 2014, 08:32:51 pm
We have 14 votes in and a clear majority after several days. On to the ailment staves?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Solymr on June 19, 2014, 03:19:46 am
Well suddenly 5 votes went to transfer stat and I need at least one more idea for ailment spec.

*waves to Cecil*
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Blade Master Model 42 on June 19, 2014, 07:41:43 am
The two ideas for Ailment staff I've heard were:

Splashover: If the saint misses with an ailment staff, they can target an enemy adjacent to the target and immediately make an attempt against them instead.
No title: If the saint hits with an ailment staff, they can target an enemy adjacent to their original target and make an attempt at them with no cost.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Solymr on June 19, 2014, 08:00:55 am
Welp doublebuff selected for buff spec, new poll is on the way.
This is the last saint poll, so start discussing next topic pls
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Xanmyral on June 19, 2014, 11:26:36 pm
Noted some changes in stats with some class in 1.22, along with spell list changes with call magic.

Stat Changes
Wanderer: Two points of LCK moved to STR and MAG.
Rogue: Point from HP moved to CON
Falco Knight: Point of STR moved to CON
Duke Knight: Point of LCK and DEF moved to SKL
Troubadour: Point of Base RES moved to Base CON
Thief: Point of Base SKL and Base SPD moved to Base LCK

Comments: Just looks like rebalancing to me.

Spell List Changes
Sage:
5: Poison -> Elfire 5
6: Elfire -> Storm 5
14: Carrion -> Lunar Wind 8
19: Physic -> Avalon 15
20: Fimbulvetr -> Balganone 15

Lore Master:
2: Fire -> Wind 2
13: Sacred Steel -> God hand 5
19: Physic -> Fimbulvetr 15

Druid:
2: Fire -> Thunder 2
4: Heal -> Elwind 3
7: Black Sword -> Hellwind 6
13: Restore -> Gorgon's Eye 5
14: Hellfire -> Hellthunder 8
16: Rescue -> Vortex 8
19: Physic -> Thoron 15

Comments: Physic now no longer on Call Magic spell list, Druid lost all but Mend for healing and helping magic. Spells got differentiated between the lists.

I may of missed some or misread something, so feel free to double check.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Blade Master Model 42 on June 19, 2014, 11:38:15 pm
I am liking those spell list changes. Physic doesn't need to be called, and druid's really shouldn't be focused on healing in my mind.

Wanderer change is probably good- two different sources of damage should probably go up if you don't have Magic Weapon or whatever.

Rogue change seems kind of pointless. They don't have lots of CON, but they do have S rank sword specialty. Seems to me they don't need more CON.

Falco Knight: They can use weapons with a weight of 13 or better in their chosen category without penalty before this, so that's most piercing lances except for Greatlances, which makes sense to me since pegasus units didn't tend to be able to carry much in terms of heavy weaponry in the games. And their base strength is already not so hot.

Duke Knight: Makes perfect sense to me, dropping defensive stats on the offensive cavalier promote in favor of moar crit and hit.

Troubadour: Well, Ami couldn't use an Iron Axe without it affecting her AS. I would support this.

Thief: The speed, I am definitely on board with, since they have a base of 9, which leads to early capramming if people don't distribute progression sensibly. Skill I am less sure of- But steal is dependent on luck as well as speed, so there you go.

As for what we vote on next though, I suggest we begin altering the Call Magic class specials. We can use this information to alter the list of spells available, and up the costs where necessary and add in Haspen's other Memory Magic changes.

Because I don't think there's anyone from FEF who can say call magic isn't overpowered with a straight face.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Swordstar on June 19, 2014, 11:43:40 pm
Rogue +CON is probably because the rule that has how many things you can hold is related to CON. We ignore that, but it's actually real useful for rogues.

Other stuff is *shrug* but yeah
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Saints!
Post by: Solymr on June 20, 2014, 07:22:06 am
I like most of these changes except the Rogue and maybe the Thief. But I think Sages should get Physic since they will probably lose their staff proficiency in exchange for S rank Anima.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on June 21, 2014, 05:59:23 am
Saints are done. Poll changed. Let's goooooooooooooo

Also we need a full list of spells for Haspen's Memory Magic.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Haspen on June 21, 2014, 06:08:06 am
Open the handbook and check Druid/Lore Master/Sage.

Voila :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on June 21, 2014, 06:10:27 am
I mean one that takes into account the possible changes so we have a greater scope or what are we doing :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Haspen on June 21, 2014, 06:16:36 am
FEF2 OOC -> Memory Magic :v

I've listed errything there y u no research.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on June 21, 2014, 12:51:08 pm
Whoops nvm.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Furtuka on June 21, 2014, 08:01:45 pm
GUYS CECIL IS IN THE IRC
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Haspen on June 22, 2014, 03:29:13 am
I've updooted memory magic to contain all the spells available to relative class v:
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on June 22, 2014, 10:44:43 am
Wanderer change approved, moving on to Rogue.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Sirus on June 22, 2014, 10:48:46 am
What's the point in giving extra CON? This seems like a terrible change :I
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Xanmyral on June 22, 2014, 10:50:56 am
There used to be a time where what you could carry was affected by CON.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on June 22, 2014, 10:56:33 am
They get S rank in swords which makes it even more useless now. And the planned change to Bag of Holding makes it even more uselessest.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on June 22, 2014, 11:18:27 am
And the planned change to Bag of Holding makes it even more uselessest.

I don't understand why we think it needs to be changed? 5 spaces for weapons and however many of anything else seems fine to me.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Sirus on June 22, 2014, 11:20:58 am
There used to be a time where what you could carry was affected by CON.
I know that, but it doesn't seem like anyone follows that rule. So why boost CON (all but useless with S-rank swords) in exchange for dropping HP (always useful)?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Xanmyral on June 22, 2014, 11:24:02 am
Its not entirely useless, as it lets you rescue heavier people or use some of the heaviest stuff like crush swords better. I'm not arguing for or against the change, just saying why it was probably made.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on June 22, 2014, 11:24:59 am
And the planned change to Bag of Holding makes it even more uselessest.

I don't understand why we think it needs to be changed? 5 spaces for weapons and however many of anything else seems fine to me.
Except Bag of Holding as for now doesn't allow you to hold weapons once you go over 5 items :I
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on June 22, 2014, 11:29:48 am
And the planned change to Bag of Holding makes it even more uselessest.

I don't understand why we think it needs to be changed? 5 spaces for weapons and however many of anything else seems fine to me.
Except Bag of Holding as for now doesn't allow you to hold weapons once you go over 5 items :I
I... don't think so? It seems to me that the new weapon would just displace an item into the bag of holding space.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Rolepgeek on June 22, 2014, 11:34:10 am
No, the way it's worded, you cannot have any weapons if you're holding more than 5 items. As in anywhere on your person.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on June 22, 2014, 11:35:33 am
Then we can simply change the wording.

Not that it ever read that way to me.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Sirus on June 22, 2014, 11:36:22 am
Which is stupid, especially if a chest you open contains a weapon.

Quote
Bag of Holding
Passive Effect
The character has infinite storage for items. However, once they go
over the normal storage limit, they can no longer have weapons of any
kind on their person.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Xanmyral on June 22, 2014, 11:38:20 am
I prefer the "you can have five weapons and an infinite amount of non-weapons" definition myself.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on June 22, 2014, 11:44:20 am
That's kinda op and totally not what the original wording meant.

This is what I thought: after going over 5 items the Rogue needs to spend an action to change weapons.

Alternatively just give them 10 slots.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: birdy51 on June 22, 2014, 11:46:40 am
I think the ten slots option is the best. No need to make them the team storage business.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Sirus on June 22, 2014, 11:47:24 am
Another vote for 10 slots!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on June 22, 2014, 11:49:05 am
That's not fair to rogues though. That makes it so utilizing their skill forces them to choose between having the right weapon for the battle or not being able to attack.

And it's very rare that FEF characters need to carry more than 5 things anytime anyway.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on June 22, 2014, 11:55:35 am
But Rogues kinda find it useful for stealin and lootin.

This will be put to vote after stat changes.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: CecilHoshino on June 22, 2014, 02:56:28 pm
Hello everyone. Thanks to Kuji for introducing me to you all. I'm Cecil, the author of the original Guidebook, and, I have to say, the discussion that it spawned has been very colourful and impressive to see play out, and I am flattered and a little embarrassed that it brought such entertainment to you all. Last night, I got a chance to meet with a lot of you on the IRC, but time zones and other matters have thrown a wrench or two in things. So, with Solymr's permission, I'd like to have a little Q&A on the thread.

Any rules or abilities vaguely worded and you'd like authorial intent on? Ask away!
Want to know the context for specific changes, down to a shake down and "What were you thinking?" By all means, voice it!
Have a potential change in the works and would like my opinion on? You shouldn't have to, but if you want to include me in the discussion, sure!

Whatever you'd like to know, from rules to context to potential new changes in a later version of the book, I'm open to answering most any question. I apologize for the potential derail this is, as you're in the middle of stat changes and class ability tweaks, so please keep discussing that, and whenever a question strikes, just slip it into the bottom of your post.

Once again, it's awesome to meet you all, and to know my book spawned such fascinating discourse.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on June 22, 2014, 03:01:37 pm
Welcome to the forums Cecil!

As you may have noticed, we're currently discussing the Bag of Holding Rogue special. There is is some confusion on how it is meant to be interpreted. Could you explain how it is supposed to work for us?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on June 22, 2014, 03:02:28 pm
Here there are people from even Serenes Forest, so yeah, a huge hit :P

When and why did you start working on the book?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: SeriousConcentrate on June 22, 2014, 03:02:55 pm
Welcome to Bay12, Cecil. ^^^
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: darkpaladin109 on June 22, 2014, 03:04:17 pm
Hm, one question that's been on my mind is why exactly you decided to out the rulebook together in the first place?
Did you plan to release the rulebook somewhere?
Were awareness and parity made while keeping in mind that enemies would keep class abilities?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Sirus on June 22, 2014, 03:06:10 pm
Welcome Cecil :D
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: darkpaladin109 on June 22, 2014, 03:06:30 pm
Also yes, hello Cecil.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: CecilHoshino on June 22, 2014, 03:52:00 pm
As you may have noticed, we're currently discussing the Bag of Holding Rogue special. There is is some confusion on how it is meant to be interpreted. Could you explain how it is supposed to work for us?

Let me answer that question in two parts.
1) The Idea When I Wrote It: Picture the Rogue having two inventory pages. One that's (3 + 1 for every 5 CON) big, in which the Rogue can carry whatever it wants, be it weapons or items. The second inventory is the Bag of Holding, which can hold as many items as the Rogue wants, but any weapons they pick up, if there's no room in the main inventory, cannot go into the Bag of Holding; it has to, instead, go to the Supply Line, or be dropped if there is no Supply Line/Merchant. The idea behind this was to allow the Rogue to run all around the map, unlocking every treasure chest they so please, and not have to worry about inventory, but without the issue of them being a walking armory.

2) A Possible Alternative In A Later Edition: Instead of a particular limitation of what can or cannot go into the bag, instead, the Rogue can hold everything in the bag, but cannot use any of it; it has to be traded out to other party members; the Rogue alone cannot swap items from main inventory to Bag (at least, not without help from another player in an extended trade chain). Also, if the Rogue dies/is forced to retreat while items are in the Bag, they're all lost, gone, abandoned.

Basically, its intent was to be a big old swag bag the Rogue carried around (http://i942.photobucket.com/albums/ad264/CecilHoshino/SwagBag_zps2d8091a2.jpg); capable of collecting everything, but highly impractical to actually whip them out and use them in the heat of combat.

Were awareness and parity made while keeping in mind that enemies would keep class abilities?

One of the things I really wished I got done before putting the beta out there was an Enemy guidebook, or at least a section that detailed baseline enemy stat; while obviously not ALL class skills are available to the enemy (since enemies are jerks who don't rescue their allies), by and large, terrain based skills and stat boosts like Inspiration were planned to be included for enemies. Obviously, they wouldn't work exactly like they do for the players themselves, but, in general, yes, even enemies outside of bosses were planned to have some form of class abilities.

When and why did you start working on the book?
Hm, one question that's been on my mind is why exactly you decided to out the rulebook together in the first place?
Did you plan to release the rulebook somewhere?

Back around the release of FE7 in English is where this story begins. A friend of mine and I were really into it, and RPGs, so we wanted to play an FE style RPG. We spitballed some ideas that were pretty blase, gave it a test run, and lost steam/interest. After that, the idea just sat on my laptop for years.
Fast forward to 2010; I had just graduated from The Art Institute of Vancouver, having completed the Game Art and Design program. I was now looking for work in the game industry, and, too keep myself busy, I decided to try working on a project. I decided to start with Tabletop game design, like a board game or RPG. I noticed there were RPG books for a lot of franchises, like Dr. Who, Star Wars, Everquest, so on. So I decided to go back to the Fire Emblem RPG, and try my hand at it again.

Realistically, I figured it'd be fun to just share with some friends, but I also figured it might not be a bad supplement to my portfolio for future job searching. And, as a sort of selfish and kinda unrealistic dream, to actually get this released would be amazing, but, you know, keeping it as a freeware game for download and stuff, that'd be the big goal at the end of it all.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on June 22, 2014, 03:59:58 pm
Can items the Rogue carries in their main inventory be put in the BoH inventory to allow them to hold onto a weapon they pick up if they don't have 5 weapons total already?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: CecilHoshino on June 22, 2014, 04:25:35 pm
Items, yes. Weapons, no.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: birdy51 on June 22, 2014, 04:29:07 pm
The problem is... Rogues don't have much need to carry around that many items.

Usually whatever items you have in a battle is usually enough. Which makes the prospect of carrying around extra items and being punished for that an unappealing prospect.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on June 22, 2014, 04:44:40 pm
Except of course when you need to carry around tons of medicine. i.e. always.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Sirus on June 22, 2014, 04:54:02 pm
The problem is... Rogues don't have much need to carry around that many items.

Usually whatever items you have in a battle is usually enough. Which makes the prospect of carrying around extra items and being punished for that an unappealing prospect.
Keep in mind that rogues can
A) Open chests without lockpicks or keys, and
B) Steal items from enemies.

So their inventories can actually fill up rather quickly.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Haspen on June 24, 2014, 03:13:37 am
Guuuuuys, loooook!

Spoiler: Alchemy! (click to show/hide)

Do note that these are random ramblings of hyperactive night-time brain; not planning to include alchemy in any currently running FEF/NEF.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Tiruin on June 24, 2014, 03:16:54 am
Can I use that idea Haspen o_o
I'm either planning my first FEF game to be unconventional-like...or just make it one huge saga from all the scraps of story ideas I write down everywhere.
On the walls with taped paper on it on the 5'6" ceiling with memos on corkboard... on the papers on the floor.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Haspen on June 24, 2014, 03:20:27 am
*shrugs* If you want.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on June 24, 2014, 05:37:45 am
Btw rogue stat change has been de~nied. Moving on.

Also question for Cecil: why the removal of Forest Knight in v1.22?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Xanmyral on June 24, 2014, 09:53:41 am
I'm shuddering at flipping a coin every time a unit passes a grass tile.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Haspen on June 24, 2014, 10:11:55 am
I'm shuddering at flipping a coin every time a unit passes a grass tile.

What no, they have to use an action aka spend a turn v:
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Sirus on June 24, 2014, 10:20:56 am
What's with taking useful stats away from classes in exchange for CON? O_o;

No. Just no. Falcoknights need that STR.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on June 24, 2014, 10:42:27 am
What's with taking useful stats away from classes in exchange for CON? O_o;

No. Just no. Falcoknights need that STR.

Falcoknights have low Con and no S ranks. They need it to carry heavier lances into battle without reducing one of their primary stats, speed.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on June 24, 2014, 10:44:54 am
Falcos aren't supposed to carry big ass lances anyway.

And CON is more valuable than a point of STR, it would require more to be a fair trade.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on June 24, 2014, 03:01:13 pm
Cecil, two questions: What are the cost values for the stats when they are applied as promotion bonuses or base stats?

And, what is up with Archer Defense?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: CecilHoshino on June 25, 2014, 04:38:06 pm
Also question for Cecil: why the removal of Forest Knight in v1.22?

Part of it was the utter lack of identity the Forest Knights had, compared to the Warrior; at the end of the day, it was mostly around for the Lances to counter the weakness of the Axe specialization. On top of that, FE8 and 13 (as well as FE5 when you consider the translated names of Othlin and Halvan's classes) firmly established that Fighter -> Hero was a standard promotion path. The final nail was back on the RPOL testing grounds; one of the players mentioned that future players might want to run the Hector route, tanky axe fighter who promotes to swinging swords on the side; this was before Knights had the option to be like their FE4/5/10 counterparts and specialize in any of the physical weapons, not just the Lance and Axe/Sword on promotion, but, even still, Hero's new skills would've fit a Hector expy anyway.

Cecil, two questions: What are the cost values for the stats when they are applied as promotion bonuses or base stats?

And, what is up with Archer Defense?

If I understand what you mean by cost values, what I try to do is keep things at least numerically balanced in that no class gains more or less from their base or promotions than the others. Knights get a little extra to make up for their -1 MOV, Thieves and their ilk tend to suffer a little penalty to make up for their +1 MOV, and some math errors happen like Archers have 5 more than they should, but, in general, I try to keep Base Stats for the First Classes at 50, promotion from Trainee to Tier One at +10, and promotion from Tier One to Tier Two at +15

As for the Archer's Defense, that comes from the Akaneia games (1, 3, 11, 12). There was the division between the Archers (who promoted to Snipers) and the Hunters (who promoted to Horsemen). In general, Hunters were stronger, but frailer, while Archers could take more of a hit if they were unfortunate enough to get attacked on their turn. Higher Defense and HP, I felt, gave Archers less fear about going into battle where there's only a 1 gap spot between them and the target, and to help combat with all the other ranged options like Spears and Throwing Axes.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on June 26, 2014, 10:14:17 am
Falcoknight change approved. Next poll is up.

Also OP restructuring is due, I will include a list of FEF games.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: KujiUn on June 27, 2014, 08:16:17 am
Perhaps in future polls state what the stat change will turn into?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on June 28, 2014, 12:48:39 pm
Poll changed, Duke Knight change approved.

I noticed base troubs have less RES than priest trainees and if this change comes through we should change the promotion bonuses or the trainee base to make it more consistent.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: IronyOwl on June 28, 2014, 10:46:39 pm
Honestly not sure if this would go better here or elsewhere, but what are everyone's thoughts on how the game changes as you increase or decrease the number of combatants? I'm kind of digging Haspen's current FEF1 Epilogues, but I'm curious how that or something a bit larger would play out over a full-er game.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Xanmyral on June 28, 2014, 11:14:19 pm
Turns would be quicker and it would require more thought (in theory, and of a more linear and frequency nature instead of breadth) instead of simply rushing the target, until a drop off point is hit.

Of course, it also limits the amount of tactical choices the group could make, which in relation limits the amount of situations a group could also sustain successfully. So as the number of people lessen, the amount of complexity that could be put into a single battle similarly lessens. So while one would have to think more of how they move and where with fewer people due to greater risk, the amount of options and stratagems available also shrink so that strategies become less complex due to fewer moving parts and things one could tinker with.

So a quick game that may require more frequent thinking but of smaller breadth and depth would be a smaller one, while a slow game that has less frequent thinking but of greater breadth and depth would be a larger one.

[/$0.02]
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on June 30, 2014, 02:11:39 pm
New poll up.

I want to propose a couple changes to the promotion bonuses for Troub and Thief:
Troubadour: -1 LCK, +1 CON
Thief: -1 SKL, +1 LCK
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on July 01, 2014, 07:06:14 am
Rider trainees can't promote to Nomads, instead they can promote to Wyvern Riders and choose any of the three rides.
Priest trainees can't promote to Monks.
Something for the Pegasus Rider?
Battle Mage Imbue Arrow side effect for Fire change.
Memory Magic.
Removing Momentum's limit.
Forest Knight trapping rework.
Mage Knight's Physical Training giving a proficiency bonus when promoting from Troubadour.
Master Spy traps.
Mountain Warrior Big Swing and Mountain Sprint.
Rogue Bag of Holding change or not.
Sage proficiencies to S anima and no staves.
Shadow Sword Marked for Death stuff.
Sniping change.
Summon buffs?
Swashbuckler immunity of WTD. Or something.
Warrior's Rough and Tumble.
Wyvern Knight choic between swords and axes.
Warding magic change (half damage?).
Druidic magic change (double damage/half damage?).

That's all the proposed changes I can think of.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on July 01, 2014, 02:25:34 pm
1. Like it, let's go with that.
2. Why not? I realize they lose staff proficiency, but that leaves priest trainee with only two paths to choose.
3. I was thinking something along the lines of +1 mov if they travel 5 tiles in one direction during their mov.
4. No idea for this.
5. Necessary.
6. Great idea.
7. Forest Knight can drop 3 single use traps that deal 15 damage and immediately end the target's turn, and immobilize them for 3 turns.
8. I thought we determined they just get two C/D weapon ranks?
9. I'll dig up the discussion on ideas there sometime tonight maybe.
10. I think we determined the 5 hit for 1 damage was a good trade off.
11. I still think it's unnecessary.
12. It would give us a base S rank Anima.
13. Marked for Death: The Shadow Sword chooses an enemy unit: The Shadow Sword and all Allies get 15 hit, 3 DAM, and 5 Crit against the target or the Shadow Sword is reduced to 0 hp.
14. Why does Sniping need to be changed?
15. Never noticed a problem with Summoners either.
16. The idea was that Swashbucklers could never lose on the Weapon Triangle, but they could win it. Don't have a name for it yet. Also, they'd get an improved Water Walk, sort of like the Mountain Warrior's mountain sprint.
17. Basically 1.22's Fighter Hero's special on the Warrior. I like it.
18. I don't see why not. Heck, even dropping swords entirely in favor of axes, since many Wyvern riders in the games used those over axes, in fact.
19. I don't know about halving damage, but I think a flat defensive bonus against the relevant weapon would be much better than a piddling def or res per hit the monk lands.
20. Yeah, that's still confusing.

Cecil, can we get a bit of explanation what exactly Trumping does with druidic magic?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Xanmyral on July 01, 2014, 07:48:07 pm
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on July 01, 2014, 08:13:47 pm
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Xanmyral on July 01, 2014, 08:35:43 pm
Spoiler: Mess O' Quotes (click to show/hide)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Rolepgeek on July 01, 2014, 08:42:01 pm
For the record, I'm against replacing Nomad with Wyvern Rider.

It seems about as, if not more, ridiculous to me to suggest 'oh now I know how to ride dragons' as it does to say 'oh now I don't use lances anymore'.

Seriously. They just lose their lance, or they don't like using it, or they were never all that good in the first place and realize it would be pointless now. Or allow Rider Trainees to use bows from Trainee level if they're going to go Nomad. But replacing your horse with a wyvern doesn't really make much sense either.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Xanmyral on July 01, 2014, 08:52:55 pm
I believe the suggestion for the replacement is coupled with the idea that the rider trainee would have to choose their mount from inception, thus they always had a pegasus, wyvern, or horse.

Normally I'd also say that wyvern's aren't dragons, but to be honest FE wyvern's aren't really wyverns either, what with the six limbs. But a setting can call anything what they wish though really, and the difference is largely arbitrarily drawn considering there isn't any real solid basis for fantasy.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on July 01, 2014, 11:31:14 pm
The only 'true' wyverns are the ones seen in FE8 with Wyvern Hunters, oddly.

And I don't think it's significantly odder to swap to wyvern from a horse than it is to go from a foot soldier to a horse/wyvern. My main sticking point is the sudden change in weapons.

Xanmy makes a point about mount changing though. We may want to do what we did with mage trainees and just give rider trainees the appropriate mount.

And as for Marked for Death: It would be against one enemy, and ending when either the designated target or the Shadow Sword dies.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Rolepgeek on July 02, 2014, 12:36:21 am
It just seems kinda silly that the trainee that's meant to be the horseman(and going from horse to pegasus, while still strange, is not nearly so strange as horse to wyvern) only has one promotion that actually rides, y'know. A horse.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Xanmyral on July 02, 2014, 01:34:59 am
That assumes the change is ratified, and from the sounds of it, its more of a general 'you ride something' trainee class where you choose which mount you wish (which also locks in which first class you take).

BMM: Alright, so its against one enemy. How many times can it be used? I can't help but see it always being eaten by the boss if its a single use thing.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on July 02, 2014, 05:09:45 am
The class is name "Rider" trainee, not Horseman and yeah the intention was that they could choose any of the three rides and keep it without changing (like Valkyries) :V

The priest to monk is more for weapon consistency than anything really.

We had two ideas for Marked for Death: one was the shadow sword gets effective damage vs the marked target and the other was the designation for the team. I didn't think of more than one use because I didn't want them to be able to mark half the map :V
If we give them something like a turn cooldown, they should lose sneak attack tho.

The only thing I see unnecessary now is the sniping change cause I can't read.

Finally after the stat changes we'll vote on the rider trainee thing.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Xanmyral on July 02, 2014, 09:26:50 am
I was figuring more of a 'can only have one target marked at a time, takes an action to mark' kind of thing personally. So you have to expend an action to mark/curse/whatever an enemy but you can only do so to one person, you can't take it back, and you can only do it again once either you've hit zero health or the enemy is dead. That way it becomes a bit more useful.

I'll still be sad to see sneaking go though, although I understand the dislike for terrain dependency.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: CecilHoshino on July 03, 2014, 04:06:19 pm
Cecil, can we get a bit of explanation what exactly Trumping does with druidic magic?

Weapon Triangle Bonus/Disadvantage.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on July 03, 2014, 04:27:09 pm
Hm. Doesn't seem like something specializing in, based on that. It loses to everything but the target, after all.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: CecilHoshino on July 04, 2014, 04:10:35 pm
Actually, it was that, or "Effective Against the one it beats, WTD against the ones it doesn't." I wasn't sure, though if it was too powerful an effect, so I may have jumped the gun and overnerfed the entire weapon set (apart from the S Ranked Dark Physique and Old Black Magic)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on July 04, 2014, 04:13:21 pm
What a coincidence, that's what I originally had in mind for clarifying :v
Now the main idea is double damage against the one it trumps and WTD or possibly half damage vs everything else.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Haspen on July 04, 2014, 04:15:55 pm
Actually, it was that, or "Effective Against the one it beats, WTD against the ones it doesn't."

That's the definition I began to use after someone made a character for that category. Yay I think like our noble creator, woo! :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on July 06, 2014, 11:58:40 am
I don't know why people think that the possibility of startinga character with 11 SPD is acceptable.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Rolepgeek on July 06, 2014, 12:05:13 pm
Because they have pretty low everything elze?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on July 06, 2014, 12:08:36 pm
Because they have pretty low everything elze?

Not really the point. A thief who puts decent progression in Speed is going to capram fairly early compared to other classes, and if they don't, they'll quickly lose the speed advantage at promotion, which is weird.

Also, Luck is used in the thief's class special, and could probably start higher.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: darkpaladin109 on July 06, 2014, 12:10:09 pm
Because they have pretty low everything elze?
Even then, they have 4 strength and 6 skill, which you know, is decent for starting stats.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Xanmyral on July 06, 2014, 01:22:18 pm
Oh, right, I have a question for Cecil that I've been forgetting for a while: Do you know/have the weapons (Lance Pierce subcategory) that were cut off there? We were just gonna take from 1.20, but you might have what was actually intended to go there. Considering the blank pages to follow, we assumed a major typo/error happened.

EDIT: Also another question, how does Fencer's Sneaking work exactly? I noticed it was a passive effect, and the wording sort of confused me a bit. Does it eat the unit's move, four of its move, or cost nothing to activate? Does it stealth the fencer (at least until the enemy realize there's nobody on their prior pillar) or was there a different meaning meant about the last sentence?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Rolepgeek on July 06, 2014, 06:29:09 pm
Eh. I like Luck, actually, so I'll change my vote from a No to a Yes, please.

HOWEVER

I'd like to say that while I'm okay with them losing some speed for luck, I don't think they should lose skill for luck.

As well, I think that Luck should contribute to Hit Chance as much as it does to Evade, and a little bit to Crit. That should persuade people to love on it more.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on July 06, 2014, 06:32:31 pm
Eh. I like Luck, actually, so I'll change my vote from a No to a Yes, please.

HOWEVER

I'd like to say that while I'm okay with them losing some speed for luck, I don't think they should lose skill for luck.

As well, I think that Luck should contribute to Hit Chance as much as it does to Evade, and a little bit to Crit. That should persuade people to love on it more.

I actually tried altering luck in a similar fashion for a while. It just leads to more auto-hitting, and with the changes we made to character skills, luck has a stronger role to play than previously.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Xanmyral on July 06, 2014, 06:36:09 pm
I'd suggest no to both luck contributing to hit as much as evasion, and to crit. For the same reason, really.

Both are aided by the base hit and crit of a weapon, something that Dodge and Evasion will simply never get, hit were to grow at the exact same rate as evasion, then evasion will almost always be behind due to the fact that it lacks a base while hit does not.

So you have two numbers trying to compete with each other with the same rate of growth, except one is aided by a, at the very least, fifty point base but more often in the seventies and sixties. They'd never compete.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Rolepgeek on July 06, 2014, 06:39:50 pm
Base Hit usually goes down as time goes on, but I see your point. (Evade isn't really meant to fully negate Hit though/anyway anyway/though(I couldn't decide order so I chose every order).)

However, I was thinking something like 1/2 of luck added to crit, mostly because it seems so weird that luck doesn't contribute to crit, considering they're, you know. Crits.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Xanmyral on July 06, 2014, 06:44:58 pm
You're right that it isn't meant to fully negate, and in fact it never really can unless you really, really work for it.

The only cases we've had auto-evasions was when it was an inaccurate weapon wielded by people with low skill (facing weapon triangle disadvantage) faced against someone with high luck and speed or the addition of really strong defensive terrain. Even then, that's just two instances.

I'm still against luck adding to critical hits simply because weapons have a basis of crit, and it isn't hard to send your crit soaring with some minor work. Sure, it makes sense in a form, but dodge has a hard enough time keeping up against crit considering it can never raise above thirty, which some weapon's base crit goes above or meets it (although that's far, far fewer in the 1.22 weapon's list).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on July 06, 2014, 06:55:53 pm
I'm also against altering the crit formula. Adding even half luck to crits would go a long way to making them... Pedestrian.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Xanmyral on July 06, 2014, 07:03:02 pm
We don't have a venerated dice god persona because they're common, after all. Its why there isn't one for hit chances.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on July 06, 2014, 07:23:53 pm
So with rolep's vote change the result is 8 yes to 6 no. CHANGE APPROVED.
I'll change it tomorrow cause right now I'm a little intoxicated.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: CecilHoshino on July 07, 2014, 05:00:45 pm
Oh, right, I have a question for Cecil that I've been forgetting for a while: Do you know/have the weapons (Lance Pierce subcategory) that were cut off there? We were just gonna take from 1.20, but you might have what was actually intended to go there. Considering the blank pages to follow, we assumed a major typo/error happened.

EDIT: Also another question, how does Fencer's Sneaking work exactly? I noticed it was a passive effect, and the wording sort of confused me a bit. Does it eat the unit's move, four of its move, or cost nothing to activate? Does it stealth the fencer (at least until the enemy realize there's nobody on their prior pillar) or was there a different meaning meant about the last sentence?

Weapons - It was indeed a critical error in the PDF transfer. Fortunately, only four weapons were lost due to that error (that I know of). So here's what the missing weapons were:
NameRankRngWtMtHitCrtQlBonus
Sun Lance(A)1-1161280020Effective vs Horseback
Silver Lance(A)1-1141475020
Wind Lance(S)1-2181490015Use MAG stat. Acts as Anima and Lance
Silver GrtLance(S)1-1201675015


As for the Fencer's Sneaking ability, I apologize for the poor wording. First of all, by using 1 MOV, they can shift to another, unoccupied pillar within 4 Spaces, and then use the rest of their MOV for other purposes. If they DON'T move after Shifting, they are, indeed, Stealthed, until the enemy realizes the previously occupied pillar is now unoccupied, or if the Fencer makes an attack or moves off the pillar they sneaked onto (or if, on the enemy's turn, they stumble into the Fencer by accident, in which case their turn immediately ends much like if a player runs into an enemy in Fog of War)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Rolepgeek on July 07, 2014, 05:11:23 pm
Cecil, is there a reason swords are so much better than basically every other category?

Or a purpose for sidearms besides niche and gimmick uses?

And is Ancient Gamble meant to work for every attack a Shaman makes?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on July 07, 2014, 05:32:11 pm
As for the Fencer's Sneaking ability, I apologize for the poor wording. First of all, by using 1 MOV, they can shift to another, unoccupied pillar within 4 Spaces, and then use the rest of their MOV for other purposes. If they DON'T move after Shifting, they are, indeed, Stealthed, until the enemy realizes the previously occupied pillar is now unoccupied, or if the Fencer makes an attack or moves off the pillar they sneaked onto (or if, on the enemy's turn, they stumble into the Fencer by accident, in which case their turn immediately ends much like if a player runs into an enemy in Fog of War)

Holy crap, that seems broke as hell. They could only possibly do that once per turn right? They couldn't continuously FTL between pillars to theoretically cover 20 spaces in a turn, right?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: CecilHoshino on July 07, 2014, 05:56:45 pm
Cecil, is there a reason swords are so much better than basically every other category?

Part of it's subjective; certain weapons from certain categories are probably the best of their tier, and some just prefer others.
Part of it's a hold over from Fire Emblem proper, which has pretty much, throughout its entire history, shown favouritism to Swords and the classes who specialize in their use.
Part of it's from how the the weapon subsets try to fulfill a niche. For Lances and Axes, those tend to be "Raw Power, Range, Other." For Swords, given how neatly Fencer, Mercenary, and Myrmidon were divided, they each had a sword category tailored to them.
But it could very well come down to poor number balancing; after all, in a testing environment like this, you really stress test the numerical values, see what's too much, what's too little, and try to work it out from there.

Or a purpose for sidearms besides niche and gimmick uses?

Their purpose was more for the Thief Trainee and their promotions; something utility based, light weight, and potentially ranged. They're gimmick and niche based, if only because that's sort of the point of all the subcategories, having a niche they fill for a class.

And is Ancient Gamble meant to work for every attack a Shaman makes?

This is a bit tricky, since what you're using for Ancient Gamble, and what future installments of the book use for Ancient Gamble, are two entirely different things. But, in general, no, it's only a once per battle thing.

Holy crap, [Sneaking] seems broke as hell. They could only possibly do that once per turn right? They couldn't continuously FTL between pillars to theoretically cover 20 spaces in a turn, right?

Only once per turn, yes.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Swordstar on July 07, 2014, 06:11:47 pm
Quote
And is Ancient Gamble meant to work for every attack a Shaman makes?

This is a bit tricky, since what you're using for Ancient Gamble, and what future installments of the book use for Ancient Gamble, are two entirely different things. But, in general, no, it's only a once per battle thing.

That seems... really weak no offense. Also the wording is really bad if that's the case. The skill is already extremely chancy since it's a percentage thing. Add into that either you're using base str or you're dumping growth into a stat that is literally only used for that skill, and it basically becomes useless.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on July 07, 2014, 06:13:24 pm
And that's why new Ancient Gamble is a million times better.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Swordstar on July 07, 2014, 06:15:21 pm
And that's why new Ancient Gamble is a million times better.

Ehhhhh, I'm still not a fan of making already (usually) slow characters take a major dump of speed but that's just me I guess.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Rolepgeek on July 07, 2014, 06:35:17 pm
Maybe Ancient Gamble should just add Str or 2x Str to crit?

For the subcategories, it seemed like Sidearms didn't really have a theme to them, though; they had multiple independent little things going on in it, from range to status ailments to sword-hate to crit(plus, not even a Brave Dagger. Bah!). And, while it might be well and good to hold things over from Fire Emblem like favoritism and some classes being just plain better than others...it's not really fun, or fair, to the people who like other classes and want to play those. :/

Crushing is raw damage, Thrusting is Effective damage(which was usually the Other category for the weapons, it seemed, or Even Heavier and Even Stronger, or both like with Crossbows), Slashing is crits(and high Hit?), and Sidearms is gimmicks. For Lances, it seemed like Javelins was range, Piercing was General(/High Hit?) and Polearms was Effective/Raw Damage. Axes had Hacking for General/Low Weight(?), Throwing for Range, and Bludgeoning for Raw Damage/Effective. Anima Magic had Wind Magic for Speed/High Hit, Lightning for Raw Damage/Crit, and Fire for General. Light Magic had Holy for General/Raw Damage, Judgement for Effective Damage, and Wards for Defense(Wards really suck right now, though, I mean seriously, unless you're making some sort of weird uber-tough build with Monks that isn't already immune to all damage). Dark Magic had Dread for damage, Ancient for Status effects, and Druid for Effective(apparently). Bows had Recurve Bows for General/Speed, Longbows for Range/Effective, and Crossbows for Flier Death, Accuracy, and Self-Defense.

But Crossbows, for example, suck for Self-Defense because of how much they reduce your speed by, meaning you'll be doubled and take more damage anyway. Their weights are just so tremendous that their damage doesn't really make up for it, not when you can't add your Strength. The Nature Spirits in v1.20, and the generally high Con of people anyway, made Wind largely redundant, and Wards just plain suck. Judgement was extremely over-specialized in many ways, and the Raw Damage of the two weapon categories that were supposed to have higher damage in general than Swords, pale in comparison to Crushing. Pilums make Javelins almost completely redundant save for Speed-pumping spear wielders, or ones with low Strength, and Thrusting seemed better than Slashing in almost every way, for a lot of the tiers(for 1.20, at least).

Also, how was Physical Training going from Troubadour to Mage Knight supposed to work, might we ask?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: birdy51 on July 07, 2014, 06:37:01 pm
I think that is the main point.

Shamans were never meant to be fragile speedsters, but glass cannons. I think that the new Ancient Gamble solidifies that quite well than just giving free stats. Take something, give something I say.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on July 07, 2014, 06:38:29 pm
I disagree. Crossbows also give out free high damage in exchange for not letting you use str... Something that two players in NoH are using to great effect.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Xanmyral on July 07, 2014, 06:38:48 pm
Thanks for the answer Cecil, and for the missing weapons!

Good to know about fencer sneaking, since before we figured it didn't allow for further movement and seemed rather weak. Good to see that we were more or less correct on the sneaking bit though. Makes their skills much less situational (than it already is, at least, but then again most GMs don't have fencers in their group).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Swordstar on July 07, 2014, 06:39:18 pm
Maybe Ancient Gamble should just add Str or 2x Str to crit?

Lol, that's even worse. Sorry, but that's just not very useful and once again runs the thing of either being basically useless or requiring dividing up growths simply for the sake of some extra crit. Especially since Shamans aren't usually focused on crit.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: CecilHoshino on July 07, 2014, 06:55:14 pm
[W]hile it might be well and good to hold things over from Fire Emblem like favoritism and some classes being just plain better than others...it's not really fun, or fair, to the people who like other classes and want to play those. :/

When I answered regarding favouritism, I didn't mean I was trying to show favouritism, either, just that, because of the inherent favouritism from the game, the stats for the weapons, including swords, carried over from console to tabletop, and thus imbalance. To curb that favouritism, running these games has been helpful.
(Besides, if I were to play favouritse, it would be for Knights and Soldiers and their promotions :P )

For a lot of the complaints regarding weapons, hopefully these were addressed, somewhat, by 1.22, but others are going to get changed. The Pilums, for example, were meant for the slower Knights and Soldiers, to give them some option for doubling, but the 1-2 range did make this problematic. So taking your criticisms into consideration, in future versions, their damage will be lowered, and their range will be strictly 2. Likewise, Nature Spirits will be looking a lot different from its 1.20 counterpart in the future, more in line with Nature Spirits, Pious Veil, and Ancient Gamble in 1.22

Also, how was Physical Training going from Troubadour to Mage Knight supposed to work, might we ask?

What was supposed to be the case was that, when you started as Troubadour, you would pick a Physical Weapon to wield, and a subcategory to specialize in. Physical Training would then amp the Weapon Rank on promotion to Mage Knight. In future versions of the guidebook, since Knights also gained the ability to pick their weapon of choice, Troubadours were given that same option without it being a Class Ability. But as far as 1.20 goes, if you promoted to Mage Knight from Troubadour, you pretty much skipped Mage Knight's Physical Training. Because Mage Knight promoted from Troubadours and Mages, essentially, Troubadours got both benefits of Horseback and Physical Training early, while Mages had to wait until they chose to promote to Mage Knight.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on July 07, 2014, 07:04:47 pm
Actually, Pilums (briefly referred to as OPilums) were all reduced to range 2 based on an earlier vote, believe it or not. Good to see that change works for you as well.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on July 08, 2014, 07:09:58 am
Convergent evolution at work.

New poll up, polling some changes proposed on my own to try and keep some consistency between base and promotion.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: SeriousConcentrate on July 08, 2014, 12:32:49 pm
I can't remember if this has been asked of you before, Cecil, but there is a point of contention in a couple of games here that needs clearing up regarding performances. In the class description for Bards and Dancers, it says this:
Quote
Bard
The character is able to play a song for any ally adjacent to the user who has already used their action.
That character can act again. The character with this skill will effect all allies adjacent to them when
they activate their effect (up to 4 characters). This effect of aiding multiple allies works with the
standard Play ability, or with any currently equipped Performance. This skill overwrites Perform.

Dancer
The character is able to perform a dance for any ally adjacent to the user who has already used their
action.
That character can act again. The character with this skill can effect up to 2 allies with it, but it
can be any ally within 2 spaces of the Dancer. This effect of aiding multiple allies works with the
standard Dance ability, or with any currently equipped Performance. This skill overwrites Perform.
which implies they can only perform for units that have already taken their turn, but later on in the book in the combat section, it says this:
Quote
Bards and Dancers have a very different way of affecting the
outcome of a battle. Rarely able to take part in combat itself, they
instead bolster their allies with various buffs, or hinder their
enemies with various ailments. The basic effect of the Bard and
the Dancer is to give allies to take a second turn during their
phase; allies who have already used a turn can take one again, and
allies who haven't already used a turn can take two this phase. No
ally can take more than 2 actions in a round, so any further
Performances or effects that grant an additional action are ignored.
Which one is correct?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: CecilHoshino on July 08, 2014, 04:07:14 pm
The one that's correct is the quote under Bard and Dancer; those were rewritten later in the update with the proper rule in mind.
When I was running a test game on RPOL, I conceded to allowing the party bard to Perform for players who hadn't taken a turn yet, moreso because of the inherently slow nature of RPOL posting and the patience required in Play-By-Post in general. That was when I slipped that rule into the Combat section. Later, the Bard and Dancer had their Perform rewritten with the proper ruling in mind. In general, in faster paced games, either on forums, in MapTools, or on an actual tabletop, Bards, Dancers, their promotions, and the Again staff cannot grant an additional turn to a unit who hasn't already taken an action yet.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: SeriousConcentrate on July 08, 2014, 08:57:04 pm
Ah, OK. I always figured the combat one was correct, like you had changed your mind and wrote it that way and forgot the class wording since it was later in the book. Well, some of the GMs will be happy to have it settled.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Haspen on July 09, 2014, 01:50:13 am
In general, in faster paced games, either on forums, in MapTools, or on an actual tabletop, Bards, Dancers, their promotions, and the Again staff cannot grant an additional turn to a unit who hasn't already taken an action yet.

/me glares at his players >:V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: freeformschooler on July 09, 2014, 10:17:26 am
In general, in faster paced games, either on forums, in MapTools, or on an actual tabletop, Bards, Dancers, their promotions, and the Again staff cannot grant an additional turn to a unit who hasn't already taken an action yet.

/me glares at his players >:V

but we haven't preformed at all yet

right

right ce
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on July 09, 2014, 10:24:01 am
Sheila has been preformed for twice. Once by each performer in the group.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Varee on July 09, 2014, 10:44:59 am
Cant two performer just walk round and keep buffing each other and give everyone infinite turn?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on July 09, 2014, 10:47:02 am
Cant two performer just walk round and keep buffing each other and give everyone infinite turn?

There are already provisions against that in the book.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Swordstar on July 09, 2014, 10:53:19 am
Cant two performer just walk round and keep buffing each other and give everyone infinite turn?

No one may have more than two turns in a phase. It's in the rulebook somewhere. Also there might be something about performers not being able to be performed but I dunno.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on July 09, 2014, 10:54:50 am
Cant two performer just walk round and keep buffing each other and give everyone infinite turn?

No one may have more than two turns in a phase. It's in the rulebook somewhere. Also there might be something about performers not being able to be performed but I dunno.

No, they can, you just can't perform for someone more than once per phase.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Varee on July 09, 2014, 10:56:39 am
Sheila has been preformed for twice. Once by each performer in the group.


Well that statement confuse me a bit but i found that it said  no character may use more than two movement and two action in a turn
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Blade Master Model 42 on July 09, 2014, 11:07:16 am
Sheila has been preformed for twice. Once by each performer in the group.


Well that statement confuse me a bit but i found that it said  no character may use more than two movement and two action in a turn

That was on two separate occasions.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on July 10, 2014, 01:05:28 pm
Troubadour change approved, new poll is up.

Next thing is Rider trainee promotions.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Swordstar on July 10, 2014, 01:25:48 pm
Question for Cecil!

So, right. Sages in 1.2 get subcategory Anima (A) and subcategory Staff (B). Which is weird, because every other class with two weapons has both subcategories as A. Is there a reason that Sages don't get that?

Other question is Assassin weapon profs. If I'm reading it right, Assassins get either S rank Bows, or S rank Swords. And that's all they get. Which means they lose a proficiency? Since they used to have bows and swords? If I'm misreading this, please clarify, but that seems to be how it is and that seems... odd.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: darkpaladin109 on July 10, 2014, 01:56:11 pm
I think spies are supposed to get S rank bow subcat. if they started as archer trainees and S rank sword subcat. if they started as thief trainees. If they started out as spies, then they get to pick either S rank bow subcat. or S rank sword subcat. I assume the other profficency would stay at D rank.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Xanmyral on July 10, 2014, 08:04:33 pm
It would be nice if they at least kept their old rank from the prior class.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Swordstar on July 10, 2014, 08:24:31 pm
That'd be D rank which darkp mentioned. And it's quite possible that's what it's supposed to be, it just, you know, doesn't *say* that and yeah.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Xanmyral on July 10, 2014, 08:30:58 pm
Well, it would either be a specific occurrence (only with the assassin) or a general occurrence, which would change up quite a bit considering the number of classes that swap weapons (although we have tried to slim that down a bit).
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Swordstar on July 10, 2014, 08:39:06 pm
Well, so, the only classes that lose weapon profs are promoting from trainee to first class. And maybe Assassin.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Rolepgeek on July 10, 2014, 08:46:07 pm
Trainee doesn't count, Xan, since you don't even have to start as them anyway. D:<

You people are too obsessed with Trainee weapon proficiencies. It's not all about the weapon they use, guys! Otherwise we would only need Archer, Swordsman, Axeman, Spearman, Staffman, and Magic X, Y, and Z trainees. >:(
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Xanmyral on July 10, 2014, 09:56:07 pm
I ain' giving an opinion one way or the other, just stating that whether that ruling would be specific or general would indeed affect a few other things. Not many, but they exist.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: CecilHoshino on July 11, 2014, 12:34:02 am
Question for Cecil!

So, right. Sages in 1.2 get subcategory Anima (A) and subcategory Staff (B). Which is weird, because every other class with two weapons has both subcategories as A. Is there a reason that Sages don't get that?

Put simply, oversight. When I made the upgrade from 1.2 to 1.22, that was one of things that was noticed and fixed.

Other question is Assassin weapon profs. If I'm reading it right, Assassins get either S rank Bows, or S rank Swords. And that's all they get. Which means they lose a proficiency? Since they used to have bows and swords? If I'm misreading this, please clarify, but that seems to be how it is and that seems... odd.

To preface, 1.2 and 1.22 are both still dreadfully unfinished, and I apologize for it and appreciate you're all still experimenting with it despite that.

Now, when I drafted up the Assassin's Weapon Ranks, I kept them at the S for one or the other to further differentiate them from the Master Spy. Give the MS something of their own, a bonus to their weaponry that the Assassin didn't have. Typical Specialist vs Generalist dynamic. Let's say the Assassin was a Thief Trainee who specialized in Sidearms. When they reached Assassin, they'd have an S Rank in Sidearms, a B Rank in Swords, and a D Rank in Bows, compared to that same Thief having an A in Sidearms, A in Crossbows, and a C in both Swords and Bows. Master Spies would have more options, while Assassins would have the highest end weaponry of a particular style.

Trainees, on the other hand, did drop a Weapon Rank on promotion. Priest Trainees would lose Staff if they promoted to Monk/Nun, and Rider would lose Lance if they promoted to Nomad/Bow Knight. But this was something I didn't think to put down in the book itself, and it resulted in a lot of confusion. Again, I'm sorry. In the upcoming 1.3 (or 2.0, whichever we want to slice it), that'll definitely be something marked for Trainees and Spies.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Haspen on July 11, 2014, 08:59:34 am
So guys whaddaya think of urban tiles for TankEF*? Good/bad?

(http://i.imgur.com/R7Ut46E.png)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on July 11, 2014, 09:15:44 am
Is gud but these kinds of things need another thread, and a subforum would help greatly with organization :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Xanmyral on July 11, 2014, 09:22:47 am
I like it. My only comment would be maybe widening the vertical roads a bit, they're a lot narrower than the horizontal ones.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Solymr on July 11, 2014, 02:45:05 pm
Next poll is up.

Btw in v1.22 Sages still have A and B ranks? :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Rider trainees!
Post by: SeriousConcentrate on July 11, 2014, 06:36:28 pm
Before I vote, a question. What will this do to Soldiers? Will they still be able to go Wyvern Rider, or will they only have two promotion paths, or what?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Rider trainees!
Post by: Varee on July 11, 2014, 07:38:26 pm
Before I vote, a question. What will this do to Soldiers? Will they still be able to go Wyvern Rider, or will they only have two promotion paths, or what?

I assume it mean they can pick between horse and go the current path or wywern and go wywern path
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Rider trainees!
Post by: Xanmyral on July 11, 2014, 07:41:50 pm
Soldiers would remain the same, I believe this should only change rider trainees. So one could enter the wyvern tree through either the soldier or rider trainee roots.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Rolepgeek on July 11, 2014, 09:18:18 pm
I like it. My only comment would be maybe widening the vertical roads a bit, they're a lot narrower than the horizontal ones.

I think that's partially because it's still not square. Even though for a TankEF we wouldn't use the same sprites normal FEF does, and therefore there's no point in them being rectangular.

>:[
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Rider trainees!
Post by: Xanmyral on July 11, 2014, 09:31:17 pm
Well aware, but the difference is too great even for the minute pixel difference in the x and y axises, it looks odd when compared to the horizontal roads.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Rider trainees!
Post by: Propman on July 12, 2014, 03:57:11 am
Did somebody say tank FE? Oooo, I can make sprites!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Rider trainees!
Post by: Solymr on July 12, 2014, 05:26:25 am
Before I vote, a question. What will this do to Soldiers? Will they still be able to go Wyvern Rider, or will they only have two promotion paths, or what?
Wyvern Riders can promote from Soldier trainees or Rider trainees. Soldier trainee promotions are unaffected.

Also question for Cecil: the dances that don't have dance% on their description are meant to hit every time?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: Haspen on July 12, 2014, 10:26:20 am
I think that's partially because it's still not square. Even though for a TankEF we wouldn't use the same sprites normal FEF does, and therefore there's no point in them being rectangular.

>:[

It's not that I'm using rectangular sprites; Y is stretched 8 pixels extra to accomodate for 8 pixel high name under the sprite :P

And I will be splice-glueing Advance Wars icons for TankEF, so these won't be a problem.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Rider trainees!
Post by: CecilHoshino on July 12, 2014, 03:14:57 pm
Also question for Cecil: the dances that don't have dance% on their description are meant to hit every time?

They've done studies, you know. 60% of the time, it works every time.

(Yes, any dance without a Dance% in their description auto-hit)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Stat Changes!
Post by: darkpaladin109 on July 12, 2014, 03:35:38 pm
I think that's partially because it's still not square. Even though for a TankEF we wouldn't use the same sprites normal FEF does, and therefore there's no point in them being rectangular.

>:[

It's not that I'm using rectangular sprites; Y is stretched 8 pixels extra to accomodate for 8 pixel high name under the sprite :P

And I will be splice-glueing Advance Wars icons for TankEF, so these won't be a problem.
It'd be good if you recolor the sprites then, cause the colors will propably clash with the map, due to how bright they are, in comparison to typical FE colors.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Rider trainees!
Post by: Furtuka on July 12, 2014, 03:37:57 pm
I think that's partially because it's still not square. Even though for a TankEF we wouldn't use the same sprites normal FEF does, and therefore there's no point in them being rectangular.

>:[

It's not that I'm using rectangular sprites; Y is stretched 8 pixels extra to accomodate for 8 pixel high name under the sprite :P

And I will be splice-glueing Advance Wars icons for TankEF, so these won't be a problem.
You better at least recolor the damn sprites then, cause the colors will clash too much with the map, I think.

O_o what's with the angry tone here
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Rider trainees!
Post by: Solymr on July 13, 2014, 03:54:56 pm
And poll changed. I don't really care much for the priest monk stuff tho :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Rider trainees!
Post by: darkpaladin109 on July 13, 2014, 03:59:02 pm
I'm...kinda neutral about this, to be honest.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Rider trainees!
Post by: Solymr on July 13, 2014, 04:03:20 pm
There we go, an option for guys like you and me.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Rider trainees!
Post by: Sirus on July 13, 2014, 04:06:51 pm
Who cares about weapon proficiencies? It makes perfect sense for a new priest to decide to become a monk instead of a full-fledged priest.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Rider trainees!
Post by: Solymr on July 13, 2014, 04:08:02 pm
That's why the "no" option is there :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Rider trainees!
Post by: Sirus on July 13, 2014, 04:08:35 pm
Which is what I voted for :D
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Rider trainees!
Post by: darkpaladin109 on July 13, 2014, 05:37:12 pm
Cecil, can classes that use staves counterattack with any weapons they might have even if they used their staff to heal?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Rider trainees!
Post by: Propman on July 13, 2014, 06:13:57 pm
Here's a reposting of Maxwell's OW sprite from Mecha FEF to show what the tank sprites will likely look like.

(http://i.imgur.com/i5mdTki.png) (http://i.imgur.com/WGmgZIr.png) (http://i.imgur.com/Ojc6LfX.png[img] [img]http://i.imgur.com/ca4NNE2.png) (http://i.imgur.com/ca4NNE2.png) (http://i.imgur.com/cMfzUs7.png)

As can be seen, tanks look just fine using the FE pallets, and recoloring the Advance Wars sprites will be trivial. Just remember to look at both Advance Wars' and Day of Ruins' sprites, as they each have different sets of tank sprites that could be used to represent different unit types.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Rider trainees!
Post by: Solymr on July 15, 2014, 06:52:05 am
Priest trainees gonna keep being able to promote into Monks, nothing strange about it. Next poll up.

Ps: nice tanks
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Blade Master Model 42 on July 15, 2014, 11:52:15 am
Maybe if someone had an alternative to cloudwalking ready, they might find people more receptive.

*gently taps No option*
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Solymr on July 15, 2014, 12:26:05 pm
Alternative: Anti-Magic
This unit gets +5 DAM and +1 RES vs units with Levitation.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Sirus on July 15, 2014, 12:27:33 pm
That's really freaking powerful O_o
I mean, it fits what pegasus riders are usually supposed to do. But that's a huge boost.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Solymr on July 15, 2014, 12:28:20 pm
We can make it +3 or just a defense bonus. Soldiers have the same vs all mounted units.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Swordstar on July 15, 2014, 12:30:42 pm
It's actually just the same as a soldier's skill. Until you consider the fact that it's a physical class against a magical class who tend to be squishier. So it's more of an advantage than +5 against a cav or a wyvern rider.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Solymr on July 15, 2014, 12:35:20 pm
Pegasus riders are also squishier than soldiers and can get blown up at counters if they don't go in right.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Blade Master Model 42 on July 15, 2014, 01:13:50 pm
Plus I think there are more total classes with levitation than horseback. I could be wrong about that, but I kind of doubt it.

But I think that'd be a good alternative.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Swordstar on July 15, 2014, 01:15:43 pm
Levitation: Priest, Monk, Mage, Shaman
Some form of mount: Cav, Wyvern, Peg, Troub, Nomad
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Sirus on July 15, 2014, 01:21:08 pm
Levitation: Priest, Monk, Mage, Shaman
Some form of mount: Cav, Wyvern, Peg, Troub, Nomad
Wouldn't units promoting from those classes also have Levitation/Mounted?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Swordstar on July 15, 2014, 01:30:59 pm
Yeah, I just listed first classes. You've also got:

Mounted: Both wyvern promos, both peg promos, mage knight, duke knight, paladin, both nomad promos, Great Knight,
Levitation: saint, bishop, holy guard, both shaman, sage
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Sirus on July 15, 2014, 01:50:02 pm
Jeezuz. I can kinda see why Haspen nerfed the soldier's special, at least in FEF1.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Rider trainees!
Post by: CecilHoshino on July 15, 2014, 04:19:25 pm
Cecil, can classes that use staves counterattack with any weapons they might have even if they used their staff to heal?

Right now, no they cannot, in the interest of fairness to Bow users (without the Sidearm ability). However, this is a rule that I'd like your input on, as, in the upcoming book update, there will be a lot of rule clarifications, including possible Staff counter attacks. Right now, I'm looking at several options.

And just for fun...

Note the same would apply for Performances (Lyrics, Instruments, Songs), only, in the FE10 Method, replacing "whacking with a staff" with "boxing/kickboxing."
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Solymr on July 15, 2014, 04:29:43 pm
Oh my lord that fe10 method.

Anyways, I think Haspen made a rule that staff users would autoequip an available weapon for combat, so that would be the Yes counter option.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Haspen on July 15, 2014, 04:32:50 pm
Anyways, I think Haspen made a rule that staff users would autoequip an available weapon for combat, so that would be the Yes counter option.

Ye v:
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Taricus on July 15, 2014, 04:34:23 pm
I'll take a no counter rule over that though!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: SeriousConcentrate on July 15, 2014, 04:38:07 pm
As someone who is running a healbot in two campaigns (though Sadie will be getting weapons on class-up :P) I actually prefer the 'no' option for countering.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Sirus on July 15, 2014, 06:20:04 pm
As someone who is running a healbot in two campaigns (though Sadie will be getting weapons on class-up :P) I actually prefer the 'no' option for countering.
but y

I like Haspen's method, personally.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: birdy51 on July 15, 2014, 07:05:17 pm
I am extraordinarily fond of the FE10 method. Could we have that as the go-to counter if you have no weapons? Pretty please?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: SeriousConcentrate on July 15, 2014, 09:06:31 pm
@Sirus: Because I think it's retarded to waste a healing staff's quality on doing zero damage - most healers aren't going to have high STR, and if an enemy is hitting in melee range in the first place it's likely someone that has at least a measure of DEF. So, yeah, let's just blow that valuable Mend staff's charges by breaking it on Alexander's face for example, shall we? :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Blade Master Model 42 on July 15, 2014, 10:07:40 pm
I like number 2, personally.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Sirus on July 16, 2014, 12:28:24 am
@Sirus: Because I think it's retarded to waste a healing staff's quality on doing zero damage - most healers aren't going to have high STR, and if an enemy is hitting in melee range in the first place it's likely someone that has at least a measure of DEF. So, yeah, let's just blow that valuable Mend staff's charges by breaking it on Alexander's face for example, shall we? :P
Wait, who said anything about using the staff as a weapon? ???
Oh, whatever. Most running games seem to follow Haspen's rule in this regard, so I guess I'm not overly bothered by it.

In non-FEF discussion, does anyone know a way to load a save file in Fire Emblem: Awakening without closing and restarting the entire game? I've been having a lot of difficulty keeping people from dying and having to shut the whole thing down to restart a map frustrates me to no end >:[
these games need quicksave/load functions, seriously
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Furtuka on July 16, 2014, 12:29:29 am
nevermind
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Xanmyral on July 16, 2014, 12:32:31 am
I wish to propose a subject about promotion items, mainly the over prevalence of some. I apologize in advance for the semi-wall of text.

As you can see, some are sorely underused while others are overused to such a degree that they lose the flair they're suppose to have: excitement at the rare item of power. After all, it pushes you to new heights and strengths, it should be a big deal. Some of them are so prevalent in classes however that they almost because boring.

I propose that we try to balance these out a bit, so as to avoid over-saturation to a specific one or another to try and preserve the effect they're suppose to carry. The easiest way I see to accomplish this would be the creation of another promotion item, one meant for holy classes and the like. This item would be the promotion item for Bishops, Saints, Holy Guards, Crusaders, and possibly Paladins.
This chips into the Guiding Ring overpopulation, but we can also make more use from the promotion items we have to balance out some of the others. Ocean Seal, from what I've read, is suppose to deal with Banditry and the like, so two apt classes that might fit the bill for it could be Warrior and Mountain Warrior, one close to the banditry line while the other branches off of it. Raising the numbers of the Fell Contract could be easy, Summoner seems like it would fit the bill exceedingly well considering the class is summoning creatures and the like.
Some chipping can still be done on the Knight's Crest (most certainly if Paladin isn't included in the new holy item), but at the moment I am at a pause.

Thanks to Blade for talking this out with me.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Blade Master Model 42 on July 16, 2014, 12:35:13 am
@Sirus: Because I think it's retarded to waste a healing staff's quality on doing zero damage - most healers aren't going to have high STR, and if an enemy is hitting in melee range in the first place it's likely someone that has at least a measure of DEF. So, yeah, let's just blow that valuable Mend staff's charges by breaking it on Alexander's face for example, shall we? :P
Wait, who said anything about using the staff as a weapon? ???
Oh, whatever. Most running games seem to follow Haspen's rule in this regard, so I guess I'm not overly bothered by it.

In non-FEF discussion, does anyone know a way to load a save file in Fire Emblem: Awakening without closing and restarting the entire game? I've been having a lot of difficulty keeping people from dying and having to shut the whole thing down to restart a map frustrates me to no end >:[
these games need quicksave/load functions, seriously

You could do what I do, and do the suspend/quicksave/whatever thing, and then continue your game instead of loading the suspend file.

Also, Cecil, what do you think of the FE9/10 system of hitting level 20 as a base class and then getting 100 EXP would promote you? Is this something that should be in this system? I think it'd be a good idea, personally.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Haspen on July 16, 2014, 02:51:37 am
@Xanmyral:

Holy Seal, Sacred Ring, Pious Mark, Sacred Orb, Holy Cloth, Mark of the Faith...
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: F.O.E. on July 16, 2014, 03:11:44 am
In non-FEF discussion, does anyone know a way to load a save file in Fire Emblem: Awakening without closing and restarting the entire game? I've been having a lot of difficulty keeping people from dying and having to shut the whole thing down to restart a map frustrates me to no end >:[
these games need quicksave/load functions, seriously

L+R+START
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Tiruin on July 16, 2014, 03:33:28 am
In non-FEF discussion, does anyone know a way to load a save file in Fire Emblem: Awakening without closing and restarting the entire game? I've been having a lot of difficulty keeping people from dying and having to shut the whole thing down to restart a map frustrates me to no end >:[
these games need quicksave/load functions, seriously

L+R+START
Only if L+R+Select is done first or you've saved the game state prior to doing this.
Sorry Sirus ._.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: darkpaladin109 on July 16, 2014, 07:30:38 am
-snip-
I don't think Paladins should switch to the new holy class promotion item, mainly because FE Paladins are pretty much just mounted units with a good selection of available weaponry, not the holy warrior kind of Paladins seen in DnD and pretty much every other kind of Paladin. That would, however, be perfect for Crusaders, if you haven't thought of that yet.
On other things, it still seems that there's a lot of classes that'll promote with a Knight's Crest. I say what we should do is make Soldiers promote to Sentinels via Hero Crest, since I don't really see a Knight Crest being fitting for that, really.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: CecilHoshino on July 16, 2014, 01:31:02 pm
Also, Cecil, what do you think of the FE9/10 system of hitting level 20 as a base class and then getting 100 EXP would promote you? Is this something that should be in this system? I think it'd be a good idea, personally.

I'm not really for it in the context of the tabletop, or, if I were to include it, it wouldn't be 100 EXP. Maybe 200. Just so that Promotion Items still have a purpose.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Haspen on July 16, 2014, 01:34:15 pm
Attention all citizens v:

It's been brought to my attention that my 1.20 handbook link has expired due to inactivity and thus lots of people cannot grab it. I will rehost and put the link here.

Whoever uses my link as their Handbook source, should update as well v:

New link: https://www.sendspace.com/file/cozfv9
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Solymr on July 17, 2014, 11:37:01 am
Aaaand poll changed. We can decide on anti-magic's stats if it comes through.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Rolepgeek on July 17, 2014, 12:09:43 pm
I don't personally like the idea of anti-magic for Pegasus Riders, as it just seems strange and unfitting to me.

I'm not entirely sure what else should be used, however. Possibly something relating to being so high they can get out of range, but...i dunno.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Solymr on July 17, 2014, 12:12:51 pm
>Unfitting
>Pegasus Riders have been magekillers in every game
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Rolepgeek on July 17, 2014, 12:14:26 pm
They've had high resistance. Not the same. It doesn't fit the fluff, in my mind, because nowhere have ai read that pegasus riders were used by armies to fight mages.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Blade Master Model 42 on July 17, 2014, 12:18:15 pm
They've had high resistance. Not the same. It doesn't fit the fluff, in my mind, because nowhere have ai read that pegasus riders were used by armies to fight mages.

High Resistance. Attacks target DEF, not RES.

Sounds like a mage fighter to me.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Lucus Casius on July 17, 2014, 12:51:30 pm
High Resistance =/= Outright anti-magic.

Being good at fighting mages and claiming that is the sole intent of the class are two very different things.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Solymr on July 17, 2014, 12:56:33 pm
The point being?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Lucus Casius on July 17, 2014, 01:00:40 pm
The point being "anti-magic is an inappropriate choice for the pegasus rider ability."
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Solymr on July 17, 2014, 01:11:32 pm
Why :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Haspen on July 17, 2014, 01:12:53 pm
Why :v

Why you're making anti-magic riders outta flying stretchers? v:
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Sirus on July 17, 2014, 01:15:27 pm
Why :v

Why you're making anti-magic riders outta flying stretchers? v:
You need SOME sort of anti-magic class. What else is there? :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Blade Master Model 42 on July 17, 2014, 01:16:19 pm
Why :v

Why you're making anti-magic riders outta flying stretchers? v:

As someone who barely, if ever used the rescue ability in the games, I gotta say I far more often used Pegasus units as mage killers than literally anything else.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Haspen on July 17, 2014, 01:18:01 pm
Why :v

Why you're making anti-magic riders outta flying stretchers? v:
You need SOME sort of anti-magic class. What else is there? :P

Anything with lots of STR and SPD to double-wham them? :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Blade Master Model 42 on July 17, 2014, 01:19:09 pm
Why :v

Why you're making anti-magic riders outta flying stretchers? v:
You need SOME sort of anti-magic class. What else is there? :P

Anything with lots of STR and SPD to double-wham them? :P

*Me points at Pegasus units, since they fit that bill right there*
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Haspen on July 17, 2014, 01:21:56 pm
You need SOME sort of anti-magic class. What else is there? :P

Anything with lots of STR and SPD to double-wham them? :P

*Me points at Pegasus units, since they fit that bill right there*

>pegasus riders
>high STR

plz bloodbro, don't make me laugh v:

I have yet to see a FE game with a pegasus rider of STR higher than 15. Seyena is from FEF so doesn't count :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Xanmyral on July 17, 2014, 08:11:40 pm
You need SOME sort of anti-magic class. What else is there? :P

Fencers and their ilk. One even has "Mage Hunter" as the name of their skill.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Taricus on July 17, 2014, 08:16:19 pm
Hey, the more anti-mage, the better in my opinion.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Rolepgeek on July 17, 2014, 11:55:56 pm
If we hadn't already decided against it, I'd suggest Inquisitor as a created class for a true mage-hunter.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Blade Master Model 42 on July 18, 2014, 12:01:20 am
If we hadn't already decided against it, I'd suggest Inquisitor as a created class for a true mage-hunter.

We're sticking with only classes we already have.

For now.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Xanmyral on July 18, 2014, 12:05:38 am
I personally wouldn't be against a class focused against mages. We have Shadow Sword, but that's about the closest we get.

However, I'm split between a new one because that may throw things off, or retooling a fencer promote but then we'd be down a magic-melee class.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Solymr on July 19, 2014, 05:49:26 am
The poll has spoketh.
Now to decide what is Anti-magic.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Blade Master Model 42 on July 19, 2014, 09:06:50 am
+3 DAM and +1 RES when fighting units with the Levitation skill.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Solymr on July 19, 2014, 10:36:28 am
What are other valid options like 5 Dam and 1 Res?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Sirus on July 19, 2014, 10:41:24 am
What are other valid options like 5 Dam and 1 Res?
Soldiers have +5 Dam and +1 DEF when fighting mounted units, so this makes sense to me.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Blade Master Model 42 on July 19, 2014, 11:15:09 am
What are other valid options like 5 Dam and 1 Res?
Soldiers have +5 Dam and +1 DEF when fighting mounted units, so this makes sense to me.
Okay, so, there's 16 total classes with mounted, and... 11 with Levitation it looks like.

So, I guess that's fair, come to think of it. Huh. I expected Levitation to be more ubiquitous.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Swordstar on July 19, 2014, 02:09:36 pm
Ehhh, I'd still argue that +5 damage against mages is a bigger deal than it would be against mounted folk. Just my two cents.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Sirus on July 19, 2014, 02:10:19 pm
Why don't we make that the topic of the next poll?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Solymr on July 19, 2014, 02:31:54 pm
Yes yes just a sec.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Swordstar on July 19, 2014, 02:37:46 pm
Oh, also, since I missed, are pegs getting cloudwalking+anti-mag or just anti-mag? Cause if it's both, that's another argument towards +3 dam since don't want to overload, etc. Or something. Words.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Sirus on July 19, 2014, 02:38:58 pm
Oh, also, since I missed, are pegs getting cloudwalking+anti-mag or just anti-mag? Cause if it's both, that's another argument towards +3 dam since don't want to overload, etc. Or something. Words.
...actually a very good question. If they get both then anti-magic can afford to be slightly weaker IMHO.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Blade Master Model 42 on July 19, 2014, 02:42:31 pm
I forgot about that too.

Can we reset the poll?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Rolepgeek on July 19, 2014, 03:00:00 pm
Also keep in mind mounted units can dismount to avoid being affected; with the way anti-magic is wordsd, units with the levitation skill cannot. Thus, Mage Knights who promoted from Mage are affected by it even when mountwd, and thus are unable to use Levitation whilst mounted, yet still get affected by it.

So that's another argument towards the bonus damage being lower. Plus, pegasus knights tend to be really fast, while soldiers usually aren't so fast, so the flat extra damage is more powerful in the hands of pegasus risers, whom are more likely to double.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Solymr on July 19, 2014, 03:01:17 pm
According to the poll they get both.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Blade Master Model 42 on July 19, 2014, 03:03:28 pm
Actually, I think Levitation and Horseback can't stack. I remember us determining that some time ago.

but move my vote from 5 DAM to 3.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Sirus on July 19, 2014, 03:55:43 pm
Also voting for 3dam1res
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Haspen on July 19, 2014, 04:54:46 pm
Also voting for 3dam1res

Same here; magical guys are often more squishy than horseback units when it comes to DEF (and HP) v:
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Solymr on July 20, 2014, 05:23:56 am
I don't know how many votes are switched but the poll is decisive enough so Anti-magic is 3 DAM and 1 RES :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Rolepgeek on July 20, 2014, 11:01:19 am
Actually, I think Levitation and Horseback can't stack. I remember us determining that some time ago.

but move my vote from 5 DAM to 3.

Yes, but they still gave the Levitation skill, which is what Anti-Magic affects, compared to Anti-Cavalry, which affects Mounted units; if they're dismounted it doesn't work.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Pegasus Riders?
Post by: Swordstar on July 20, 2014, 12:34:18 pm
No, I think what they mean is that lets say you have a mage. They have levitation. But, all of a sudden, they decide to promote into mage knight. They lose levitation and gain horseback instead. The two don't stack. Yes, you can't lose levitation by dismounting or anything, but you're also usually less likely to be on the front line, etc. Also, we voted for the lesser damage anyways.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on July 20, 2014, 01:08:12 pm
Ze poll has changed.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Xanmyral on July 20, 2014, 01:47:54 pm
So what exactly are we voting for here? 'Cause Imbue Arrow only works if it misses. So are we voting to keep things the same, change them, or take away their skill entirely?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on July 20, 2014, 01:49:49 pm
What.

Imbue Arrow is the part where you use the stats of weapon with less MT and target the weaker defensive stat of the enemy :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Swordstar on July 20, 2014, 01:56:06 pm
Quote
The character with this skill must have a Bow and Anima Tome in their inventory, and one of them must be equipped. This technique drains the quality of both the bow and the tome, but it fires an attack that deals (ATK of Weaker Weapon), and targets the weaker of the enemy's DEF or RES. If you miss, one of the following effects still occur:

Then it lists the effects. So no, Imbue Arrow is both parts.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on July 21, 2014, 08:21:36 am
Ok fixed the poll :v
Yes or no first and then changes or no changes.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on July 25, 2014, 03:44:49 pm
And the winrar is yes to secondary effects.
I put a first draft of the poll, likely to change.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Blade Master Model 42 on July 25, 2014, 03:47:43 pm
I think that, apart from dropping the second hit chance, thunder and wind types are fine. I also think fire types should be a middle ground between the others.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on July 26, 2014, 02:21:36 am
I forgot to ask, Cecil, what is the duration of the Imbue Arrow effects?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Sirus on July 26, 2014, 02:25:31 am
I don't think the third option is very well balanced. Wind magic gets off easy - it is already the most accurate of the anima schools but gets reduced the least.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on July 26, 2014, 02:45:43 am
Well, third option is closer to the original, Blade suggested that fire was a middle point between those two :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Battle Mages!
Post by: Solymr on July 30, 2014, 05:15:53 am
Screw it I'm done waiting. -3 dam for fire it is.
Next poll up.

Also how about giving some numbers to Stillness and Provoke?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Duke Knights!
Post by: Rolepgeek on July 30, 2014, 11:48:13 am
I vote nay on giving them numbers, for the record.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Duke Knights!
Post by: Blade Master Model 42 on July 30, 2014, 12:03:22 pm
If we can see some stuff on how they work in the games, maybe.

I give them a 50/50 chance to activate with any given enemy in range.

Edit: Well, the FE wiki was unhelpful. It doesn't give hard numbers to either skill (or shade, which is a weaker version of stillness, apparently.)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Duke Knights!
Post by: Swordstar on July 30, 2014, 12:59:57 pm
It doesn't give numbers for Stillness because it's literally straight up "You can attack someone else? Good, go do that." Dunno about Provoke, but I assume it's similar.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Duke Knights!
Post by: Blade Master Model 42 on July 30, 2014, 01:03:01 pm
It's worth noting though that Stillness is a 25 cost skill in Radiant Dawn, which is pretty pricey.

Provoke and Shade are much cheaper, and since Provoke and Stillness in the book are free skills, not cost skills, I think we shouldn't have it always re-direct enemy attacks.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Duke Knights!
Post by: Swordstar on July 30, 2014, 01:14:11 pm
Oh, I wasn't trying to suggest that we should have it be an always thing. I'm perfectly content to keep doing 50/50 chance. That one makes the most sense to me tbh. Either that or let each GM decide how to handle it.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Duke Knights!
Post by: Solymr on July 30, 2014, 01:55:35 pm
I hope rolep read the poll cause his post confused me :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Duke Knights!
Post by: Rolepgeek on July 30, 2014, 04:21:12 pm
I was referring to Stillness and Provoke. I don't think they should be quantified by numbers like that, and I think that with it saying 'most' and whatnot, it shouldn't be 50/50 if we do have to have numbers. I think it should be handled on a case by case basis based on circumstances, the enemy type, and the character's recent actions. A myrmidon getting taunted by a knight while a healer sits in front of him? Yeah, right. A mercenary getting taunted by a knight while facing down a Fighter who's in good shape? Far more likely to go fuck with the big armored dude.

Stillness is the same way; if you've been killing a friend of their's every turn, and the only guy near you is a healer or something? He's coming for your throat. If you're a weaselly little Spy who hasn't managed to do much more than annoy people? Meh, you're not important.

Maybe extreme or bad examples, but I think it gets the point across.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Duke Knights!
Post by: Blade Master Model 42 on July 30, 2014, 04:24:44 pm
No, I don't think recent actions should play into it. The enemies on the field (barred named ones) aren't really characters, and shouldn't be treated as such, otherwise things get arbitrary very quickly.

And neither skill has the word most in the description. Provoke says you are more likely to be attacked, and Stillness says you are much less likely to be attacked.

I think a 50/50 shot of forcing/preventing attacks on the character if other targets are present is reasonable.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Duke Knights!
Post by: Swordstar on July 30, 2014, 04:28:25 pm
I don't think that taking into account what class people are should affect things either. Otherwise, you'll have a healer with stillness being all "no don't hurt me" and then a fighter looking around and saying "well, you can't hurt me, lets attack you even though you're trying to hide"

Normal enemy AI has some of that in it already. A fighter is more likely to attack a lancer user than a sword user for instance. Stillness and provoke need to counteract that to an extent.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Duke Knights!
Post by: Blade Master Model 42 on July 30, 2014, 04:32:46 pm
Precisely. That's what those skills are for, after all.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: StillnessProvoke!
Post by: Solymr on August 01, 2014, 04:00:26 pm
Momentum has been uncapped! Rejoice Celerity users!

Next poll up, but can change soon.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: StillnessProvoke!
Post by: Solymr on August 02, 2014, 12:54:10 pm
Next thing will be Memory Magic, and we need to set a few things for it:
Do we use the spell base list of v1.20 or v1.22?
Do we change any of the spells available?
Do we change the HP/level of any spell?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: StillnessProvoke!
Post by: Blade Master Model 42 on August 02, 2014, 07:14:02 pm
Okay, so I took Haspen's Memory Magic Document, and made a few changes, chiefly:

1. I changed the spell list slightly, primarily by removing Physic from each list.
2. I changed the HP cost for Heal to 6, and Mend to 12. Not unreasonable, but certainly not the no-cost nonsense from before.
3. The Warp/Rescue has been changed to Warp only, so these classes can't drop a unit into enemy territory, and pull them out again next turn or whenever for a piddly 12 HP.

Please review at your leisure.

Spoiler (click to show/hide)

Edit: Fixed Formatting, adjusted lists so they all had the same number of spells.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: StillnessProvoke!
Post by: Xanmyral on August 02, 2014, 07:43:00 pm
Next thing will be Memory Magic:

-I suggest starting with the 1.22 base.
-I feel the spells are alright as they are using the prior base.
-The costs should probably be increased on a few.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: StillnessProvoke!
Post by: Solymr on August 03, 2014, 03:15:11 pm
Alright, that's 50/50 for Stillness and Provoke. Now gonna start the first poll of Memory Magic.

Btw blade no lvl 20 spells in your list?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: StillnessProvoke!
Post by: Blade Master Model 42 on August 03, 2014, 03:20:12 pm
Alright, that's 50/50 for Stillness and Provoke. Now gonna start the first poll of Memory Magic.

Btw blade no lvl 20 spells in your list?

At level 20 they can pick any one spell on the list.

I suppose we could put Physic and some other option on there, but is that necessary?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Solymr on August 03, 2014, 03:23:42 pm
We should wait to see what base do we end up with. Then we discuss changes with that base.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Solymr on August 06, 2014, 06:59:22 am
Looks like we're using v1.22 for the base spell list. Any proposed changes on this one?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Blade Master Model 42 on August 06, 2014, 08:00:56 am
Triple the cost of all healing spells.

Sage and Lore Master have access to both Warp and Rescue. We should restrict it to one or the other.

Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Haspen on August 06, 2014, 08:01:45 am
Sage gets Warp and Lore Master gets Rescue :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Blade Master Model 42 on August 06, 2014, 08:06:18 am
Sage gets Warp and Lore Master gets Rescue :P

This works for me. At least this way infinite drop trooper nonsense requires two casters.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Solymr on August 06, 2014, 08:28:32 am
Would you agree to Lore Master getting Physic? :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Blade Master Model 42 on August 06, 2014, 08:37:09 am
Would you agree to Lore Master getting Physic? :v

Please no.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Haspen on August 06, 2014, 08:42:00 am
Would you agree to Lore Master getting Physic? :v

Of course.

Duh.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: CrimsonEon on August 06, 2014, 08:56:24 am
Would you agree to Lore Master getting Physic? :v

Hell no.

Nyet.

I'm with the crowd on this one.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Solymr on August 06, 2014, 09:12:53 am
Would you agree to Lore Master getting Physic? :v

Hell yes.

Duh.

I'm with the crowd on this one.
Glad to hear.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Blade Master Model 42 on August 06, 2014, 09:22:18 am
/me frowns at everyone involved.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Haspen on August 06, 2014, 09:45:29 am
Don't worry bloodbro in democracy there's always someone frowning at others :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Solymr on August 07, 2014, 06:30:14 am
Ok you can democracy now. Blade, prepare your frowning muscles :P

For the record we use v1.22 list as base.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: CecilHoshino on August 07, 2014, 07:59:13 pm
Hello everyone!

Cecil here, sorry I've been quiet lately, just been pretty busy with a part time job taking up the rest of my summer, before heading back to university in the fall. So I haven't been around to answer questions, contribute to the discussion, or chime in on the IRC channel.

However, there was another reason for my radio silence: I am continuing work on Version 1.3. There's still plenty of work to go, including some skill adjustments for the promoted classes, stat adjustments on the weapons, and clarifications in the combat section. Lots and lots of clarification.

Hopefully, Version 1.3 should be finished by August 16th, end of the month at the latest.

But there WAS one element that I'd actually like your input on: as you noticed, Anima is the only weapon category that has no class with a natural S rank in it. This came from my adherence to the 1 S, 2 A, 3 B rule, where classes who used only a single weapon in their promoted class had the advantage of top tier equipment, while classes with two or three weapons had more general options. Also, because Sages traditionally used Magic and Staves, that resulted in them being one of the 2 A classes.
After we come to a conclusion on Physic for Lore Master or no, I'd actually like to know which you would prefer:
-Sages continue to have A in Anima and Staves, and there are no classes that naturally have an S in Anima
-Sages have an S in Anima, but do not gain a rank in Staves
-Mages no longer promote to Mage Knight (leaving it a Troubadour exclusive with maybe a name change to Templar), and instead promote to a new class, say, Wizard, who has the S Rank Anima, while Sages still use Anima and Staves
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Lucus Casius on August 07, 2014, 08:07:15 pm
I'd advise the "mages no longer promote to mage knight and instead promote to a new class" thing.  Wizard, or Archmage, or whatever you want to call it.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Blade Master Model 42 on August 07, 2014, 08:12:28 pm
Xanmyral and I were just talking on the IRC about how lousy magic weapons are. There are very few physical classes that would reward MAG progression, so whenever magic weapons are encountered, they're quickly discounted because no one can make good use of them. We came up with several possible solutions.

1. Increase magic weapon MT. Increases damage output on characters who didn't bother with MAG progression to useful levels. As a downside, if a character with good magic got ahold of one, it'd be pretty beefy...
2. Allow for magic weapons to use 1/2 or 1/3 STR if that is higher than their MAG.
3. Go the Radiant Dawn/GBA way and have them simply use STR and continue to target RES. It makes MAG on a physical fighter less viable... But is that a real big deal?

snip

Wicked.

I like the third option also.

Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Xanmyral on August 07, 2014, 08:21:08 pm
On the note of the third route for the magic weapon fix, I think this would be neat to segue into the idea of kinetic magic, something we've seen before in another fire emblem system. Its basically the inverse of magical weapons, being tomes that instead target DEF. As to how we help out magic weapons could be used to throw a few of these books in.

Whether to put them in and where to stick 'em is the question though.


Ooh, I'd be very interested in checking out that 1.3.

Also, I'd put my vote in the third route: a number of classes have prestige class specific options, but the troubadour is one of the few that don't. I don't think much would be amiss to adding another prestige class to allow for something like this, and it makes the mage follow the monk and shaman's path of prestige pretty consistently.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Sirus on August 08, 2014, 01:21:11 am
I personally do not like the third option, but that's mostly because I don't like Troubadours and would hate to have to be one in order to become a Mage Knight :/

Why add another new class? Just give Sages their S-rank and be done with it.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Haspen on August 08, 2014, 02:18:01 am
Why add another new class? Just give Sages their S-rank and be done with it.

Omg Sirus you just can't have a mang ruin his perfectly thought off personal order of things just to fix something! Think of the OCD! :P
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Sirus on August 08, 2014, 02:22:50 am
I would like to note for the record that I made my "keep allowing Mages to promote to Mage Knights" post BEFORE I saw Remalle's thread and decided to resurrect my old mage :/


Omg Sirus you just can't have a mang ruin his perfectly thought off personal order of things just to fix something! Think of the OCD! :P
...whut?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Solymr on August 08, 2014, 04:45:42 am
Oi remember the talk we had a while ago about making a new promotion for sages?
Remember how that went? :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: CecilHoshino on August 08, 2014, 02:10:57 pm
Oi remember the talk we had a while ago about making a new promotion for sages?
Remember how that went? :v

I'm assuming some vehement no's?
Again, sorry if I derailed the poll schedule, but I'd just like to know the general feeling about S Rank Anima use before I can call 1.3 finalized.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Solymr on August 08, 2014, 02:28:35 pm
Basically everyone went nuts trying to make extra promotions for every other class because no one thought to remove Mage Knight promotion from Mages instead of giving Mages a third promotion.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: birdy51 on August 08, 2014, 02:50:50 pm
Wizard sounds like a bit of an odd title though... How about Archmage, or something like that?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: darkpaladin109 on August 08, 2014, 02:58:08 pm
Wizard sounds like a bit of an odd title though... How about Archmage, or something like that?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Haspen on August 08, 2014, 03:07:34 pm
Wizard sounds like a bit of an odd title though... How about Archmage, or something like that?

Considering they would be specialists in Anima magic, I approve :V
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Tiruin on August 08, 2014, 03:50:36 pm
Thaumateurge?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Parsely on August 08, 2014, 05:55:14 pm
Quote from: OP
Miracle: if activated the character is left at 1 HP. Can't activate at 1 HP.
The wording here is significantly different than that shown in the handbook.

Quote from: Handbook
Miracle: If an attack against you would reduce you to 0 HP, there is a Luck% chance that it will only take away half your current health
Rem brought it up in IRC so I thought I should say somefin.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Solymr on August 08, 2014, 06:16:28 pm
Yes that is one of the changes we're going to make.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Blade Master Model 42 on August 08, 2014, 06:31:44 pm
Quote from: OP
Miracle: if activated the character is left at 1 HP. Can't activate at 1 HP.
The wording here is significantly different than that shown in the handbook.

Quote from: Handbook
Miracle: If an attack against you would reduce you to 0 HP, there is a Luck% chance that it will only take away half your current health
Rem brought it up in IRC so I thought I should say somefin.

The reason for this is that the previous trigger rate capped at 30%, and it now caps at 60%. The trigger rate is based on Luckx2, so if a character dumps significant growth into Luck, they can conceivably only even have a chance of being killed 40% of the time.

This was considered unsporting, hence the change.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Swordstar on August 08, 2014, 11:28:58 pm
The issue isn't the dropping to 1 HP. The issue is, with that wording, it could theoretically trigger when taking paltry damage. It should be something like:

Miracle: If an attack against you would reduce you to 0 HP, there is a 2*Luck% chance that it will leave you with 1 HP. Can't activate at 1 HP.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Blade Master Model 42 on August 09, 2014, 06:43:22 am
Yeah, that's the way it should be- Miracle never triggers against attacks that wouldn't kill you, I'm not sure why it doesn't say so in the OP right now.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Solymr on August 09, 2014, 08:18:29 am
Cause I'm lazy and editing that thing on the phone is painful.

I should put a common sense clause at the start: "anyone who tries to abuse this ruleset against common sense shall receive a good spanking".
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Parsely on August 09, 2014, 09:48:50 am
Quote from: OP
Miracle: if activated the character is left at 1 HP. Can't activate at 1 HP.
The wording here is significantly different than that shown in the handbook.

Quote from: Handbook
Miracle: If an attack against you would reduce you to 0 HP, there is a Luck% chance that it will only take away half your current health
Rem brought it up in IRC so I thought I should say somefin.

The reason for this is that the previous trigger rate capped at 30%, and it now caps at 60%. The trigger rate is based on Luckx2, so if a character dumps significant growth into Luck, they can conceivably only even have a chance of being killed 40% of the time.

This was considered unsporting, hence the change.
Yeah what Swordstar said, that's all I meant.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Furtuka on August 10, 2014, 06:39:17 pm
So I got talked into making a FEF tvtropes page. So yeah. No tropes added yet, just the bare bones skeleton so far. Go crazy people. (http://tvtropes.org/pmwiki/pmwiki.php/Roleplay/FireEmblemOnForums)
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Sirus on August 10, 2014, 06:51:53 pm
o____o
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: CecilHoshino on August 10, 2014, 09:50:07 pm
Wh-what? Why? What? What for you bury me in the cold, cold ground?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Sirus on August 10, 2014, 09:52:23 pm
So I got talked into making a FEF tvtropes page. So yeah. No tropes added yet, just the bare bones skeleton so far. Go crazy people. (http://tvtropes.org/pmwiki/pmwiki.php/Roleplay/FireEmblemOnForums)
Also, you should probably add this thread to the TVTropes page. Include a note such as "Not a game thread, but a discussion for ongoing rules alteration and balancing"
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Furtuka on August 10, 2014, 10:19:23 pm
Wh-what? Why? What? What for you bury me in the cold, cold ground?

._. if this is about the credit for the rulebook I wasn't sure what to call you sorry. I'll go fix that.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Haspen on August 11, 2014, 03:27:08 am
I thiiiiink it would be nice to split the game listing into 'Active' and 'Completed/Abandoned' :v?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: Solymr on August 11, 2014, 06:42:30 am
Yes I'll do that and change a wording and the poll when I find some time for it >_>
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Cecil's poll!
Post by: Solymr on August 11, 2014, 01:04:29 pm
Finally I did all that :V
Go vote and nope Lore Masters don't get Physic nope.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Cecil's poll!
Post by: Sirus on August 11, 2014, 01:05:41 pm
I just realized that there's a Characters section on the trope page. It will be the longest character list ever :D
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Cecil's poll!
Post by: Blade Master Model 42 on August 11, 2014, 01:06:33 pm
I just realized that there's a Characters section on the trope page. It will be the longest character list ever :D
Trouble is only FEF1 has any of the characters listed.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Cecil's poll!
Post by: CrimsonEon on August 11, 2014, 01:06:55 pm
We need as much help as possible to file out the tropes on them pages. Furt and I can only do so much so fast :V!
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Cecil's poll!
Post by: Sirus on August 11, 2014, 01:12:32 pm
I just realized that there's a Characters section on the trope page. It will be the longest character list ever :D
Trouble is only FEF1 has any of the characters listed.
The page has been up for less than a day, give it time.

We need as much help as possible to file out the tropes on them pages. Furt and I can only do so much so fast :V!
Not a troper :/
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Memory Magic!
Post by: CecilHoshino on August 11, 2014, 01:12:49 pm
._. if this is about the credit for the rulebook I wasn't sure what to call you sorry. I'll go fix that.

Nononononono, it's not about the credit or the rulebook at all, in fact, I'd much prefer NOT to be credited! That rulebook is so full of unsourced fanart that I haven't yet gotten around to settling that simple threads like this, shared between friends, is where I'd prefer to draw the line. Not to mention it's still making me blush
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Cecil's poll!
Post by: Furtuka on August 11, 2014, 01:15:09 pm
Oh ok I'll remove your username from the page then. Don't worry it's pretty unlikely that anyone will stumble on the page by accident and also pay attention to it after reading the blurb.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Cecil's poll!
Post by: Sirus on August 11, 2014, 01:22:23 pm
Nooooo, don't take Mage Knight away from Mages :(
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Cecil's poll!
Post by: Solymr on August 12, 2014, 02:28:03 pm
Welp Cecil, I think you got your opinion nicely represented there :v
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Cecil's poll!
Post by: Solymr on August 15, 2014, 04:36:06 pm
Tomorrow we'll be back with the regular scheduled poll :v
What's next for Memory Magic, triple cost for healing spells?
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Cecil's poll!
Post by: Blade Master Model 42 on August 15, 2014, 05:39:28 pm
I suppose so.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Cecil's poll!
Post by: Xanmyral on August 15, 2014, 07:28:47 pm
I propose that after Memory Magic, we tackle magic weapons/possible kinetic tomes.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Cecil's poll!
Post by: Blade Master Model 42 on August 15, 2014, 08:56:12 pm
I propose that after Memory Magic, we tackle magic weapons/possible kinetic tomes.

Seconded.
Title: Re: Fire Emblem on Forums Balance and Ideas Thread. Current topic: Cecil's poll!
Post by: Solymr on August 16, 2014, 02:19:33 pm
Cecil's poll results for posterity:
Option 1: 1 vote
Option 2: 4 votes
Option 3: 10 votes

Mo memory magic polls up.
Title: Re: The Fire Emblem on Forums Hub
Post by: Solymr on August 20, 2014, 06:55:37 am
I made a few changes around here:
First: the new handbook is called off, Cecil is still working on v1.3, but all we've talked here are now suggested changes for each GM to apply individually.
Second: any questions about FEF that you want to ask, but don't want to clutter in some game's OOC thread can be asked here.
Third: anyone who wants help with setting up a game or new system (mugs, numbers, tests) can get it here.
Title: Re: The Fire Emblem on Forums Hub
Post by: SeriousConcentrate on August 23, 2014, 07:56:58 am
Speaking of the TVTropes page, I did some work on the characters (http://tvtropes.org/pmwiki/pmwiki.php/Characters/FireEmblemOnForums) page. Mainly my own, but I added a few tropes I thought appropriate to other characters as well.
Title: Re: The Fire Emblem on Forums Hub
Post by: Sirus on August 23, 2014, 10:29:43 am
Looks pretty good, SC. I approve of getting started on the NoH section.
Title: Re: The Fire Emblem on Forums Hub
Post by: Solymr on August 24, 2014, 03:34:36 pm
There's been some talk about making an art contest, but the only actual reward we could think of is getting the winner included in the handbook so...
Cecil, would you be up for this idea?
Title: Re: The Fire Emblem on Forums Hub
Post by: CecilHoshino on August 24, 2014, 10:00:51 pm
I would be ecstatic about the idea, and will happily feature any winning entry in my book with the artist's permission, complete with credit.

Speaking of the book, version 1.3 should go live some time this week.
Title: Re: The Fire Emblem on Forums Hub
Post by: Blade Master Model 42 on August 24, 2014, 10:03:42 pm
Sweeeeet.
Title: Re: The Fire Emblem on Forums Hub
Post by: Solymr on August 25, 2014, 06:04:08 am
Alrighty, then consider the submission period started!
I'll give a week first, and if more people get interested I will extend it another week or two.
The elction of the winner will be by popular vote in the poll.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Varee on August 25, 2014, 06:25:37 am
what kind of contest is this? are we like making the best avatar?
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Solymr on August 25, 2014, 06:33:21 am
It's more of a "concept art" contest. Full body drawing or close of any FEF character. Here's an example:
(http://i.imgur.com/xlrFYrE.png)
(by dexexe1234)
Title: Re: The Fire Emblem on Forums Hub
Post by: Tiruin on August 25, 2014, 10:47:10 am
I would be ecstatic about the idea, and will happily feature any winning entry in my book with the artist's permission, complete with credit.

Speaking of the book, version 1.3 should go live some time this week.
I need a specific theme .-.
Any ideas Cecil, on what themes are needed to be filled? :p
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Blade Master Model 42 on August 25, 2014, 01:18:15 pm
In the Handbook, each class has a piece of art. The character portrayed is usually (but not always, in the case of some classes) a member of that class.

I'd suggest characters from FEFs.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Lucus Casius on August 25, 2014, 01:49:20 pm
ART!

(http://i.imgur.com/E7FUWmX.png)

ART!
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Rolepgeek on August 25, 2014, 03:22:03 pm
Indeed. I say we do a picture for each class, preferably with flavor text as accompanies the first few classes in the handbook, since they didn't all get finished(not your fault Cecil), And some mages to supplement or replace the existing ones for the support images, terrain stuff, tutorial sprite stuff it has, etc., as well as for the new character skills.

Plus just any old FEF related-ish art which is cool can be thrown in somewhere too.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Blade Master Model 42 on August 28, 2014, 09:09:40 pm
I've been thinking about the Skill Blossom lately and something occurred to me. Adding 40% progression is nice, but it really doesn't operate the same way Blossom did in the games or how it was originally implemented in the book. I came up with an alternative that has been getting some positive response in the chat.

Blossom
Free
A player with this skill can designate a 3rd preferred stat, and gains a minimum of 3 stats per level. The stat designated by Blossom has lowest priority. If the character promotes to a class that has the designated stat as a preferred stat already, they may redesignate.

So this gets back to what Blossom was meant to do- Buffering against few-stat levels.

We could keep the old-new Blossom around as well, since some people do like it, but we could change the name- possibly to Aptitude.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: SeriousConcentrate on August 28, 2014, 09:26:24 pm
Hmm. I do like this - both keeping Aptitude around and adding a new Blossom, I mean.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Sirus on August 29, 2014, 01:23:54 am
Hmm. I do like this - both keeping Aptitude around and adding a new Blossom, I mean.
+1
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Lucus Casius on August 29, 2014, 02:24:32 am
I'm almost always a fan of adding new options.  Particularly when said options appear to be balanced.

Go for it.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Solymr on August 29, 2014, 06:27:53 am
Added the thing to the list.

Btw we still haven't got any submission for art :v
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Tiruin on August 29, 2014, 06:29:07 am
Added the thing to the list.

Btw we still haven't got any submission for art :v
ART TAKES TIME D:<
I am juggling art making here -_-
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Solymr on August 29, 2014, 06:32:15 am
Yis I may have overestimated the artist's speed so I'm gonna extend the deadline v:
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Sirus on August 29, 2014, 10:55:51 am
We're also not a terribly arty group (certain folks aside). There won't be many submissions no matter how long this contest runs.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Parsely on August 29, 2014, 02:41:17 pm
We're also not a terribly arty group.
:I
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Sirus on August 29, 2014, 03:18:45 pm
We're also not a terribly arty group (certain folks aside). There won't be many submissions no matter how long this contest runs.
Please pay attention, GUN :l
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: CecilHoshino on August 29, 2014, 04:32:17 pm
Distinguished players, just in time for the new school year, the Player's Handbook version 1.3 is available!
You can find the pdf here: http://www.mediafire.com/?v8r0s54gune7264

Making use of your wonderful work playtesting both 1.2 and 1.22 to their limits, version 1.3 incorporates many of the changes you suggested, as well as many of the clarity issues you recognized. The following is a list of all the major changes to the book, summarized (you can see the finger details in the guidebook proper), which includes...

Spoiler: Experience and Skills (click to show/hide)
Spoiler: Trainee Classes (click to show/hide)
Spoiler: First Classes (click to show/hide)
Spoiler: Promoted Class (click to show/hide)
Spoiler: New Mage Promotion (click to show/hide)
Spoiler: Combat (click to show/hide)

This is still an ongoing project, so if you guys spot anything wrong, or if additions or adjustments horrifically break the game, keep on play testing and we'll eventually get to v2.0 :P

What to expect in v1.4:
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Parsely on August 29, 2014, 04:43:47 pm
We're also not a terribly arty group (certain folks aside). There won't be many submissions no matter how long this contest runs.
Please pay attention, GUN :l
:I
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Solymr on August 29, 2014, 04:47:26 pm
Oh my. Nice werk Cecil.

*looks at Swashbuckler* Gangplank?
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: CecilHoshino on August 29, 2014, 04:54:43 pm
Yuuuuuup. And Warriors? Garen.

Other future plans for v1.4? More DotA references to balance it out.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Furtuka on August 29, 2014, 04:57:18 pm
Hey uh I think I might have found a game breaker because of the Loremasters new Dance Magic Dance ability as worded in the book if combined with Center and then stuffing a massive amount of progression into Strength.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Solymr on August 29, 2014, 05:12:24 pm
Also a note about Judgement. I think the problem isn't the range of effectiveness, since they all have their effects restricted to a class tree and doing it on a skill basis might result in unbalancing, but the fact that their base MT is pretty horrible and if you change it to x2 instead of x3 it becomes even worse.
IMO a flat bonus like +5 would work better.

Also Druidic magic is pretty lame as is.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Xanmyral on August 29, 2014, 05:28:17 pm
-Snip-

Oh my yes. Thank you Cecil!

I like a lot of the changes, some to quite interesting mechanics. Also, I like the Blues Brother's reference.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: CecilHoshino on August 29, 2014, 11:26:12 pm
Also a note about Judgement. I think the problem isn't the range of effectiveness, since they all have their effects restricted to a class tree and doing it on a skill basis might result in unbalancing, but the fact that their base MT is pretty horrible and if you change it to x2 instead of x3 it becomes even worse.
IMO a flat bonus like +5 would work better.

Also Druidic magic is pretty lame as is.

So, in my defense, when I made the change from x3 to x2 Effective Might, I thought I was bringing it in line with FE standards. But, as it turns out, that was only the standard in FE9, FE5, and the English version of FE7. (FE4 was kooky and made it autocrits, and crits in THAT game were absolutely bonkers). Also, in a snap decision, I preemptively nerfed them, though it's possible I might have gone a bit too much in the other direction.

And I agree, my original answer for what Druidic Magic was all about in v1.2 and 1.22 was pretty lame; hopefully, the change/clarification in 1.3 makes them a little more appealing.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: IronyOwl on August 29, 2014, 11:43:06 pm
Btw we still haven't got any submission for art :v
ART!

(http://i.imgur.com/E7FUWmX.png)

ART!
ART.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Varee on August 30, 2014, 03:59:55 am
Edit nvm
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Solymr on August 30, 2014, 07:45:36 am
Well now the problem is that Druidic magic is *too* good :v
Due to their high might and the fact that WTD doesnt really counter the fact that a lot of enemies in a map have the same weapon, they become OP against their target and not bad against the rest.

Also people dont like sidearms for Archers v:
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Tiruin on August 30, 2014, 08:18:10 am
Also people dont like sidearms for Archers v:
/me shoots Solymr with her bowgun.
We can now attack in melee! :D
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Blade Master Model 42 on August 30, 2014, 08:21:01 am
Also people dont like sidearms for Archers v:
/me shoots Solymr with her bowgun.
We can now attack in melee! :D

Well, you can counterattack in melee.

...Which kind of subverts the point of having bows be ranged only, I think. But then again, the Archer doesn't have much else going on for them in terms of class skills.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: darkpaladin109 on August 30, 2014, 08:29:04 am
Also people dont like sidearms for Archers v:
/me shoots Solymr with her bowgun.
We can now attack in melee! :D

Well, you can counterattack in melee.

...Which kind of subverts the point of having bows be ranged only, I think. But then again, the Archer doesn't have much else going on for them in terms of class skills.
Meh, it can at least get archers WTA against Axe-users.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Blade Master Model 42 on August 30, 2014, 08:31:47 am
But only on counter attacks.

And it's still weird that they change their equipment during the EP.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Solymr on August 30, 2014, 09:05:45 am
They already have a buttload of DEF, and a special that eliminates the most probable counter to their range advantage is bad for everyone else. With sidearms they become the physical equivalent of magic units with 1-2 range with a lot of defense.

Also a suggestion to change instances of DEF/RES to DR if the reduction is independent of the type of damage (i.e. supports, warding, etc).
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Sirus on August 30, 2014, 10:24:49 am
Also a suggestion to change instances of DEF/RES to DR if the reduction is independent of the type of damage (i.e. supports, warding, etc).
I'm amazed that this isn't a thing already, especially for supports.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Xanmyral on August 30, 2014, 10:56:01 am
Meh, it can at least get archers WTA against Axe-users.

Actually no, the rules are specific that you gain neither WTA nor WTD.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: freeformschooler on August 30, 2014, 10:56:41 am
Also a suggestion to change instances of DEF/RES to DR if the reduction is independent of the type of damage (i.e. supports, warding, etc).
I'm amazed that this isn't a thing already, especially for supports.

Yes please. We can get MAG, but no RES :(

Although I wouldn't be opposed to a DEF/RES split in supports. Might make things interesting.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Xanmyral on August 30, 2014, 11:32:42 am
Hm, after looking Stone over, I feel it lacks a bit of "Oomph" for a Paralyze+ affliction staff.

Cecil, what do you think of halving the defensive bonus it gives and doubling the critical bonus enemies get against the unit?

Or, for something a bit left field, maybe having their CON count as defense while petrified? The Crit bonus can stay the same there, or still be doubled if you want it to be more punishing.

I suppose it comes to question of whether it turns the unit wholly stone, or if it just locks any movement by encasing them in stone though for the latter possibility.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Sirus on August 30, 2014, 11:44:11 am
If "wholly stone" means that the status effect is permanent (at least until battle end), then no thank you.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Xanmyral on August 30, 2014, 11:48:48 am
If it ain't said, it ain't implied. :v

It just means that instead of being metal wrapped in stone, they're just stone. A sort of fluff reason for why their CON is now their defense instead of stone augmenting their existing defense. The effect still goes away, the unit if downed loses the effect, etc.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: freeformschooler on August 30, 2014, 01:16:37 pm
Also people dont like sidearms for Archers v:
/me shoots Solymr with her bowgun.
We can now attack in melee! :D

Well, you can counterattack in melee.

...Which kind of subverts the point of having bows be ranged only, I think. But then again, the Archer doesn't have much else going on for them in terms of class skills.

Archers could already counterattack in melee. They just had to use a crossbow.

Of course, they can't counter with their sidearm if they just used a Recurve or Longbow the turn before being struck.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Sirus on August 30, 2014, 01:20:27 pm
Also people dont like sidearms for Archers v:
/me shoots Solymr with her bowgun.
We can now attack in melee! :D

Well, you can counterattack in melee.

...Which kind of subverts the point of having bows be ranged only, I think. But then again, the Archer doesn't have much else going on for them in terms of class skills.

Archers could already counterattack in melee. They just had to use a crossbow.

Of course, they can't counter with their sidearm if they just used a Recurve or Longbow the turn before being struck.
Actually, they can if my reading is correct.

Quote
If they are attacked in melee while equipped with a Bow (except for a Crossbow), they can choose to counter attack with the Sidearm.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Solymr on August 30, 2014, 01:39:01 pm
Anyone here play Space Empires/Master Of Orion?

Cause there has been talk about a game based on those and maybe people are interested :v
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: freeformschooler on August 30, 2014, 01:54:59 pm
Actually, they can if my reading is correct.

Quote
If they are attacked in melee while equipped with a Bow (except for a Crossbow), they can choose to counter attack with the Sidearm.

Now that's just silly.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Sirus on August 30, 2014, 02:00:54 pm
Actually, they can if my reading is correct.

Quote
If they are attacked in melee while equipped with a Bow (except for a Crossbow), they can choose to counter attack with the Sidearm.

Now that's just silly.
Which is why it seems that many people do not approve of that rule :v

Anyone here play Space Empires/Master Of Orion?

Cause there has been talk about a game based on those and maybe people are interested :v
Space Empires IV casual player here o7
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Solymr on September 01, 2014, 01:59:28 pm
New poll by Haspen's request. He should post the full tileset here :V

Also a question for anyone who cares: how would you make a Space Empires/Masters of Orion/space 4x and FEF hybrid game?
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Haspen on September 01, 2014, 02:07:54 pm
sendspace link to tileset (https://www.sendspace.com/file/nkvd9p) if someone haven't yet seen maps made with it (I find that hard to believe :v)

It's also the newest update of my tileset so GM's using it should grab eet v:
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Solymr on September 01, 2014, 03:10:55 pm
I see a "other" vote but no post in the thread  ???
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Haspen on September 01, 2014, 03:11:32 pm
Maybe he/she/it is still writting, give'em time :P
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: CecilHoshino on September 01, 2014, 08:19:15 pm
Given the massive pushback against it, allow me to justify/contextualize/defend the Sidearm skill for the Archers.

In the Fire Emblem games, Archers tend to be the most maligned of classes, moreso than Knights and Priests, because their strengths were overwhelmingly outweighed by their faults: they were locked to 2 Range, whereas most enemies were locked at 1. This already poses a problem, because the Archer would only get off one, maybe two shots before it was the enemy's turn, and they would focus melee onto the Archer who can't counter attack, while sending their own ranged guys against your melee troops, also to avoid counter attack. As well, Magic, by virtue of its 1-2 range and the fact that most enemies have mediocre at best resistance, often proved the be the much superior weapon since it allowed them to attack on the enemy's turn. And by virtue of how Archers and Mages tend to be statted in the games, they're both about as squishy in melee, no harm, no foul. And, after FE6, Hit Rates were so naturally high anyway except against, like, Swordmasters, that hyper specialization in Skill was fairly useless, except for games where Snipers got a natural crit rate boost. Not to mention Lances and Axes tended to have a ranged option that served just as well (except in FE11 and 12, where the Javelin and Hand Axe were nerfed to shit) and could still work in melee, and some of the best Bow users tended not to be Archers at all, but those who used Bows as a subweapon. Or Rangers/Nomads, who had bows AND swords AND horses. The one strength Archers had was their weapon was effective against Flyers, but that comes up shockingly rarely, and you still have the range issue.

But Archers are so important to the atmosphere and feel of the setting, they need to be included. So I had to make them more appealing/forgiving to counteract with. For starters was the Defense preferred stat, allowing them to better survive in case the player makes a mistake and gets caught in melee. As far as specialties go, though, the Ballistician specialty was just as situational and restrictive as any of the Terrain based effects. Perhaps even moreso. And there was still the "absolutely helpless during the enemy's turn" issue. So I turned to another strategy game, the Heroes of Might and Magic series.

This is a sprite sheet for one of the archery units in the second game. (http://www.spriters-resource.com/fullview/41774/) Because position is so key in that game, protecting archers was often an integral part of any army composition. Still, in case an enemy did cross the entire field to attack the archers, the archers in question could counter-attack in melee, albeit with reduced damage. And that was what I went for with the Sidearm special; give Archers a chance to fight back and contribute during the enemy phase where they really suffer, while still maintaining their identity as ranged fighters. It's also why the Crossbow made a comeback, but is not required to be specialized in.

As for the Effective Damage and the numbers associated, well, that's a lot of numbers to crunch in a vacuum, so, I apologize if I overestimate the effectiveness of some weapons and subcategories, and underestimate others.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Parsely on September 01, 2014, 09:01:33 pm
I think it's a good idea.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Tiruin on September 01, 2014, 09:07:52 pm
I kind of felt the same way about mages whilst playing the FE series--archers were nigh underpowered compared to them unless they could make off with speedier shots or more hits (DEF/RES comparison aside). Ballistae were rare to the player, but common to the enemy. That aside...

Could the 'sidearm' feature be put in use for ALL bows? With the Archer class having reduced penalties to using it compared to the generality? Pushing an idea out front here. :P
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Swordstar on September 01, 2014, 09:15:48 pm
Could the 'sidearm' feature be put in use for ALL bows? With the Archer class having reduced penalties to using it compared to the generality? Pushing an idea out front here. :P

Eh, most bow users have a weapon besides bows. Only ones that don't are nomads, who have horses and the ability to get the heck out of there, plus can eventually get swords.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Xanmyral on September 01, 2014, 09:30:26 pm
-snip-

I personally find no issue with the sidearm usage, its a rather under-appreciated weapon subcategory, and the defacto odd duckling of the melee trinity due to being the forth in swords. I can't comment on how maligned the class is however, due to lack of experience beyond the handbook, but I can believe it.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Blade Master Model 42 on September 01, 2014, 11:27:00 pm
...I've always liked Archer classes, and usually don't have a problem with melee getting up in their business, since a), I tend to set up my formation such that my melee fighters would need to be killed for it to work, and b), the best archers tend to have good speed for dodging anyhow.

It does bother me that magic classes tend toward being so much better than physical units, but I don't think we've had too much trouble with that in FEF, Call Magic aside.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Xanmyral on September 01, 2014, 11:41:45 pm
I'd argue its a mixture of general lack of appreciation in resistance, and that anything that grants negation of damage only mean physical, not magical. In a world where magic users aren't uncommon, armies would probably deploy 'mage killer' type units to help deal with them, since their own mages are better suited taking on those with lower resistances.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Blade Master Model 42 on September 01, 2014, 11:54:10 pm
I think that's part of it, but magic has a lock on range control. In addition to basic 1-2 range as par for the course, they have portable 3+ tile attacks as first classes, and they have stronger damage and accuracy than other 1-2 range options from physical weapons. The only real downside we tend to see with magic users is low hp, and that's more something of the video games than FEF itself. Hell, in NoH, Enoch is beefier than a good majority of the physical units.

I think if casters had even lower hp, and all their weapons were a bit weaker, it might be balanced a bit better. Then again, it hasn't really been an issue up to this point, and it may be the hot toddy talking.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Solymr on September 02, 2014, 04:55:08 am
If Cecil is bringing up HoMM, I should remind you that ranged units in that game had all the range possible in line of sight, but after some distance the damage would be reduced by half.

Also every GM likes to put a lot of MAG on magic units, everyone thinks of them as glass cannon, can't we introduce some tanky magic user?
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Culise on September 02, 2014, 10:12:42 am
If Cecil is bringing up HoMM, I should remind you that ranged units in that game had all the range possible in line of sight, but after some distance the damage would be reduced by half.

Also every GM likes to put a lot of MAG on magic units, everyone thinks of them as glass cannon, can't we introduce some tanky magic user?
Actually, Call Magic rewards tanky mages, at least as far as HP is concerned.  In addition to sheer bulk, they can also burn that HP into additional magic if they aren't getting hit.  I built Raquel that way, and Enoch is the same as well. 
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Solymr on September 02, 2014, 10:49:59 am
HP doesn't mean much when you don't have jack for DEF/RES to back it up :v
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Rolepgeek on September 02, 2014, 10:56:41 am
HP doesn't mean much when you don't have jack for DEF/RES to back it up :v
Samurai-san disagrees with you.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Xanmyral on September 02, 2014, 12:33:04 pm
Actually, Call Magic rewards tanky mages, at least as far as HP is concerned.  In addition to sheer bulk, they can also burn that HP into additional magic if they aren't getting hit.  I built Raquel that way, and Enoch is the same as well.

Of course, his is accidental (really lucky HP growths basically) and largely irrelevant considering he has nothing to capitalize on it (Holy Guard/Inquisitor). And is often poisoned, with little to no res/def.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Solymr on September 02, 2014, 01:00:53 pm
I just thought of something. Archers are supposed to be skillful (lolefa) and eagle eyed. So maybe a passive that lets them exchange DMG for extra hit would work.

Edit: not passive, activated :v
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: freeformschooler on September 03, 2014, 03:23:46 pm
I just thought of something. Archers are supposed to be skillful (lolefa) and eagle eyed. So maybe a passive that lets them exchange DMG for extra hit would work.

Edit: not passive, activated :v

Well, since you mention Efa, you get a very specific problem with Sniper tree.

1. without Sure Shot, you're darn right everyone's Sniper is going to max out SKL (rather than go for a STR build like Efa), so extra hit wouldn't be terribly useful except for a few exceptionally buffed foes (like some FEF1 bosses).
2. with Sure Shot, the whole point is that you don't need to get extra hit. Otherwise, with a "real" calculated hit of 56 or somesuch, you may well be exchanging 30 DMG or something to break the final 85 hit rate, and that doesn't seem like a good trade.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Solymr on September 03, 2014, 03:31:52 pm
Now that you mention, with anything not crossbows each point of STR can be exchange for effectively 2,5 SKL (going with DMG 1:5 hit ratio).

Still, I had this in mind for those measly last enemy hitpoints that even if you have 90% chance you really don't want to miss.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Blade Master Model 42 on September 03, 2014, 04:16:55 pm
A thought I had for archers was that they would be able to increase their range by arcing a shot, once per battle. I was thinking 2 squares, since it is a one-off, and can only be used to attack and not counter.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Solymr on September 04, 2014, 01:48:50 pm
Mage trainee weapons too heavy :v
They should start with lightning/wind/worm, they are the weakest magics of their weapons and fire/flux too heavy for them (3 CON lol).
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Blade Master Model 42 on September 05, 2014, 07:29:22 am
It just occurred to me that the new Disarm skill needs to either trigger only on Skill% chance, or be a cost skill, because right now, it's just a better Cancel.

To explain- Freddy the Myrmidon has Cancel. He is fighting somebody with better speed than him, and he attacks the guy. His hit connects, and Cancel procs, reducing the enemy to only one counterattack. Pretty nice.

Eddy the Knight took Disarm instead, and he attacks somebody with better speed- Disarm procs, and both of the enemy's counters are nulled because he is no longer holding a weapon. On top of that, his buddy Letty the thief can now take the enemy's weapon (provided his speed or luck is better and he has free inventory space), leaving that enemy unable to fight for the rest of the map- Unless they somehow get to one of the few allies carrying a spare weapon and they actually pass it to him. Really, the only disadvantage Disarm has compared to Cancel is that it can't proc against bosses.

tldr, plz nerf Disarm.
Title: Re: The Fire Emblem on Forums Hub: ART CONTEST HERE!
Post by: Khaiel on September 05, 2014, 07:37:03 am
BMM42 is quite right. Disarm right now it's a just a better Cancel. Maybe it should be a Cost skill.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 07, 2014, 09:13:29 am
Closing art contest because reasons. If anyone wants to post art they're still welcome.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on September 11, 2014, 12:10:55 pm
Critical Eye in 1.3 seems too ubiquitous. Samurai, Sniper, Sentinel, Berserker, Assassin, Mountain Warrior, Mage Knight, Summoner, Wyvern Hunter and Inquisitor all have it. Inquisitor definitely doesn't need it because they can call their rolls occasionally. Summoner already has Summons, I don't think they need Critical Eye either. Mountain Warrior is pretty much just a more specialized Berserker with Critical Eye. Maybe give them something else? Wyvern Hunter already has Pierce- They don't need Critical Eye either. Mage Knight also already gets special weapon availabilty, not sure why they need Critical Eye either.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Khaiel on September 11, 2014, 12:21:49 pm
Also it gives quite a lot of possible targets to those using the Judgement Tome that is effective against Critical Eye (can't remember the name now)
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 11, 2014, 02:18:18 pm
Mage Knight also gets horseback. They DEFINITELY don't need Critical Eye. Rogue also has it which I don't see necessary since S rank swords and stealing and lockpicking and holding.

Also I reiterate that Judgement tree should deal with class trees like before, but clearer.

Also also Armoured on Wyvern Knight might be a little too much, at full health and maxed DEF anything less than 48 physical doesn't do squat.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on September 12, 2014, 04:13:24 am
Oi guys, remember when I posted Alchemy thingy?

Well I worked upon it a bit more and:


Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on September 12, 2014, 04:52:39 am
Would play Pharmacist, maybe Combat Medic if I was going for an evasive build. Would alchemy ingredients take up inventory space, or would they just be off to the side as it were?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Squeegy on September 12, 2014, 04:55:14 am
This is a hub now? I wish we could just get you guys a new subforum.

e: That sounded a bit mean. I'll try and make it up by offering to draw someone's character.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 12, 2014, 04:57:58 am
Special: Herbal Stash
Passive Effect
Provides special Inventory for alchemical ingredients (Chamomile, Stingweed, Water Lily, Monster Fang, Fang Powder). It cannot be used to carry weapons or items, even items used in alchemy (Vulneraries, for example).

Also did you think of making the Combat Medic promo the actual Combat Medic class (Nomad Medic) and rework the Medicine Man passive.

Also also pls no double C ranks on First Class.

Also also also Squeegy I talked with Toady about that and he said nope to a only FE subforum because IP reasons. He said a more general subcategory would work, I proposed him one but I didn't get an answer so there's that.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Squeegy on September 12, 2014, 04:59:05 am
Yeah, I remember, I was the one who pushed for that and received Toady's IP hesitations. I still think that if Einsteinian Roulette gets its own subforum, you all should too (goodness knows you have enough threads to fill it) but that's what you get when you're not original content.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on September 12, 2014, 05:01:57 am
Also did you think of making the Combat Medic promo the actual Combat Medic class (Nomad Medic) and rework the Medicine Man passive.

Yeah I thought of that but first of all I have no ideas for mounted alchemist and I would want to Cecil to speak how 'fond' he is of Nomad Medic class (is such class even in one vidya FE?)
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 12, 2014, 05:05:23 am
Welp I can say I dun like your Combat Medic passive cause free stats :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on September 12, 2014, 05:07:21 am
Is for defense-only v;

The other version of it was +10 Eva, +10DG, +2 DEF and +2 RES, with the same conditional.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 12, 2014, 05:10:13 am
Ye but medicks never attack, only counter if they can :v

Also since they're alchemists consider transmutation.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on September 12, 2014, 05:12:01 am
Transmutation? v:

Also, I did consider that being 'less magically skilled' would give Alchemists D in sub-category Staffs and E in rest of Staves. Similarily, their promotions would have B in subcat and C total (Pharmacist) and C in subcat and D total (Combat Medic).
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 12, 2014, 05:15:11 am
Transmuting ingredients for gold and viceversa :P

Also I just noticed Squeegy draws. Wait until someone notices :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on September 12, 2014, 05:16:53 am
Transmuting ingredients for gold and viceversa :P

No. No.

Nope I:

They already have capabilities of being goldmines at highest level.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Squeegy on September 12, 2014, 05:24:11 am
I'll give an example of what I draw like nowadays (I do it so infrequently that the quality is not very constant), though I had to censor it a little.

Spoiler: NSFW (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on September 12, 2014, 05:25:55 am
Smut... v:

Why I'm not surprised.

EDIT: Well okay, not smut, but at least an NSFW tag would apply to such picture, even after censor :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: Squeegy on September 12, 2014, 05:32:58 am
I should hope that 'I censored it' is a sufficient warning that the picture was originally NSFW.

Also I just don't have anything non-smut that was drawn recently enough to be at that level of quality.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 12, 2014, 05:35:59 am
Oh welp, it's still good :v

So... did you see any FEF character you'd like to draw?
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on September 12, 2014, 05:36:41 am
@Soly: Ah, OK. Didn't see that ability at first glance; I just looked at Pathfinder.

@Squeegy: Yeah, I know. So many FEFs... and here's me without the time to be in some of the new ones. XD I like your art, though.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Squeegy on September 12, 2014, 05:41:28 am
No, I don't know any of the FEF characters. Whoever wants me to draw one should just tell me and give me a physical description I can work with.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on September 12, 2014, 05:52:00 am
I'm narcissistic enough that I'll jump on that, if no one else will and if you'll take my request. :P

(http://img.photobucket.com/albums/v355/Static_Jester/CSANormal_zps1b340498.png) (http://pastebin.com/H4qfW4cF)(http://img.photobucket.com/albums/v355/Static_Jester/CSANHBasic_zpsad7c7edf.png) (http://pastebin.com/H4qfW4cF)

Here's Christopher Shields, both with and without his hood.

Quote from: Description
As for physically, he's a tall, willowy man, standing at six feet even and 140 pounds. He smiles easily and often but rarely genuinely, and his ice-blue eyes are always cold and distant. His black hair is long and beyond the routine cleaning uncared for. With the exception of his face - which is usually mostly hidden in the shadow of his hood - his body is entirely covered in clothing. It's hard to pin down his exact age from looking at him and even he doesn't know how old he is either, but a good guess would be in his early 20s.

Best way I can think of to describe his clothes is Ezio Auditore from Assassin's Creed 2; I played him as a reference to the series in general so like this (http://fr.assassinscreed.wikia.com/wiki/Fichier:Ezio_auditore_ACII.png) but in blue and gold, with slightly more armor and any other changes you'd think would look good.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on September 12, 2014, 05:54:50 am
Okay so being poked about making a variant of Combat Medic mixed with Nomad, here goes updated class stuff with both variants (Alchemist only and Alchemist-Nomad base):

Title: Re: The Fire Emblem on Forums Hub!
Post by: Squeegy on September 12, 2014, 06:02:31 am
I'm narcissistic enough that I'll jump on that, if no one else will and if you'll take my request. :P

(http://img.photobucket.com/albums/v355/Static_Jester/CSANormal_zps1b340498.png) (http://pastebin.com/H4qfW4cF)(http://img.photobucket.com/albums/v355/Static_Jester/CSANHBasic_zpsad7c7edf.png) (http://pastebin.com/H4qfW4cF)

Here's Christopher Shields, both with and without his hood.

Quote from: Description
As for physically, he's a tall, willowy man, standing at six feet even and 140 pounds. He smiles easily and often but rarely genuinely, and his ice-blue eyes are always cold and distant. His black hair is long and beyond the routine cleaning uncared for. With the exception of his face - which is usually mostly hidden in the shadow of his hood - his body is entirely covered in clothing. It's hard to pin down his exact age from looking at him and even he doesn't know how old he is either, but a good guess would be in his early 20s.

Best way I can think of to describe his clothes is Ezio Auditore from Assassin's Creed 2; I played him as a reference to the series in general so like this (http://fr.assassinscreed.wikia.com/wiki/Fichier:Ezio_auditore_ACII.png) but in blue and gold, with slightly more armor and any other changes you'd think would look good.
Any weapon? Gotta specify anything you want me to draw him with.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on September 12, 2014, 06:05:44 am
Most of the late-game, Chris used Switchblade (swiss-knife? :P) and an Iron Crossbow.

But of course its for SC to decide.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on September 12, 2014, 06:10:49 am
e: That sounded a bit mean. I'll try and make it up by offering to draw someone's character.

How many are you offering to draw? Just the one?
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on September 12, 2014, 06:23:37 am
What Hasp said. Chris basically had a gravity knife (http://en.wikipedia.org/wiki/Gravity_knife) and a crossbow. And thanks. ^^^
Title: Re: The Fire Emblem on Forums Hub!
Post by: Squeegy on September 12, 2014, 06:26:10 am
e: That sounded a bit mean. I'll try and make it up by offering to draw someone's character.

How many are you offering to draw? Just the one?

Whichever one I want to draw most. I'm not made of art, am I?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on September 12, 2014, 06:28:10 am
Chris basically had a gravity knife (http://en.wikipedia.org/wiki/Gravity_knife)

Did you mean switchblade (https://en.wikipedia.org/wiki/Switchblade)? :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on September 12, 2014, 06:30:54 am
e: That sounded a bit mean. I'll try and make it up by offering to draw someone's character.

How many are you offering to draw? Just the one?

Whichever one I want to draw most. I'm not made of art, am I?

Welp, SC got here first, so he can get his guy drawn.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on September 12, 2014, 06:34:57 am
@Hasp: I know they're two different things, but I think gravity knives are more stylish. :P

@Blade: Well, he did say whatever he wants to draw most. You (and other people who don't live on night shift like I do and so weren't around :P) might as well submit a request and let him choose. I don't want to force a situation where there's only one option if he's not into it.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on September 12, 2014, 06:40:34 am
Well, if someone else steps in and puts their character up as a choice, yeah. Otherwise, I'm gonna go ahead and respect implied dibs.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on September 12, 2014, 06:45:27 am
Oh. Uh, well, OK then. Thanks, Blade. ^^^
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 12, 2014, 07:55:57 am
The alchemist's base stats and the promotion bonuses seem too high, can somebody confirm?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on September 12, 2014, 09:15:16 am
All promotion bonuses are +14, like Cecil once stated v:
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on September 12, 2014, 09:22:44 am
The base stats were a bit too high. I nerfed them.

This is final update on alchemy and alchemist class so far:

Spoiler: Alchemy (click to show/hide)

Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 12, 2014, 09:30:53 am
The 14 is for the Promoted Classes. For first classes it's like 10-11 from what I've seen :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on September 12, 2014, 09:36:47 am
Dun.

This allowed me to lower the base stats of Alchemist even further (not by much, but still) :v!
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on September 13, 2014, 10:44:00 am
On the subject of new classes/promotions, I revisited my Third Tier Promotions notes, altered it in places where it clashed with the new 1.3, and am setting it up here for your perusal.

Click this. (http://pastebin.com/ueuEWS1P)

Obviously it still needs work. Some class specials are decidedly lackluster. But it's what I came up with without much help.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 13, 2014, 12:07:28 pm
nope
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 13, 2014, 02:34:32 pm
Since Haspen already has a full roster, does someone want to test the Time Mage in their game?
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on September 14, 2014, 10:38:45 am
This thread might be useful. PTW.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 15, 2014, 08:39:20 am
nope
Title: Re: The Fire Emblem on Forums Hub!
Post by: freeformschooler on September 16, 2014, 09:54:36 am
It would be cool if we had a thread specifically for game balance testing. GMs volunteer to run one chapter at a time with a specific focus and specific rules (all characters are Time Mages/promotions, weather is [new weather effect in testing], or others). Players could also volunteer to play the pre-set characters being tested. I certainly don't want to run a full FEF but wouldn't mind running a chapter or so ala Dream Mission.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 16, 2014, 10:35:36 am
We can use this thread as sort of OOC for those tests if someone wants/volunteers to test something in a separate map :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: Xanmyral on September 16, 2014, 09:22:30 pm
Random Interesting Math; Discounting Performances and Staffs (and including Unique Weapons except those that are the above) there are:

Total - 279
Number Effective Against Wyvern Knights - 93
Percentage - 33.33%

I just found it amusing how the number came out as a perfect one third.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 17, 2014, 09:09:08 am
Put the link to the playtesting thread in OP. Go check it out.

Also for Cecil: do you think it's time to make a GM handbook? And why roll one number for both hit and crit?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on September 17, 2014, 10:16:13 am
And why roll one number for both hit and crit?

Wut.
Title: Re: The Fire Emblem on Forums Hub!
Post by: darkpaladin109 on September 17, 2014, 10:17:49 am
Put the link to the playtesting thread in OP. Go check it out.

Also for Cecil: do you think it's time to make a GM handbook? And why roll one number for both hit and crit?
Cause it's better than if roll two like in the GBA FE's.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Khaiel on September 17, 2014, 10:23:24 am
And why roll one number for both hit and crit?
I believe that although in the book says to roll once only, most GMs are rolling them separetely.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 17, 2014, 10:25:13 am
Read the 1.3 handbook, the special rules. Apparently "higher crit than hit" was necessary to explain and mentions one roll.

Also effective damage is still double but I think we talked about that already :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on September 17, 2014, 10:29:41 am
....Does Cecil want me to call him a heathen now? :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: CecilHoshino on September 20, 2014, 02:57:55 pm
All's been quiet on the Cecil front, now that I've gone back to UVic for the Business Program, that reading load is crazy. Expect that to be a running theme for me in the future, and I apologize in advance for it. But let's tackle some of the issues right now...

Judgement - Before, it targeted specific class trees, which would cover about three classes at a time (ie: Avalon would only be effective against Mercenaries, Heroes, and Commanders). But there was always Thani and Ray, which targeted Armoured and Horseback, respectively. Which, as we covered earlier in discussions of the Soldier's Anti-Cavalry special, there were a LOT of Horseback units (hence why Anti-Cavalry/Spear Wall was reworked and slightly nerfed). So, I decided to try a different direction, see if Judgement could work on a bit of a broader scope. Which leads to the problem of...

Critical Eye - When it was proposed Berserkers get Critical Eye back, it led me to consider why exactly. Previously, the only classes that had them were Sniper, Sentinel, Mountain Warrior, Holy Guard (now Inquisitors), and Assassins. So I thought, "What do all these classes have in common?" To which the answer was "They all only have access to one Weapon type." And while it was at S Rank, the +5 Crit bonus seemed like a fair compensation for their lack of versatility. So, in the interest of fairness, Berserkers were given Critical Eye, as were Summoner and Mage Knight....

Buuuuut then that all fell apart when I realized, even back in 1.23, Samurai ALSO had Critical Eye, and they had Swords AND Bows. So, in the future, that IS going to be a change, the units with Critical Eye are going to be parred down. Right now, I'm thinking the list will be Sniper, Sentinel, Inquisitor, Assassin (considering Berserkers already have a Crit boost built into their kit, and Mountain Warriors are more about flat damage than crits).

Critical Hits on one dice roll - This was an early consideration of mine way back in v1.0. The thing about this was I was concerned about the "roll to hit, roll to crit" system, because let's consider Leona the Mercenary, who goes into battle with a 90% hit rate, and a 5% crit rate. On her hit roll, she manages to roll a 3, and that's great! But then she has to roll for her crit, and manages 96. Which seemed a bit unfair, given how she lucked out with the hit roll. So I reduced it to 1 dice roll, except in the case of higher Crit Rate than Hit.

Two Rolls like in the Games/"True Hit" - This is a system seen in Fire Emblems 6 through 13. In 1 through 5, one Random Number was generated, and if it was lower than the Hit Rate, the attack landed. Because of this, characters with a 90% hit rate flat out missed 1 time out of 10, while characters with a 30% hit rate still hit 3 times out of 10, neither of which is an insignificant number. However, in the True Hit system, 2 Random Numbers are generated, then averaged, and if the average number is lower than the Hit Rate, it lands. So a 90% hit rate is actually 98%, while a 30% hit rate is actually 18%, which significantly changes the course of the battle, highly favouring units with a higher Speed and either Swords or Bows, while greatly hurting those with lower speeds, and the entire Axe and Dark Magic weapon tree. It also is an indirect nerf to Skill specialists, because, at a certain point, Hit Rate is basically 100% anyway, so pumping any more into it is only for the +15 bonus to crit from a max 30 Skill which caps might even prevent from happening.

So, yeah, that system is never going to be included in the Tabletop game.

GM's Handbook - Consolidating the Enemy Handbook/Monster Manuel into this is definitely making it the next item on the docket. I need to do more research into how a GM's Handbook is made, and, with school, it'll still definitely be a long while before its release.

Alchemist and Time Mage - If these playtests go well, I'd actually be interested in included them in one of the expansion books (either the Playable Races or Tier Three classes, which would incorporate the whole tree from First to Promoted to Tier Three)
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on September 20, 2014, 03:34:39 pm
Did you notice my post with concerns about the Disarm Character Skill? It's a little problematic as is. Let me dig it up for you...

It just occurred to me that the new Disarm skill needs to either trigger only on Skill% chance, or be a cost skill, because right now, it's just a better Cancel.

To explain- Freddy the Myrmidon has Cancel. He is fighting somebody with better speed than him, and he attacks the guy. His hit connects, and Cancel procs, reducing the enemy to only one counterattack. Pretty nice.

Eddy the Knight took Disarm instead, and he attacks somebody with better speed- Disarm procs, and both of the enemy's counters are nulled because he is no longer holding a weapon. On top of that, his buddy Letty the thief can now take the enemy's weapon (provided his speed or luck is better and he has free inventory space), leaving that enemy unable to fight for the rest of the map- Unless they somehow get to one of the few allies carrying a spare weapon and they actually pass it to him. Really, the only disadvantage Disarm has compared to Cancel is that it can't proc against bosses.

tldr, plz nerf Disarm.

Found it :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: CecilHoshino on September 20, 2014, 04:00:36 pm
Ah, yep, I noticed that one, too (I just forgot about it while making the previous post).

Yeah, that was a whoopsie on my part. Disarm should be considered (Skill + Half Luck)% luck Big Shield, just forgot to put in the "Half." If Half Luck still seems too much, we could make it a Cost Skill, or reduce it to a flat (Skill)% for Free.

That also brings to mind something about Cancel. Just for clarity's sake, which do you guys prefer,
1. Free: Cancel has a (Speed + Luck)% chance to negate the enemy's first counter attack (potentially reducing the counter attacks to 0)
2. Free: Cancel has a (Speed + Luck)% chance to negate the enemy's entire counter attack (including follow up attacks if their AS is higher)
3. Cost: Cancel has a (Speed + Luck)% chance to negate the enemy's entire counter attack (including follow up attacks if their AS is higher)

When Cancel was written, it was made with 2 in mind (and that the opponent being "Cancelled" would only be getting one counter attack otherwise, anyway). But if you've all been working with 1 in mind, and 2 seems too much of an upgrade, we could shift to 3, or clarify it was 1 always and forever.

Also, I just remembered:

Dance, Magic Dance - That was a mistake on my part. See, I'm well aware of the Center + Call Magic exploit. That was actually built into the system, as a way to encourage diversifying growth rates so that the off-offensive stat (Strength or Magic) has a reason to be higher than 0%. When I first created the game, one of my original playtesters actually played a Bard -> Lore Master with Center and a not insignificant Strength growth for that explicit purpose. (I also had a Myrmidon with Imbue; she realized she had become Princess Wolverine and we loved it). However, for some reason, this slipped my mind when I considered giving Dancers an encouragement to shift from a Physical class (Dancer/Blade Dancer) to a Magical class (Lore Master). Instead of letting them gain even MORE from Center (by having Strength be a Preferred Stat, even if it doesn't always come up), I added in "Dance, Magic Dance," which, as you noted, blows the whole thing wide open.

So, yeah, that'll be the first thing to go. For now, assume that's not actually a thing, and that the Lore Master's Preferred Stats are still "Luck, Magic."
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on September 20, 2014, 04:17:51 pm
I always thought that Cancel had a chance of triggering on each enemy counter attack.

Say you attack a myrmidon which can double you. Cancel can let you negate one, both, or neither of the myrmidon's counterattacks depending on the dice rolls.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on September 20, 2014, 08:30:40 pm
No, Cancel activates on a hit that connects.

I'm fine with it as it is since Cancel is based on Speed so if you take it you're making speed a strong stat. So generally your enemies will tend toward only one counter, brave weapons notwithstanding.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 21, 2014, 02:09:48 pm
Welp time for my answer to Cecil.

Judgement: the fact that these weapons targeted class tress except the ones that cover Armoured and Horseback would be remedied by simply changing these two into "Knight tree" and "Cavalier tree". That would make the coverage of each of these about the same (except monsters/dragons).
Another thing about these is that the lower rank weapons get a really crappy bonus, since their might is really low, while the higher ups get a lot more damage. This feels kinda unfair when an archer barely gets a little more damaged by its judgement while a mercenary would get obliterated. Did you think of a flat bonus across all the tree?

Critical Eye: Assassins also have two weapons, but their special requires critical to be effective. Inquisitor is a different thing, they use light magic which every weapon gets a some crit. Other than that, your new list makes sense, if maybe the samurai's new special is a little bit too much.

True hit/True crit: we've always used one dice for the hit roll, since that's the way it's mathematically correct. But the crit chance is another thing. If it means "chance that a hit is a critical hit" then a second roll is required for them. Rolling one dice for both inflates the crit chance, as you probably thought when you made the "higher crit than hit" rule. This presents a problem. As your hit approaches your crit, your actual chance of critting on a hit increases, until your hit goes lower than your crit, where it becomes the true chance. If you have high evade, this could be worse for you, as a hit can become a devastating crit more easily. Thus why we tend to use one roll for each.

GM's handbook: there's one thing where new (and not so new) GMs need the most help: proper enemy statting. Is there any work done on that?

Alchemist and Time Mage: alchemist is being tested while time mage got erased out of existence because I couldn't fit it in without excessive complaints.

Samurai's Special: Musou's new under half HP effect seems OP to me. Mostly because there is a weapon made especifically for Myrmidons that fits the requirement for having that bonus crit added. Why not make it MAG/2 for all weapons?

Free Stats: I also noticed an important part about the newer versions of the handbook that I believe to be the source of most of the rejection. A lot of classes get free stats in their specials for nothing. I know you like LoL, so I think you know they don't like "balls of stats with no counterplay". We don't like it either. Things like Thief's passive evasion bonus feel too cheap and omnipresent, and some specials feel like better versions of character skills (Pass is rendered moot by En Passant and Jump).

Cancel: so, there are three possibilities... Why don't we test them? (http://www.bay12forums.com/smf/index.php?topic=143789)
Title: Re: The Fire Emblem on Forums Hub!
Post by: CecilHoshino on September 21, 2014, 09:02:46 pm
Judgement: I suppose that could work, sticking with the Class Tree motif. And "effective" was just an easy go to; I want to explore the "anti-class" niche, since I think it also makes a good parallel to Druidic's "anti-weapon," but, in both cases, Effective leads to the problem where the lower ranked weapons offer merely a slap on the wrist while the higher ranked ones obliterate, whereas a flat +5 damage doesn't seem right, either.

Weapon Might in General: When I was readying 1.3 for launch, the biggest hurdle was rebalancing the weapon stats. Which, as you can probably guess, isn't exactly my strongest suit. At least, not without an environment or at least someone else to stress test these numbers before launch. So I apologize if it leads to...stupid stuff.

Critical Hits: I concede that point, and perhaps it'd be best to go with two dice, but I still feel bad about the hypothetical situation where you roll under your crit for your hit, and then miss the crit on its designated roll. Perhaps a system where you get +10 to your Crit if you rolled it during your hit, or something? Just so that, when rolling, the player's not wishing "I need to roll well but not perfect."

Critical Eye: And in all the discussion, I totally missed the Wyvern Hunter. So, if we were to revisit the list, if we took the Inquisitor's Critical Eye and gave it to the Wyvern Hunter, would that work?

Assassin's Weapon Ranks: This one I might seem to go back and forth on, but I really wanted to go for the idea of taking their specialization to the utmost, explicitly at the expense of their previous broadness. I did intend for the Spy to abandon either the Sword or the Bow in exchange for having an S Rank in the other. Would we be okay with this?

Free Stats: I'm aware of this design philosophy. And I completely agree with it, but, I admit, I got lost along the way and made some egregious mistakes. Like the Thief's "Overdeveloped Sense of Self Preservation." I'm too in love with that passive name to drop it initially, but the whole "bonus to Evasion while retreating" was ambiguous (I could see so many arguments around what constitutes "retreating"), but I want to give the Thief something aside from Steal (much like how Spy has Ambush and Vision, and Scavenger has Scavenge Gold and Power of the Underdog).
For the specific example of En Passant and Jump, I'd argue (semantics) that En Passant isn't strictly a better version than Pass; Pass allows you to move through units, whereas En Passant still requires you to move around units. You still have to run in ] this shape rather than going in a straight line, but it's an option if the Myrmidon needs to get somewhere quickly and not stop to deal with enemies directly. Jump, on the other hand, was admittedly another cute reference, this time to Might & Magic, where the entire class comes from (in that series from games 1 through 7, the Archer was actually the hybrid class of the pure physical Knight and the pure magical Sorcerer). To give them something other than Imbue Arrow, I included Jump as a reference to a spell from the games, as well as a tool to help reposition. But the new version is, admittedly, a bit much. In this case in particular, would a nerf to Jump be called for, or is Imbue Arrow more than enough?

If other cases of "Free stats, no counterplay" crop up, please, don't hesitate too; like I acknowledge, this is my first real game design rodeo, so newbie traps abound, I'm sure.
(In the instance of the Invincible Wyvern Knight, they are going to get a few nerfs: they're losing Armoured, which was included as a reference to previously being Soldier Trainee promotions before moving to Rider Trainee, and the Wyvern Rider's "Dragon Scales" will no longer provide bonus Resistance as well as bonus Defense, emphasizing the magic counter-play)

GM's Handbook: No done-and-done work as of yet. Again, time permitting, that's first on the docket.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Xanmyral on September 21, 2014, 09:44:01 pm
Hm... Perhaps for the thief's "Overdeveloped Sense of Self-Preservation," to instead of being free stats but an ability dealing with retreating, we take the Crusader's old ability, the one that gave Crusader's a sort of odd Canto to pillars after an attack. This would play well with their naturally higher MOV as a foot-slogger and plays into the retreat idea.

- One version could be that if a thief picks a lock (door or chest, either with a pick or a key), they can act as if they have canto and move the rest of their move.

This one is admittedly not really retreating based, but at the same time it would be a helpful boon to their primary job and allow them to get it done quicker and back into the fight instead of spending a whole map moving from place to place. It also has some weird play in that it could be used to escape quicker due to the whole 'can open a door and rush through it in the same action.'

- Another version: If a thief attacks an enemy, they can move the rest of their move (assuming they have some) to the nearest defensive terrain (assuming there's one in range).

I'm "iffy" of this one because its a toss up as to if its stronger than when the Crusader had the ability (they could move into pillars for one move and it was restricted to only pillars, thieves have the full cost but they have a naturally higher move and can move into any defensive terrain), but plays into the whole retreat thing.

- Third Version: Like the second, but it only activates if they got hit by a counter attack. If they dodged the counter attack, they can't use the rest of their move to back off into defensive terrain, but if they did it could.

This version is more restrictive than the second, but at the same time it would lead to more contingencies and conditional actions.



For Judgement balancing, how about this:

It deals extra damage to the class it would be effective against. The extra damage would be the total level of the character using it (Capping it somewhere suggested, 20 maybe?) minus the WT negation of the rank of the weapon (S is -8, B is -5 I think, etc). Higher the rank weapon you're using would have a higher base but a lower bonus. The lower rank weapon you use would have a lower base but a higher bonus.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on September 21, 2014, 10:35:46 pm
Critical Hits: I concede that point, and perhaps it'd be best to go with two dice, but I still feel bad about the hypothetical situation where you roll under your crit for your hit, and then miss the crit on its designated roll. Perhaps a system where you get +10 to your Crit if you rolled it during your hit, or something? Just so that, when rolling, the player's not wishing "I need to roll well but not perfect."

This plays into one of the many Gambler's fallacies. It's important to remember that dice have no memory, and the hit roll does not influence the crit roll in any way.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Xanmyral on September 21, 2014, 10:48:18 pm
While that is true, I do see another point of view of it: rolling really well on the hit roll really only represents a binary, do you hit or do you miss? I think Cecil might be wanting a bit more granularity in the result, a hit that's more dead on and accurate doing more than just being simply a hit.
Title: Re: The Fire Emblem on Forums Hub!
Post by: freeformschooler on September 21, 2014, 10:51:21 pm
In other words, more like D&D.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Xanmyral on September 21, 2014, 10:56:13 pm
To be fair, there's a lot of TT's that have better granularity on a hit than simply a binary than D&D. I'd actually say D&D's on the rather low side, but all the same.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 22, 2014, 06:30:32 am
Judgement: how about Total Level - Weapon's MT up to a maximum of 20 MT? All weapons would have the same damage when targeting their target.

Weapon Might: welp now we have a test environment so anything you'd like to test you can ask there.

Crits: problem with it being in one roll is that either you inflate the rate or end up with a really hard to roll rate. Take 75 hit and 33 crit: rolling under 25 on the hit would give you a crit that is a true crit rate, but if you have things like 70 and 6 you end up with broken numbers. Also if someone barely gets a hit, but then on the next roll gets a 1, would it be fair to just use the hit roll for the crit?

Critical Eye: Wyvern Hunters get Pierce, which is a really good offensive ability. And Inquisitors get to call a roll. So no need for them.

Assassin: personally I wanted for them to have just one weapon at S rank, because no other classes that have S rank have another type of weapon (except Mage Knights, but they only have the rare magic weapons) and would be unfair for them.

Free stats: everyone should state their opinion about this matter.
Thief: problem with giving them two specials to keep in line with the Spy and Scavenger is that Power of the Underdog is another problem of free stats, because most GMs will overlevel the enemies so they don't get instagibbed, and Vision isn't really useful because most GMs don't use FoW extensively. That said, Vision could be extended to all three classes so people who know there's gonna be FoW aren't forced to bring a Spy if they want a Thief or Scavenger.
Wyvern Knight: we didn't think of the new Dragon Scales when we voted for Dragonheart, but if one of them needs nerf, I think it should be Dragonheart because its conditional is more permissive than that of Dragon Scales. Reducing Dragonheart to 3 DEF/AS and removing Armoured should be enough: some scratch damage breaks the Dragon Scales and then they can be beaten like the rest.
Soldier: not really sure what to say, Spear Wall is interesting but nobody seems to like it. They could work as more specialized anti-mounted unit (WTA vs mounted?).
Monk/Mage/Shaman: their current specials are too similar and don't have much of a downside, since STR is basically useless for them. Think of 1.20 Pious Veil: it gave defenses in exchange for offensive power, and our custom Ancient Gamble: reduces your CON to 0, most likely tanking your AS in exchange for MAG. Those feel like meaningful choices to make.
There's more but I won't type it all at once.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on September 22, 2014, 06:37:18 am
Assassin: personally I wanted for them to have just one weapon at S rank, because no other classes that have S rank have another type of weapon (except Mage Knights, but they only have the rare magic weapons) and would be unfair for them.

Well for that to be fair we'd have to make the Spy choose between their weapons.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 26, 2014, 08:38:34 am
While we wait for Cecil to answer I want to ask Swordstar what's gonna happen to her game. I ask here in case she doesn't want her thread bumped without need :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on September 26, 2014, 09:07:02 am
Wasn't it her computer asploded so now the game is basically on hiatus till she gets her compy fixed? v:
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 26, 2014, 09:34:42 am
Ye I know that but I want her to say if there's more to it :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on September 26, 2014, 04:57:49 pm
my comp is dead and anything else isn't decided and therefore not relevant
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on September 26, 2014, 05:00:41 pm
Any idea when you're gonna be able to get your hands on a new computer?  We miss you in the irc.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on September 26, 2014, 06:02:43 pm
getting a temp one from a friend tomorrow hopefully
Title: Re: The Fire Emblem on Forums Hub!
Post by: Toady One on September 28, 2014, 06:04:04 pm
(removed a derail by request...  not really sure what I removed, but it didn't seem important)
Title: Re: The Fire Emblem on Forums Hub!
Post by: Furtuka on September 28, 2014, 06:13:07 pm
...did someone seriously call in Toady for that? Thats... wow.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on September 28, 2014, 06:18:29 pm
/me facepalms

Really now, a single page mostly-harmless derail is hardly something to bring the Toad in for. Not unless there's a crapton of racism or porn or something.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Tiruin on September 28, 2014, 06:21:00 pm
...did someone seriously call in Toady for that? Thats... wow.
/me facepalms

Really now, a single page mostly-harmless derail is hardly something to bring the Toad in for. Not unless there's a crapton of racism or porn or something.
Solymr called Toady in.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on September 28, 2014, 06:22:46 pm
Now is probably the time to let it rest. We don't want to wind up pulling the Toad back to our quiet little thread again because of an uncivil discussion on the topic of redactions.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on September 28, 2014, 06:24:48 pm
Sirus cancels Rebuttal: interrupted by Blade Master Model 42

Yeah, good point. I'll let it drop.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on October 03, 2014, 07:48:20 am
V1 of my compilation tileset from the GBA FE games:

https://dl.dropboxusercontent.com/u/50939120/fegbatileset.png
Title: Re: The Fire Emblem on Forums Hub!
Post by: CecilHoshino on October 05, 2014, 10:48:09 pm
Judgement
Weapon Might
Crits
Critical Eye
Assassin
Free stats

Judgement: They'd also need a minimum if we went with that system (say, if a fresh faced Level 1/Total Level 5 Monk specialized in Judgement, and is using the 8 Might Thani). So if the range was +2 to +20 bonus to Might...that could work. Would a similar system work for Druidic Magic, factoring in the WTD against Weapons it's not got the advantage over?
Weapon Might: I'll make a note of it.
Crits: Screw it, one roll, and please let us never talk of it again, it's getting embarrassing the more I think about it.
Critical Eye: Alright, Wyvern Hunter and Inquisitor won't get Critical Eye. But, just so we're clear, Benediction only allows one called roll, and it can't be a called crit against a boss. Does its ability to be used defensively to avoid an oh-shit moment make it that strong?
Assassin: And that is exactly what I was going for from the very beginning. It was just people on the thread complaining about suddenly dropping a weapon rank that got frustrating. The difference in which Weapon Rank the Assassin got to pick to S Rank in I thought was a nice nod to the different route the player went through, building up from Archer/Thief Trainees (Scouts/Drifters) towards the Assassin with an idea in mind for how they wanted to build from the start (with the bone thrown to those who started at Spy and may not have gone through the trainee phase). For simplicity's sake, rewording Assassin's Weapon Rank to: "Pick either your Chosen Bow or your Chosen Sword. That subcategory is at S Rank, and that weapon is at B Rank. The other weapon and subcategory are dropped." Regardless of the Assassin's path earlier (with Spy still going Bow and Sword at D Rank to start).

Free Stats: Okay, so.
The big one for me right now is Nature Spirits/Pious Veil/Ancient Gamble. The v1.3/v1.22 version of the Mage/Monk/Shaman skills were part of an effort, on my part, to encourage more diversity in build. So that not everyone who played a magic user dumped everything into Magic and Speed for lack of anything better, and to parallel physical classes who could better make use of Magic Weapons. I admit, the three skills and Center were probably half hearted attempts. I'll have to think what'd be a good Mage equivalent at this point.
Wyvern Knight: Noted. That sounds better.
Thief/Spy/Scavenger: What if we replaced Power Of The Underdog with Awakening's "Underdog" where it was just a flat +Hit and Evasion against enemies with a higher level (with promotion counting as Level+20)
And the Thief's Overdeveloped Sense of Self Preservation acts as a sort of "Canto" ability after unlocking doors (so that, if there's a big enemy behind it, the thief can quickly back up and allow others to get in and hold the new chokepoint), or maybe even that AND unlocking chests (unless that seems more like a Rogue ability)
Just pitching alternatives; Vision for all three, with Steal/Ambush/Scavenge Gold to differentiate them is still on the table.

Sorry for the terseness and if I came off aggressive, I'm not feeling well at the moment.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on October 06, 2014, 05:35:53 am
Get well soon, Cecil.

Judgement: one personal idea I had was flat +5 plus Level - MT bonus up to 20, which would bring the maximum MT up to 25.
As for Druidic Magic it also sounds good, but they could have a higher level limit due to Dark Magic's nature of being more powerful but less accurate. Also a question: why do you separate Anima into Fire Wind and Thunder specific tomes?

Benediction: thing is, there's another part to it that prevents getting knocked down to 0 the first time, so unless the roll and the saving are mutually exclusive, an Inquisitor could force a miss on the counter attack and then survive the boss attack on the enemy phase with 1 HP.

Assassin: that's what I had in mind too, but some people can't wrap their heads around the idea of losing a weapon even when there are S ranks involved :v
Also on the hidden weapons matter, why not make them not have rank, but still apply the WT reduction bonus from proficiency? And even if their WT is excessive, people will still try to get doubles with them, so if your intention is for them to only attack once you should give them the "Only one attack" property like Apocalypse has (siege magic could use this too).

Magic trinity: if you want to diversify builds, not everyone needs to have that possibility (think of the swordsmen, Hero has nothing for magic and he's OK), and you've done a great special with the Myrmidon and the Samurai. In this case Shaman probably doesn't need STR viability (unless you make the summons scale with it).
As for a Mage special, people here could help with an idea :v

Thief trinity: still not sure. Problem is everyone levels the same here, and GMs use higher level opponents most of the time. I think the Scavenger's weapon versatility and Scavenge Gold are enough for him. As for OSSP, I would extend the canto to unlock and steals. They can go with two specials since all they have is one type of weapon and steal is slightly less useful than Scavenge Gold.

Another case of free stats is Hot Start and Slow Start. IMO they should get axed completely.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on October 06, 2014, 07:45:10 am
It just seems weird to me that a character would suddenly forget how to use a weapon type. I understand it messes with the S rank-1 weapon style system, but maybe something could be done to offset that, like giving the assassin fewer stat increases on promotion? I dunno. This is the same problem I had with Rider Trainees promoting to Nomads.

I think the lockpick canto is good for OSSP. And I agree with Solymr on the Power of the Underdog- that's going to activate all the time, basically. How about this for an alternative?

This Will Be Useful: When the Scavenger lands a killing blow, the Scavenger gets +10 hit/def until their next phase.

In fluff terms, it's the Scavenger grabbing a piece of armor or something else off of their victim, and (briefly) using it to give them an advantage.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on October 06, 2014, 10:50:47 am
This Will Be Useful: When the Scavenger lands a killing blow, the Scavenger gets +10 hit/def until their next phase.

In fluff terms, it's the Scavenger grabbing a piece of armor or something else off of their victim, and (briefly) using it to give them an advantage.

+10 DEF? Do you mean Evade?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Khaiel on October 07, 2014, 06:26:49 am
This Will Be Useful: When the Scavenger lands a killing blow, the Scavenger gets +10 hit/def until their next phase.

In fluff terms, it's the Scavenger grabbing a piece of armor or something else off of their victim, and (briefly) using it to give them an advantage.

+10 DEF? Do you mean Evade?
Yes, he means Evade.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on October 07, 2014, 09:23:13 am
This Will Be Useful: When the Scavenger lands a killing blow, the Scavenger gets +10 hit/def until their next phase.

In fluff terms, it's the Scavenger grabbing a piece of armor or something else off of their victim, and (briefly) using it to give them an advantage.

+10 DEF? Do you mean Evade?
Yes, he means Evade.
Yes, yes I do.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on October 13, 2014, 08:21:08 am
While Cecil is disappeared let's try something for fun:
Making icons for every item (icons like in the games' inventaries).

Such as this ones here:
http://www.feplanet.net/sprites-archive-items/10
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on October 13, 2014, 09:42:39 am
This could actually be potentially useful. Weapon icons could be placed next to unit names in hp spoilers to show what weapon they have equipped at the time.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on October 14, 2014, 02:34:46 am
Considering how frequently the topic of shipping gets brought up in these games, I figured someone might get a kick out of this (https://www.youtube.com/watch?v=8Tc7MH5ZXbg) :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on October 14, 2014, 07:53:05 am
You thought correctly.

Of course, the best part of shipping in FEF is that (with some... Exceptions) almost all of it is canon!
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on October 14, 2014, 07:57:29 am
What exceptions? Haskitty's favorite FEF1 yaoi ship? :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on October 14, 2014, 08:02:06 am
What exceptions? Haskitty's favorite FEF1 yaoi ship? :P

That's pretty much it yeah.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on October 14, 2014, 08:58:53 am
There were no gay characters in FEF1, so there cannot be any yaoi ship, durr.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on October 14, 2014, 09:28:35 am
(https://dl.dropboxusercontent.com/u/59151152/Misc/CSALaugh.PNG) "I beg to differ."
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on October 14, 2014, 09:30:02 am
Bi ain't gay :P

Besides he has no pairing unless you count Ernest(corpse).
Title: Re: The Fire Emblem on Forums Hub!
Post by: Culise on October 14, 2014, 09:48:37 am
Bi ain't gay :P

Besides he has no pairing unless you count Ernest(corpse).
What about Chris/pile-of-dust (Prixima)?  He is bi, after all, and he even got her flowers. ^_^
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on October 14, 2014, 10:01:41 am
Almost didn't recognize you with the new avatar, Culise. XD
Title: Re: The Fire Emblem on Forums Hub!
Post by: Parsely on October 14, 2014, 10:55:16 am
Almost didn't recognize you with the new avatar, Culise. XD
I keep mistaking her for Twi because she used to have a twirling animu avatar.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on October 14, 2014, 11:19:52 am
Oi here are E rank swords icons, half done by me half copied:

Iron Sword: (https://dl.dropboxusercontent.com/u/50939120/icons/ironsword.png)
Devil Sword: (https://dl.dropboxusercontent.com/u/50939120/icons/devilsword.png)
Slim Sword: (https://dl.dropboxusercontent.com/u/50939120/icons/slimsword.png)
Iron Rapier: (https://dl.dropboxusercontent.com/u/50939120/icons/ironrapier.png)
Iron Blade: (https://dl.dropboxusercontent.com/u/50939120/icons/ironblade.png)
Wooden Sword: (https://dl.dropboxusercontent.com/u/50939120/icons/woodensword.png)
Iron Knife: (https://dl.dropboxusercontent.com/u/50939120/icons/ironknife.png)
Iron Dagger: (https://dl.dropboxusercontent.com/u/50939120/icons/irondagger.png)

What do you think?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on October 14, 2014, 11:25:27 am
And you think you will find GM(s) who will be changing theoretically up to 50 image links per HP/Turn update? v:
Title: Re: The Fire Emblem on Forums Hub!
Post by: Parsely on October 14, 2014, 11:33:28 am
They look good. Nice generic images for OP item lists or summat. Only complaint is that the wood sword is too smooth and shiny.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on October 14, 2014, 11:35:27 am
I won't :v
Maybe for the PCs but not for every enemy.

Also I'm doing this just for fun. If someone wants to make more images/use them in their GMing/add them to the handbook feel free to do so.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Culise on October 14, 2014, 11:54:51 am
Almost didn't recognize you with the new avatar, Culise. XD
I keep mistaking her for Twi because she used to have a twirling animu avatar.
Heh, I'll probably be switching back soon.  I think the joke's pretty much outlived its origin, and the animation keeps distracting me every time I go through any thread I posted in at least once before. :P

And you think you will find GM(s) who will be changing theoretically up to 50 image links per HP/Turn update? v:
Honestly, as a practical matter, I'll probably have issues as the player trying to identify the icons by sight, since I've always been a bit bad at that; I'll end up going into the stats to find it written out in either case.  The icons do look really quite nice, though.  I don't think the wood sword looks too shiny, but that's probably because I think it just looks well-polished. 
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on October 14, 2014, 12:31:44 pm
There were no gay characters in FEF1, so there cannot be any yaoi ship, durr.
You don't know much about shipping, do you? :v

It doesn't matter if two characters don't match orientation-wise, or if they've never met, or if they're not even in the same universe. Someone, somewhere, will ship them.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on October 14, 2014, 12:45:32 pm
So you mean there is someone shipping Gregor and Corpse!Aaron? :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on October 14, 2014, 12:48:08 pm
If FEF1 ever became some widely-read piece of webfiction, a la Boatmurdered or <insert popular webcomic here>? Quite possibly. Never underestimate the depths that crack shippers will sink to :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on October 14, 2014, 02:58:48 pm
Oh hey happy burthdya Sirus.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on October 14, 2014, 06:18:50 pm
Happy Birthday, Sirus!

Coincidentally this is also the birthday of an off-line friend of mine. :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on October 14, 2014, 07:10:36 pm
Well, tell your off-line friend happy birthday as well!
Title: Re: The Fire Emblem on Forums Hub!
Post by: Culise on October 14, 2014, 08:46:18 pm
Hey, a chance to use smilies I haven't used in years. *rummage rummage*
(http://i163.photobucket.com/albums/t317/Culise/Smilies/birthday.gif)
Happy birthday, Sirus and unidentified-mystery-friend-not-on-Bay-12. ^_^
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on October 14, 2014, 09:58:12 pm
So, I have some games from the latest Humble Bundles that I don't really want. Any fellow FEF'rs interested in Osmos, Super Hexagon, Zen Bound 2, Critical Mass, Zombie Tycoon 2, or Over The Top Tower Defense?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Parsely on October 15, 2014, 01:06:16 am
I'm interested in Zombie Tycoon 2 and Over The Top Tower Defense! If I had to choose I'd pick the TD.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on October 15, 2014, 01:10:28 am
I was going to maintain a '1 per person' rule but seeing as how it's been four hours without any bites, sure, you can have those two. :P Everybody else can choose from the other four. I'll PM you the gift links.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Tiruin on October 15, 2014, 01:40:24 am
So, I have some games from the latest Humble Bundles that I don't really want. Any fellow FEF'rs interested in Osmos, Super Hexagon, Zen Bound 2, Critical Mass, Zombie Tycoon 2, or Over The Top Tower Defense?
May I take up Osmos? :3
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on October 15, 2014, 02:18:39 am
Sure thing, Tir. ^^^ PMing you the link now.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on October 19, 2014, 09:37:36 am
Yesterday Blade had a good idea in IRC: Spies only get one weapon, either Swords or Bows, with C/D proficiency.
Spies promoting from Archer trainees would get Bows, and Spies promoting from Thief traines would get Swords.
That way there's no problem with Assassins having only one weapon.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on October 28, 2014, 08:31:59 am
So, I have some games from the latest Humble Bundles that I don't really want. Any fellow FEF'rs interested in Osmos, Super Hexagon, Zen Bound 2, Critical Mass, Zombie Tycoon 2, or Over The Top Tower Defense?

If links don't expire, the non-struck-through above games are still available, as is Zafehouse: Diaries. :P Just throwing that out there.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on October 31, 2014, 10:01:02 am
Oi I got an idea for a character skill.
Quickdraw: the character can change weapons after attacking.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Xanmyral on October 31, 2014, 12:20:44 pm
You already can, actually. You just can't change it after without having been given a new/extra turn.

EDIT: SerCon, if no one takes Zafehouse, I'll snag it if you don't mind.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on October 31, 2014, 12:27:18 pm
I think Soly's point was being able to change weapons without having to deal with being given an extra turn. That way, say, a nomad could shoot someone with his bow but then switch to a sword for the EP to avoid being murdered at close range.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Xanmyral on October 31, 2014, 08:20:18 pm
Sounds like a good skill to me.

To jump on the free games train, I got seven Sid Meier Humble Bundle games that I don't want/already have, so does anyone want these?:
Spoiler: Give Away (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on October 31, 2014, 08:25:15 pm
Hmm. May I have Civ 4?
Title: Re: The Fire Emblem on Forums Hub!
Post by: birdy51 on October 31, 2014, 09:38:23 pm
Sounds like a good skill to me.

To jump on the free games train, I got seven Sid Meier Humble Bundle games that I don't want/already have, so does anyone want these?:
Spoiler: Give Away (click to show/hide)

I suppose I'll take Civ V off your hands. I've never tried the series, but it looks interesting.

On topic though, whatever happened to the testing thread?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Tiruin on October 31, 2014, 10:12:04 pm
Sounds like a good skill to me.

To jump on the free games train, I got seven Sid Meier Humble Bundle games that I don't want/already have, so does anyone want these?:
Spoiler: Give Away (click to show/hide)
Civ III please? :D
((Have fun Birdy with both Civ V games :P ))

Also I'm not sure someone made the testing thread?
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on November 01, 2014, 04:03:03 am
I have more gifts for my fellow FEFers. Who wants Five Nights At Freddy's or Home?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Dwarmin on November 01, 2014, 08:36:47 am
Humm,

Xanmyral, do you still have Civ V: Gods and Kings? I'd like that...
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on November 01, 2014, 08:55:01 am
Gasp, a wild Dwarmin have arrived!

:P
Title: Re: The Fire Emblem on Forums Hub!
Post by: Dwarmin on November 01, 2014, 08:59:16 am
Gasp, a wild Dwarmin have arrived!

:P

I was only a temporary Fire Emblem-r! I don't owe anyone money, do I?
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on November 01, 2014, 09:00:27 am
Hey, Dwarmin was in my game for the chapter it lasted, so, he counts. :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on November 01, 2014, 10:35:17 am
He was also in that one chapter of FEF1!
Title: Re: The Fire Emblem on Forums Hub!
Post by: mastahcheese on November 03, 2014, 11:55:43 am
Some random FEF sprites I made for practice.

Spoiler (click to show/hide)

Some critique would be appreciated. :3
Title: Re: The Fire Emblem on Forums Hub!
Post by: Parsely on November 03, 2014, 01:02:56 pm
What a mysterious hat.
Title: Re: The Fire Emblem on Forums Hub!
Post by: mastahcheese on November 03, 2014, 01:09:58 pm
What a mysterious hat.
Me and GiglameshDespair have concluded that the "hat" is actually an alien life form.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on November 03, 2014, 01:25:44 pm
Some random FEF sprites I made for practice.

Spoiler (click to show/hide)

Some critique would be appreciated. :3

The shading feels... off in some of them, especially the last one's shoulder/trim on his coat. Same with the collar on the girl. You seem to have cut their shoulders off awkwardly for a lot of them. Also the colors are rather.... something. :P Uh... Head of the second one doesn't seem to quite fit? Too small for how big the shoulders are maybe, also awkwardly positioned. Also I think you C/P'd a lot of things over other ones, which is fine, that's how you're supposed to splice, but then you didn't go in and fix the pixels on the edges of where you c/p'd. Biggest offenders are the first and third on this one. I'd need to take a more indepth look to figure out anything else, but that's just from a first look.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Xanmyral on November 03, 2014, 01:27:49 pm
What I've learned with spriting in the school-of-hard-knocks sort of way that I learned, is that the less colors one uses, the better it looks in the end typically.

Generic:
Use the skin color for anything white/gold/tan-ish, the clothes typically little more than three variations of colors (with leather counting as a color if present), making sure the borders are of the same color (dark purple and light purple borders together look odd, for example). A good rule of thumb is this: if you only use a color in a single (small) place (say the leather of a belt), question if you should put it other places (would it fit on the gloves or collar, maybe the cloak), or see if you can substitute it with a color you're already using (maybe the darker skin tones would work better than the brown). These are just some examples of things I do, and there's always times when its best one should deviate.

Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on November 03, 2014, 01:36:47 pm
The problem with 5 for me is that the colors he's using for shading of the shirt and trim don't have *enough* contrast. So it ends up looking fairly 1-D. If you're just starting out with sprites and such, I would recommend using the color pallets of already existing sprites in the FE games. Because shading is tricky and that's an easy way to make sure your colors within one set of clothing doesn't contrast too much or too little.
Title: Re: The Fire Emblem on Forums Hub!
Post by: mastahcheese on November 03, 2014, 03:48:37 pm
Yeah, a lot of this practice is to see what works and what doesn't.

I think a lot of the problem is that I may have some slight colorblindness (I talked with GiglyD about it) so I don't see dark colors very well, and end up making them too bright.

For example, the hair in the 4th picture (the only female) is actually too dark for me to see the detail lines in.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on November 03, 2014, 03:51:22 pm
Well, that's why I suggested working with already existing pallets, but that could be a problem, yeah.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Parsely on November 03, 2014, 04:52:17 pm
On the plus side, they all look fabulous.
Title: Re: The Fire Emblem on Forums Hub!
Post by: adwarf on November 03, 2014, 11:22:21 pm
Fire Emblem on Forums - Mercenaries, and Recruitment System
-----------------------------------------------------------

Essentially this system is a way for players to use gold to recruit mooks that will aid them in battles.

Mercenaries are for the most part simple, low powered NPCs that the recruiting players give basic orders to for them to follow. Fine control is left to the GM, and mercenaries are not likely to throw their lives away for nothing.

Recruitment of Mercenaries is handled between missions with the party able to recruit a small pool of mercenaries, this pool grows up to a certain limit after the players have recruited a mercenary captain, and then grows once more after they've recruited a mercenary commander.

Mercenaries are paid for every mission they participate in, if the players are unable to pay the mercenaries then they will refuse to work for them and the players will lose their support.
Alongside the introduction of Mercenaries and their recruitment the player party also gets a reputation rating which determines how much the mercenaries will charge the players if they'll even work for them. Reputation goes up for every mercenary that survives a battle, and goes down for every mercenary that dies. If every mercenary is wiped out in a mission then your reputation drops massively. If the party's reputation gets low enough the mercenaries will refuse to work for them.

Mercenaries do not die when their HP reaches 0, instead they get downed much like a named npcs except that the mercenaries only get a death counter of 1

Mercenary Cap:
Base - 1 Mercenary
With Captain - 3 Mercenaries (Including the Captain)
With Commander - 5 Mercenaries (Including the Commander)


Spoiler: Reputation (click to show/hide)

Spoiler: Orders (click to show/hide)

Spoiler: Mercenary Units (click to show/hide)

-------

I've been mulling over making this system for a while now, and I've finally gotten around to it. Thanks to Blade for supplying the progression, and stat sheets that are used for the units here.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on November 09, 2014, 12:21:41 pm
the original fef is done for real

rejoice
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on November 09, 2014, 12:51:40 pm
Damn, that's one hell of a pair of threads.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on November 11, 2014, 05:43:35 am
Moar games for giveaway. I'm not certain some of them are still available, since I know some of these (I'll mark them) expire November 25th, so maybe some of the earlier ones have expired as well. Anyway, the list:

Super Hexagon
Zenbound 2
Critical Mass
Home
Five Nights At Freddy's
Amnesia: A Machine For Pigs
*RoR (I have four copies of this, so, don't feel guilty asking for one if you're even only mildly curious about it :P)
The Novelist
*Teleglitch: DME
Jazzpunk
Title: Re: The Fire Emblem on Forums Hub!
Post by: Tiruin on November 11, 2014, 07:41:50 am
*Teleglitch: DME
I'd like one of this C:
...Though I've been considering to get games only to turn them as gifts to friends ><
Problem being that all my games are gifts ._. and Ican't provide.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on November 11, 2014, 09:23:16 am
PM sent. Have fun. ^^^
Title: Re: The Fire Emblem on Forums Hub!
Post by: Culise on November 11, 2014, 11:12:33 am
Everyone here always talks about Risk of Rain, but I've never actually played it, myself.  Since you have four copies and they'll expire in two weeks regardless, may I request one of them?   
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on November 11, 2014, 11:19:14 am
Sure thing. One down, three to go. ^^^
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on November 11, 2014, 11:28:35 am
Dang SerCon, where are you getting all of these giveaway games? :o
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on November 11, 2014, 11:32:57 am
I got addicted to the Humble Bundle, but I don't always want (or, like Risk of Rain, already have - hence four copies instead of three) all the games on offer, so since I like pretty much everyone in this thread and I figure maybe somebody might want some of these things, why not offer them? ^^^
Title: Re: The Fire Emblem on Forums Hub!
Post by: Xanmyral on November 11, 2014, 01:34:23 pm
As an addendum to SerCon being awesome, Teleglitch is actually free on Humble right now. If he runs out of copies, you can pick it up there.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Culise on November 11, 2014, 08:06:23 pm
Sure thing. One down, three to go. ^^^
Thank you very much.  I've just redeemed it, and I look forward to giving it a whirl.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on November 11, 2014, 08:52:40 pm
You're welcome. ^^^
Title: Re: The Fire Emblem on Forums Hub!
Post by: CecilHoshino on November 12, 2014, 03:49:08 am
When Cecil disappears, he disappears for a WHILE.

So, some responses:
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 12, 2014, 05:21:52 am
Welcome back! While you were gone I made a FEF. It has quite a load of changes and houserules, most of them are personal tweaks so if you check them you might find something interesting.

On Duke/Great Knights: they already have differences that allow them to perform differently. DK has the special that encourages moving fast and hitting hard, while GK is slower, is promoted from a very tank class and has less MOV. If you want more differences you could focus the promotion bonuses on offensive stats for DK and defensive stats for GK (even if GK already gets the biggest HP boost).

Quickdraw: I thought of that but I don't think it requires more restrictions that being cost. Crossbows still have their niche, and First tier classes don't have much for weapon variety. Still, I made Weapon Saver free so there's still much to discuss :v

By the way, we need a clarification on Sanctuary. I tweaked it in my game after a big argument on IRC, now that there's the first Bishop PC we couldn't agree on how to do it.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on November 12, 2014, 05:48:16 am
  • On the original FEF's wrap on: Congratulations, and thank you for the constant stress testing, leading to such much needed changes as the Guard nerf.

/me feels all warm and fuzzy inside :3
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on November 12, 2014, 08:19:29 am
By the way, we need a clarification on Sanctuary. I tweaked it in my game after a big argument on IRC, now that there's the first Bishop PC we couldn't agree on how to do it.

In an effort to make a clarification that everyone understands, I'll describe how I understand what's in the book, and what will consequently be used in my game unless otherwise noted.

Quote from: From the books
Special: Sanctuary
Activated Effect
On their turn, a character with this skill can set up a zone 3 spaces in all four directions around the character. Anyone within this zone is protected from all sides; no attacks, or any unit, can enter the zone. However, this goes for allies as well; allies have to be near the character to receive sanctuary, and their own attacks cannot
pass through the bishop’s zone of protection. The character can move on their turn, and, likewise, the zone will move with them. However, the character cannot move to where the zone of sanctuary would no longer shield someone initially in the circle.

What the Zone does: The Bishop sets up a zone three spaces out by using their action that they might otherwise use to use a staff or attack someone. Any unit who was standing in the radius is now immune to attacks made from outside the zone, or rather attacks can no longer target anyone inside the zone. Any unit outside the zone cannot go inside the zone once it is up. Units inside the zone may leave as part of a standard move action. Attacks can't be made from the inside of the zone to the outside, but mechanically, attacks made from the inside of the zone to the inside of the zone aren't restricted.

How the Zone is maintained: The description says nothing about how long the zone lasts, so there's a lot of assumptions here. First of all, and this is one of the points of conflict Solymr and I had over the skill, I think a field that No-Sells anything you throw at it for 3 spaces out in every direction is pretty powerful, and must be maintained, so the Bishop has to spend their action maintaining the zone each turn. If they get performed, they can do something else as well. If the zone is unmaintained, it falls at the end of the Player Phase after the last maintained phase.

Example: Artur the Bishop used Sanctuary on Phase 1. He maintains on Phase 2. He releases the zone on Phase 3, preparing for battle. The zone falls at the end of player phase 3.

This interpretation makes sense to me, because if the zone just fell apart at the beginning of the next player phase, not only would allies be able to shuffle around with no trouble before the Bishop recreates the zone, but the line about the zone moving with the Bishop would make no sense.

Moving the Zone: The Bishop can only move to and through spaces where there are not units within 3 spaces of the space. Additionally, if there are any units inside the zone, the bishop can only move while not removing them from the field. So, say the Bishop has four allies sitting as far right as they can go and still be in the zone. The bishop, ready to advance through empty territory threatened only by Siege Magic and Ballistae, moves forward. He can only go four spaces, however. Two allies would be forced out of the zone were the Bishop to advance beyond this. Again, performers can help with this, but it is a necessary drawback of the effect.

I think that's that all explained, as I see it.
Title: Re: The Fire Emblem on Forums Hub!
Post by: CecilHoshino on November 12, 2014, 03:45:22 pm
If Jousting and War Horse are enough of a distinction, then fair enough, I think we can roll with it. Perhaps moving that +2 SPD to +1 SKL, +1 DEF or something like that (or just +1 SPD +1 DEF to let them get SOME speed benefit from their horse). As for Quickdraw...once again, fair enough :3

Now, for Sanctuary...

What the Zone does: You pretty much got it with your understanding of it; it requires the Bishop's action to erect, no one gets in from the outside, attacks from outside cannot be made within, and attacks from inside cannot go out. Although, there was one other stipulation I had in mind: attacks inside the zone cannot be declared, either. It's essentially an "everyone play nice" zone, making the area sacred, and thus, holy ground that won't have blood spilled upon it. There are still several actions that can be taken within the zone: Performances, Healing, and Buffs primarily. These can also affect people outside the Zone of Sanctuary; if a Dance or Play is in range to affect an ally outside the zone, it can; if someone has a Physic Staff or any of the Buff staffs, they can use it from within the zone to target those outside. Debuff and Ailment staffs do not work inside or outside the zone, though; using holy ground as a shield to influence your allies outside might be questionable, or, charitably, pragmatic, but hiding behind sanctuary to cripple your opponents, including driving them insane or poisoning them, is just a dick move.

There's also passive buffs and debuffs that aren't affected by the Zone of Sanctuary: bonuses from Supports, Personal Skills, and Charisma can all affect anyone in range outside the zone, and you can still Daunt an enemy or trigger their own Personal Faults if applicable even from within the Sanctuary.

How the Zone is maintained: Speaking of using Healing and Buff staffs from within the zone, hopefully that means you had another staff user in there with you already; like you assumed, it requires constant Action from the Bishop to maintain it. Even a Performance wouldn't allow the Bishop to take a separate action during their turn; the only other thing they're allowed to do besides Move or Maintain is Trade. Anything else and the zone drops at the end of the current Player Phase.

Moving the Zone: That's the right interpretation.

To prevent a wall of text in the character page, I'll only update Sanctuary to include the line about Maintaining the field. For every other rule and errata we discussed, that will go in the Special Situations rules. With diagrams. I like diagrams.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 12, 2014, 03:57:56 pm
Well, that prevents abuse of Sanctuary to isolate and eliminate enemies, but there is a slight concern about being able to turtle indefinitely, especially with two healers, and even with medicine. That's why in my game it's less restrictive but only lasts for 1 turn on a cooldown.

Also did you see item icons? Only a few swords are done, but if you likey we can make more :3

(still no idea for nature spirits)
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on November 12, 2014, 04:21:57 pm
I'm a little disappointed that trapping enemies inside the sanctuary and beating them down inside is a violation, particularly considering the prevalence of dirty priests in FE, but I understand the ruling. Also not happy about healing staves or performances reaching through the field, but again I understand.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 12, 2014, 04:29:13 pm
SUDDENLY IDEA

Since Sages use HP for call magic and Mages are supposed to be all naturey, I thought of some sort of meditate special: by using an action the Mage can recover some HP.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on November 12, 2014, 05:13:01 pm
SUDDENLY IDEA

Since Sages use HP for call magic and Mages are supposed to be all naturey, I thought of some sort of meditate special: by using an action the Mage can recover some HP.

I like this idea,  but can we get some mechanical specifics?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 12, 2014, 05:20:38 pm
Since Cecil wanted to use STR I thought of using an action to recover HP equal to STR.

But none of the promotions use STR anymore (before 1.3 MK could use the higher or STR or MAG).
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on November 12, 2014, 05:35:57 pm
Well center already kinda does that. More importantly that can easily go well beyond hp costs of call magic spells or even weak attacks, which seems really good for a first class skill.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Xanmyral on November 12, 2014, 06:39:22 pm
So with sanctuary, one could, say, trap a fair number of enemy combatants inside the zone while allies take on those outside? I can see it being used as a sort of "combat kill" tactic, where we use it on a boss while we kill his lackeys or some such.

Or something mischievous, such as trapping a priest without Physic and playing keep away with the enemies. Priest wouldn't be able to reach the wounded allies, although that would require a bit of work in prevention.

I also assume traps are rendered harmless while within a sanctuary?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on November 12, 2014, 07:39:16 pm
The problem with trapping enemies in the zone is you need to block off their routes of movement, which is likely to tie up a couple units.  Since you can leave the zone at any time and all.

And I suppose it'd keep traps from activating, not that they get used even in games where they were implemented.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Xanmyral on November 12, 2014, 09:59:25 pm
Ah, I figured people in the zone couldn't leave unless it was closed.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 13, 2014, 06:45:36 am
Well center already kinda does that. More importantly that can easily go well beyond hp costs of call magic spells or even weak attacks, which seems really good for a first class skill.
I know center does it and does it better, but look at Merc's passive, Charisma/Daunt do it better. Also unlike Center or self-healing, Meditate would use an action.

And there's the thing that if you put a lot of prog into STR to abuse healing you won't have much left for the rest of stats (which is why I consider Center/Imbue balanced).
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on November 13, 2014, 09:57:56 am
Equating Charisma to the mercenary special is weird, since mercenary gets feedback.

How about Mage's getting HP back based on their CON score instead of STR?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 13, 2014, 10:04:26 am
Yeah I like CON better.

Edit: this reminds me, Troubadours promoting from trainees have less CON than if they started from first class.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on November 13, 2014, 10:14:00 am
They get other stats higher overall in that case though. And no one is stopping priest trainees from taking a few points in CON at character creation.

Oh, another thing I thought about- There is no way beyond promotion to increase your CON beyond items, and if you wind up needing that CON more than you thought, well, you're out of luck.

Maybe as an additional option at promotion, instead of adding 5% progression rate to one of your stats, you can choose to add one point to CON instead?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 13, 2014, 10:42:10 am
Every other class has the same CON excluding other boosts, so it kinda stands out. Reducing FC base CON and buffing RES would make it more equal.

Also interesting that last part. 5% equals one extra point in 20 levels so I think it's a good trade-off.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Xanmyral on November 13, 2014, 03:13:34 pm
Raises the question as to if one could, instead of getting those four bonus points you would get at CharGen, cash in an extra 20% progression though.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on November 13, 2014, 03:17:39 pm
So basically, be a weaker version of a lord?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on November 13, 2014, 03:23:35 pm
Raises the question as to if one could, instead of getting those four bonus points you would get at CharGen, cash in an extra 20% progression though.

I'd argue against that, myself. Plus you wouldn't be able to trade in that 5% for one point of any stat, just CON.
Title: Re: The Fire Emblem on Forums Hub!
Post by: CecilHoshino on November 14, 2014, 02:34:33 am
I likes the sound of the CON vs 5% trade off. I'll also double check the Troubadour's stats, I must have missed some numbers that should've gone into CON. But I'm also of the opinion of not giving more growth in exchange for the bonus stats, as that is supposed to be characteristic of the Lords, reflective on how Marth or Ike would start off fairly unimpressive but then blossom into some of the best non-mounted units in the game, if not THE best (non-mounted). (Moreso Marth from 1 and 3, not 11 and 12)

Also, about your concern with Sanctuary's lack of bully potential...well, I do have a LITTLE teaser for the upcoming GM Handbook/Beastiary: Enemy units get little buffs to their abilities, ESPECIALLY if they're bosses. For instance, Boss Bishops "lose" Sanctuary, and instead get...

Inquisition
Activated Effect
On their turn, a character with this skill can set up a zone 3 spaces in all four directions around the character. Anyone within this zone cannot exit, but anyone outside the zone cannot enter. As well, attacks from outside the zone cannot pass through to target anyone within. Attacks from inside the zone cannot go outside the zone, but attacks made against legal targets within the zone are permitted. Long range Healing staffs can also leave the zone, but Debuff and Buff staffs cannot. While the zone is active, character who activated this skill must continually use their action to maintain it; if they do not, the zone falls at the end of their phase.
(first draft)

This skill is also given to Inquisitor bosses in place of Benediction, because it just wouldn't seem right to not have the two go together (and I also couldn't think of a better thematic opposite to Sanctuary). And also because GM's publicly making called shots for the boss is, while remarkably honest, still pretty bullshit.
*guilty cough*

Oh! And those weapon icons? I really like them! I might use them in the book, maybe, not entirely sure. I do know the next (1.4 or 1.3something) is going to include a section detailing some of the more unique weapons (Why does a Claymore have 1-2 range for a Sword? Because it's a Big F'KING Sword. What the crap is White Lightning and why is it effective vs Dragons? Because if at first you don't succeed, zap them with your Blue Eyes again (http://yugioh.wikia.com/wiki/Blue-Eyes_White_Dragon)! Among others)
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 14, 2014, 06:48:25 am
How about Desecrated Zone? :v

Also now that you mention Judgement, here's how I made it work in my game, in a way that it's (mostly) equalized.
Judgement magic is effective vs Class trees:
*Flash is effective vs Archer trainee tree except Spy tree.
*Prelude is effective vs Soldier trainees except Social Knight tree.
*Thani is effective vs Performer trainee tree.
*Ray is effective vs Rider trainee tree.
*Leviathan is effective vs Priest trainee tree.
*Sleppnir is effective vs Thief trainee tree.
*Valaura is now named Inquisition and is effective vs Mage trainee tree except Monk tree.
*God Hand is effective vs Fighter trainee tree.
*Avalon is effective vs Swordsman trainee tree.
*Inquisition is now named Valaura and is effective vs Monk tree.
*White Lightning is effective vs Humans.
*Creiddylad is effective vs Non-humans.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on November 14, 2014, 07:13:04 am
Seems a bit odd to me to have the Monk tree have it's own specific tree. I guess since Monk tree is one of the few using light tomes but still, that's kinda eh to me. Could do vs Monsters instead, then have White Lightning be against Dragons again, something like that. I unno.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 14, 2014, 07:28:56 am
But nobody uses Dragons regularly and Monsters/Undead have Anima subcats vs them :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on November 14, 2014, 09:50:34 am
But nobody uses Dragons regularly and Monsters/Undead have Anima subcats vs them :v

White Lightning and Creiddylad are S level magic- It doesn't matter that the target enemy is rare, because using the tome is supposed to be rare!

And I actually really like the idea of there being class skills with designated Boss variants- Helps to explain what makes the boss such hot shit. Also also agree that enemy units probably shouldn't get roll-calling.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on November 23, 2014, 10:16:50 am
Alright, a little update on the Sanctuary discussion. We just started up a map where we now have a Bishop class over in my game, and people are not happy with how the ability works. It's very powerful, but it comes with many (necessary) restrictions. So much so that it becomes nearly impossible to use effectively. Swordstar noted that, short of scenarios designed by the GM to highlight the ability and make it necessary, it's just not worth it until half the team is kissing floor.

So, proposed alternate ability that is a little more flexible in exchange for less power.

Spoiler (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on November 23, 2014, 02:53:03 pm
That... is a significant drop in power and I'm not a fan. :/
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on November 23, 2014, 02:55:22 pm
Well, to be honest, after seeing it being used in NoH I'm actually inclined to believe Sanctuary is a terrible ability in general. It sounds awesome on paper but in practice it's basically 'anyone outside the zone is completely screwed, anyone inside the zone can't do anything without leaving and therefore becoming screwed, and the bishop becomes useless for two turns'.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on November 23, 2014, 02:58:37 pm
That... is a significant drop in power and I'm not a fan. :/

It is also much, much more flexible this way. But I guess I see your point.

Well, to be honest, after seeing it being used in NoH I'm actually inclined to believe Sanctuary is a terrible ability in general. It sounds awesome on paper but in practice it's basically 'anyone outside the zone is completely screwed, anyone inside the zone can't do anything without leaving and therefore becoming screwed, and the bishop becomes useless for two turns'.

Yeeeeeep. As stated previously, it's only really useful when all your team is clustered in one spot and are dying. At any other point, it's a nuisance.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on November 23, 2014, 02:59:05 pm
Oh, I completely agree. I just don't think this version solves it. It completely takes out the ability to just throw up a shield and save people if that's needed and instead limits the ability to every 3 turns and to just four spaces. Yeah you can ditch people and pick up new people, but that's not that big of an advantage compared to everything else that you lose/sanctuary sucks about.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 23, 2014, 02:59:54 pm
I'd rather make it drop at the start of the player phase on exchange of not using it for some turns.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on November 23, 2014, 03:19:28 pm
Honestly? I don't think it can be fixed. Just my opinion maybe, but I just think it sounds cool but is impossible to put up a balanced version in practice
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on November 23, 2014, 03:24:58 pm
I'd rather make it drop at the start of the player phase on exchange of not using it for some turns.

But that leads to the problem of players closing the distance, attacking, and then the shield goes up and the enemy can do nothing on their phase, and the next turn the team can just attack again. Sure it can only be used every few turns, but it'd be almost like a mass performance, except instead of doubling what you can do in one phase, it just negates an enemy phase. That's seriously OP.

Honestly? I don't think it can be fixed. Just my opinion maybe, but I just think it sounds cool but is impossible to put up a balanced version in practice

And Swordstar may be right.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 23, 2014, 03:31:26 pm
Well then limit it to once per battle.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on November 23, 2014, 03:37:43 pm
At which point it's essentially useless and doesn't come close to comparing to the other Tier 2 abilities. :/
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 23, 2014, 03:50:39 pm
It's not because you gave your party a full turn to recover in the middle of a gruesome battle anyways.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on November 23, 2014, 03:55:33 pm
Let's try to think of alternatives to Sanctuary then.

Quote from: Benevolence
The character with this skill does not begin dying when they reach 0 hp, and instead becomes Stunned. Stunned characters cannot move, act, or evade. Enemies will not target a stunned character while other opportunities present themselves. Stun can be removed by any healing. If a stunned character takes any damage, they begin dying as normal.

It's not because you gave your party a full turn to recover in the middle of a gruesome battle anyways.

Yeah, and then you've blown your class specific wad for the entire fight, and then you're done with your special Tier 2 ability until the next map.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 23, 2014, 03:58:50 pm
Just like Inquisitor's Benediction, right?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on November 23, 2014, 04:01:38 pm
Just like Inquisitor's Benediction, right?

At least that's in two parts. Plus it has no downsides, unlike Sanctuary.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on November 27, 2014, 12:14:32 am
The subject of performers and how amazingly OP they are came up in the IRC again. We also discussed how lackluster Dancers are compared to Bards. Two main proposals were raised this evening to address the issue.

Spoiler: Proposal 1 (click to show/hide)

Spoiler: Proposal 2 (click to show/hide)

Also, a question Xanmyral brought up that I find compelling, why are Dancers (visual primarily) the long range performance while Bards (auditory primarily) are the short range performance?
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on November 27, 2014, 01:16:04 am
I don't like either. Just keep them as they are. Ideally a party will never have more than one in a game anyway, and some games don't even have performers because most people don't like playing support classes as near as I can tell.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 27, 2014, 02:23:28 am
I don't think Dancers are lackluster. Range 2 compared to range 1 does make a difference, even if 4 man barding is op I'd say reduce barding to 3 would be enough.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on November 27, 2014, 02:27:14 am
I'm still not sure why suddenly performers need nerfing. It feels like it's gotten to the point where now things are being changed for the sake of being changed.
Title: Re: The Fire Emblem on Forums Hub!
Post by: darkpaladin109 on November 27, 2014, 03:20:53 am
I feel like people are forgetting that dancers can perform for maximum 2 people, not just 1.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on November 27, 2014, 04:06:58 am
I agree with SerCon. Just let GMs limit their games to a single performer if they wish and let the players choose if they want more flexibility with placement (Dancer) or the ability to potentially boost more people (Bard).
Title: Re: The Fire Emblem on Forums Hub!
Post by: Tiruin on November 27, 2014, 06:44:33 am
I feel like people are forgetting that dancers can perform for maximum 2 people, not just 1.
I feel like the emphasis on Performer TRAINEEs and Dancers/Bards should be...made more. :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: birdy51 on November 27, 2014, 01:31:18 pm
The bigger issue for me is that their base ability ((Performing)) is way better than their other abilities ((Boost/Nerf Instrument/Dances)). There is rarely ever a reason that a performer would choose to use a performance item over the normal every day you move twice now performances. EVER.

Performances outshine anything else they can do, making their other abilities painfully obsolete. However... An idea.

Performers are nerfed to only performing on one person. Dancers retain the ability to perform at a range. As a consequence, their new quirk is that while performing they can choose to buff their ally by expending one of their Instrument/Dances. Less double turns and more buffs.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on November 27, 2014, 01:35:05 pm
That's the enchanter's gimmick: performing and buffing at the same time.
Title: Re: The Fire Emblem on Forums Hub!
Post by: birdy51 on November 27, 2014, 01:37:36 pm
That's the enchanter's gimmick: performing and buffing at the same time.

Yes, yes it is. I'm saying it should become a "not gimmick" and more of a supported action. It's too damn cool not to be available for everyone.

A new gimmick can be found for the Enchanter that supports the change.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on November 27, 2014, 01:44:34 pm
The Enchanter is already just not as good as the Lore Master. Their other ability, the Turncoat status, only lasts one turn and has a lower hit rate than most ailment staffs (plus, unlike ailment staffs, the chances goes down each time you use it on the same enemy). Lore Master, meanwhile, can still perform as the class they leveled-up from and can support in other ways, such as healing or attacking low-RES units. This change would just make it absolutely pointless to ever class into Enchanter, whereas right now you can still make a case for having good instruments/lyrics to buff with. So, yeah, I don't support changing performers at all.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on November 27, 2014, 01:46:24 pm
Since when do Enchanters not get to perform anymore?
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on November 27, 2014, 01:47:48 pm
I never said they couldn't, Blade. I was more pointing out that Lore Masters still can in addition to having a better class ability.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on November 27, 2014, 01:51:32 pm
I dunno, seems to me that enchanter is the better class since they can buff and refresh 4 people with one action. The lore master could heal or attack, this is true... But why bother when they can boost at least a couple teammates to do it better?

And I disagree with the idea of Enchanter's special going to first class performers- they're strong enough.
Title: Re: The Fire Emblem on Forums Hub!
Post by: birdy51 on November 27, 2014, 01:55:13 pm
I have been misunderstood... Again. >.>

Equalization.

Once the ability to perform for multiple people as a base ability is removed, the ability to perform for multiple people at once becomes a prime ability to have and a bonus as opposed to being expected. The change for the Enchanter could be as simple as they gain the ability to perform for two or more people at once and apply the same buff to both of them.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 27, 2014, 03:12:04 pm
I think the performers are good as they are. As long as it's limited to 1 per game.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on November 27, 2014, 03:14:08 pm
I think the performers are good as they are. As long as it's limited to 1 per game.

/me grumbles.

Where were you when FEF2 started :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on November 27, 2014, 04:04:00 pm
Birdy, whether you mean 'only enchanter can dance multiple people' or 'any performer can buff and dance at the same time' I still don't like any of your proposed changes. I mean, way to completely nerf a class that is already rarely played. I can only think of five performers off the top of my head out of the ten or so FEFs I've been in, and two of them (Sophie and Alima) are in basically dead games and another two are in the same game, as Hasp is lamenting. It's not such a popular choice that it's breaking things. Seriously. Just say 'one per game' and you've put enough restrictions on it that it won't upset anything.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on November 27, 2014, 04:48:25 pm
Seriously. Just let the GMs limit the number of performers (as many already have) and let the classes work as designed.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on November 27, 2014, 05:17:43 pm
Seems to me that if a GM needs to artificially limit how many of a class can be present before it becomes a balance issue, it already is a balance issue.
Title: Re: The Fire Emblem on Forums Hub!
Post by: birdy51 on November 27, 2014, 06:11:51 pm
Seems to me that if a GM needs to artificially limit how many of a class can be present before it becomes a balance issue, it already is a balance issue.

I'm in agreement as well.

To me, there is a major issue when you have one unit that effectively can turn 2 units into an effective force of 4 units for a round, let alone 4 to 8. There is also an issue of an entire class of characters who don't use the base items that they've been given. Why do they even have instruments/dances/lyrics if they never get to use them because they are too busy performing?

Performers in this respect don't have to buy anything because their base abilities are already good enough. Which denies them meaningful progression. All other units in the game feel they are getting stronger due to their stats and weapons doing more for them, but by forcing Performers into this one niche, we prevent performers from making decisions.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on November 27, 2014, 06:19:54 pm
@Blade: Not really. Ideally, a balanced party doesn't want a bunch of performers anyway. If you have seven performers, one healer, and one knight, then that's six performers who are nothing more than sacks of meat for enemies to hit. The performer already balances itself by making having performers redundant beyond two (they already can't perform each other, and no unit can take more than two turns a phase regardless), and if you have a house rule of just one then it's perfectly fine. Especially since, again, this is a class that you're not going to see a whole bunch of every FEF anyway. There's only been one game with two in it, and most people want to be on the front lines getting into the action. For the majority of players, it's much more satisfying to be the guy who went out there and critted someone with an arrow so hard his head is pinned to the column seven tiles away than it is to be the guy who sat back and played a song for the sniper. It's like, say, basketball. People only care about who got that sweet dunk; rarely do they notice the player who passed the ball to the scorer. Only people who have a particular idea they want to play (like FFS with Candy) or who like playing support classes (me) are going to pick it.

@Birdy: That's also partially the GMs fault. The only performance item I can recall getting is a Hermes Whistle for Powder's character in Gates of Rundum. There will quite likely be situations where +5 RES is more desirable than another turn, but if the party tends to prioritize buying damage-dealers and the GM figures double-turning is good enough that no performance-related loot is required, then you have a situation where yeah... that's all performers can do.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on November 27, 2014, 09:29:59 pm
Actually, the caveat that performers can't perform each other is a house rule. Normally, they can be performed just like anyone else.

And while it's true that a party of seven performers, a knight and a priest wouldn't work, I think that's the far end of a bell curve.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on November 27, 2014, 09:42:09 pm
Well, make that an official rule then, since it's fine and fair. And yeah I know it's an extreme example, but so are the nerfs you're wanting to put on it. The Again staff can give anyone anywhere on the map a second turn, too. Yes, it's an A-rank staff, but there are more classes that can potentially use that staff (Bishop, Mage Knight, Nomad Healer, Saint, Valkyrie. With Discipline then these classes could also use it: Priest, Sage, Troubadour) then there are performer classes, and there's more likely to be one or more of them in a team. Additionally that staff can be handed from one party member to another like we did with the Rescue Staff in FEF1, given the right party set-up.

It's all in how people play. Maybe you guys should just let it ride for awhile and see if it becomes a big problem later.
Title: Re: The Fire Emblem on Forums Hub!
Post by: darkpaladin109 on November 28, 2014, 04:20:44 am
We got one of the Dancer's items in FOE's game, iirc.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 28, 2014, 06:33:45 am
If performers are completely fine as long as there's only one of them, stop trying to nerf them and officially limit them to one per game so we don't have to bring several for them to be useful.

Seriously there's a simple solution to this balance problem and some people keep wanting to hit them with the nerf bat.
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on November 28, 2014, 08:52:19 am
Is it actually worth worrying about? When is there going to be a party with more than two performers?

You could technically have a party of all mages, or all bandits, or whatever, as well, and they'd run into similar problems of lack of flexibility. It's reasonable to expect players not to be total morons.
Title: Re: The Fire Emblem on Forums Hub!
Post by: birdy51 on November 28, 2014, 09:09:41 am
We got one of the Dancer's items in FOE's game, iirc.

Have you had the chance to use it yet?
Title: Re: The Fire Emblem on Forums Hub!
Post by: mastahcheese on November 28, 2014, 09:26:23 am
Solution I propose: A performer class can only refresh a particular ally once per tier (Once as performer, twice as bard/dancer, thrice as promoted class), possibly increase this to "once every 5 levels" or whatever if you think this is too strict. Lyrics/dances/intruments don't count against this, and can be used as much as you want.

I'm honestly suprised to hear that performance items are so rare, as I found them to be the most interesting thing to read in the book.
I honestly think that performers should get Instruments (E), so they can do more than a single thing, to compensate.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on November 28, 2014, 10:35:57 am
That is... an extreme nerf. And basically makes them useless, since you're basically going to always be going "well, what if we need to refresh people more next turn?" It'd basically render them almost unplayable, even with their items.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 28, 2014, 10:55:49 am
Ok to stop beating a dead horse I'm posting some more icons.

Swords:
Iron Sword: (https://dl.dropboxusercontent.com/u/50939120/icons/sword/slsh-e1-ironsword.png)
Devil Sword: (https://dl.dropboxusercontent.com/u/50939120/icons/sword/slsh-e2-devilsword.png)
Slim Sword: (https://dl.dropboxusercontent.com/u/50939120/icons/sword/thru-e1-slimsword.png)
Iron Rapier: (https://dl.dropboxusercontent.com/u/50939120/icons/sword/thru-e2-ironrapier.png)
Iron Blade: (https://dl.dropboxusercontent.com/u/50939120/icons/sword/crsh-e1-ironblade.png)
Wooden Sword: (https://dl.dropboxusercontent.com/u/50939120/icons/sword/crsh-e2-woodensword.png)
Iron Knife: (https://dl.dropboxusercontent.com/u/50939120/icons/sword/side-e1-ironknife.png)
Iron Dagger: (https://dl.dropboxusercontent.com/u/50939120/icons/sword/side-e2-irondagger.png)

Lances:
Iron Lance: (https://dl.dropboxusercontent.com/u/50939120/icons/lance/pier-e1-ironlance.png)
Slim Lance: (https://dl.dropboxusercontent.com/u/50939120/icons/lance/pier-e2-slimlance.png)
Iron Javelin: (https://dl.dropboxusercontent.com/u/50939120/icons/lance/sper-e1-ironjavelin.png)
Iron Pilum: (https://dl.dropboxusercontent.com/u/50939120/icons/lance/sper-e2-ironpilum.png)
Iron Halberd: (https://dl.dropboxusercontent.com/u/50939120/icons/lance/pole-e1-ironhalberd.png)
Iron Pike: (https://dl.dropboxusercontent.com/u/50939120/icons/lance/pole-e2-ironpike.png)

Axes:
Iron Axe: (https://dl.dropboxusercontent.com/u/50939120/icons/axe/hack-e1-ironaxe.png)
Devil Axe: (https://dl.dropboxusercontent.com/u/50939120/icons/axe/hack-e2-devilaxe.png)
Iron Staff: (https://dl.dropboxusercontent.com/u/50939120/icons/axe/bldg-e1-staff.png)
Iron Club: (https://dl.dropboxusercontent.com/u/50939120/icons/axe/bldg-e2-ironclub.png)
Handaxe: (https://dl.dropboxusercontent.com/u/50939120/icons/axe/thrw-e1-handaxe.png)
Hatchet: (https://dl.dropboxusercontent.com/u/50939120/icons/axe/thrw-e2-hatchet.png)

Bows:
Iron Bow: (https://dl.dropboxusercontent.com/u/50939120/icons/bow/recu-e1-ironbow.png)
Training Bow: (https://dl.dropboxusercontent.com/u/50939120/icons/bow/recu-e2-trainingbow.png)
Iron Longbow: (https://dl.dropboxusercontent.com/u/50939120/icons/bow/long-e1-ironlongbow.png)
Mountain Longbow: (https://dl.dropboxusercontent.com/u/50939120/icons/bow/long-e2-mountainlongbow.png)
Bowgun: (https://dl.dropboxusercontent.com/u/50939120/icons/bow/xbow-e1-bowgun.png)
Conposite Crossbow: (https://dl.dropboxusercontent.com/u/50939120/icons/bow/xbow-e2-compositexbow.png)

I don't like how some of them ended (especially iron club) so if someone can do a better version I appreciate it.
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on November 28, 2014, 11:36:44 am
Personally, I'd say swap the icons for the iron axe and the handaxe. But aside from that, I like 'em.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 28, 2014, 11:40:49 am
That's how they are in the games tho :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on November 28, 2014, 12:05:02 pm
I know, but handaxes are smaller axes to me. Ah well.
Title: Re: The Fire Emblem on Forums Hub!
Post by: CecilHoshino on November 29, 2014, 05:09:47 pm
If the issue of Sanctuary isn't already dead and buried, why not this as an alternative?

Sanctuary
Activated Effect
By using an action, the Bishop can create a protective aura around an allied unit for up to 5 (arbitrary number) turns. While the aura is around the ally, they cannot be targeted by enemy attacks, spells, or ailments. However, if, at any time, the allied unit attacks an enemy or attempts to apply an ailment to an enemy, whether they were successful or not, the aura is dispelled and they can be targeted by enemy actions again. This skill cannot be used while an ally is already under the effect of Sanctuary, and it cannot be used on the same ally consecutively.

As for Performers, they were just as game breaking in practice in standard FE games, as well, to the point where, aside from the early game Cavaliers, the early game prepromote, and the occasional tier breaker (ie: Ruthgar from FE6), Performers were basically first pick material in any draft run of a game (it's a thing that happens). If there is enough of a need to nerf, I can think of a few that might work well together.

As for why Dancers are the ranged Performance while Bards are the adjacent, that came from what their special Weapons are all about. I wanted to make Dances the debuffer to be used against enemies, while Bards were the party buffers. Also known as the Final Fantasy style. To accommodate for this, Dancers had to be able to target enemies without putting themselves in TOO much danger, thus they got the range option.

Lorewise, maybe in the heat of battle, it's hard to hear the Bard unless you're close to them, while you can still see the Dancer's sick moves.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 29, 2014, 05:15:01 pm
Haspen already applied the first two measures and it's still too much :v
I think limit to 1 is the best option.

As for newSanctuary, reminds me of HoMM 4's Sanctuary spell. 5 turns might be a little too broken. And we'd have to test it anyways.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on November 29, 2014, 05:32:07 pm
Really liking that third option for performers.

As for the proposed new Sanctuary... Maybe. It'll be hard to make a call before any playtesting.
Title: Re: The Fire Emblem on Forums Hub!
Post by: mastahcheese on November 29, 2014, 05:35:52 pm
I wholeheartedly support option 3 for performers.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on November 29, 2014, 05:38:58 pm
Since we seem to be saying yay or nay, throwing in on nay.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Xanmyral on November 29, 2014, 05:53:18 pm
I personally like the third option for performers. Would be nice to see them actually use their buffs and debuffs or weapons. I might suggest a tweak though that a unit may attack with their performed turn, but only if they haven't attacked their original turn.

As for the revised sanctuary, I'm personally not sure. I would see this primarily used on other healers (possibly the caster) or performers, since they won't break it, sorta akin to the DnD sanctuary.

It may lead to a situation where they cast it on said healer, and when it wears off they cast it on a person fighting so that it gets dispelled the same turn, so it can be cast on the healer the next turn again. Might be good to apply a clause where it restricts the affected from doing things that would break it on the turn that it's cast.


Edits because I hate phones
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on November 29, 2014, 09:04:28 pm
Giving the old sanctuary a form of endurance instead of full immunity would be interesting, yeah.
Title: Re: The Fire Emblem on Forums Hub!
Post by: CecilHoshino on December 01, 2014, 02:52:57 am
So, let's say the Bishop has a RES of 20 and a MAG of 15 (they freshly promoted and focused on support stats in this example). Their Sanctuary would have an Endurance of 3 ([20+15]/10, rounded down), absorbing 3 attacks or lasting 3 rounds, whichever comes first. Of course, deliberately attacking a zone of Sanctuary in an attempt to break it seems like a rather vile thing to do, so...good way to establish the depravity of certain enemies, yeah.

(this could be where 6 attacks/3 turns might come into play, in this example).

For my revised Sanctuary idea, yeah, 5 was just an arbitrary number picked at random. In practise, I think it'd be more reasonable lasting 2 or 3 rounds, depending on how test results show.

Even if we limited the Performer clause to just "no more than two," there should at least also be a stipulation of "No slow and steady performance chain," where one Performs for the other, then the other moves one space ahead but still adjacent to their ally and performs, then they in turn move on space ahead and performs, etc, etc, and suddenly you've crossed the map.

If the nuke button Option 3 was revised to "Allies can only make one Attack per Phase, whether that's their first turn, or the turn granted to them by performance" to allow for moving into position and THEN attacking (instead of limiting it to attacking and then moving into a new position), would it still be too much of a nerf, do you think?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on December 06, 2014, 06:12:40 am
This is what Solymr asked for aka Alchemist promotion called 'Witcher':

Spoiler (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on December 06, 2014, 06:21:39 am
Approved :v
I would shift the DEF point to HP imo tho

Aboot sanctuary and performers: limited durability sanctuary looks cool to me. We should keep exploring other options. About the performnuke n3 I think it would be too much of a nerf, where one performer isn't much worth to the team.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on December 06, 2014, 10:22:56 am
Also, the Supply Line auto-healing seems like quite a lot when it goes five spaces out. Three spaces might be more reasonable.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on December 06, 2014, 02:27:01 pm
Ok, can we have a quick discussion about the ability to put 0% growth in a stat? From my understanding, it was you could put 0% in either str or mag if you were never going to use them, aka a mage can put 0 in str but an archer can't put 0 in str even if they plan on using crossbows 24/7. So then my question comes in, what about mixed characters? Are they required to put some amount of growth into both str and mag? If so, I feel like mixed characters should gain some extra growth, just to help make up for that. Not until they're mixed. So like, a thief trainee wouldn't gain any extra growth until they promote into Scav. Thoughts?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on December 06, 2014, 02:30:01 pm
Also, the Supply Line auto-healing seems like quite a lot when it goes five spaces out. Three spaces might be more reasonable.
Even though we got our butts kicked in NoH anyway?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on December 06, 2014, 02:32:24 pm
Also, the Supply Line auto-healing seems like quite a lot when it goes five spaces out. Three spaces might be more reasonable.
Even though we got our butts kicked in NoH anyway?
Don't go there in my thread bro.

On 0% prog: I allow it for better specialization. If it ends up as crippling overspecialization is not my problem.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on December 06, 2014, 02:34:56 pm
I'm aware you do, but I'm going by what the rule book says and also why I'm asking everyone else, including Cecil since I'd like to know his thoughts on it. Also I feel like giving mixed characters more growth when they have access to said mixed weapon type would be nice because it's a fairly balanced way of making up for that "need" to split growths.

(yes I'm aware you don't need to but it helps if you want to be split and also useful)
Title: Re: The Fire Emblem on Forums Hub!
Post by: CecilHoshino on December 08, 2014, 05:44:45 pm
Like I said, option 3 was the nuke, the drastic "if nothing else works" measure.

On the idea of the Mixed Character growth support, just throwing the idea out there, how about treating it like a Cost Skill? Start with 300 instead of 330 Growth Points to start with 20% in Strength and Magic. With a Cost Skill as well, that makes it a 270 start, but, since you'd want at least, like, 40-45 in both STR and MAG, that works out to a +10 bonus.

Having said that, you get into murky territory about what constitutes a "mixed class." Some are obvious: Scavenger, Troubadour. And some face a promotion prospect where they're going mixed either way, so it definitely wouldn't hurt: Fencer -> Crusader/Shadow Sword. But some are rather grey area. Archer can promote to Battle Mage, so they'd really like that mixed class bonus, but they could also promote to Sniper, which is all Bows. This also goes for Mercenary -> Commander, Pegasus Knight -> Valkyrie, Nomad -> Nomad Healer, and Thief -> Bounty Hunter.

I think it could still work, though, provided the player commits to their path, going from (Trainee to) First Class to that specific Promotion. And it sounds like it balances out to when you consider other classes (like, say, Brigand or Hero) can focus entirely on Strength, anyway, if they so choose. And if they want to make use of Magic Weapons and skills like Imbue, they can tool their kit specifically to that.

So, when it comes to the Supply Line, right now it's at 4 spaces out. I'm hearing that it's generally as effective at 3, although in some cases that 4-5 was a godsend? :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on December 08, 2014, 05:55:05 pm
Well ok, you missed one of my things:

Being able to put 0% in STR or MAG, how is that handled? Can, say, an archer put 0% in mag and str if they only plan on using crossbows?

Second, that's... no offense, kinda an icky way of handling it. You really only get 10% more growth which isn't a ton when you think about it. My thought was maybe at the time that you promote into something that has a rank in both magic and physical items, give them a bonus 20 or 30% It's not a ton, but it might help to make up for the discrepancy that comes from being mixed. It also allows the person to not say "Oh, my archer could promote into Battle Mage, I should get the extra growth" and then instead promote into Sniper
Title: Re: The Fire Emblem on Forums Hub!
Post by: CecilHoshino on December 08, 2014, 07:13:57 pm
Right, sorry about what I missed.

The 0% thing. You also missed the other rule: Every other stat HAS to have 10% in it, at least; you're only allowed to put 0% in your off-stat of Magic or Strength. So, in the case of the Archer with the Crossbow exclusivity, no, they can't just put 0% in STR, they have to have 10% at least. But they can leave it at 10% to go up to 70% in several other stats if they so choose, since 70% is the maximum growth rate for all stats at the start (except for HP, that can go to 100%). Given the mixed classes later, I suppose I could designate which classes need at least 10% STR and which need 10% MAG (and, in the case of Scavenger and Troubadour, 10% in both), but it should be fairly straight forward.

Again, it was just throwing it out there, first thing that popped into my head. What does everyone else think about the bonus growth on promotion to a mixed class?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on December 08, 2014, 07:22:01 pm
Ok, that's what I thought it was, just checking. What about someone like a priest trainee that goes into troub? Cause they could have 0% in STR even though they'll eventually get a physical weapon.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on December 08, 2014, 07:28:27 pm
I'm not sure about giving extra progression to mixed classes. In my mind, the main draw of such classes is the greater flexibility in tactical options at the expense of not being quite as powerful as someone dedicated to either physical or magical weapons. We already see this with weapon ranks, so why not stats as well?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on December 08, 2014, 08:13:36 pm
Because you could say similar things about people who get multiple physical or magical weapon ranks. They still have that disadvantage of not being able to use higher ranked weapons, but don't have the disadvantage of losing stats essentially. Like... I get what you're saying, yeah, but it still seems unfair that either you basically sack a stat, or you're almost guaranteed to not be as powerful when the advantage you gain is... eh.
Title: Re: The Fire Emblem on Forums Hub!
Post by: CecilHoshino on December 08, 2014, 08:40:41 pm
It's the classic Red Mage/Jack problem. While you can say having a 5 in one stat and 5 in another can give you a claim to versatility, when standing next to someone who has a 10/0 and another who has a 0/10, you definitely feel underpowered standing next to them, even if, technically, you're about as strong as them on average, or have more "options" in the fight. A Hero with 25 STR and a Silver Sword is going to be more attractive and much stronger than a Commander with 10 MAG, even if they had Arcfire. So the ideal is to bump up those Jacks to a 7/7 instead of a 5/5, to give them more of an identity and impact next to their 10/0 and 0/10 counterparts.

The issue with giving them that 20-30% boost on promotion, though, is that, if the stat's been neglected for the entire Trainee and First Class, that MAG stat is still going to look fairly sad without some investment from the start. Which, true, is the tradeoff those who want to make the class work take, but the promotion boost...I'm not sure it's as effective as to address it. Plus, it feeds into the "Free Stats" problem, doesn't it?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on December 09, 2014, 10:24:57 am
I'm posting what mastah said in the test thread cause that's dead and this is good grounds for discussion.

Well, I'm suprised nobody's talked about it here.
So Haspen made a custom alchemist class for FEF, and Xanmy was talking about making one for something, so I'm posting my lame ideas for classes here, since it seems like the most fitting place.

Mastahcheese's lame class ideas

First Classes:
Spoiler: Sorcerer (click to show/hide)
Spoiler: Skald (click to show/hide)
Spoiler: Dervish (click to show/hide)

Spoiler: Notes on First Classes (click to show/hide)

Promoted Classes:
Spoiler: Snake Charmer (click to show/hide)
Spoiler: Oracle (click to show/hide)
Spoiler: Huntsman (click to show/hide)
Spoiler: Harper (click to show/hide)
Spoiler: Dragon Dancer (click to show/hide)
Spoiler: Harlequin (click to show/hide)



Note that I don't have access to the books, so exact stats (and everything else, probably) still need to be figured out, but they're rough concepts.
Title: Re: The Fire Emblem on Forums Hub!
Post by: mastahcheese on December 09, 2014, 11:18:17 am
Oh, I figured it was better over there, but if that's dead, then thanks, Soly.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on December 12, 2014, 01:52:27 am
So, if anyone wants them, I have a copy each of Nuclear Dawn and Star Ruler off the latest Weekly Bundle. :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: darkpaladin109 on December 12, 2014, 10:57:10 am
I'd take either, but I guess Nuclear Dawn sounds more like my kind of thing.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Culise on December 12, 2014, 11:28:59 am
Ah, that reminds me.  During the Fall sale, I picked up a copy of The Witcher 2 and The Gamers from GOG, and I've mostly just been sitting on them.  If anyone missed that giveaway, I can send redemption codes for either or both.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on December 12, 2014, 11:34:19 am
Cecil, I dunno if anyone else has pointed this out, but wyvern knights are vulnerable to about a third of all available weapons last time I did a count. This leads to every person who plays a wyvern class taking Nullify as a matter of necessity.

I think what might be a good idea is to remove their vulnerability to wind, and keep the vulnerability to thunder, based on the justification that wyverns have metallic and highly conductive scales, but are heavy enough that winds don't buffet them around as easily as they would a pegasus.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on December 12, 2014, 02:05:51 pm
I think what might be a good idea is to remove their vulnerability to wind, and keep the vulnerability to thunder, based on the justification that wyverns have metallic and highly conductive scales, but are heavy enough that winds don't buffet them around as easily as they would a pegasus.

/me gives the seal of catproval.
Title: Re: The Fire Emblem on Forums Hub!
Post by: birdy51 on December 12, 2014, 03:10:36 pm
Cecil, I dunno if anyone else has pointed this out, but wyvern knights are vulnerable to about a third of all available weapons last time I did a count. This leads to every person who plays a wyvern class taking Nullify as a matter of necessity.

I think what might be a good idea is to remove their vulnerability to wind, and keep the vulnerability to thunder, based on the justification that wyverns have metallic and highly conductive scales, but are heavy enough that winds don't buffet them around as easily as they would a pegasus.

This would be wise methinks.
Title: Re: The Fire Emblem on Forums Hub!
Post by: mastahcheese on December 13, 2014, 08:35:15 am
More lousy class ideas to drive people insane!

Spoiler: Scribe (click to show/hide)
Spoiler: Sapper (click to show/hide)

Spoiler: Archmage (click to show/hide)
Spoiler: Templar (click to show/hide)
Spoiler: Wrecker (click to show/hide)

Spoiler: Notes (click to show/hide)
   
Title: Re: The Fire Emblem on Forums Hub!
Post by: CecilHoshino on December 13, 2014, 09:38:20 pm
I know I took out the Thunder vulnerability at least in the reworked Dragon Scales passive skill on Wyvern Rider...but if it's still showing up somewhere, I can definitely make the change.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on December 13, 2014, 09:46:07 pm
In Effective damage section:

Quote
"Effective" Damage
Touched on during Mounted Combat, certain weapons are effective against certain types of units. Bows as a whole are Effective against Flying Units, Fire Magic is Effective against Undead, Wind Magic is also Effective against Flying, and Thunder Magic is Effective against Monsters and Wyverns.

Besides that, it seems to have been removed, so it was probably just an oversight. Though honestly I'd suggest doing what the thread's said and swap out effective damage to thunder instead of wind. But *shrug*
Title: Re: The Fire Emblem on Forums Hub!
Post by: CecilHoshino on December 13, 2014, 09:57:28 pm
Oh, that's an easy enough change.

Quote
"Effective" Damage
Touched on during Mounted Combat, certain weapons are effective against certain types of units. Bows as a whole are Effective against Flying Units, Fire Magic is Effective against Undead, Wind Magic is Effective against Pegasi, and Thunder Magic is Effective against Monsters and Wyverns.
[/quote]

And that'll get changed in the book, proper. If there are other places where the distinction between Fliers, Pegasi, and Wyverns super matters, I'll make those changes as well.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on December 13, 2014, 10:05:17 pm
Probably in the section for wind magic but besides that it should be good
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on December 14, 2014, 11:12:21 am
Hey Cecil, how do statuses and recovery from dying interact?

Most games (mine included) have death supersede all other statuses, so if someone gets poisoned, slowed, and berserked, then clonked on the head, hitting them with a heal staff means they're fine and dandy.

Are the statuses meant to work this way? Are some an exception?
Title: Re: The Fire Emblem on Forums Hub!
Post by: CecilHoshino on December 14, 2014, 01:08:28 pm
That's pretty much the intention. Once a character goes unconscious and are revived, it's pretty much a clean slate. Especially if they actually DIE and are then revived.

I can think of justifications for Poison, Scurvy, and Paralyze to be exceptions, but, for clarity and simplicity, let's go with "Death/Unconscious supersedes all status ailments."

There actually is one exception, though: direct stat reductions don't technically count as status ailments. So stuff like Slow, Forget, and Weakness will still persist. But they will count down as normal. So if a character was unconscious for two turns, but then was revived on the third right before they died, they also shaved two turns off the duration of Slow, potentially getting up clean from that.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on December 14, 2014, 01:30:08 pm
Alright, that seems reasonable to me. A note of that should probably be made for 1.4. Assuming you don't 1.3.??
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on December 14, 2014, 02:42:18 pm
A class build around battlefield control would be interesting - moving enemies around, teleporting allies and stopping enemies from moving could be interesting.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on December 14, 2014, 02:46:35 pm
Meteorologist class!...

...with actual weather/terrain changes instead of dropping meteors from afar. fef1 joke, m8!
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on December 14, 2014, 02:46:46 pm
Buff/debuff staff healers say hi. :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on December 14, 2014, 02:52:21 pm
None of those can actually force the enemy to move, though. While performances ca nbe close, that wasn't quite what I had in mind.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on December 14, 2014, 02:54:43 pm
How about a engineer class that builds forts, golems, gates etc
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on December 14, 2014, 02:58:15 pm
Getting away from the discussion of additional classes for a moment, how about staves that can effect the weather? Not sure category we would put them in, but staves that cause heavy snowfall, rain, or high winds could be very interesting in Player or GM hands.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on December 14, 2014, 02:59:45 pm
Honestly? Weather sucks and just slows the game down. >_> I'm fine with it existing, but it really shouldn't be in the control of the players I don't think and should be use sparingly by the GMs.
Title: Re: The Fire Emblem on Forums Hub!
Post by: mastahcheese on December 15, 2014, 12:02:46 pm
After some time invested, I have finalized all of my custom classes into actual playable states (Along with another class I haven't posted yet)
So you can actually use them now!


First Classes:
Spoiler: Sorcerer (click to show/hide)
Spoiler: Skald (click to show/hide)
Spoiler: Dervish (click to show/hide)
Spoiler: Scribe (click to show/hide)
Spoiler: Sapper (click to show/hide)
Spoiler: Engineer (click to show/hide)

Promoted Classes:
Spoiler: Snake Charmer (click to show/hide)
Spoiler: Oracle (click to show/hide)
Spoiler: Huntsman (click to show/hide)
Spoiler: Harper (click to show/hide)
Spoiler: Dragon Dancer (click to show/hide)
Spoiler: Harlequin (click to show/hide)
Spoiler: Archmage (click to show/hide)
Spoiler: Templar (click to show/hide)
Spoiler: Wrecker (click to show/hide)
Spoiler: Artificer (click to show/hide)
Spoiler: Clockwork Crafter (click to show/hide)


(Special thanks to Solymr, for helping me get the stats to allow me to actually finish this. As your reward, you now have the golem class you've been wanting.)
So, now that they're done, I'd like to ask for input anyone might have.
Is there anything glaringly wrong that I overlooked?
To GMs: Would you allow these in your games? Any you wouldn't allow? Why?
To players: Any you would like to play as? Any you wouldn't? Why?
I'd really like to hear people's opinions on them, as it took a bit of work to produce these, and I'd genuinely like to see them get tested.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Culise on December 15, 2014, 12:03:00 pm
Honestly? Weather sucks and just slows the game down. >_> I'm fine with it existing, but it really shouldn't be in the control of the players I don't think and should be use sparingly by the GMs.
I think part of it also comes down to adaptation of map design to particular circumstances.  Certain unconstrained maps designed with high-mobility units in mind tend to suffer when the movement constraints of snow or rain are added in (f'rex, trudging through snow-covered maps for multiple turns of nothing happening).  Being able to change weather on a whim makes it difficult to design maps to handle both clear and aberrant weather at the same time.  I could see it as a high-rank staff which the GM can decide whether or not to give to the players, but I'm perfectly fine with it not being a thing at all. 
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on December 15, 2014, 12:16:08 pm
As pointed out on irc, you need bow ranks to use ballistae. So engineers and their promotions can't actually use the ballistae that they build.

Quote from: handbook 1.3
Special: Ballistician
Passive Effect
Can operate Ballistas of a rank equal to their highest Bow Rank. Firing a ballista sends a massive
arrow flying over all terrain in the way, making no difference to its impressive range, but does not
negate Defence or Evasion bonuses. If the ballista is fired at an enemy that is within 3 spaces of 2 or
more units and misses, a member of the crowd, even an allied unit or the original target, is randomly
selected and takes the hit automatically
Title: Re: The Fire Emblem on Forums Hub!
Post by: mastahcheese on December 15, 2014, 12:18:54 pm
I changed it over to sword rank

EDIT: And the Sapper and Wrecker have been changed to be less useless.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on December 16, 2014, 05:03:33 pm
I was thinking of something a little different from regular FEF, but Ima post it here for you to see it.

I wanted to make a game system similar to a tower/base defense and fef hybrid: a player or group of players that build a base around a defend target and defending it from enemies. Players can build walls, defensive terrain, and even constructs for other players to participiate in the fight using resources blahblahblah
Title: Re: The Fire Emblem on Forums Hub!
Post by: mastahcheese on December 16, 2014, 05:13:51 pm
Sounds wicked awesome and I'd totally play.
Title: Re: The Fire Emblem on Forums Hub!
Post by: birdy51 on December 16, 2014, 08:22:34 pm
I was thinking of something a little different from regular FEF, but Ima post it here for you to see it.

I wanted to make a game system similar to a tower/base defense and fef hybrid: a player or group of players that build a base around a defend target and defending it from enemies. Players can build walls, defensive terrain, and even constructs for other players to participiate in the fight using resources blahblahblah

I actually had a concept similar, using the main idea of Dwarf Fortress as a base concept and increasing the death rate by tweaking how being downed works. Besieged by Goblins and Elves, only the dwarfiest can hope to survive.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on December 17, 2014, 11:27:48 am
Alrighty first draft of the game:

The main character played by one player permanently (like SerCon getting to play a lord :v), several players taking turns or with voting like in suggestion games, has to defend a core by building walls, defensive terrain, etc by using a still nameless resource.

This character can also build robots/golems/whatever that are to be controlled by individual players. Each player starts as a regular robogolemwhatever, and by surviving battles they can be upgraded. The players can get their stats upgraded point by point, using up resource for each point (less cost for pref. stats) and can get promoted to veteran and eventually elite grade.

The main char can also participate in battle, building and repairing walls/healing players mid combat, but they can only upgrade other players between battles. They can also upgrade weapons and whatnot.

If the main character gets to 0 HP they can't get healed and are out til next battle. If the other players drop to 0 HP other players have a limited amount of turns to get them up before they asplode: 1 for regular grade, 2 for veteran and 3 for elite.

There's more little details like enemies dropping modules that serve as CS etcetcetc what do you think?
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on December 17, 2014, 11:30:50 am
"Getting." More like "taking the spot because no one else wanted it and Blade wanted to have one." :V
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on December 17, 2014, 12:20:55 pm
"Getting." More like "taking the spot because no one else wanted it and Blade wanted to have one." :V

Which I appreciate. You've played the role excellently.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on December 17, 2014, 12:24:21 pm
Thanks Blade. ^^^ I just got a little bristled by Soly trying to insinuate that I was getting special treatment or something.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on December 17, 2014, 12:28:46 pm
It was just an example, no need to get your jimmies rustled v:
Title: Re: The Fire Emblem on Forums Hub!
Post by: mastahcheese on December 17, 2014, 01:05:45 pm
How come we couldn't just be regular people?

Nothing against your idea, I'm just asking.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on December 17, 2014, 01:15:34 pm
Cause that would be like a regular FEF.

For a certain value of normal :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on December 17, 2014, 01:55:58 pm
Hell, I'd certainly give it a go.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on December 19, 2014, 12:43:40 pm
I guess I should mention I'm making the whole FEF1 IC thread into a pdf. Here are the first 50 posts:

https://dl.dropboxusercontent.com/u/50939120/fef1pdf/fef1-1.pdf

Suggestions about style and others are welcome, but remember this is all html code before turning it into a pdf.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Xanmyral on December 19, 2014, 01:29:33 pm
I guess I should mention I'm making the whole FEF1 IC thread into a pdf. Here are the first 50 posts:

https://dl.dropboxusercontent.com/u/50939120/fef1pdf/fef1-1.pdf

Suggestions about style and others are welcome, but remember this is all html code before turning it into a pdf.

Actually, the style its in is pretty good as it is, very nice work. To make the table that has the names and health of all units not stretch onto forever on some maps though, I'd suggest just removing their names instead of striking them out though, for future reference.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on December 19, 2014, 02:22:02 pm
Page 2!

https://dl.dropboxusercontent.com/u/50939120/fef1pdf/fef1-2.pdf
Title: Re: The Fire Emblem on Forums Hub!
Post by: mastahcheese on December 20, 2014, 01:31:06 pm
Since it seemed pretty much unanimous in the IRC that the Sapper and Wrecker classes I made are useless, I made these as replacements.

Spoiler: Savage (click to show/hide)

Spoiler: Gryphon Rider (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on December 22, 2014, 03:01:04 pm
Update on the deFEFnse game: I'm talking it over with GUNIN, aaand I wanted to ask people what system of progression for player mooks would be preferred.

I was thinking for plain stat upgrading: mooks don't get progression in their stats, instead each level allows them to get up to four stats upgraded using resource, with pref. stats of their class costing less than others.

Gunin was thinking of regular progression with levels, except less prog% and fixed for each class, with occassional stat upgrades for mo' cost.
Title: Re: The Fire Emblem on Forums Hub!
Post by: mastahcheese on December 22, 2014, 03:04:05 pm
I vote for gunin's idea.
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on December 22, 2014, 03:35:54 pm
I vote for gunin's idea.
+1
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on December 22, 2014, 10:48:56 pm
I vote for gunin's idea.
+1
That makes more sense and doesn't require creating a whole new point buy system.
Title: Re: The Fire Emblem on Forums Hub!
Post by: PrivateNomad on December 22, 2014, 10:53:15 pm
so how should I go about playing this
I read the rulebook and I think I understand it
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on December 22, 2014, 10:56:51 pm
Unfortunately I don't think any of the running games are accepting more players at the moment. Best bet would be to wait for someone to start a new game, which probably happens once a month or two. Or you can try to join the Playtesting game, which are one-shot missions to test new concepts.
Title: Re: The Fire Emblem on Forums Hub!
Post by: PrivateNomad on December 22, 2014, 11:09:53 pm
kthx
...
or i can make my own game
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on December 22, 2014, 11:54:40 pm
You could do that, yes.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on December 23, 2014, 12:19:13 am
Post a link here if you do; it's the best way to recruit players since most people interested in FEF keep an eye on this thread.
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on December 23, 2014, 01:56:27 am
If you start a new game, I'd recommend you let other new players in before veterans. I think Flying Dice and Sheb were looking for games. Sheb's joined my XCEF game, but that's not proper FEF.

maybe PM them if you do start one?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on December 23, 2014, 01:58:02 am
If you don't know anything about Fire Emblem though, I dunno how much I would suggest starting your own game without asking for help, etc. It can be really complicated and takes a lot of time/commitment
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on December 23, 2014, 02:02:29 am
If you don't know anything about Fire Emblem though, I dunno how much I would suggest starting your own game without asking for help, etc. It can be really complicated and takes a lot of time/commitment

Also this, +1. It takes a lot to know how to balance things properly and everything. Then there's also the map-making, updating that every turn, keeping track of all the calculations for hit chances and crit chances and what terrain is doing what and the character's personal skills/fault and everything...
Title: Re: The Fire Emblem on Forums Hub!
Post by: Powder Miner on December 24, 2014, 04:04:03 pm
Only have 4 players in Twin King: Maisoh

it's a terrifyingly sloooooow FEF, buuuuut still need players.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on December 24, 2014, 04:16:16 pm
Hey, I'm still waiting for my character to join >:(
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on December 24, 2014, 04:17:12 pm
Sheb were looking for games. Sheb's joined my XCEF game, but that's not proper FEF.
Sheb were looking for games.
Sheb

What kinda heresy is this? Sheb in FEF? Since when he plays Fire Emblem? :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on December 24, 2014, 05:12:24 pm
Coulda sworn he talked about wanting to join a game (other than XCEF, obviously).

New FEF: Noob Emblem On Forums: Witch-hunters of Arouca (http://www.bay12forums.com/smf/index.php?topic=147075.0)
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on January 01, 2015, 10:15:11 pm
Okay so it was pointed out to me that Cecil might want to know, so I am posting here: I am running a tabletop FE game at my home. Just a small affair, 4 players, 1 character apiece (plus an NPC Lord), and sessions tend to be one battle, a little roleplaying (my family is not rife with roleplayers) and takes a few hours.

We're three sessions in, and I've been asked to have the next session ready by Sunday.

So that's all pretty cool.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on January 08, 2015, 12:10:57 pm
Just gonna post this here for all to see :v

Just gonna drop this off here... Hum de hum...

Spoiler (click to show/hide)

Weep and despair.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Praefectus Screptum on January 12, 2015, 09:01:22 pm
Dunno if you saw it yet, Solymr, but I updated some weapons in GOR. It is on the first page, just in case it could be used as material for something.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 13, 2015, 09:40:54 am
Mmm... I guess... I didn't really consider it at first, but Tiruin has tempted me into giving this a look-see. Could someone please give me a quick, small rundown on these points? Just a basic overview about what to expect if I decided to get into this FEF stuff. It certainly looks interesting enough, but first impressions aren't always accurate.

Roleplay Opportunities
Character Development
Game Mechanics
(Not in-depth)
Time Investment (How long you need to put in to get anything out of it)
Speed of Advancement (How often GMs tend to advance things, such as turns.)[/b]

Do note that I'm fairly experienced with FE 7 and 8 so if you need to refer to mechanics from those games I ought to understand without further explanation.

(For example, weapon triads, though I don't know how they relate to these FEF games specifically.)
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on January 13, 2015, 09:51:32 am
Roleplay Opportunities & Character Development: As many as you feel like making. You can talk to other characters at any time during combat, and there are often 'breaks' between chapters for working on Supports between characters and general roleplay. One of my favorite parts of the game, really.

Game Mechanics: Basically works like the games AFAIK. All the mechanics are explained early on in the handbook if you're unsure on anything.

Time Investment: ...Depends on your definition? It took over a year for FEF1 to finish. At the same time, though, you only really have to frontload the time investment by making a character and a mug/set of mugs for them. After that, you can put as little or as much time into playing them as you want. As long as you can show up at least once a day during battles to post an action, you're fine.

Speed of Advancement: Depends on the GM. Haspen, for example, keeps things moving fairly quickly.

If you're looking to get into a game, Praefectus Screptum's FEF (The Gates of Rundum, OOC here (http://www.bay12forums.com/smf/index.php?topic=136449.msg5016514#msg5016514)) just started back up and he might be accepting.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 13, 2015, 09:57:01 am
I see...

Are there any interesting (interesting being subjective, admittedly) enough campaigns going/starting up that I would have the opportunity to join? They don't have to be beginner-friendly.

Well, as long as the plot/setting isn't like the one from FE8 (because my god that was dull) I should be fairly happy.

Ah, that brings me to another thing I'd like to ask. Is the world the campaigns are set in GM-designed or do they use templates from the handbooks?

(That is, are the kingdoms, countries and landmasses pre-defined or custom made?)
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on January 13, 2015, 10:00:07 am
I edited a link into my previous post; Gates of Rundum is about a group of mercenaries searching for the key to pass through a set of Gates no one has ever opened before. We've just now got the first piece in the in-character thread. As for other games, I'm not too good at keeping up with what ones are accepting or not. Someone else might be able to recommend you another one?

As for the quickedit, every GM makes up their own world and lore. Only FEF2 uses the same world as another FEF (FEF1, of course) though it's been heavily changed by wars and such.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on January 13, 2015, 10:00:44 am
Ah, that brings me to another thing I'd like to ask. Is the world the campaigns are set in GM-designed or do they use templates from the handbooks?

(That is, are the kingdoms, countries and landmasses pre-defined or custom made?)

I make my own worlds, their lore, maps and all the stuff involved. FEF2 is sequel of FEF1 set 300-something years into future, though. FEF3 is in different world, and each NEF so far was set in its own universe as well. Themes vary from politics to fancy creatures going wild to pirate themes even v:

There are world templates in the handbook?
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 13, 2015, 10:18:59 am
Thank you for all the useful information. I'll have to look at the active games and question the GMs when I get a chance. (Also, read the rulebook.)

Not that I know of, it was just part of the question.
Title: Re: The Fire Emblem on Forums Hub!
Post by: USEC_OFFICER on January 13, 2015, 10:23:23 am
I haven't found any world templates in the player's handbook, so I'm going to say no. They don't exist in there.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on January 13, 2015, 10:24:51 am
I think the question was if they existed not they exist do people use them
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 13, 2015, 10:26:36 am
Is there an official character sheet, or do I just write everything out in a forum post?
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on January 13, 2015, 10:27:28 am
Actually now that I think about it the handbook is purely mechanics with very little fluff, except for like class descriptions.

Also here's (http://pastebin.com/TUHBVKyC) a character sheet. It's from Gig's Noob Emblem.
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on January 13, 2015, 10:30:10 am
I make all the lore of my games from scratch (minus XCEF, but since that's X-Com themed, it kinda has to have a few similarities.) Both games are set in different worlds and have different lore completely.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on January 13, 2015, 10:36:00 am
Oh, Powder/Gun's game (http://www.bay12forums.com/smf/index.php?topic=142332), Twin Kings, is recruiting, I'm pretty sure?

Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on January 13, 2015, 10:52:41 am
A couple world templates (possibly ones based off of some of the Video Game FE (Akanea, Jugdral, Elibe, Tellius maybe), along with a guide to enemy stat generation and equipping as well as a universal price guide would be a nice addition to the next edition of the PH.

Or alternatively, could serve as the meat and potatoes for a GM Guide.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 13, 2015, 10:58:57 am
These skills seem like they need some balance work... Some are sooo much stronger than others. (At least, it appears that way to me.)

I mean, I may be misunderstanding how these work, but Fortune seems to grant total immunity to natural crits...
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on January 13, 2015, 11:01:25 am
Like which ones? Also that's why some of them cost 30% of your 330% growth rates

Edit: Yes, Fortune is strong, but it also means that you don't get any other skill to help in combat, etc. It's one of the stronger free skills, but *shrug*
Title: Re: The Fire Emblem on Forums Hub!
Post by: USEC_OFFICER on January 13, 2015, 11:02:33 am
What skills in particular are you referring to? I don't think that FEF's balance has ever been exceptional, but I don't remember any skills looking hilariously OP to me...
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on January 13, 2015, 11:03:44 am
These skills seem like they need some balance work... Some are sooo much stronger than others. (At least, it appears that way to me.)

I mean, I may be misunderstanding how these work, but Fortune seems to grant total immunity to natural crits...

Fortune is a useful skill to be sure, but unless the GM arms every enemy with a killer weapon, PCs don't generally have to worry too much about critical hits.

It does work exactly how you think it does though.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on January 13, 2015, 11:05:39 am
Especially since most crit chances can be countered by good supports and decent luck growth
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 13, 2015, 11:08:33 am
Sorry, it probably isn't as overpowered as I'm imagining. I'm just imagining opponents with the same power as my 75 Crit Guy and 35 crit Emilia (can't remember how to spell her name properly. The soldier trainee from FE8) and just... *shudders*.
Oh, Ross as well.

I'm kind of imagining how hilariously OP it would be as an NPC ability. My poor Swordmaster...

Can Male characters be Pegasus Knights?
Title: Re: The Fire Emblem on Forums Hub!
Post by: darkpaladin109 on January 13, 2015, 11:11:22 am
Sorry, it probably isn't as overpowered as I'm imagining. I'm just imagining opponents with the same power as my 75 Crit Guy and 35 crit Emilia (can't remember how to spell her name properly. The soldier trainee from FE8) and just... *shudders*.
Oh, Ross as well.

I'm kind of imagining how hilariously OP it would be as an NPC ability. My poor Swordmaster...

Can Male characters be Pegasus Knights?
There's no gender restriction for any classes.
Also, that's Amelia :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on January 13, 2015, 11:13:34 am
Well, thankfully, usually mooks don't have character skills, you want to look to the bosses for that sort of thing.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 13, 2015, 11:22:30 am
Sorry, it probably isn't as overpowered as I'm imagining. I'm just imagining opponents with the same power as my 75 Crit Guy and 35 crit Emilia (can't remember how to spell her name properly. The soldier trainee from FE8) and just... *shudders*.
Oh, Ross as well.

I'm kind of imagining how hilariously OP it would be as an NPC ability. My poor Swordmaster...

Can Male characters be Pegasus Knights?
There's no gender restriction for any classes.
Also, that's Amelia :P

Good, I'm considering making my character in a way that will allow them to be a Pegasus Knight because I absolutely loooved Fiora.

I knew the pronunciation, just not the spelling. xD

Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on January 13, 2015, 11:23:32 am
Can Male characters be Pegasus Knights?

As with all things, GM has final say.

But we've had female Pirates and Fighters and Bandits, and I have a male pegasus knight NPC, so...
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 13, 2015, 11:44:52 am
It's just a consideration. ^_^
The other attractive options at the moment are Wanderer, Wyvern Knight, Sentinel, Sniper, Dancing Blade, Assassin or Valkyrie.
Well, I guess 'Pegasus Knight' is more 'Falco Knight' because I'm looking at post-promotion classes.

Does anyone know if Final Hour or the Twin King's World, Selesht, would be open to another player? Nature of Humans seems fairly interesting but it's a bit... Err... 'Progressed' (That is, everyone is promoted.)
Those are just the ones that seemed like my kind of thing from a quick glance-over, and I'd be happy to hear any other recommendations.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on January 13, 2015, 11:51:26 am
Yeah, Nature of Humans is no longer accepting. We're a scant few chapters from the end and bringing someone else in wouldn't work very well I fear.

I think Maisoh is open to another player. Not sure about Selesht. Can't speak to Final Hour.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 13, 2015, 11:58:48 am
I probably wouldn't be too interested in Maisoh. Of course, I'll still consider it, but it's not really my... 'Thing'. The world itself, that is.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on January 13, 2015, 11:59:23 am
So picky, you are :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 13, 2015, 12:07:28 pm
Well, if I'm gonna be committing to a game that may take over a year to complete... Since I dislike abandoning things.

Giving it another look Maisoh doesn't look too uninteresting, but the last post in the IC thread was 8 days ago, sooo...
Title: Re: The Fire Emblem on Forums Hub!
Post by: darkpaladin109 on January 13, 2015, 12:13:03 pm
Well, if I'm gonna be committing to a game that may take over a year to complete... Since I dislike abandoning things.
I really, really doubt anyone's going to be able to complete an FEF in less than a year.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on January 13, 2015, 12:15:42 pm
Both Maisoh and Selesht are being run by the same two GMs and are technically the same game. That being said, I'm pretty sure Selesht is full whereas Maisoh for sure needs people. Even though it's a bit slow in updating, it is still active and running.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on January 13, 2015, 12:24:31 pm
Final Hour does have one spot open, but there's someone who might be interested in the spot that called it earlier. Still, be wared that spots may open :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 13, 2015, 12:28:09 pm
Blarghity blarghity blargh. >_>

Well, PM me or something if that spot ends up being open. For now I may as well develop my character... Personality and stuff, since I don't know what class I'll start out as.

Oh, and the portrait art, of course. I know what I want the character to look like, and I've got example artwork, but I'll need to see if I can do it in the FE style...
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on January 13, 2015, 12:35:32 pm
Oh, and the portrait art, of course. I know what I want the character to look like, and I've got example artwork, but I'll need to see if I can do it in the FE style...

I would say 90% of mugs players use are frankenstein'd mugs of FE 6/7/8 characters :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 13, 2015, 12:40:12 pm
True enough, but as someone who actually draws things I'm more interested in making my own unique character. Of course, I'll probably be using different sprites as references so the effect may be the same anyway, but I want to make this character the way I actually want it to look. ^_^
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on January 13, 2015, 12:47:23 pm
That sounds hella rad.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 13, 2015, 01:01:03 pm
Unfortunately this hinges on me being able to find a drawing tablet by the time I actually need the mug shots. Doing stuff with a computer mouse is doable but an unholy pain in the ass.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on January 13, 2015, 01:05:23 pm
Unfortunately this hinges on me being able to find a drawing tablet by the time I actually need the mug shots. Doing stuff with a computer mouse is doable but an unholy pain in the ass.

/me cuddles his mouse and his MSPaint where he does all his pixel works. DONT YOU JUDGE OUR RELATIONSHIP SIR.
Title: Re: The Fire Emblem on Forums Hub!
Post by: zomara0292 on January 13, 2015, 01:07:02 pm
There is a hub for this? Cool.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Praefectus Screptum on January 13, 2015, 01:09:26 pm
I see people are making propaganda here. So I will do mine, GIB UR SOUL PRIS GIB MONI- I mean, we are possibly accepting people in GOR. SC gave a good and fast description of what is going on, there are no nobles in that mess. Just a bunch of mercenaries trying to get the key to the open the gates of a place that promises everything they desire.

And while this is the first FEF I am running, it is also being my testing grounds to some new stuff, make the map add difficulty, instead of just a bunch of well-armed enemies.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 13, 2015, 01:33:32 pm
Everything they desire, eh? *cough* Tower of God *cough*

It certainly seems quite interesting, but hasn't the story already massively progressed? I mean, the IC thread has 150 pages.

Would I have to make a higher-level character or something? (Or is it like a reincarnation or something, and the previous 150 pages are there from a different campaign?)

Title: Re: The Fire Emblem on Forums Hub!
Post by: Praefectus Screptum on January 13, 2015, 01:40:31 pm
Never heard of that.

And just because the story progressed, it doesn't mean others cannot join. They are going to cross many regions yet as they are following a specific map instead of just taking a ship right to the point. And no, not really. You would make a trainer sheet and I am basically going to roll the levels up from both trainee class and then the level ups from first class to keep up with them.

And we go by chapters here, so any other new PC that joins will have to wait until the chapter is over. Chapter being the map they are fighting on, that is. As for how the PC joins is up to the player, if they don't decide how, I probably will come up with something.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Tiruin on January 13, 2015, 01:45:42 pm
Unfortunately this hinges on me being able to find a drawing tablet by the time I actually need the mug shots. Doing stuff with a computer mouse is doable but an unholy pain in the ass.

/me cuddles his mouse and his MSPaint where he does all his pixel works. DONT YOU JUDGE OUR RELATIONSHIP SIR.
^This, UXLZ. People can use simple tools and make customized originals :3
Just depends on how improvisional or creative you are.

Also, I'm planning up a FEF of my own someday soon. Mayhaps give it a lookie after I send the first drafts to better experienced GMs here (because I have a case of fear of judgement and failure, and am nervous and shy like that).
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 13, 2015, 01:47:45 pm
Unfortunately this hinges on me being able to find a drawing tablet by the time I actually need the mug shots. Doing stuff with a computer mouse is doable but an unholy pain in the ass.

/me cuddles his mouse and his MSPaint where he does all his pixel works. DONT YOU JUDGE OUR RELATIONSHIP SIR.
^This, UXLZ. People can use simple tools and make customized originals :3
Just depends on how improvisional or creative you are.

Also, I'm planning up a FEF of my own someday soon. Mayhaps give it a lookie after I send the first drafts to better experienced GMs here (because I have a case of fear of judgement and failure, and am nervous and shy like that).

JUDGEMENT!

Also, please define 'someday soon'? >_>

If it's within two weeks, I'll definitely join. More than that... Eeeeeeehhhhh, we'll see.

Quote
Never heard of that.

And just because the story progressed, it doesn't mean others cannot join. They are going to cross many regions yet as they are following a specific map instead of just taking a ship right to the point. And no, not really. You would make a trainer sheet and I am basically going to roll the levels up from both trainee class and then the level ups from first class to keep up with them.

And we go by chapters here, so any other new PC that joins will have to wait until the chapter is over. Chapter being the map they are fighting on, that is. As for how the PC joins is up to the player, if they don't decide how, I probably will come up with something.

I see... Well, I'll think about it. How far through the current chapter are you anyway?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Tiruin on January 13, 2015, 01:49:15 pm
Also, please define 'someday soon'? >_>
...Weekend. Ish ._.
Anytime before Sunday of next week to allow lapses of panic and argh.

But not to derail here--don't worry about your first FEF: it usually goes akin to a narrative style of progression, wherein the people form the future events instead of a linear railroad of tracks, despite the map-victory nature of the scenarios.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Praefectus Screptum on January 13, 2015, 02:14:02 pm
Map is almost over, but the next one who is joining is Tiruin, so if you do make a sheet you might have to wait another Chapter, dunno. Depends of how I will make the next map.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 13, 2015, 02:57:54 pm
Also, please define 'someday soon'? >_>
...Weekend. Ish ._.
Anytime before Sunday of next week to allow lapses of panic and argh.

But not to derail here--don't worry about your first FEF: it usually goes akin to a narrative style of progression, wherein the people form the future events instead of a linear railroad of tracks, despite the map-victory nature of the scenarios.

I'm not really too worried. The only thing I was cautious about was if it ended up just being exactly like the Fire Emblem games except slower... And you only control one character... And every turn takes 3 billion years... And leveling is slow. But, it seems my concerns were unfounded.

It... Isn't... Really... A... Derail. *cough* General Thread *cough* xD

Quote
Map is almost over, but the next one who is joining is Tiruin, so if you do make a sheet you might have to wait another Chapter, dunno. Depends of how I will make the next map.

I see. I may not have a character sheet done in time, regardless (or I may simply decide just to wait for Tiruin to start their game up, just to put as much pressure on as possible), so don't design anything around the assumption that I'm joining.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on January 13, 2015, 03:29:12 pm
UXLZ you should supply yourself with patience, though. Some waitlist require people to wait several weeks, if not months, before your time comes.

Actually I advise supply of patience for anything FEF-related. These games wear down the time and strength of players and GM's alike.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Xanmyral on January 13, 2015, 04:11:50 pm
More or less true, FEF's move at an almost glacial pace of at least two to three combat turns a week, maybe faster if people hop to it, possibly slower.

Also true on the wait list, I think I waited... Two to three one months before I got in my first game?. Granted, I joined back when there was only one game. Its easier to hop in one now, considering the larger amount.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 13, 2015, 04:16:53 pm
If the games you're joining are actively accepting new players then the wait list shouldn't be too long.

I'll probably end up joining two or three to get around the glacial pacing of turns.

I wonder if it would be possible for anyone to code a rudimentary automated roll-generator/battle simulator (essentially reverse-engineering FE's combat system with the FEF skills added in) to take the burden off of the GMs (that is, make it so they don't have to remember massive amounts of minute details like Support levels and roll trillions of damn combat rolls.)
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on January 13, 2015, 04:51:42 pm
Just talked with Xanmy and looks like there's a spot in FH since he's not joining and the resident shamaness disappeared :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: Culise on January 13, 2015, 04:52:46 pm
There's been occasional talk about doing something like that, either a general utility for all FEF things or specific utilities for things like battle, char-gen, or the like, but such projects haven't really taken off due to various matters including a lack of ability and/or time. 
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on January 13, 2015, 06:01:28 pm
Also a general unwillingness to be bribed to undertake such a project.

Not that I am any longer in a position to wave around 50 dollars...
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 13, 2015, 06:17:17 pm
Hmm... The way they currently work, the personal Skills and faults appear quite easy to abuse. For instance, I could take the fault of 'When not within 3 spaces of an enemy unit, -2 Base Damage/-15 Hit/-10 Crit' on a unit that can never attack in those conditions anyway.

Okay, looks like at the moment I have 3 characters to try and make up. 1 for Solymr's campaign, one for GoR, and one for Tiruin's... Whatever it is.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Xanmyral on January 13, 2015, 06:21:43 pm
They can be, which is why most GMs take a glance over them first to see if they agree to it. Rule 0 and all that. Most people prefer the "when within three spaces of three enemies" version of the one in your example.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on January 13, 2015, 06:22:02 pm
Well, longbows, Snipers, Siege Magic (and one wind spell I think) and ballistae all can attack at 3 squares.

And generally, if a Personal Fault will never trigger, GM's tend to disallow it.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 13, 2015, 06:25:33 pm
I understand that obviously the GM wouldn't allow it, but such an inherently broken system makes me wince a bit. It's not too bad, though.

On a side note, the programming really shouldn't be that hard... Hell, I reckon you could actually do it in an Excel spreadsheet, come to think of it.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on January 13, 2015, 07:05:28 pm
I believe GUNINANRUNIN does that. Fairly certain it's him.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on January 13, 2015, 07:10:32 pm
I know FOE has everything in Excel
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on January 14, 2015, 03:03:29 am
If the games you're joining are actively accepting new players then the wait list shouldn't be too long.

I'll probably end up joining two or three to get around the glacial pacing of turns.
Actually, even when actively accepting then you still might end up waiting several months to join a game (depending on how quickly things move, of course). Only rarely do GMs start all characters simultaneously; instead, they get brought in one or two at a time over the course of several chapters.

For instance, FEF3 started back on November 20th, and my character didn't join in until December 25th when the current chapter started.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Furtuka on January 14, 2015, 09:31:10 am
NEW FIRE EMBLEM ANNOUNCED AT TODAY'S NINTENDO DIRECT (https://www.youtube.com/watch?v=8KuZBLFjgQE)
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 14, 2015, 07:39:30 pm
Then maybe I'll just get lucky. = \

You know, I still don't like the 3D models for character when compared to the beautiful old 2D sprites (for battle animations).
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on January 14, 2015, 07:42:42 pm
At least they have feet this time.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on January 14, 2015, 09:11:44 pm
Glorious FE 6/7 artstyle master race (with an option on FE8 :p) reporting in.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 14, 2015, 09:30:18 pm
Glorious FE 6/7 artstyle master race (with an option on FE8 :p) reporting in.

FE 7 mostly. My GOD was 6's main lord's animation HIDEOUS. At least in his starting form.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on January 14, 2015, 10:05:29 pm
Roy the monkey lord.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 14, 2015, 10:22:35 pm
Honestly, Roy's animation was just so bad it actually put me off playing the game. Roy's attack animation is 95% the reason I've never completed more than the first few levels of 6.

I mean, this is a crit so it isn't quiiite as bad, but holy CRAP his normal attack animation... It just SUCKS...
I guess it gets a bit better with the Sealed Sword, but honestly, Roy's animation looks like crappy fan animation. It's just so incomprehensibly bad compared to the others.
Also, he's too sort and his hair is stupid. On the sprite, that is.

Spoiler (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on January 14, 2015, 10:28:49 pm
That is pretty bad, yeah.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on January 14, 2015, 10:30:07 pm
His normal animation is worse. Even Eliwood has a better standard attack animation than Roy.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 14, 2015, 10:34:28 pm
Oh, the normal animation is so, sooo much worse. The crit animation was actually sped up, which made it look a lot better than it did in-game.

I actually liked Eliwood's standard attack animation. It gave you a good idea for his fighting style and normal character type. The Knight Lord's one was terrible though. I actually hated being forced to promote Eliwood because it just sucked so much compared to his normal one. >_>
It wasn't too bad though, nothing is worse than Roy's. Even the NES games probably had better ones.

Spoiler (click to show/hide)

I think it's the cape that ruins it. The way it gets flung high up into the air for so long when he does that stupid little hop. As well as the way he holds his sword being so... Blaargh.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on January 14, 2015, 11:24:16 pm
Yeah, that's...pretty bad.

I prefer the sprites to 3D as well, but at least Awakening's 3D was competent enough (lack of feet notwithstanding). Have you seen the models used in Shadow Dragon? Terrible. I couldn't force myself to play past the second map >_<
Title: Re: The Fire Emblem on Forums Hub!
Post by: Tiruin on January 15, 2015, 07:10:13 am
I think it's the cape that ruins it. The way it gets flung high up into the air for so long when he does that stupid little hop. As well as the way he holds his sword being so... Blaargh.
You...err, forgot the fact that his head is 'stuck' after his body pulls back from the sword lunge there. :P
In both crit and normal animations (that...it doesn't turn with the body. It's a bit too "stiff" or...well, not fluid)
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 16, 2015, 06:35:22 am
Erm, would someone have a convenient link with a bunch of different mugshots that I could use as references? I remember Tiruin gave me one a while ago in some other random thread, but I can't remember exactly where. T_T
Title: Re: The Fire Emblem on Forums Hub!
Post by: Parsely on January 16, 2015, 06:40:23 am
Is Roy's animation really that bad..? There are better ones, but I don't see what makes it actually terrible.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 16, 2015, 06:42:33 am
Is Roy's animation really that bad..? There are better ones, but I don't see what makes it actually terrible.

What makes it so bad is the contrast. As far as I can tell, Roy's animation and Roy's animation alone is terrible, which makes it stick out quite badly.
It doesn't help that I came into 6 right after beating 7, with all its excellent animation.
Title: Re: The Fire Emblem on Forums Hub!
Post by: darkpaladin109 on January 16, 2015, 08:46:25 am
I prefer the sprites to 3D as well, but at least Awakening's 3D was competent enough (lack of feet notwithstanding). Have you seen the models used in Shadow Dragon? Terrible. I couldn't force myself to play past the second map >_<
I don't think the DS games have 3d though?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on January 16, 2015, 08:52:38 am
I think he means something like the transition from FF6 to FF7.

Dem blocky models :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 16, 2015, 09:00:05 am
I think he means something like the transition from FF6 to FF7.

Dem blocky models :v

6 and 7 were both sprite-based, and on the GBA. What am I missing? @_@

Oh, by the way, Solymr, if I'm going to be joining in with your campaign at some point, I'll start thinking up a character concept now.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on January 16, 2015, 09:07:34 am
Erm, would someone have a convenient link with a bunch of different mugshots that I could use as references? I remember Tiruin gave me one a while ago in some other random thread, but I can't remember exactly where. T_T

Here you go.

FE6 (http://www.spriters-resource.com/resources/sheets/36/38458.png)
FE7 (http://www.spriters-resource.com/resources/sheets/36/38459.png)
FE8 (http://www.spriters-resource.com/resources/sheets/14/14464.png)
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on January 16, 2015, 09:10:51 am
I think he means something like the transition from FF6 to FF7.

Dem blocky models :v

6 and 7 were both sprite-based, and on the GBA. What am I missing? @_@

Oh, by the way, Solymr, if I'm going to be joining in with your campaign at some point, I'll start thinking up a character concept now.
Final Fantasy 6 and 7 yo :v

Also my personal recommendation is that you post in the OOC for FH, and a magic oriented character for two reasons: lorewise it will be easier and the group is severely lacking in magic damage since the resident shaman went missing.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 16, 2015, 10:59:07 am
@SC, Thank you. ^_^

@Solymr, Will do. I was wanting to make a magic-based character for at least one campaign anyway, I guess it will be in yours.

Also, my brain just sorta added some little lines underneath the F's, I thought you were taljking about FE6 and 7. >_>
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on January 16, 2015, 11:10:56 am
You're welcome. ^^^
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on January 16, 2015, 11:23:49 am
Also very important:

Quote from: FEF's IRC channel
Server: irc.darkmyst.org
Channel: #feftalk
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 16, 2015, 11:25:53 am
Haspen sent me that in a PM, but I have no idea what I'm doing. I'd be happy to join the IRC, I just don't know... Well, how to join the IRC.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on January 16, 2015, 11:27:55 am
If you use Firefox, download Chatzilla (or any other IRC client, I just prefer that one) and open it. Then type these commands once it's started up:

/attach irc.darkmyst.org
/join #feftalk
Title: Re: The Fire Emblem on Forums Hub!
Post by: darkpaladin109 on January 16, 2015, 11:28:46 am
Haspen sent me that in a PM, but I have no idea what I'm doing. I'd be happy to join the IRC, I just don't know... Well, how to join the IRC.
Use what it says to do here  (http://www.bay12forums.com/smf/index.php?topic=118685.0):v
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 16, 2015, 12:30:57 pm
Kay, probably won't get it going tonight, but I'll give it a shot tomorrow.

Also, I'm probably going to have to just frankenstein my characters together. I really, reaaaallly can't copy the FE art style effectively. :V
(I'm used to semi-realistic pencil art and anime-stylised stuff, I suuuck at Pixel Art, as it turns out.)
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on January 16, 2015, 12:56:22 pm
That's what everyone does as far as I'm aware, so don't feel too bad UXLZ.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Praefectus Screptum on January 30, 2015, 10:54:44 pm
I have something to add for the weapon part. I actually had a lot more, but I think this one might be a little more urgent; Killer weapons.
Some classes only have access to high-crit weapons choosing a specific subcategory, while the others or have very low critical rate or have nothing at all. So here are some still based on the hits and faults of the subcategories. (Hit, Mt, Wt)

Bloody Flail Bldg (C) 1 13 13 60 20 30
Killer Pilum Sper (C) 1-2 9 7 70 20 26
Ballistic Dagger Side (C) 1-2 7 8 75 10 25
Cleaver Crsh (C) 1 10 10 70 20 25
Frost Nova Wind (C) 1-2 10 6 80 20 20
Effective against Flying Units.

Some are still pending, but yeah.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on January 31, 2015, 12:35:43 am
Cleaver in particular looks real cool. I have full support for this idea.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on January 31, 2015, 12:39:53 am
Yeah, sure. Moar killer weapons!
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on January 31, 2015, 12:49:25 am
Same here. Try to be careful and not make them too strong, though. :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on January 31, 2015, 05:59:04 am
Can you note what's the WT, MT Hit and Crit columns? Especially WT and MT since they can easily get confused.

Also did you check 1.3 weapons? Pilums have only 2 range to nerf them for their double attack.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Praefectus Screptum on January 31, 2015, 07:20:04 am
Same here. Try to be careful and not make them too strong, though. :v

Nah, like mentioned previously, I am using their subcategory pros and faults as base, for example, Bloody Flail is still absurdly heavy and not too accurate just like the other bludgeon weapons, but still makes up with its might.

Can you note what's the WT, MT Hit and Crit columns? Especially WT and MT since they can easily get confused.

Also did you check 1.3 weapons? Pilums have only 2 range to nerf them for their double attack.
Sure. Also I didn't, as I am not using the 1.3 weapons in GOR, and probably won't in GOR2 too. The order is this one, so WT comes first.

Name Type ( ) Rng Wt Mt Hit Cr Ql
Bloody Flail Bldg (C) 1 13 13 60 20 30
Killer Pilum Sper (C) 1-2 9 7 70 20 26
Ballistic Dagger Side (C) 1-2 7 8 75 10 25
Cleaver Crsh (C) 1 10 10 70 20 25
Frost Nova Wind (C) 1-2 10 6 80 20 20
Effective against Flying Units.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Praefectus Screptum on February 09, 2015, 01:08:43 am
Sorry for le double post, but gotta revive this to see if all this changes below will be approved and added on the current FE games. Made sure to compare both the old versions, 1.2 and 1.3.

First project: The weapons with extra crit rate for the subcategories that lack weapons with crit rate-or-decent crit rate.

Spoiler (click to show/hide)
Second Project: Rework bludgeon weapons and actually make them DECENT. Seriously, compare silver axe and silver flail to see my point.

Spoiler (click to show/hide)

That is what I got for now. Hopefully it will be approved, if not, I will make the changes needed.
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on February 10, 2015, 05:53:40 pm
A ballistic knife? Isn't that a tad anachronistic?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on February 10, 2015, 05:59:22 pm
I'm assuming ballistic in this case means it is meant for throwing.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Furtuka on February 10, 2015, 06:11:48 pm
I'm assuming ballistic in this case means it is meant for throwing.
http://en.wikipedia.org/wiki/Ballistic_knife
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on February 10, 2015, 06:16:09 pm
I'm assuming ballistic in this case means it is meant for throwing.
http://en.wikipedia.org/wiki/Ballistic_knife

Bolded for relevant emphasis.
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on February 10, 2015, 08:28:04 pm
I'm assuming ballistic in this case means it is meant for throwing.
http://en.wikipedia.org/wiki/Ballistic_knife

Bolded for relevant emphasis.

If you throw it, it's not a ballistic knife. It's a throwing knife.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Xanmyral on February 10, 2015, 08:31:35 pm
Make it an atlatl paired with a war dart or something then.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Praefectus Screptum on February 10, 2015, 09:55:42 pm
I don't know why the heck people are making such a big deal about the name of a weapon. I just added it there because it is a good name, but it is a throwing knife. Just would be sharper and thinner, like a projectile, ballistic. But you are using the hand to toss it anyway.

Edit: Also, make sure you guys give your approval or disapproval (In case of disapproval, explain why so I can fix the mistake).
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on February 18, 2015, 10:33:33 am
Added ffs' game thread to OP.

Also I'm missing a few games from the gane list so pls post here links for them.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Praefectus Screptum on February 19, 2015, 12:47:46 am
I will be passing the monster sprites I done as soon as GOR's Chapter ends. Just to save people time of making more custom mobs.
Title: Re: The Fire Emblem on Forums Hub!
Post by: hops on February 19, 2015, 01:34:31 am
PTW

EDIT: I'm having trouble wording this right now because I'm sort of in full despair mode, but if anyone who will be making a FEF game in the future and doesn't mind a newbie who have a bad timezone, can I be reserved in a future game?
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on February 20, 2015, 07:24:09 am
I don't know why the heck people are making such a big deal about the name of a weapon. I just added it there because it is a good name, but it is a throwing knife. Just would be sharper and thinner, like a projectile, ballistic. But you are using the hand to toss it anyway.

Edit: Also, make sure you guys give your approval or disapproval (In case of disapproval, explain why so I can fix the mistake).
It's like calling one of the crossbows "bolt action rifle". There's similarities, but it's the wrong time zone. A ballistic knife is fired.

PTW

EDIT: I'm having trouble wording this right now because I'm sort of in full despair mode, but if anyone who will be making a FEF game in the future and doesn't mind a newbie who have a bad timezone, can I be reserved in a future game?
Off the top of my head, BMM42 is planning a non-first-come-first-served game. VRFEF.
Tiruin is planning a game.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on February 26, 2015, 10:52:44 am
Okay so people on IRC are all 'wut??' with that FEF3 'Secret' being the #5 overall, so let me explain:

FEF Secret #1: Hidden shop during first visit in Prixie's upper floors.

(http://i.imgur.com/FqBVGm6.png)

If anyone would get to that one tile in Chapter 5 of FEF1, they would be transported to a secret shop run by Anja's cousin. She would sell -reaver and Killer weapons for a discount.

FEF Secret #2: Surprise treasure map in the tomb.

This secret has been talked about for a while now; extra map filled with treasures after Chapter 8. Character backstory drama denied you it though.

FEF Secret #3: Choppy fun for Sheila aka 'Did No One Really Think Why I Sold a Boarding Axe So Early in FEF2'?

(http://i.imgur.com/0gOeDHf.png)

If anyone stopped by this suspicious tile, they would find an axe embedded in a tree stump. It was a 'named' (don't remember it, though) Boarding Axe with a RES bonus. Missing on it triggered the ability to purchase normal Boarding Axe before Chapter 2x (the one with gargoyles at a harbor); if it would be found, the blacksmith wouldn't have a normal Boarding Axe in his stock.

FEF Secret #4: King Arthur Salvatore and the Lady of the Lake.

(http://i.imgur.com/l2FI0Tj.png)

During Epilogue Chapter C of FEF1 - If Salvatore would stop on any of 'deep' water tiles of the lake (he stopped at it's edge, twice - you were so close guys!), a beautiful water maiden would hand him a magical spear from the depths and bless him with S rank in Spears.

I cannot tell the weapon's stats because his imperial descendant in FEF2 will wield it - so you gonna find out anyway.

FEF Secret #5: Ancient Wyvern Rider King's Grave.

(http://i.imgur.com/g58NKYq.png)

The very first one you have found :P

It required Beryn to stop by any of the 'deep mountain' tiles. I thought that the 'strange' mountain tile at 18.17 would put you off, but alas, I can only bemoan your lack of instinct or secret finding skills :P 18.15 was the closest of the bunch and thus Beryn found it by chance. Gratz anyways!
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on February 26, 2015, 11:05:53 am
Funny enough, I actually had written that I wanted to go to that different mountain tile because it looked suspicious. XD I edited my post to not be so far away from everyone else, though, when I saw similar tiles in the northern mountains and figured it meant nothing.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on February 26, 2015, 11:12:31 am
I cannot tell the weapon's stats because his imperial descendant in FEF2 will wield it - so you gonna find out anyway.

Crap :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on February 26, 2015, 12:14:11 pm
Oh boy.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Culise on February 26, 2015, 12:22:19 pm
Hee. ^_^
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on March 06, 2015, 06:14:47 pm
This is just a general dump for my fef ideas.

 FEF: Generals: (http://pastebin.com/dU5cCd7A) to try to give a feel of larger scale warfare than you get in an ordinary fire emblem game. Wars typically have more than a dozen blokes on each side... players can choose between helping one side, both sides, or establishing their own kingdom. A long fef campaign, with a lot of player freedom.

FEF: Pirates in Hell: (http://pastebin.com/Q4Qr3yXM) a 3-map fef, of which the objective is to complete the maps with as much gold as possible, balancing it against purchasing better equipment through a merchant between maps. Possibly a puppet show put on by Lucrezia for the fef3 cast. Not exactly serious. May require everyone to be puppets.




Title: Re: The Fire Emblem on Forums Hub!
Post by: hops on March 07, 2015, 04:44:59 am
Puppet emblem sounds entertaining. Bonus point if the undead have fingers poking out from them.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on March 23, 2015, 08:46:37 pm
An enemy stat generation table with accompanying base stats and sample progression rates for a variety of first classes. (https://www.dropbox.com/s/kvs7czp4d7xg6v2/Basic%20enemy%20generation%20progression%20spread.txt?dl=0)

It's pretty simple to use. Select the classes you wish to place and determine what level they will be. Lower level PCs can be threatened by mooks one to two levels higher, but generally you want enemies to be about 3 levels higher to be capable of posing a significant threat.

To determine stat gains, use the table at the bottom.

Also, since Xanmyral mentioned the idea in the IRC, if Cecil would like any input from myself on writing a GM Guidebook for the Further Journeys System from me, I'd be happy to help.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on March 24, 2015, 02:33:01 am
An enemy stat generation table with accompanying base stats and sample progression rates for a variety of first classes. (https://www.dropbox.com/s/kvs7czp4d7xg6v2/Basic%20enemy%20generation%20progression%20spread.txt?dl=0)

It's pretty simple to use. Select the classes you wish to place and determine what level they will be. Lower level PCs can be threatened by mooks one to two levels higher, but generally you want enemies to be about 3 levels higher to be capable of posing a significant threat.

To determine stat gains, use the table at the bottom.
Oh, that should come in handy someday.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on March 24, 2015, 02:37:18 am
Erm, does that use Excel?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on March 24, 2015, 04:57:57 am
I think it's manual :P

I never use such things, I just scale and prepare enemies up whatever players have (that's why lately there have been a bunch of dangerous speedsters).
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on March 24, 2015, 07:04:41 am
Erm, does that use Excel?

I suppose it could be set up to, but right now it's a notepad.
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on March 24, 2015, 02:10:21 pm
Would you guys be interested in an application that did the level ups for you? I've pretty much made one for myself, but it'd be trivial to modify it for your use as well.

You input the sheets in the form of text files, it reads 'em, it modifies them, and you can copy and paste or whatever.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on March 24, 2015, 02:32:12 pm
Would you guys be interested in an application that did the level ups for you? I've pretty much made one for myself, but it'd be trivial to modify it for your use as well.

You input the sheets in the form of text files, it reads 'em, it modifies them, and you can copy and paste or whatever.

That sounds baller. Even if I would be forgoing physical dice.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on March 24, 2015, 02:33:40 pm
*GASP* BMM WOULD BE GETTING RID OF HIS CURSED DICE

bet he still curses our levels somehow
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on March 24, 2015, 02:37:34 pm
I'd still use them to run attacks :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on March 24, 2015, 02:38:12 pm
I'm more concerned about levels. :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on March 24, 2015, 05:19:49 pm
Gigla's program has mah support.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on March 25, 2015, 07:20:34 am
So I got an idea about performers that increases the value of instruments and other actions other than performing while reducing somewhat the power of performing:

Performers can't perform two turn in a row.

Thoughts?
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on March 25, 2015, 07:37:46 am
So I got an idea about performers that increases the value of instruments and other actions other than performing while reducing somewhat the power of performing:

Performers can't perform two turn in a row.

Thoughts?

Performer trainees would become solid poop until promotion.

Reducing the number of people they can affect would do the trick, though yeah, this idea does seem to give a use to not-performing, which doesn't seem to happen too much.

Either/or.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on March 25, 2015, 07:42:19 am
I don't care for it. You hardly ever see priests using buff or ailment staffs, should we make it where they can only use a heal staff every other turn to counter that? :V
Title: Re: The Fire Emblem on Forums Hub!
Post by: USEC_OFFICER on March 25, 2015, 07:46:20 am
I feel that arbitrary blocking performances like that doesn't address the real problem. Namely that refreshing other players is really powerful, whereas the instruments/dances are kinda wimpy and not worth spending a turn on. Buffing them and somehow lowering the power of performances would be a better idea, but I have absolutely no idea how to implement that in a fair/fun way.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on March 25, 2015, 07:53:19 am
Healers don't give people extra turns. And I think reducing performance power still won't mean that the only thing performers are gonna do is perform.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on March 25, 2015, 08:04:04 am
That's ignoring my point, Soly. Supposedly, the reason you gave for nerfing performances is to make performers use 'weapon's (that they rarely ever get because, let's face it, they're universally worthless) more often. Staff users generally ignore buff and ailment staffs because, while worth more than instruments/dances/lyrics, they're still not as immediately useful as a heal staff is. Making them unable to use one every turn so they have to fall back on less-useful staffs is an arbitrary restriction - and so is the same thing being suggested for performers.
Title: Re: The Fire Emblem on Forums Hub!
Post by: freeformschooler on March 25, 2015, 08:19:06 am
Haspen and I had this same conversation on IRC and it's why he decided to simply nerf performance amounts. Yes, limiting dancers to 1 performed person per turn may make them less popular. But all they'd be doing is choosing between taking action themselves and giving their action to someone else. This seems reasonable, especially late-game where performers get cool powers.

It's definitely a better solution than arbitrarily keeping them from performing every other turn.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on March 25, 2015, 08:33:20 am
And what about bards? 2 actions is still better than 1.
Title: Re: The Fire Emblem on Forums Hub!
Post by: freeformschooler on March 25, 2015, 08:41:54 am
And what about bards? 2 actions is still better than 1.


2 actions is better than 1 in specific situations, especially since they have to be right next to the bard. I would say 4 adjacent actions is better than 1 in literally every situation.

I proposed a bunch of bard nerfs a while back during FEF2XP's development but they were all knocked down in favor of limiting the number of performances. So good luck trying to come up with a worthwhile nerf that isn't an arbitrary restriction like the sort you were proposing.

It may end up that dancers become a mix of offense/defense and performances while bards become pure performers.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Tiruin on March 25, 2015, 09:19:56 am
And what about bards? 2 actions is still better than 1.
Can I add that to my draft?
I somewhat edited it so archers would have Sidearms (literally) instead of the tiny-bows, and that bards/support classes have minor weapons instead (ie Performers = The 'Archer' Sidearms [as in any weapon like a minor aspect of a troubadour's weapon ability]).

Haspen and I had this same conversation on IRC and it's why he decided to simply nerf performance amounts. Yes, limiting dancers to 1 performed person per turn may make them less popular. But all they'd be doing is choosing between taking action themselves and giving their action to someone else. This seems reasonable, especially late-game where performers get cool powers.

It's definitely a better solution than arbitrarily keeping them from performing every other turn.
Yes to this.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on March 25, 2015, 09:20:57 am
Maybe the problem is that some weapons are only used in specific situation and others are more for general use but performances are only for specific situations because the general use skill is free.

So my idea is: instead of performing being a free skill, revamp the whole performance items so that the cheapest ones give the refresh effect and higher level ones improve on the range or number of persons affected or giving an additional buff... I think it would give more freedom to performers to do different things other than perform all the time and we can fine tune its power better than just cutting their power in half.
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on March 25, 2015, 09:30:13 am
Tiruin suggested giving dancers canto, since they've moving with their dances and all. I think it's a good idea, so does Haspen.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on March 25, 2015, 09:31:23 am
I'd prefer to give them sidearms at E, but I suppose Dance Canto isn't too bad.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on March 25, 2015, 09:31:45 am
-snip-
Title: Re: The Fire Emblem on Forums Hub!
Post by: freeformschooler on March 25, 2015, 09:41:24 am
Dance Canto is a good idea.
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on March 25, 2015, 11:19:14 am
Mook Maker v.02 is here.  (http://s000.tinyupload.com/?file_id=08517713009306831797) All it does it generate the stats for a mook at the moment. Poke around with it if you want. Just unpack and run the .exe.
I'm going to work a bit on the PC leveller, which will have a little different structure for the sheets. So the next version of Mook Maker might be a little different.

To add:
Time consuming:
Weapons and generating the stats the enemies have with them
The non-rng enemy progression
Trivial:
Saving generated enemies
Loading user made text files

Disclaimer
I'm not responsible if it kills your computer, though how it could is beyond me.
It contained no malware at the moment of upload and shouldn't get any from the hosting site, so if you AV flags it it's a false alarm.
Title: Re: The Fire Emblem on Forums Hub!
Post by: abyssgullet on March 27, 2015, 08:19:39 pm
Hi everyone! I've decided to finally stop lurking. I'd love to play FEF, but no games are in signups. I'll watch the thread anyway just in case owo
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on April 01, 2015, 11:26:56 pm
Okay so I had an idea related to an idea I had previously.

Before, I had the idea of two different Blossom Variants that are a bit more suited to the game than rerolling whenever a stat is missed at level up and less cumbersome than leveling up slower in exchange.

Variant 1 (or Aptitude): Free: After stat allocation is completed normally, 5% is added to the progression rate of all stats. A stat may exceed the normal progression limit in this manner.

Variant 2 ('True' Blossom): Free: The character with this skill has 3 preferred stats, instead of one. When leveling up, the character gains from preferred stats if they roll under 3 stats gained, rather than 2.

And this got me thinking- Well, does the player select a third preferred stat? Seems like it could wind up rather arbitrary, and, even if we want that, kind of a hassle.

So the following idea: Give each class three preferred stats, rather than just two. At character creation/class up, characters would select two to be their preferred stats, and would go as normal, but characters with 'True' Blossom would get all three. As for how selection would go otherwise, I had two major ideas.

1: Pick em all. Characters pick any two preferred stats from the selection.

2. Pick One. The first listed Preferred Stat would always be selected. This makes the preferred stat of a given class a little more concrete, and gives the player a little less to agonize over while still giving them some freedom with the preferred stat system.

Thoughts?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on April 02, 2015, 06:08:52 am
Three preferred stats and leaving the choice to the player would give a lot more options for character builds.

Me likes it (Ü)-b

Also in my game I call the +5% to all Maturity in reference to Afa's drops that "increased maturity" :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on April 02, 2015, 10:56:42 am
You'd think that giving them to the child-like characters could have been a cool easter egg but noooooo.

(Like, give them to a maxed level Nils/Ninian/Nino/Rebecca (sorta) and they become adults. :v)
Title: Re: The Fire Emblem on Forums Hub!
Post by: mastahcheese on April 02, 2015, 12:15:53 pm
I support that idea. I like it.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on April 11, 2015, 08:59:23 pm
Swords are currently the only category which has four subcategories. If you ignore ballistae and that only has a few weapons, so I don't count it. This has always seemed a little lopsided to me, but short of creating an additional subcategory for every other weapon type (AHAHAHAHAHA no), no acceptable alternative has come to my mind.

Until just a few minutes ago.

What if instead of being a subcategory of swords, sidearms were their own tree? A small tree, granted (really more of a bush), but their own tree all the same. Like bows, the sidearm category would be outside the weapon triangle. They would also be cheap, and probably somewhat weaker as a category than they are now to compensate for the following:

Any class would be able to use sidearms, depending on their proficiency with other weapons. They wouldn't be strong, but they would provide possible alternatives to being forced to attack or defend with WTD, or, in the case of boxed in archers, the capability to attack at all. The possibility of having cheap throwing knives available to characters that don't feel like investing in range subcategories is attractive as well.

Just an idea I wanted to throw out.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Praefectus Screptum on April 11, 2015, 09:54:45 pm
As promised, I am going to give access to some of the monster sprites I did. The new sprite missing will be revealed in the next map, and it isn't a monster. :U

Golden Golem:
(http://i.imgur.com/DZG6csS.png)
Blood Hunter:
(http://i.imgur.com/bxZbJ1I.png)
Abomination:
(http://i.imgur.com/B14N5MO.png)

Have fun! More different sprites will be made in the future.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Glacies on April 16, 2015, 02:15:41 pm
Also interested in playing a game of this. Don't think I'd have the chops to run one, but we'll see. Whaddya guys do for all them fancy portraits you done whipped up?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on April 16, 2015, 02:17:46 pm
Usually people make splices or recolors of the base sprites from the actual Fire Emblem GBA games
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on April 16, 2015, 02:18:44 pm
Generally, most get spliced together from existing fire emblem portraits.

Ninja'd by swordstar.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on April 16, 2015, 03:02:26 pm
Ye like they said. There's a big sheet of all Fire Emblem 6/7/8 portraits and we just frankenstein them into new ones.

And then you have the crazy ones like freeformschooler and F.O.E who make half of them from scratch or something. Or they're just that good at frankensteining I dunno v;
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on April 16, 2015, 03:04:22 pm
I think ffs and FOE both use other people's work at least some. I know FOE grabs some of his mugs from someone who's said their mugs are up for public use
Title: Re: The Fire Emblem on Forums Hub!
Post by: F.O.E. on April 16, 2015, 03:42:42 pm
Yeah, I use Nickt's (not nicked to avoid confusion) mugs that he said are free use.

Though I trace occasionally.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on April 16, 2015, 05:14:05 pm
Forgetting poor, poor SC's hard work I see.
Title: Re: The Fire Emblem on Forums Hub!
Post by: hops on April 16, 2015, 08:22:36 pm
never mind. i guess it's nothing interesting, anyways.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Khaiel on April 24, 2015, 07:43:51 am
Well, posting here because doing so in every thread would be a lot of work.

First of all, I'm really sorry for leaving without saying anything. Last few months have been a bit of a headache for me. I had an accident during my driving test, got sued, had to get a half time job to pay, my gf and me broke, I met another girl but things got difficult... The less said, the better, I'm trying to forget all of that.

Anyway, that isn't an excuse for leaving without saying anything, and I should had tried to at least post to say that I would be leaving for a while.

To be honest, I only remembered to come and post this because of a guy Solymr contacted on a different forum thinking he was me (he had Khaiel as his nickname on that forum and he is also from Seville, so it's easy to see why he thought so). The guy was worried that he would gain some kind of bad fame because he shared nickname with me, and managed to find me at my job in a comic book store (I was quite scared that someone could find me with so little info, but apparently Seville isn't that big).

So... That's basicly it. I'm really sorry, and a bit embarrased about having forgotten about this. I'm starting to have some free time again, but I don't know if I'm welcomed around here anymore (I would be at least a bit angry at someone who left without saying anything), so before doing anything, I wanted to apologize.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on April 24, 2015, 07:49:11 am
Wait, you're the guy behind the Shaman my guy replaced!

God DAMNIT, I was sad that she left T_T She seemed pretty interesting (appealing to me since she reminds me of certain manga characters.) and I wish I had have gotten the opportunity to be in the game at that point.

(I'm not sure about the others, but I'm definitely understing of bad life events getting in the way of things.)
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on April 24, 2015, 07:53:40 am
It was a shame, because Knights of the Empire was the first FEF I'd actually really started playing.
But good to see you back.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on April 24, 2015, 08:51:29 am
I'm sorry to hear all that Khaiel. :-/ Don't be too hard on yourself. Things happen, and we have to change our priorities sometimes. I'm sure I speak for everyone when I say I hope things are looking up for you and that we'd welcome you back.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on April 24, 2015, 11:05:02 am
/me offers hugs to Khaiel

Real life always comes first dude. I'm sorry that you've had to deal with such a sucky time, and I hope things get better.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on April 24, 2015, 11:05:52 am
Yes yes hi Khaiel, now get back to work cuz some people were missing you and are starved for KotE action.

/me obviously late but what gives :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on April 24, 2015, 12:02:53 pm
Welcome back, dude.
Title: Re: The Fire Emblem on Forums Hub!
Post by: mastahcheese on April 25, 2015, 04:49:05 pm
+1 to all of the above.

Welcome back, Khaiel.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Culise on April 27, 2015, 01:43:05 pm
Hello, Khaiel, and welcome back.  I really don't think you have to worry about not being welcomed back, and I'm glad everyone else agrees.  I do hope things are looking up for you and that you don't have to worry about any of that unfortunate business anymore.  Don't worry about putting more important practical affairs above games; those should always take priority, and you shouldn't have to apologize for it. ^_^
Title: Re: The Fire Emblem on Forums Hub!
Post by: freeformschooler on April 29, 2015, 08:26:47 am
Today I was thinking: the Enchanter is a cool class with a cool skill, but what if there was a promoted class based entirely around that sort of mind control? "Charmer" or something, a class that was weak but could possess an enemy at the cost of making themselves vulnerable during that time. I don't know what sort of crazy downsides it would have to have but I'll try to hammer out an idea soon.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Twinwolf on May 02, 2015, 09:14:24 am
Since Khaiel has come back and revived Knights of The Empire, I think that should be moved back onto the "Active" list.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on May 19, 2015, 06:32:45 am
By my own stupidity I have doomed my compy. I might or might not get a new compy/laptop soon, who knows. Until that, all games are on indefinite hiatus, unfortunately :/

At least thanks to GiglaDes the current fefs have been saved, heh.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on May 19, 2015, 06:59:05 am
Oh hell.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on May 19, 2015, 08:03:54 am
Jeez, that sucks Hasp. What happened?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on May 19, 2015, 11:06:19 am
Oh nooo D:
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on May 19, 2015, 01:15:26 pm
Hello and status update: unfortunately as CE suspected, all things point to PSU (power supply unit) failure. My dad, an electrician, thinks the same. Compy started to die off after mere minutes so there goes my compy for a while.

Like I said, FEF2, FEF3, FEF4 and all other games I currently run are on indefinite hiatus. Please move for me in PtL, NoH and FH.

GiglaDes and swordstar plz dun include my characters in your games :v

My bro agreed to let me on his compy for work stuff but that's all. During my downtime, GUNINANRUNIN and Xanmy are in charge of #feftalk.

/me siiiiighs :I
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on May 19, 2015, 01:30:13 pm
-
Title: Re: The Fire Emblem on Forums Hub!
Post by: mastahcheese on May 19, 2015, 05:10:50 pm
To add in to such news (though not as bad as Haspen's) I'll be without home internet for a week, hopefully less, so I won't be around to update my game or anything. Just autopilot my characters until I get back. I shouldn't be long.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on May 21, 2015, 02:11:18 pm
Status updoot: My cousin an IT guy came over and did a little check between jobs and after I told him in detail how this all began to happen he came to conclusion it's due to lack of fan in the back, old thermal paste and badly reattached radiator (cuz i'm a derp, who would guess :2).

He will be back on Sunday with new paste and new radiator so if overheating is the only issue, I might be back into full action by Sunday. I will be back to murdur, yaaay \o/
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on May 21, 2015, 03:39:57 pm
Yay, murder! :D
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on May 21, 2015, 04:05:14 pm
I hope it works out that way for ya, Hasp. Not having a computer sucks. :-\
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on May 21, 2015, 04:08:00 pm
Hasp, in that case, do you want me to still consider you for my game?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on May 22, 2015, 02:32:11 am
As future chapter addition, yes, but I will tell ya for sure on Sunday, k? v:
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on May 24, 2015, 07:14:28 am
YES

YES

YESSSSSSSSSSSSS

:D
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on May 24, 2015, 11:30:25 am
Congrats Hasp. ^^^
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on May 27, 2015, 11:02:32 am
When Cecil disappears, he disappears for a WHILE.

No kidding. Where art thou great Creator?
Title: Re: The Fire Emblem on Forums Hub!
Post by: CecilHoshino on June 17, 2015, 12:46:47 am
Well surprise surprise, guess who decides to show his face again after dropping off the face of the earth!

Yeah...the past couple of months have been a self-inflicted nightmare. When I initially disappeared, what I thought I might do for Christmas was present you guys with a first draft of the GM's Guidebook, so long as I could get it ready by then...
And then the first day of the vacation, I damn near break my arm in an icy parking lot. So that pretty much put the kibosh on everything. And then I return to the university to the second semester of the core 3rd year of the program, and...the less said about that, the better. Again, entirely self-inflicted, no one to blame but myself, but the point stands, I was swamped, and what little time I had was very poorly managed. And with each passing day, without checking in on the forum, or updating the GM guide, I felt more and more awkward about coming back.

But, finally, things changed this summer. I've...come into a lot of free time, and I want to make the most of it before I go on exchange to South Korea in the fall. So, in addition to a bunch of other projects, I want to take every Tuesday of the summer to work exclusive on the guidebooks and the RPG as a whole. Progress on my various projects will be tracked here:
https://siraranisamused.dreamwidth.org
And I will be making a lot more visits to this forum, and maybe lurk a bit in the games, to see how things are working (or, in the case of the mechanics, not working). I'm really glad to see the community is still going, and new people are still coming in and checking out a work like mine. Again, I apologize for leaving so suddenly and then coming back so empty-handed, and hope you all will continue to want to work with me on this. (It already looks like you found a solution to the whole "statting enemies" thing while I was out, for example, although I've still got some things I need to get the GM's Guide up for)
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on June 17, 2015, 12:57:47 am
Howdy Cecil. Sorry to hear about your arm. NoH is almost over- Anything you'd like to ask me about running my first FEF? I don't know if it'd be helpful to you or not.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on June 17, 2015, 01:27:04 am
And also welcome back man. ^^^
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on June 17, 2015, 02:53:58 am
Welcome back, Cecil. Sorry to hear about your troubles D:
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on June 17, 2015, 07:08:23 am
Ayy Cecil is back \o/
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on June 17, 2015, 08:43:34 am
-snip-

There's a saying 'better late than never', so you're always welcome around :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: CecilHoshino on June 17, 2015, 02:26:34 pm
Howdy Cecil. Sorry to hear about your arm. NoH is almost over- Anything you'd like to ask me about running my first FEF? I don't know if it'd be helpful to you or not.
Ah, don't worry about it; like I said, damn near broke my arm, didn't actually, just sprained bad enough to put me out of commission for a few days. Six months later, full recovery (heck, one month later, full recovery).
So, tell me, in your experience, what were some of the hardest elements of running a campaign? Map generation? Map updates? Enemy creation? Misfired difficulty curve?

So, other thing I wanted to ask about/throw out there: Performance/Dance/Play has come up in talks again, and I wanted to pitch a sort of combination of nerfs and adjustments, some of them already pitched out but I'd just like to gauge the reaction to the change before going forward with them. Now, as I mentioned in the past, some of the elements of this guidebook (such as the whole existence of the Battle Mage, the magic flinging promotion for the Archer) was based off the Might&Magic series. So, what they've done in the Heroes games ever since the death of NWC and the rebirth through Ubisoft is a change to the Morale system. Whereas, before, Good Morale granted a unit a whole other turn straight up, in Heroes 5 and onwards, Good Morale gave them an additional Half turn; they could only move half as far, and they could only strike half as hard.

So what if, for an initial nerf to the Performers, the effect looked like this:
The character is able to play a song for any ally adjacent to the user who has already used their action. That character gains a bonus turn. During this bonus turn, their MOV is reduced by half (rounded up). If they make an attack during the bonus turn, their final damage after calculation is reduced by half (rounded up). If they use a staff during the bonus turn, the heal, range, and hit rate are all reduced by half (rounded up)

Alternately, it could just stop at "That character gains a bonus turn" and then Bonus Turn gets its own section in the Combat section.
To adjust for the range provided, perhaps Bard and Dancer could instead have their range look like this:
Trainee to First Class Level 10: 1 adjacent target
Level 11 to Promoted Level 10: 1 target at range 1-2, OR 2 targets on opposite sides of the performer (think Leanne from FE10) (the player can pick one)
Level 11 Promoted to Level 20 Promoted:  2 targets at range 1-2, OR all adjacent targets (based on what the player chose previously)

The changes to the Equippable performances will be a bit more...involved. Gonna have to give them a further look. But, as for the changes to the "bonus turn" Bards and Dancers can give, do these changes look to be a step in the right direction? (And given just how powerful an extra turn can be, do they even NEED their additional skill, "With A Little Bit" and "Boundless Stamina?")
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on June 17, 2015, 02:30:49 pm
How about they can only attack OR make a full move again?

Also to answer your last question, no they don't :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on June 17, 2015, 02:32:14 pm
I'm gonna stay with my own nerf because I'm a rebel v:

BMM42 and others will probably offer some tweaking on that, though. They're more open-minded to rule changes.
Title: Re: The Fire Emblem on Forums Hub!
Post by: freeformschooler on June 17, 2015, 03:15:54 pm
It seems like as good a nerf as any except for being much more complicated than what we had before. The nerf level is likely sufficient, but it's more GM fiddling than simply halving the number of total targets as Haspen did.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on June 17, 2015, 03:19:08 pm
You mean this is more complicated than Haspen's Memory Magic which has him asking you what spell you wanna take every two levels? :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on June 17, 2015, 03:38:38 pm
I'm gonna stay with my own nerf because I'm a rebel v:

BMM42 and others will probably offer some tweaking on that, though. They're more open-minded to rule changes.

You aren't a rebel, you're a luddite. :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on June 17, 2015, 03:50:18 pm
You aren't a rebel, you're a luddite. :v

I might be a luddite, but I'm the one hosting most FEF games for your and others pleasure :3
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on June 17, 2015, 03:53:29 pm
But your games aren't running yer too busy with sekret stoof v:
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on June 17, 2015, 04:11:34 pm
They're playing with me for over two years now. There have been mucho longer hiatuses. Few days won't kill them :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on June 17, 2015, 04:48:34 pm
I think Haspen has the better fix here- but i feel like it impacts their usefulness too much. I feel like they need something else to compensate- maybe a purely defensive ability? I dunno.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on June 17, 2015, 04:55:52 pm
I think this has been said already but what about a cooldown? Long War recently inttoduced a refresh-like ability on officers that gives an extra move and works on cooldown/charge system.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on June 17, 2015, 05:01:24 pm
I think this has been said already but what about a cooldown? Long War recently inttoduced a refresh-like ability on officers that gives an extra move and works on cooldown/charge system.

But what do they do while that recharges? They have no other abilities.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on June 17, 2015, 05:02:39 pm
You people just love to overcomplicate simple problems instead of slapping down a simple solution and call it a day, eh? :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: birdy51 on June 17, 2015, 06:30:19 pm
I've always been an advocate of more occasions where they get to use their Performance items. I fear they don't see enough use as it is.
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on June 17, 2015, 08:02:47 pm
I think this has been said already but what about a cooldown? Long War recently inttoduced a refresh-like ability on officers that gives an extra move and works on cooldown/charge system.

But what do they do while that recharges? They have no other abilities.
Use items, use performance items, stand bravely in front of enemy arrows?

Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on June 17, 2015, 09:25:35 pm
I think this has been said already but what about a cooldown? Long War recently inttoduced a refresh-like ability on officers that gives an extra move and works on cooldown/charge system.

But what do they do while that recharges? They have no other abilities.
Use items, use performance items, stand bravely in front of enemy arrows?

Having performance items be more common and available would probably offset the crappiness of a cool down on the standard dance. I noticed that the performance buffs have no listed duration. What should it be?

Also, Cecil, when should various status counters be ticking down? At the end of the turn, as we've been doing, or the beginning of the turn? The way we've been doing it works well except when 1 turn buffs are applied- Quickness in particular is very nearly useless, as evasion is most useful during the enemy phase, and applying it on your turn means it stops working when your turn ends.
Title: Re: The Fire Emblem on Forums Hub!
Post by: CecilHoshino on June 17, 2015, 09:46:14 pm
It follows Fire Emblem rules, where in (at least a majority of the games in the series) Status Buffs and Effects tick down at the start of that unit's next turn. So if it's a buff, then
Player A uses Quickness on Player B (Turn 1). At the start of Player B's next turn (Turn 2), Quickness wears off.
And in case of ailments, then
Enemy A casts Poison on Player A (Turn 1). At the start of Player A's next turn (Turn 2), they take a tick of poison damage, and then the status ailment ticks down by one.
Although, now that I've said that, I need to go back and make some changes to other items and abilities, as, now, the entire Ancient Magic line (except Poison) is useless...until such time as the proper fix and weapons adjustments, as a band-aid errata, all Ancient Magic now applies their Debuffs for 2 turns (so the target is at least affected by it once)

Also, just so everyone has an idea of what to expect with the Enemy Unit Guide, the units will look something like this...

[Enemy Class]
[Human/Monster/Demon/Dragon]
[Total Level]
[Current Level]

[Base Stats]

[Stat Preferences, ranging from "Very Low" to "Very High," plus a numerical range]
STR: High (13-17)
DEF: Low (5-9)

[Average Stats at Level's 5/10/20 or 10/15/20]

[Weapon Proficiency]
[Available Weapons]

[Available Skills]
[Unique Skills]
[Boss Unique Skills]
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on June 17, 2015, 09:54:49 pm
Alright, cool.
Title: Re: The Fire Emblem on Forums Hub!
Post by: CecilHoshino on June 19, 2015, 06:42:42 pm
So, there was something else I wanted to talk to you all about. Once again, this is gonna be about equipment.

I really love the identity that the Sword subcategories have, and Anima has a good niche, as well. I'm kinda in favour of Sidearms being set outside the Weapon Triangle, although would it be entirely fair to have the provision that Priests/Sisters, Bards, and Dancers don't get to play with too many knives (https://www.youtube.com/watch?v=asULvdxX07s)? And what would this do to the Thief tree of classes? I kinda made Sidearms entirely for them, but how've you all been playing the Thief class? Support based or combat based? Is it actually not that weird to see Ezio running around Assassinating people with a Silver Blade?

Anyway, the point is, taking out Sidearms, Swords, Bows, and Anima all have a clear divide in their weapon subcategories (although some could use more highlighting). I'd like to achieve something like that for the other weapons (Staffs have the clearest divide between Heal, Buff, and Ailment, although to my understanding Heal is still the dominant choice), but that's where things get...muddier.

For Lances and Axes, are you guys happy if the division is "Typical Weapon/Heavier, Less Accurate, More Powerful Weapon/Thrown Weapon" (Pierce/Polearm/Spear and Hack/Bludgeon/Thrown), or would you rather Polearm and Bludgeon take on more of the "Anti-Cavalry and Anti-Armour, respectively" identity? Or something else?

And as for Light and Dark Magic, that gets even muddier. The idea behind Judgement, Barrier, Ancient and Druidic magic was always more gimmick based, with the intended identity being
Judgement: Anti-Specific Units, but not so effective vs others
Druidic: Anti-Specific Weapons, but not so effective vs others
Barrier: Mage Tank
Ancient: Status Ailments

Is there a better way to achieve these identities? Are they fun identities to start with? What would you rather do as a Shaman or a Monk, rather than just "Heavy magic damage" vs "Crit happy magic damage?"
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on June 19, 2015, 08:33:25 pm
In order of the points of discussion- Most of the thief tree units that we see tend more toward combat than support, and the sidearm category rarely gets chosen as a specialization, at least as far as I've seen. I think with the recent nerfs to them however, bards and dancers could really use access to sidearms, so I wouldn't advocate them being heavily restricted from them.

Having entire categories centered purely around effectivity against one sort of target strikes me as a bad choice. It would give the categories some much needed identity, so maybe put several in, but not all. Others should just be heavier/stronger, in my opinion.

Of the other magic choices, I don't feel like the Barrier category works very well, and I'm not a fan. That said, I don't really have a replacement to contribute, so that's the end of that description. I really like Ancient magic, and feel that a category focusing on ailments and debuffs is a very cool one that's easy to fluff and justify. Druidic is a bit less so.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on June 20, 2015, 05:46:04 am
Sidearms are usually picked for two reasons: ranged swords and max crit Hidden Blade. And Hidden Blade tends to never appear :v

The matter of "heavier less accurate and more powerful" category is weird since some of the Bludgeon weapons are lighter/more accurate/less powerful than the Hacking equivalent. It's really strange. Same as with the swords, Piercing weapons are actually OP when compared to other weapons of the same rank.

About the Judgement tree, 1.2 had the problem of not covering all the classes, while 1.3 has the problem of being imbalanced since it's based on skills. Instead of making it deal 3x damage when targeting their classes, in my game I made it so they all have the same MT based on the user's level. I did the same with Druidic tree, but maybe instead of making it trump one weapon and making it lose against all others, maybe make it so it works like a part of the weapon triangle (example: black sword would get WTA against swords but WTD against axes).

The Ancient tree is cool, just maybe reword the ailment duration so it lasts one full turn (one PP, one EP, one AP in any order).

As for Barrier category, it's the one that needs a rework the most. Maybe give the unit using them a temporary HP shield based on damage dealt?

One last thing, rename Black Physique to Dark Matter ples
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on July 12, 2015, 03:38:10 pm
/me pokes thread.

Yo, I think our TVTropes page would use some loving. Stuff there haven't been updooted in months :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on July 12, 2015, 04:33:11 pm
I don't think enough has happened in any of the games to warrant updating the page. Unless you want to add Twin King to the 'dead games' list. :V
Title: Re: The Fire Emblem on Forums Hub!
Post by: Twinwolf on July 12, 2015, 04:36:38 pm
You might want to add Phoenix Emblem to the "On Hiatus" or "Dead" list, if it isn't already. Not sure about Knights of The Empire, it seems to wake up, then die, then wake up again. Currently it is alive...

Also, out of curiosity, does anyone intend on starting a new FEF soon / Have an open spot in theirs?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on July 12, 2015, 04:41:52 pm
Wasn't there some talk about adding mugs to the character page? Did we give up on that?
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on July 12, 2015, 07:49:19 pm
If nothing happens soon I may just say "screw it" and start up my own FEF. In maybe a week or so.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Twinwolf on July 12, 2015, 07:57:31 pm
PM when you do, if it's no trouble. Granted, I'm on the forums extremely often, but in case I miss it.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on July 12, 2015, 08:12:27 pm
If nothing happens soon I may just say "screw it" and start up my own FEF. In maybe a week or so.
Got any particular ideas in mind?
Title: Re: The Fire Emblem on Forums Hub!
Post by: F.O.E. on July 12, 2015, 10:42:05 pm
If nothing happens soon I may just say "screw it" and start up my own FEF. In maybe a week or so.

Funny, I was considering doing the same since TF might as well be dead.

The Forgotten was finally forgotten.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on July 13, 2015, 02:09:22 am
Sure, TW.

If nothing happens soon I may just say "screw it" and start up my own FEF. In maybe a week or so.
Got any particular ideas in mind?

Not really. Most of my ideas are better suited for less linear systems like DnD than FEF. Still, I've got a few things i think would be fairly interesting to try, though I'd do a mini Test FEF just to see how I handle GMing. (Very mini, as in 1 chapter Mini.)
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on July 24, 2015, 04:18:50 pm
I've been seeing a bit of discussion about xbows and I had an idea about them:

Crossbow AS being half STR + half SPD.

What do people think?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on July 24, 2015, 04:27:08 pm
Why do you ask me when my answer to these tweaks and new stuffs is 85% of the time the same? :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: Xanmyral on July 24, 2015, 04:39:44 pm
I dun approve. I feel they're fine as they are now. Also, strength doesn't represent the ability to carry objects in this game otherwise they would affect the weapon's WT, so it would be muddling the waters of the stat segregation.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on July 24, 2015, 04:59:05 pm
The main idea is to give a reason for xbow specs to have STR and other archers to consider using xbows without their STR going to waste.
Title: Re: The Fire Emblem on Forums Hub!
Post by: xelada on July 24, 2015, 08:59:04 pm
The very idea of Xbows is that their damage is more or less fixed. The reason for a Xbow specialist to have str is to have more versatility, if they has no str then they are very much limited to a set of weapons that only get stronger when you get the new model.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on July 25, 2015, 01:03:04 am
Nay to Solymr's idea. Crossbows are perfectly fine as-is.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on July 25, 2015, 04:04:49 am
Of course this change would mean xbows getting a slight buff in other areas such as damage.

And yes this is targeted against the 0% STR xbow spec a lot of people including Sirus build v:

In any case I want to ask Cecil if he's still around if what he intended for xbows is for them to be used only in a no STR build while boosting other stats to infinity and beyond.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on July 25, 2015, 04:09:12 am
I mostly just despise the 0% STR build crossbows encourage. The character either has a crossbow and is godly (unless it's super late game) since they get a bunch of extra growths to spend in tanky/hit stats, or they're basically useless since their strength is crazy low.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on July 25, 2015, 08:56:56 am
I think Otiros avoided both ends of that. The only time he was a crazed killing machine was that one map I had with the fliers (which had to be reset after the tpk the first time around), and even when his crossbow was negligible in damage output, he was still useful as a wahl because Praef built his character that way.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on July 25, 2015, 09:00:30 am
I guess I just don't like the over-reliance of picking up a crossbow when you go 0% STR.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on July 25, 2015, 09:07:27 am
Then don't make a crossbow based build then, I guess?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on July 25, 2015, 09:54:30 am
Spoiler alert: by the base rules you're not actually allowed to make a 0% str build. The wording there is unclear, but Cecil did specify. You're allowed to leave one of mag or str at 0%, not both. You are required to put at least 10% growth into the stat used by your base weapon, which is why you'll note that Grif has 10% STR growth. It's still min maxing, but it's not quite as bad as you're all making it out to be.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on July 25, 2015, 09:57:10 am
Spoiler alert: by the base rules you're not actually allowed to make a 0% str build. The wording there is unclear, but Cecil did specify. You're allowed to leave one of mag or str at 0%, not both. You are required to put at least 10% growth into the stat used by your base weapon, which is why you'll note that Grif has 10% STR growth. It's still min maxing, but it's not quite as bad as you're all making it out to be.

Actually, Grifen has mag growth, doesn't she? So she totally could have had 0 str prog.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on July 25, 2015, 10:00:03 am
Nope, she couldn't. Because her base weapon prof was a physical weapon, which means she needed STR growth. Which one you need is based off your trainee class.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on July 25, 2015, 10:05:30 am
Huh. Weird.
Title: Re: The Fire Emblem on Forums Hub!
Post by: fillipk on July 25, 2015, 10:07:22 am
PTW I don't have a comment at the moment but it seems like the build is still viable just a tiny bit weaker.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on July 25, 2015, 10:07:53 am
At least I think that's how it works, I don't quite remember, but that's what makes sense to me.

/me shrugs
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on July 25, 2015, 10:16:37 am
That build does heavily rely on the GM giving you better weapons. If you just get iron crossbows all game you're not going to be doing much damage.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on July 25, 2015, 10:21:48 am
That build does heavily rely on the GM giving you better weapons. If you just get iron crossbows all game you're not going to be doing much damage.

Yeah, but I think most GMs would graduate you from iron eventually.

>_>
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on July 25, 2015, 10:25:22 am
"eventually"
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on July 25, 2015, 10:25:43 am
I thought that's what the book might have implied when I first joined, but made no comment and assumed you guys knew better. Since then I haven't though about it, but yeah, the book says "Or" so I guess it means you need 10 minimum in one of them, based on class.

Quote from: Handbook
with the exception of Strength and
Magic. Depending on your class's style of combat, you can choose to put 0 in Strength or Magic
(a Bandit with a Magic growth is not unheard of, but acceptably rare)

I'd have the better-than-iron weapon be a drop from the final boss, hue.
Though, really, it does sort of rely a hell of a lot on GM fiat.

Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on July 25, 2015, 10:26:54 am
Yeah, need min 10 in one of 'em except for in Soly's game.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on July 25, 2015, 10:28:42 am
Yeah, but I think most GMs would graduate you from iron eventually.

>_>

My point still stands that if a GM were to not like the build (or was just forgetful, or if the players never budgeted money for a better crossbow) that that's one way of nerfing it without changing mechanics around.

quoted because tripleninja
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on July 25, 2015, 10:33:55 am
If the players don't budget for it it's their own fault. Even if they're not dealing damage, any player can be useful, especially as they're likely to be pretty tanky.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on July 25, 2015, 11:19:42 am
Oh, right, the construction of my FEF (http://www.bay12forums.com/smf/index.php?topic=152201.msg6396741#msg6396741) has started. There's some more lore stuff I need to write down, but it should be going up tomorrow (and by that I mean going unlocked). It's actually unlocked now since I need to edit the opening post. Also, there a poll. Tell me if anything's wrong, or there's somewhere I could make improvements.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on August 01, 2015, 07:39:34 am
Tileset oh tileset, where oh art thou tileset?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on August 01, 2015, 08:45:30 am
Tileset oh tileset, where oh art thou tileset?

Which one? :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on August 01, 2015, 08:47:35 am
The one that VRFEF's gonna use, and the one that FOE's usin'.
Title: Re: The Fire Emblem on Forums Hub!
Post by: zomara0292 on August 03, 2015, 06:51:05 pm
Took forever fo find this.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on August 03, 2015, 08:11:10 pm
Yeah, this thread rises and falls. Usually falls.

SOLY, ADD MAH FEF TO THE TITLE PAGE. >:C
Title: Re: The Fire Emblem on Forums Hub!
Post by: Xanmyral on August 03, 2015, 08:52:14 pm
The one that VRFEF's gonna use, and the one that FOE's usin'.

I think BMM is gonna use Hatspin's tiles, judging from past. You can find it in the main post. Unless he's swapping to a different tileset, in which case can't help yah. I don't know what tilesets are in popular use, I assume still Haspin's.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on August 03, 2015, 08:54:04 pm
You're a bit late Xan, Hatkat gave his tileset to me like a week ago. XD

I put the map I made up for perusal in my OOC thread, even.

God, I wish Glow was around. She made some really awesome maps. And those custom character sprites were great, too. I need to try and do that...
Title: Re: The Fire Emblem on Forums Hub!
Post by: F.O.E. on August 03, 2015, 08:54:34 pm
Me and BMM are also master tile editors it would seem so we've got a few modified tiles (city houses, house against wall, broken door/wall).
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on August 03, 2015, 11:13:34 pm
Whatever happened to Glowcat, anyway? She just drop off the face of the earth?
Title: Re: The Fire Emblem on Forums Hub!
Post by: F.O.E. on August 03, 2015, 11:16:03 pm
I think Caellath said she was maybe down in the dumps on irc a while back.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on August 03, 2015, 11:21:41 pm
I think Caellath said she was maybe down in the dumps on irc a while back.
:(
That's a shame.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on August 03, 2015, 11:34:48 pm
I think Caellath said she was maybe down in the dumps on irc a while back.
:(
That's a shame.
Yeah, I liked her. :-\
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on August 04, 2015, 06:35:25 am
Yeah, this thread rises and falls. Usually falls.

SOLY, ADD MAH FEF TO THE TITLE PAGE. >:C

Well I need to add a bunch of FEFs like WoC so :v

I'll do it after lunch.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on August 04, 2015, 06:49:09 am
Same. Glooooooooooooooooooow, come baaaack, everyone misses you. *Performs Seance*
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on August 04, 2015, 06:57:55 am
She isn't dead.

Her housing situation wasn't resolved and issues sprang from that, I believe.

But yeah, she's someone I'd like to see the glorious return of.
Title: Re: The Fire Emblem on Forums Hub!
Post by: UXLZ on August 04, 2015, 07:09:56 am
I know that, but I felt like a seance suited her best. :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: Tiruin on August 04, 2015, 07:22:37 am
She isn't dead.

Her housing situation wasn't resolved and issues sprang from that, I believe.

But yeah, she's someone I'd like to see the glorious return of.
+1 knowing her.

And +10, on that glorious return.

Let's make her a FEF gift! o_o
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on August 04, 2015, 01:25:45 pm
Updayted game list, check to make sure I didn't balls up the links v:
Title: Re: The Fire Emblem on Forums Hub!
Post by: Khaiel on August 23, 2015, 12:37:06 pm
Hi, I'm Khaiel's brother.

He had an accident a while ago and asked me to log in his account so you would know he was out for a while... But I totally forgot. He is mostly ok now, but his arms hurt a lot, so he can't write. So, he has asked me to tell you he is ok now, and he will be trying to log in and post and that kind of stuff, but he won't probably be fully active until, at least, the 15th or 16th of September (he has to study for a few failed subjects).

That's it. The devil looks after his own, so Khaiel is mostly ok now. Sorry for forgetting about telling you (especially since he kept telling me to do it).

Have a good day.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Twinwolf on August 23, 2015, 12:37:54 pm
Better late than never, thanks for telling us.
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on August 23, 2015, 12:48:32 pm
Tell him we wish him well, and hope he feels better soon. :-\
Title: Re: The Fire Emblem on Forums Hub!
Post by: Twinwolf on August 26, 2015, 03:02:48 pm
A question came to mind that I've been wondering about for a while: How do you GM's make the maps?  The poll in this thread mentions a tileset?

Oh, and Khaiel's FEF should probably be moved back to the active section in the OP.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on August 26, 2015, 03:07:19 pm
I'll move it later :v

I use a program called mappy. I haven't made a map in months so I don't remember how does it work v:
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on August 26, 2015, 03:07:27 pm
I used Haspen's tileset in GIMP, or made my own tiles.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on August 26, 2015, 03:07:55 pm
There are two tilesets in use: mine (few-color DOS-like tileset) and the GBA Fire Emblem rip tileset (used by Solymr, for example).

Then you stuff the tileset in winmappy (for luddites like me) or Tiled (pretty much everyone else uses it).

And voila, maps :V
Title: Re: The Fire Emblem on Forums Hub!
Post by: Twinwolf on August 27, 2015, 12:07:28 pm
Where exactly do people get that tileset?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on August 27, 2015, 01:19:15 pm
Where exactly do people get that tileset?

For mine you have to ask nicely :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: Twinwolf on August 27, 2015, 01:23:17 pm
Can you please send me that tileset?  :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: Twinwolf on August 28, 2015, 08:15:09 am
If those questions about the tileset didn't make it blatantly obvious, I'm considering maybe attempting to start an FEF. Any suggestions for a new GM? Length and what a #x chapter in particular I'm curious about, but any advice is more than welcome...

Oh, and also a link to wherever it is you guys get the map sprites would also be nice...
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on August 28, 2015, 08:31:46 am
Try doing a quick search on any sprite resource website and you should be able to pull the sheets pretty easily.

As for the number of chapters, it depends on how much story you have to tell? Also, not all chapters are going to have the same length or density of enemies or anything else. Because of that, there isn't a good 'golden number' to give you based on how strong you want your players to be by the end. As you get further in, you'll be able to guesstimate how many levels you can expect your players to get out of a particular set up you're doing. That said, average length seems to hover around a dozen or so main chapters, and a couple side chapters.

Also, if you're starting a game, I have a basic enemy sheet that you can use for mook generation based on a system Xanmy put together. You can grab it right here. So can anyone else, incidentally. (https://www.dropbox.com/s/kvs7czp4d7xg6v2/Basic%20enemy%20generation%20progression%20spread.txt?dl=0) If you have any questions, go ahead and ask.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Twinwolf on August 28, 2015, 08:38:21 am
The %s are probably for progressions, but when does one roll the enemy levelups? Is the thing at the bottom for what levels stats with certain progressions get boosts?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on August 28, 2015, 08:43:07 am
The cool thing is you don't have to roll. It's fixed increases based on what level you set them at.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Twinwolf on August 28, 2015, 08:44:20 am
Ah, I get it.

Also, does This (http://s42.photobucket.com/user/FireEmblemBeta/media/Overworld.png.html) seem like a good place to get map sprites?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on August 28, 2015, 08:51:57 am
Good enough, I guess?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Twinwolf on August 28, 2015, 09:08:52 am
Mostly asking because it seemed kind of low-res, but it has map sprites of appropriate color for allies and enemies too, not just players.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on August 28, 2015, 09:41:29 am
Honestly, I'd suggest waiting for a while if I were you? Have you been in a game longer than a map yet? If not, I'd seriously suggest waiting for a little at least to get a sense of the game, how it works, things like promotion, that sort of stuff, etc.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Twinwolf on August 28, 2015, 10:06:22 am
That was the plan. I just wanted to be able to get all the resources I need to make the maps and such now so I don't have to do it later. Probably should have made that more clear.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on September 08, 2015, 04:29:43 am
http://chudooder.github.io/FEMultiplayer/

Do tell if someone gets it working, cuz I cannae :c
Title: Re: The Fire Emblem on Forums Hub!
Post by: Twinwolf on September 08, 2015, 06:23:57 am
BMM42's Virtual Reality Fire Emblem on Forums is currently accepting applications, in case anybody didn't notice.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on September 16, 2015, 09:24:11 pm
BMM42's Virtual Reality Fire Emblem on Forums is currently accepting applications, in case anybody didn't notice.

Yeah, it is.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 28, 2015, 01:25:27 pm
RELIABLE STUFF IDEA

After some discussion about Reliable Attack I thought of an idea for Social Knights: since their gig is versatility, give them a choice between two abilities, Reliable Attack and Reliable Defense.

Reliable Attack would be like current version: once per map, allows attack in the same turn, affects Social Knight's weapon triangle mods (increasing DMG and Hit).

Reliable Defense would be a bit different: no limit per map but you have to give up your attack to activate it, affects the enemy's weapon triangle mods (effectively increasing DEF and Evade).

There's also the value of the bonus, this is the current status depending on weapon triangle position:

Social Knight < Enemy: SC gets +1 DMG, +5 Hit
Social Knight = Enemy: SC gets +1 DMG, +15 Hit
Social Knight > Enemy: SC gets +1 DMG, +5 Hit

OCD about numbers doesn't let me leave it like this, it could be equal for all cases or emphasizing having WTA like this:

Social Knight < Enemy: SC gets +1 DMG/DR, +5 Hit/Evade
Social Knight = Enemy: SC gets +1 DMG/DR, +10 Hit/Evade
Social Knight > Enemy: SC gets +1 DMG/DR, +15 Hit/Evade

Thoughts?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on September 28, 2015, 01:31:09 pm
Oh, also, two new class ideas:

Spoiler: Butler/Maid (click to show/hide)

Spoiler: Minstrel Class (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on September 28, 2015, 02:10:50 pm
And while we're at it, due to a spot of contention in NoH-

Does Sol work like in FE:A, where the HP recovered is capped based on the remaining health of the target? Or does it work as it does in all previous versions where it's based solely on the damage from the attack it was activated on, regardless of enemy health?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 28, 2015, 02:16:15 pm
I'd say do like what you did with Nosferatu, which is the former IIRC, so go with that.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on September 28, 2015, 02:44:15 pm
I feel like it heavily impacts the usefulness of the skill to do it the former way.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 28, 2015, 03:54:33 pm
Why do you ask then :v

I was only pointing out that consistency is good, but you're the GM so if you really want it the other way it's not like I'm gonna stop you.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on September 28, 2015, 04:15:55 pm
I'm not the only GM who makes Sol available and cross game consistency is nice.
Title: Re: The Fire Emblem on Forums Hub!
Post by: F.O.E. on September 28, 2015, 04:51:55 pm
I'd like to point out the latter version is from FE10 (and FE9 i guess but who the fuck did you give your occult scrolls to get it tho?) and FE10's T3 skills are well known to be one of the most unbalanced and OP things to ever appear in FE. Seriously proccing a mastery skill might as well have been proccing assassinate (unless you were of the unfortunate Whisper class).

Edit: And Nosferatu, which is basically Sol, doesn't ever restore more HP than an opponent has.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 28, 2015, 05:14:10 pm
Haspen also does the former but he's lazy and doesn't post it here v:
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on September 28, 2015, 06:18:02 pm
I'd like to point out the latter version is from FE10 (and FE9 i guess but who the fuck did you give your occult scrolls to get it tho?) and FE10's T3 skills are well known to be one of the most unbalanced and OP things to ever appear in FE. Seriously proccing a mastery skill might as well have been proccing assassinate (unless you were of the unfortunate Whisper class).

Edit: And Nosferatu, which is basically Sol, doesn't ever restore more HP than an opponent has.

Previous fire emblems 4/5 also used the latter version.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on September 28, 2015, 06:22:15 pm
I would still agree that it's a really strong skill if you're doing it that way. At the very least I'd say cap it at however much HP they have, but I'd still say that recovering half HP if they kill or half damage if they don't is the best way to handle it. It's a character skill. I don't think there's anything that's significantly stronger than it, though if you think there are, please say what those are. I could see an argument for it being a free skill vs cost skill but.

/me shrugs
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on September 28, 2015, 06:41:50 pm
Spoiler (click to show/hide)

So yeah, who wants Sol to be free instead of cost :v
Title: Re: The Fire Emblem on Forums Hub!
Post by: Xanmyral on September 28, 2015, 09:50:55 pm
Sounds fair enough to me.

It strikes me as (sorta) similar case to Center or Imbue. They're honestly pretty great skills, but they require enough of a sink/requirements to set up to be meaningful that its not often dealt with. Aur has Imbue and its working good with him, for instance, but he spent the equivalent of two cost skills and half of his initial four to make it so.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 29, 2015, 04:51:36 am
It's a fair point. We should give that kind of check to other character skills too.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Twinwolf on September 29, 2015, 02:50:53 pm
Solymr, it appears that you can now add the second game to the "Completed Games" section: The Nature of Humans.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on September 29, 2015, 02:56:18 pm
Yes when it's locked ;v
Title: Re: The Fire Emblem on Forums Hub!
Post by: Bluexdog on September 30, 2015, 02:16:26 pm
PTW
Title: Re: The Fire Emblem on Forums Hub!
Post by: Bluexdog on October 03, 2015, 01:17:41 pm
Are their any FEF's that are starting up????
Title: Re: The Fire Emblem on Forums Hub!
Post by: Blade Master Model 42 on October 03, 2015, 01:24:37 pm
Not at the present time.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on October 07, 2015, 04:02:30 am
FEF5 Discussion and stuff thread (http://www.bay12forums.com/smf/index.php?topic=153456.0)
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on October 07, 2015, 11:32:05 am
FEF5 Discussion and stuff thread (http://www.bay12forums.com/smf/index.php?topic=153456.0)
You're a madman. A MADMAN
Title: Re: The Fire Emblem on Forums Hub!
Post by: Twinwolf on October 11, 2015, 09:17:27 am
F.O.E., did you accidentally lock FEF: Clashing Ideals' OOC thread? The IC isn't locked, and you haven't mentioned that the game is ending...
Title: Re: The Fire Emblem on Forums Hub!
Post by: F.O.E. on October 11, 2015, 10:28:56 am
I literally haven't had the topic open in the past few days. It's locked, but I didn't lock it.

Edit: And I can't unlock it either.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Twinwolf on October 11, 2015, 10:56:55 am
Maybe PM Toady One about it?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on October 11, 2015, 10:57:45 am
That's what I would do.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on October 11, 2015, 01:42:14 pm
PowderMiner has 1 day to resume posting actively or else plotkills will be had.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Twinwolf on October 11, 2015, 01:43:15 pm
In which of your games? *Prepares sheet.*
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on October 11, 2015, 01:44:28 pm
All of them.

PM's lack of activity is even more infuriating cuz he posts a lot in the suggestion games right in the neighbourhood v;
Title: Re: The Fire Emblem on Forums Hub!
Post by: F.O.E. on October 14, 2015, 01:53:02 am
Perhaps relevant to people in Uxie's FEF.

Quote from: Uxie
[01:49:47] <Uxie> Just dropping by to mention that I haven't forgotten about you all, and intend on returning, but I will not be doing so until the 10th of November. Final Year Exams will soon be taking place. That's the reason why I went away again in the first place. Bye bye, seeya in a month~
Title: Re: The Fire Emblem on Forums Hub!
Post by: SeriousConcentrate on October 14, 2015, 02:33:06 am
If you see this, good luck UXLZ.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on October 14, 2015, 02:33:45 am
Best of luck in your exams, UXLZ.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on October 14, 2015, 06:16:27 am
Oh that explains it. Good to know I won't have to drop Abel from FH :v!

And good luck and that, I'm shur you'll do fine without us distracting v;
Title: Re: The Fire Emblem on Forums Hub!
Post by: squeakyReaper on October 18, 2015, 05:40:28 pm
[snip]
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on October 27, 2015, 04:10:24 pm
NEF2 plot:

Evil Countess from Princess Eleonore's times got herself to the future first to grab an Orb of Wishing #44 for herself for the sole purpose of exacting vengeance upon Princess Eleonore who (in the past, 10 years before actual game time) was receiving the Countess' baby but due to her inadequate training in nursing the babby was born dead.

So the whole ritual went wrong and das how you NEF2 players ended in the future. That's because Evil Countess, while in the future, read a book how the 'last Princess of Eferia' helped spare the country by marrying the enemy prince buuuut that's the problem; Evil Countess read the book on events that already transpired meaning that her meddling wasn't going to affect anything.

That's because Eleonore wasn't meant to return at all and the actual princess who saved Eferia was her younger sister Ophelia who was mentioned two or three times by Eleonore and who stayed behind 'in the past', during the siege.

Before Chapter 5 (the one we never got to) Evil Countess was going to lure and kidnap Eleonore to stab-torture her to death but NEF2 players would have a Big Damn Heroes moment and rescue the princess... or not, considering I had planned to put a group of enemies plus a door between NEF2 players and their blonde princess and KO counter is only 3 turns after all.

However, that wouldn't change anything cuz like I mentioned before, this was already a stable time loop and Evil Countess wouldn't gain much (maybe expect brief personal satisfaction if Eleonore's KO counter would run out) and she would be surely killed by NEF2 players. By the end of that Chapter another Orb of Wishing (with different serial number than the one used by ritual-performers in the past or the Evil Countess) would be found and that would allow NEF2 players return home; at least those that would like to return. Epilogue post would reflect these changes. Princess Eleonore would read the book and stay in the future and in the end marry Prince Ashak or whatever his name was and become the next Empress of Rivan Empire (the one that conquered Eferia in the past). ~FIN~

I wrote all this cuz someone mentioned interest in NEF plots and this is the only one I remember ;P
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on October 29, 2015, 06:23:54 pm
So I talked with people about it a bit on IRC. (http://pastebin.com/4qxX6gEP)

I'm thinking of having a go at a Dark Souls based FEF - it wouldn't be set in the Dark Souls canon, but the setting would be shamelessly ripped off heavily inspired by it, and a humanity mechanic would be added rather than 3-turns-you're-dead death. It'd be quite open world for a FEF - maps would be large, and NPCs and shop-keepers would be found on those maps to be murdered interacted with as the players see fit.

Each player has XX amount of humanity. This decreases by 1 each time they are downed. If the player is downed for three turns, they lose an additional 3 humanity and respawn at the nearest bonfire. If no bonfire is lit on that map, they do not respawn until one is lit. Players can spend humanity to kindle a bonfire. I've not decided entirely what effect this will have.
 
Humanity can be restored by using humanity sprites or defeating exceptional beings. Humanity sprites are rare, and can be traded for items of great worth, with both human merchants and other.
 
If the player runs out of humanity entirely, they become Hollow, a hostile NPC, and therefore must be destroyed. Some abysses cannot be climbed out of.

Each player has an estus flask that may be refilled at bonfires with an action. Estus flasks start off with few uses and minor healing, but can be upgraded with pieces and souls found throughout the world. Estus may be used on the player or other players; using estus on downed players will bring them back up and prevent them from having to respawn at a bonfire.

Thoughts? Interest?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Twinwolf on October 29, 2015, 06:27:12 pm
Having played a bit of Dark Souls 1 and 2 and completed Bloodborne, I am very interested.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Sirus on October 29, 2015, 06:31:00 pm
Definitely sounds pretty interesting.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Culise on October 29, 2015, 06:38:13 pm
A Dark Souls FEF could probably tempt me into joining two simultaneous FEF games.  ^_^
Title: Re: The Fire Emblem on Forums Hub!
Post by: Khaiel on October 31, 2015, 07:39:23 pm
Well, hey guys. Just wanted to say hello. I'm not dead (yet). Things have been very rough, but at least now the doctors say I'm not in danger, and I can have my laptop around (Which is also very useful for college, because I have a ton of things to do that was unable to do. At least this time it seems I'll be able to go to the exams).

I'll be lurking and reading, and maybe I'll do something around the forums to help me not die of boredom in the hospital, but mainly I'll be reading. And it's quite late, so that's all for now.

EDIT: I am not sure if I'm impressed or scared by Gigla's avatar. Quite possibly both.
Title: Re: The Fire Emblem on Forums Hub!
Post by: F.O.E. on October 31, 2015, 07:43:58 pm
Everyone loves sparklespooder.
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on October 31, 2015, 07:46:25 pm
The Spider sparkles on.
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on November 01, 2015, 06:53:30 pm
I started work on the idea of armour. (http://pastebin.com/rjs5DkAV)

It doesn't stack directly with weapon weight; con is deducted from armour weight as well. It's an action to take armour on or off.

But I'd appreciate feedback: do you think that seems a good idea? Would you use the armours currently listed?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 06, 2015, 02:33:00 pm
I've been making FEF1 into a PDF for some time now. Here's a test with the prologue and a bit more RP for you to see. Tell me what you think about it, the format, etc.

https://dl.dropboxusercontent.com/u/50939120/fef1pdf/prologue.pdf
Title: Re: The Fire Emblem on Forums Hub!
Post by: SOLDIER First on November 09, 2015, 09:29:31 am
PTW
also someone start another FEF so i can be in an active one ;-;
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on November 09, 2015, 10:47:48 am
Technically, FEF5 gunna start accepting extra 5 (up to 7) people after Chapter 2 (current one) so v:
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on November 09, 2015, 01:04:34 pm
(There are also how many people currently trying to get one of those spots?)

/me is shot

Naw, SB should totally sign up for it.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 10, 2015, 08:18:33 am
Let's all give a big hand to UXLZ, who survived his exams and is back but went to sleep just now! Make him wake up to a pleasant surprise :v!
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on November 10, 2015, 08:19:36 am
/me shoves Uxie 8V

But nah really good for him :3
Title: Re: The Fire Emblem on Forums Hub!
Post by: SOLDIER First on November 12, 2015, 09:19:07 am
(There are also how many people currently trying to get one of those spots?)

/me is shot

Naw, SB should totally sign up for it.
...Wait, how many are trying to get a spot?
Also, if I can't make an archer, I won't play will be very disappointed but understanding.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on November 12, 2015, 12:20:16 pm
Uh, it's something like 10 people if everyone who originally tried updates their sheet. And there's already one archer in the game. Not saying you can't go archer, it just means someone already is doing that.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on November 12, 2015, 12:55:00 pm
Personally I'm still waiting for that all-archer party someone mentioned last year :P
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on November 12, 2015, 12:55:30 pm
Wasn't NoH enough archers? v:
Title: Re: The Fire Emblem on Forums Hub!
Post by: SOLDIER First on November 12, 2015, 01:15:33 pm
And me with limited access to sufficient sheet / mug creating tools.
Subterfuge and espionage shall be my guides this day...
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on December 15, 2015, 05:17:26 pm
Boop (http://www.bay12forums.com/smf/index.php?topic=154688.0)
Title: Re: The Fire Emblem on Forums Hub!
Post by: flazeo25 on December 17, 2015, 05:01:26 am
About summoner for handbook 1.20 what is there phantoms movement range and both phantom dragons attack range since that doesn't seem listed?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Twinwolf on December 18, 2015, 04:11:42 pm
For those who were not paying attention to the FEF5 thread after they didn't get in, you can post the updated sheets soon, I think.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on December 18, 2015, 04:55:08 pm
Path needs to be decided first, so it'll probably be around Sunday when we can post sheets again.

Also, for summoner, move and range can probably be assumed to be 5 and 1 unless otherwise stated. Well, maybe 6 for mov since they seem more likely to be promoted units.
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on December 18, 2015, 07:38:56 pm
5 for non-class monsters. Class-named monsters (Samurai, and so on) have MOV equal to their classes (so Samurai-phantom would have 6)
Title: Re: The Fire Emblem on Forums Hub!
Post by: flazeo25 on December 19, 2015, 10:36:22 pm
Also question about bounty hunter class, what weapons can Omni-weapon not allow bounty hunter to equip and what rank can they equip but still be managable weigh wise?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on December 19, 2015, 11:01:12 pm
They can equip any weapon. Weight stuff depends on build and weapon, aka not easily plotted out.
Title: Re: The Fire Emblem on Forums Hub!
Post by: flazeo25 on December 19, 2015, 11:07:50 pm
They can equip any weapon. Weight stuff depends on build and weapon, aka not easily plotted out.

So would a bounty hunter with 12 con be able to use d rank axes or staffs without a weight problem what a 11 con face?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on December 19, 2015, 11:30:50 pm
Yeah. So like... D ranks give +1 to weight, C give +2, etc. So if they have 12 con, they can use any D rank weapon that weighs 11 or less without losing any speed, any C rank weapon that weighs 10 or less, etc. So max con a BH can have is 14 (Thief Trainee (base 4 +2 on character creation)--> either Thief or Scav (+3) --> BH (+5)) so go from there. Alternatively, lose a little speed, it's not the end of the world, especially since thief characters tend to be fast.
Title: Re: The Fire Emblem on Forums Hub!
Post by: flazeo25 on December 20, 2015, 12:04:12 am
Yeah. So like... D ranks give +1 to weight, C give +2, etc. So if they have 12 con, they can use any D rank weapon that weighs 11 or less without losing any speed, any C rank weapon that weighs 10 or less, etc. So max con a BH can have is 14 (Thief Trainee (base 4 +2 on character creation)--> either Thief or Scav (+3) --> BH (+5)) so go from there. Alternatively, lose a little speed, it's not the end of the world, especially since thief characters tend to be fast.
Final question but any idea what staff weight be since it doesn't show, also so 12-14 con and very high speed would mean a BH could equip b or a weapon ranks without much downside?
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on December 20, 2015, 12:12:20 am
Staffs would depend on GM probs and it depends on the weapon. Thoron is A and weighs 18, so that'd be -8 speed there. But then Aura is A and only weighs 11 so it'd only be -1 speed. So *shrug*
Title: Re: The Fire Emblem on Forums Hub!
Post by: GiglameshDespair on December 28, 2015, 08:05:33 pm
Quote
* Gigla sees XCEF and Seed of Chaos
<Gigla> ;_; i am a fail
<Hatkitty> SoC was you?
<Hatkitty> lol I thought it was sordsturr
<Gigla> yeah
<Gigla> ...
<Gigla> you were in it
<Hatkitty> shhh
Title: Re: The Fire Emblem on Forums Hub!
Post by: Haspen on December 28, 2015, 09:00:13 pm
You traitor >:v
Title: Re: The Fire Emblem on Forums Hub!
Post by: Swordstar on December 28, 2015, 09:26:30 pm
I've only had one failed fef so far tyvm. And you were another crazy dude in it. And were going to get turned into a llama
Title: Re: The Fire Emblem on Forums Hub!
Post by: Solymr on January 08, 2016, 08:03:14 am
I proudly present you: FEF1 the pdf (beta)! Now you can read the game that started it all without forum fluff and loadings (only 40 MB in total). Except for the fact that it's still not joined and there are 168 parts :v

All you need to do is follow this link:

https://dl.dropboxusercontent.com/u/50939120/fef1pdf/FEF1-1.pdf

And change the last number to see the rest of the parts (...FEF1-2.pdf; ...FEF1-3.pdf; and so on). Remember: there are 168 parts. Don't skip any :V!

It's recommended that you turn off the space between pages.

Missing/WIP:

-Some mugs
-Proper text shadows
-Lining up
-Background color
-Spelling and consistency checking
-Proper conversation threads
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF beta released!
Post by: GiglameshDespair on January 08, 2016, 08:50:20 am
168 parts?  Jeaus weeps.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF beta released!
Post by: SeriousConcentrate on January 08, 2016, 09:09:01 am
Why not just put them all in a zip file? Only one link needed that way. :V
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF beta released!
Post by: Solymr on January 08, 2016, 09:20:39 am
I did the whole thing a bit rushed and I didn't think about it. I have a weird allergy to zips v:
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF beta released!
Post by: Sirus on January 08, 2016, 09:23:42 pm
Yeah? Well I (and most people I think) have an allergy to manually typing in 168 individual download links :P
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF beta released!
Post by: Blade Master Model 42 on January 08, 2016, 09:25:22 pm
Yeah? Well I (and most people I think) have an allergy to manually typing in 168 individual download links :P

We gotta do what now
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF beta released!
Post by: Powder Miner on January 08, 2016, 09:56:00 pm
not as bad as he makes it sound, just replacing FEF1-1 with FEF1-2, etc
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF beta released!
Post by: Swordstar on January 08, 2016, 10:00:06 pm
And technically, you only need to do it 167 times!
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF beta released!
Post by: Powder Miner on January 08, 2016, 10:07:20 pm
if you can read it so fast that that becomes tiring, i am both impressed and worried
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF beta released!
Post by: Furtuka on January 08, 2016, 10:10:35 pm
BE WORRIED
Title: Re: The Fire Emblem on Forums Hub! In which Solymr is a derp
Post by: Solymr on January 09, 2016, 05:30:22 am
Thing is I put them into a zip already but I realized that my net doesn't allow for uploading a single 30+ MB file as opposed to 168 smaller files :V

I will have it uploaded today dun worry.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Solymr on January 09, 2016, 01:21:03 pm
https://dl.dropboxusercontent.com/u/50939120/fef1pdf/FEF1PDF.zip

And here it is! My whoopsie has been rectified and the OP link is fixed too v: ENJOY
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: SeriousConcentrate on January 13, 2016, 10:28:03 am
I'm up to 139 and... wow. I kinda really miss the FEF1 crew (no offense to newer players and FEFs, etc.). It's so interesting to go back and sort of see us all as players figuring everything out about the game and how we meshed as writers, and I'm really enjoying re-reading how Chris interacted with everybody.

*The nostalgia hits SerCon in the head, shattering the skull and bruising the brain!
*SerCon has been shot and killed.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Solymr on January 13, 2016, 11:02:24 am
The first one was... special  :P
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: USEC_OFFICER on January 13, 2016, 11:13:02 am
Well, your first time is always special, yes. I believe that's how these things go.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: SeriousConcentrate on January 13, 2016, 11:52:34 am
Nah, I'm just... enjoying some of the last conversations.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: SOLDIER First on January 13, 2016, 11:55:33 am
A visual representation:
bad joke


SerCon
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: SeriousConcentrate on January 13, 2016, 12:02:32 pm
SenBow, I'm kind of the perv master around these parts, I know damn well USEC was making a virginity joke. :V I was ignoring it in favor of being a sentimental old man. (I'll be 30 this year, that's old, right...? >.> Even if not, FEF1 itself will be three years old in a month, and that's been a long time at least.)

EDIT: Also wow was Derick a badass.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: SOLDIER First on January 13, 2016, 12:42:28 pm
A visual representation:

SerCon ignoring the bad joke

Me

Bad joke
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: GiglameshDespair on January 13, 2016, 01:48:25 pm
SenBow, I'm kind of the perv master around these parts, I know damn well USEC was making a virginity joke. :V I was ignoring it in favor of being a sentimental old man. (I'll be 30 this year, that's old, right...? >.> Even if not, FEF1 itself will be three years old in a month, and that's been a long time at least.)

EDIT: Also wow was Derick a badass.

Soon you'll be SenileConcentrate, old man :v
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: SeriousConcentrate on January 13, 2016, 09:04:14 pm
Get off my lawn, you damn spooder. :v
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Tiruin on January 14, 2016, 02:41:36 am
Soon you'll be SenileConcentrate, old man :v
SeriousConcentrate, the venerable.
I can get behind that :P ~30 yrs isn't something to shy away from. Seeing the wisdom you got.

...
How much did you put into your stats, SC? :P




Planning to submit my planned FEF draft here but I'm very, very shy due to adding many new stuffs that it may not seem like a FEF. >_>
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Xanmyral on January 14, 2016, 03:39:54 am
Ah, I wouldn't be shy about that. Mine went a similar way, although half because I don't really know what to emulate with FE. Just give it a shot and people will give their thoughts.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: SeriousConcentrate on January 14, 2016, 03:43:18 am
Not nearly enough in any stat, Tir. Apparently I decided on a challenge run. :v
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: IronyOwl on January 14, 2016, 05:25:39 am
Planning to submit my planned FEF draft here but I'm very, very shy due to adding many new stuffs that it may not seem like a FEF. >_>
I once tried to run one about magical girls dying in a tower with no stat caps, all actions processed in one go, and instadeath at 0 HP. It still attracted a full roster and saddened everyone involved by instantly dying. The game, I mean, not the characters. The game had to live for the characters to die.

The point is you'll be fine. :P


although half because I don't really know what to emulate with FE.
You know, this is something I've kind of wanted to ask for a long time:

What do people like about FEF? There's kind of a lot of things in there and I'm curious which parts are the move-y bits and which tend to just sort of be that way. I've noticed non-FE FEFs are fairly rare but seem to do pretty well, for instance, which makes me wonder how much the FE setting is incidental and how much it helps but not enough to starve out the occasional deviant.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: SeriousConcentrate on January 14, 2016, 05:30:12 am
Which FEFs do you consider non-FE?
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on January 14, 2016, 05:52:33 am
Maybe the Dark Souls one? XCOM FEF? Ya know, those that mix Fire Emblem with [insert name here] in various degrees of success ;v

@Tiruin: Personally, I would go with regular FEF first so you have some FEF GM experience (and find out just how much of time and work this horrendous abomination absorbs from you). After that I would go with 'mixing it up' with new mechanics and whatnot.

But of course that's up to you :v
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: SeriousConcentrate on January 14, 2016, 06:20:37 am
Well, yeah, but it sounded like IO had more than just two in mind. :P
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: IronyOwl on January 14, 2016, 06:28:17 am
Blademaster ran a mech one, I think, and there's a VR one now I believe? I haven't actually checked most of them for FEness, though, so I tend to assume FEFs are FE unless they've got something to the contrary in the title.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on January 14, 2016, 06:29:40 am
Furtuka ran MechaFEF :P

Still, everything's better then tentacle emblem back in 2013, I dun wanna stumble upon it again (if it still exists).
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Twinwolf on January 14, 2016, 06:31:10 am
Blademaster is the one running VRFEF.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: IronyOwl on January 14, 2016, 06:34:45 am
Still, everything's better then tentacle emblem back in 2013, I dun wanna stumble upon it again (if it still exists).
Awww, how could I have missed that?! D:
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on January 14, 2016, 06:59:51 am
Still, everything's better then tentacle emblem back in 2013, I dun wanna stumble upon it again (if it still exists).
Awww, how could I have missed that?! D:

Go search on the internet, if it's still up '<.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: SOLDIER First on January 14, 2016, 07:04:17 am
Don't do this. Mistake.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Tiruin on January 17, 2016, 08:23:19 am
So I'm a *fishie out of water *little brown mouse, for being totally late o_o
My goal was to make it feel immersive (like how games progressed over the years).
Planning to submit my planned FEF draft here but I'm very, very shy due to adding many new stuffs that it may not seem like a FEF. >_>
I once tried to run one about magical girls dying in a tower with no stat caps, all actions processed in one go, and instadeath at 0 HP. It still attracted a full roster and saddened everyone involved by instantly dying. The game, I mean, not the characters. The game had to live for the characters to die.

The point is you'll be fine. :P
This filled me with GREAT DETERMINATION. c:
...Thanks for believing in me .-.




Planning to submit my planned FEF draft here but I'm very, very shy due to adding many new stuffs that it may not seem like a FEF. >_>
So...Haspen has a very good point :D I'm a total newbie GM (though with a lot of probably-imbalanced ideas) and have not ever finished a FEF to the end, am possibly inexperienced in mid-game mechanics changes, and totally unsure on how to stat/balance custom classes not-in-the-handbook.

Quote from: List of plans for Tiruin's Planned FEF ._.;

Problems due to newbieship:
> May be putting too much detail due to lacking experience//focused idealism.
> Page 20; Handbook 1.3
   -- *I'm...honestly unsure about what the stat limit means for first/second class//trainees ._.
   ++ What I do understand is that the stat limits are for...class progression and limitation. What I do NOT understand is why is there a cap on the second class.
> Page 20; 30; 54
   -- I have no idea how to create custom classes, or change a class in-handbook (because there are no pegasus riders in the world I'm working with), OR diversify a class from a changed custom class! D:
> I'm wondering if I can make a third class. Something that is gotten from training or mastery within the world. From feats or secrets. It'll basically just be a second class, but an added PS or name and a few + to stats.
> Money! I don't know how to price custom items! D:
> The Pegasus Rider is removed and changed into a bird-type mount who I lack a name for. (Which is really inspired by the film: Nausicaä of the Valley of the Wind (https://en.wikipedia.org/wiki/Nausica%C3%A4_of_the_Valley_of_the_Wind_%28film%29). Credit to GUNINANRUNIN for poking me about the existence of Chocobos, and me missing half my life of not playing the Final Fantasy genre :v)
> I am unsure how large a map may be. Generally.
> I am uncertain whether a +/-5 is a significant amount when pertaining to Hit/Evade, or QL, as I plan to modify items and such due to these.
==+=+==
Plans:
> Use Handbook 1.3.
> Tons of renaming ._.

> Long-ish Campaign .-.
   -- Which leads me to be thinking about a third-class (as seen above) because of how long it may be. :v I don't really know the exact scope. :'(
   -- Also referring to the possibility of branching arcs. Like, due to my newbieness, I may generate a whole NPC team to kill y'all by accident and hello TPK. Usually this won't result in a TPK and it becomes a whole new path.
   -- Starts with Trainee ranks; waitlist players joining post-first class get trainee level bonuses just like as if they were already in game, but somewhere else.
> Player interaction with the game world. As characters have backstories in the character sheet, this is expounded into a biography; Players are given a choice in the OOC on which major nation to begin with. This designates their starting location of origin--all have backgrounds of training with weaponry. {Planned: 2 Choices}
   -- After the choice is done, they can pick from any countries, provinces, or city-states mentioned, even if it comes from the other major country-area [however it should be noted, they are foreigners in such a way]. All areas of mention have different social and cultural backgrounds, which in game mechanics mean a tiny change to their character's stats. Both major nations play a role in the planned story to come, even if any of their people will possibly never see each other!
   --- Bonuses probably mean a major/minor choice. The Major Nation's bonuses only apply to the players. The Major/Minor choice can cover anything from a stat bonus (with a total of +3 spread out), or a minor modification to specific class skills (ie Daunt has +15 to its effect).

Quote from: How it may look?
INDUSTRIAL COUNTRY #1
++ Major Bonus Flavor Text Name {eg (INDUSTRIAL_NAME) "All player characters start out with +2 to HP"}
+ Minor Bonus Flavor Text Name {eg (CULTURAL_NAME) "All player/shop weapons start out with +5 to Hit"}
SOCIO-CULTURAL COUNTRY #2
++ Major Bonus Flavor Text Name {eg (FANCY_NAME) "All player characters start out with +15 to Stat Points at character creation"}
+ Minor Bonus Flavor Text Name {eg (CULTURAL_NAME) "Disarm is a Free skill; Player characters without Disarm have a 5% chance to disarm upon counterattack."}
Quote
Followed by a list of starting areas [which I can easily fix the map for] so it begins as:

Starting Area #1 [lore/location]
Players lack the MOV penalty for Sand environments. {as the location is Sand}

Starting Area #2 [lore/location]
Players begin with +5 Evade
[...]
Spoiler: Terrain Details (click to show/hide)
Spoiler: Game Aspects? (click to show/hide)

I lack the art for some examples...(mugs, especially).
This is a drafted sheet of things to newly be added, rather than homebrew changes. (ie Planning to change Counter to 'your current weapon range', but it's probably not new (as in I remember reading it somewhere), so it's not mentioned here.)
Maybe I'm being too ambitious(?)?
._.;
I'm very anxious. Hello anxiety while even pasting this down and giving it another look around ._.
It's also very messy. :'(

I'm adding buffing items because in the case where I accidentally overscale enemies, or intentionally scale enemies as per story/natural reasons, survival can still be attained (as is flexibility and variability of "what do I do"). Along with running away. :P

Please hit me with your best constructive criticism. :-\
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: GiglameshDespair on January 17, 2016, 10:24:04 am
OK, so I've had a read through. I've broken my response up into the same sections as you did yours.

List of plans

First question: why modify the hit/Ql of weaponry? For the most part, 1.3 weaponry seems pretty decent.

The stat caps are the highest you can have in that stat. As a trainee, you cannot have a def higher than 10, for example, not matter what you rolled during level up.

Will your new bird mount have different stats and abilities? If so, what niche will it fill compared to a pegasus? If not, why do it? Do you have the sprites necessary to do it?

A map can be as large or as small as you like. As big as this map in fef2 (http://www.bay12forums.com/smf/index.php?topic=130467.msg6711501#msg6711501) or much smaller. There's no rules limiting it, but you need to consider the time it takes to complete the map, and the amount of enemies within.

+/-5 isn't huge, but it's still noticeable. 5 Ql is quite a big deal.

----

Campaign


You need to work out how long you want it to be. If it's reaching lvl20 promoted classes it's probably wuite a long campaign - you'll want a long, overarching plot for that.

Remember that all maps should be winnable with the correct strategy. If things are too easy, you can introduce enemy reinforcements; if things are too hard, players get mulched. FEF battles tend to be very all-or-nothing - this was something I'm trying to avoid in DSE, as death is, in a sense, less consequence.

----

Countries of origin

Sounds good, as long as it isn't a huge difference, otherwise min-maxing will probably go wild. Glowcat had starting races have an effect; so did swordstar (i think?). Maybe look at those. MInd that if you have an origin boosting only certain character specific skills, players will feel mandated to take them, or they'll gain nothing compared to those getting stat boosts.

Gaining a cost skill as a free skill may be very powerful - effectively it's granting them 30% more stat growth.

----

Class/Enemy/Item?/Mechanic Changes

Useable items? Yeah, all fine. There's a bunch in the handbook.

Placement swapping... I guess? I'd imagine it can't be done if someone has already attacked or used an item and doesn't have canto.

Supports boosting healing...I guess, yeah.

Con is five slots, yeah, no issues.

Rescuing is generally an action, and I wouldn't recommend changing that. I certainly wouldn't recommend allowing rescued people to be healed. It messes with people being at risk - especially with the action changes. If someone on the front lines can be rescued, healed, and dropped back in the same place in a single turn the strategic layer falls apart.

You need to expand on the cohort idea; do all the cohorts attack along with the player, or no? What if the cohort has range and the player doesn't? Can cohorts detach from the player and be their own unit? If players die, why can they be cohorts? For the sake of other players, ressurecting another would probably become the main goal, or people would get salty.
Let the dead be dead, I say.

I don't like the idea of staff-bearers automatically equipping a weapon; it reduces the risk for them substantially in a battle.

Little items that increase stats already exist in the handbook, so no complaints here. I like the idea of editing them onto the mug.

----

Terrain

It's terrain.
You might have made doors and walls etc a little bit beefy - but I suppose that's what some classes are for.
You given two different bonuses for mountains - one for mountain walk, one for not, but only mountain walk can enter according to that. +4/+4 and +30 eva also seems a bit much.

----

Game aspects

As above, you need to expand on the cohort idea before a prper judgement can be rendered.

Warding items... effectively giving everyone a heal staff  with range can de-value healers quite a bit.

Minimaps: I guess? I don't see why not, if it helps people visualise things.


------

Well, that's my initial thoughts, but hey, it's a free system.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Tiruin on January 17, 2016, 10:46:32 am
On the terrain bit, I think I talked with Xanmy [but may not have directly mentioned it?] that I'd be borrowing some of his stuffs. :P I should've nudged him about this I guess?

Game aspects

As above, you need to expand on the cohort idea before a prper judgement can be rendered.

Warding items... effectively giving everyone a heal staff  with range can de-value healers quite a bit.
I was more thinking [RNG: 1 is best] due to how everyone can use them, not considering the possible cost and such.

Expanding on the cohort idea is...a bit difficult. I haven't quite covered the specifics on their application rather than 'This idea may seem good and...{*abstract thoughts*}'. My first idea was 'these give the player more HP', and that was it. Then the other ideas came along as if they can help the player's damage and such, or rebalance//cancel the weapons triangle.

I was also poking a bit with the weapons, until I checked and counter-checked many subcategories as well as others' FEFs. 1.3 seems pretty great. :D [just the names won't fit?]


List of plans

1Will your new bird mount have different stats and abilities? If so, what niche will it fill compared to a pegasus? If not, why do it? Do you have the sprites necessary to do it?

2A map can be as large or as small as you like. As big as this map in fef2 (http://www.bay12forums.com/smf/index.php?topic=130467.msg6711501#msg6711501) or much smaller. There's no rules limiting it, but you need to consider the time it takes to complete the map, and the amount of enemies within.
[...]
{3}You need to work out how long you want it to be. If it's reaching lvl20 promoted classes it's probably wuite a long campaign - you'll want a long, overarching plot for that.

{4}Remember that all maps should be winnable with the correct strategy. If things are too easy, you can introduce enemy reinforcements; if things are too hard, players get mulched. FEF battles tend to be very all-or-nothing - this was something I'm trying to avoid in DSE, as death is, in a sense, less consequence.
{1} The pegasus rider's niche to me is more of an anti-mage//magic-resistant flying cavalry: A great counter to mages and their out-of-physical ranged weaponry. Those bird-creatures are more the common mount of the world I'm planning in [or I could just go vanilla FEF .-.], with their variance and breeding giving very different results--so there are those with magic-resistance (basically replace 'winged horse' for 'flyable...ostrich-sized-mount', and others serving many sorts. The idea came to be after watching Nausicaa for the...3rd time after years, as I pondered upon how those nice bird-like creatures are able to do many different types of labor and work, and it came to me that the idea of [that-bird-like-thing] can be used just like the concept of our modern horse: different breeds for different specialized purposes, but they're the same animal :D
...I'm unsure if I should provide sprites for them, but I could do that!
 
{2} Is there a general rule to the # of enemies? What about powerful enemies with limit to only their weapon range//access of secondary objectives?

{3} This ._. is going to be my weakpoint. It's generally going to be very long.

{4} I've taken that in mind pretty well (though it may not be really obvious when applied because I've found a big lapse between [me understanding things] and [me applying it :I]). All-or-nothing-but-with-flexibility-to-achieving-effects. I've been wondering if I could add tiny bits of flavor when describing scenery (visually and narrative-ly)--so that the tiny bits I describe could be used for later on as unorthodox actions.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: GiglameshDespair on January 17, 2016, 11:16:58 am
1) That didn't really answer - will there be a pegasus equivalent in classes? Will ordinary horse be replaced too, then?

2) Number of enemies will depend on how tough those enemies are, how much XP you want the players to gain, and whether all of them must be fought.
Effectively: 'enough, but not too many'.

3) Then you better get planning.

4) Define "unorthodox actions".
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: IronyOwl on January 17, 2016, 12:05:35 pm
Apologies for the wordiness.
Spoiler: Classes (click to show/hide)
Spoiler: Amount (click to show/hide)
Spoiler: Campaign (click to show/hide)
Spoiler: Regions (click to show/hide)
Spoiler: Battle (click to show/hide)
Spoiler: Terrain (click to show/hide)
Spoiler: Cohorts (click to show/hide)
Spoiler: Neat Tricks (click to show/hide)
Spoiler: Headpats (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Twinwolf on January 17, 2016, 12:09:14 pm
...I'm just going to note that +15 starting stats seems incredibly overpowered compared to +2 HP.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Swordstar on January 17, 2016, 12:30:31 pm
Spoiler: Thoughts (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Furtuka on January 17, 2016, 05:49:29 pm
Hey, here's my rough draft for the OP of Beginners FEF. If anyone has some suggestions for changes to player selection or the rules modifications, or thinks something should be added, critique would be really appreciated. Thanks in advanced!

Quote
Beginners FEF


     Welcome to Beginners FEF, a game meant as an introduction for players new to the FEF series of forum games. In comparison to a normal FEF, Beginner’s FEF is built to be much shorter than the usual campaign, taking place over the course of a mere five chapters.

     FEF, standing for Fire Emblem on Forums, is as the name implies, a forum game built off the mechanics and themes of Nintendo’s Fire Emblem tactical RPG series. As such, it features several hallmarks of the franchise, including the concepts of character development and interpersonal bonds having effects in battle, the class system, and of course permadeath (Though a less harsh version due to the nature of the game).
   
     It is currently planned for there to be 8 player characters in the party in total. To help guide the newer players, a system similar to Haspen’s old NEF series shall be used in Beginners FEF. Along with the 6 newcomers in the main player list, there shall be two slots reserved for veteran FEF players who will help guide and advise the newcomers as they progress through the game. However, it is asked that the veteran players please abstain from planning out the entire parties moves for them, less an emergency situation arise to necessitate it.


Resources:
The FEF Hub Thread (http://www.bay12forums.com/smf/index.php?topic=137453.0)
 Players Handbook 1.3 (http://www.mediafire.com/download/v8r0s54gune7264/Player's+Handbook+v1.3.pdf)
As it is currently the most popularly used version of the rules, Beginner’s FEF shall be primarily using an adjusted version of the Fire Emblem: The Further Journeys Handbook version 1.3 which can be downloaded from the link above.
Basic Terrain and Weather Guide (Stolen from FOE who stole it from swordstar who stole it from BMM42) (http://i.imgur.com/qCArGum.png)

Campaign Fluff and Lore
Link to World Lore pastebin (http://pastebin.com/Sa3DcY3T)
Link to Local Lore pastebin (http://pastebin.com/9itsz9n1)


Character Creation
Character Sheet Template (http://pastebin.com/bWkFkeKj)
Example Sheet (http://pastebin.com/02twmukU)

Characters are to be created as described within the player’s handbook, with a 330% progression total and 4 extra stat points to be distributed upon creation. Again, please check the rule changes listed further up above in this post before creating your character.
Leave the Affinity section of the character sheet blank, as you will be given a choice from a randomly chosen pair once your character has been accepted into the game.

Please note that in this game characters will be starting from First Tier Classes, as opposed to Trainee Classes. Also note that the cast will be starting as a group of mercenaries hired to escort someone across the country, so keep that in mind while writing your bio.


Mugs

When playing FEF, its common practice to have a set of mugs or “mugshots” to represent your character. While not truly necessary to play the game, the mug sets can aid in expressiveness and are considered to a large part of the fun of FEF. These mugs typically take the form of edited and spliced together versions of Fire Emblem character portraits made using image editing software. More specifically from the Gameboy Advanced entries of the Fire Emblem series.

 For example.
(http://i.imgur.com/HfRNxQz.png)(http://i.imgur.com/31cyjdw.png)

Links to obtain the base sprites are listed below.
Fire Emblem 6 Mugshots (http://www.spriters-resource.com/fullview/38458/)
Fire Emblem 7 Mugshots (http://www.spriters-resource.com/fullview/38459/)
Fire Emblem 8 Mugshots. (Note, uses a different color pallet than the previous two) (http://www.spriters-resource.com/fullview/14464/)

If you consider yourself artistically unskilled or are unfamiliar with working with sprites and pixel arts, don’t be afraid. There are many people in the FEF community who are very happy to offer advice or help in making mugs for other players. If you need help, just post a request in this OOC thread or in the FEF Hub Thread.
   
As a last note, please don’t use somebody else’s spritework in your mug without gaining their permission. Tis rude and will get people very angry at you if you do.



Character List

Character sheets shall be accepted based on level of experience and quality of the submitted sheet, along with the need to create a balanced party. Outside of the veteran slots, players with zero or very little FEF experience will be given priority over those who haven’t.
The term Veteran as referred to here isn't very stictly defined, but a nice rule of thumb would be someone who has played through and completed at least two or three FEF chapters in the same campaign depending on participation level. Someone who once entered an FEF that died out after a chapter or two is not considered a veteran for the purposes of this game, so please don’t feel discouraged.

NPC Party Members
1. Andrew Andreas (http://pastebin.com/bfkpiM2E)
Veteran Characters
1.
2.
Newcomer Characters
1.
2.
3.
4.
5.
6.

Character Submission Cutoff Date: TBD
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Twinwolf on January 17, 2016, 05:53:34 pm
I would ask why, in a 5 chapter game, there are rule changes for promoted classes.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Furtuka on January 17, 2016, 05:58:47 pm
Just in case. In Haspen's NEFs there was some predictions that the rate of growth might lead to a small amount of players promoting right before the final stage/start encountering them during it.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: GiglameshDespair on January 17, 2016, 06:19:11 pm
What are the players actually going to be doing?
Are they monster hunters? Mercs?
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Furtuka on January 17, 2016, 06:25:19 pm
Mercenaries. I had a little note about it in the character creation sections. I'll move it up to the top to be more noticeable in the final version.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on January 18, 2016, 01:46:45 am
Do we have enough interested forumites/newbies to warrant a beginner's emblem?
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Furtuka on January 18, 2016, 03:01:29 am
We had some folks trying to join the filled up games a week ago that prompted me to speed up on my development of this.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Blade Master Model 42 on January 18, 2016, 10:17:31 am
Do you think the 1.2 Ancient Gamble is the best choice?  It's either an unreliable one iff or a chance for free damage on any attack.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: GiglameshDespair on January 18, 2016, 10:28:17 am
It should have a downside if the gamble fails, or there's no reason not to always use it.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Blade Master Model 42 on January 18, 2016, 10:35:18 am
And with that said I'm gonna go ahead and suggest we use the ancient gamble we worked out before 1.3 happened, where the shaman can, once per battle, divert their Con to their magic stat.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on January 22, 2016, 12:34:22 pm
FEF6 basically confirmed. (http://pastebin.com/6SLUVKg0)
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: USEC_OFFICER on January 22, 2016, 12:39:32 pm
That's... honestly a lot more sex slavery I expected from a Fire Emblem game. Just putting that out there.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on January 22, 2016, 12:41:11 pm
That's... honestly a lot more sex slavery I expected from a Fire Emblem game. Just putting that out there.

Elfs Agai are very carnal species v: Also partial reason why there are so many hybrids with very unhappy mothers.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: SOLDIER First on January 22, 2016, 12:42:38 pm
Why can't we play as racist abusive elfs? D:
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on January 22, 2016, 12:44:59 pm
Cuz they either left, or were murderized in revenge.

And plot is that you gotta find out what happened to the former v;
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: USEC_OFFICER on January 22, 2016, 12:45:49 pm
They're living it up back home with their sex slaves?
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: SOLDIER First on January 22, 2016, 12:47:33 pm
[SIGH] I guess I have to play, then. I'll get started on my beefy-tank-"I Hate Agai" t-shirt wearing-jerk now..
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: GiglameshDespair on January 22, 2016, 02:48:21 pm
FEF6 basically confirmed. (http://pastebin.com/6SLUVKg0)
Those drow are remarkably rapey... I do hope you're not turning into a /d/m, Hat. :s

So any hybrid would be at least twenty years old?
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on January 22, 2016, 02:55:36 pm
So any hybrid would be at least twenty years old?

Yes, except second-generation hybrids but those are very rare, as most by then revert to fully human v:

That's why there's been not so many hybrid burnings in Magocracy territories as-of-late.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on January 22, 2016, 02:56:26 pm
FEF6 basically confirmed. (http://pastebin.com/6SLUVKg0)
Those drow are remarkably rapey... I do hope you're not turning into a /d/m, Hat. :s

Wait what? v:
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Twinwolf on January 22, 2016, 03:31:44 pm
FEF6 basically confirmed. (http://pastebin.com/6SLUVKg0)
Yus.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: IronyOwl on January 23, 2016, 08:13:14 am
I don't understand why everyone's shocked and appalled that FEF6 takes place entirely in a rape dungeon and not that FEF6 is also being run by Haspen despite FEF2 not quite being over yet (I think I haven't checked).

It's madness I say, madness, and no amount of stiletto-wearing leather speedo-clad blue-skinned dominatruses are enough to make it normal.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on January 23, 2016, 08:19:44 am
Suddenly slavery and species' genocide becomes prominent in a fantasy world and erryone gets mad v;
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Powder Miner on January 23, 2016, 10:02:04 am
it's less the slavery and genocide that people are mad about, that's like... par for the course

more the SEX slavery you see
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Swordstar on January 23, 2016, 10:36:39 am
@Irony: Naw, that's par for the course, he has like... 50 something plans for fefs in his comp somewhere

Hat: I think one part about FEFs that I have extremely enjoyed so far is that there has not been anything involving rape*. Which is what sex slavery is. And that's a huge issue for me.

*as far as I know. There was one backstory that had to be modified because of it and one backstory that wasn't allowed because of it but besides that, yeah.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: GiglameshDespair on January 23, 2016, 10:41:01 am
Its not that it's in there, for me, it's that there's such a heavy focus on it.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on January 23, 2016, 10:41:48 am
Eh if the issue will remain I will just switch to back-up plan* instead of this.

*Midquel of FEF1/FEF2 aboot Troy's rise to power
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: SeriousConcentrate on January 23, 2016, 10:45:02 am
Not to bandwagon on Hasp, since it honestly doesn't really bother me (drama is drama, might be interesting re: character development, it's fiction not real life which would bother me, etc.), but it does seem inappropriate for B12. And frankly midquel sounds more interesting. :P
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Twinwolf on January 23, 2016, 10:52:42 am
I don't think it's an issue as long as you don't see in happen in-game. The midquel does seem interesting...
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: AbstractTraitorHero on January 23, 2016, 03:04:51 pm
You know what I'm gonna ask for mugshots here that way I'll have a mug or mugs for when i wanna join a game
Mug Request 1
Spoiler (click to show/hide)
Mug request 2
Spoiler (click to show/hide)
Mug request 3
Spoiler (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: GiglameshDespair on January 23, 2016, 03:33:49 pm
Why not have a go yourself?
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: AbstractTraitorHero on January 23, 2016, 03:36:00 pm
Why not have a go yourself?
I certainly would if i had a working computer i did do graphic design after all so i know how to do it but i can't becuase the computers so trashed that it freezes when you try and use something.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Swordstar on January 23, 2016, 03:36:46 pm
When you say white eyes, do you mean pure white eyes or like cataracts or something? Also, uh, is the first character supposed to be a vampire?
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Twinwolf on January 23, 2016, 03:37:44 pm
Any specific armor or clothing types? Stuff like if the armor is light or heavy or whatever.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: AbstractTraitorHero on January 23, 2016, 03:39:26 pm
When you say white eyes, do you mean pure white eyes or like cataracts or something? Also, uh, is the first character supposed to be a vampire?
The this person is blind kind of white so probably cartaracts
....no but now that i look at it ...they tottaly could be.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: AbstractTraitorHero on January 23, 2016, 03:39:52 pm
Any specific armor or clothing types? Stuff like if the armor is light or heavy or whatever.
Ill put that stuff in there right now!
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: GiglameshDespair on January 23, 2016, 03:40:13 pm
...Don't try to have vampire characters in games that don't have vampires.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: AbstractTraitorHero on January 23, 2016, 03:46:44 pm
...Don't try to have vampire characters in games that don't have vampires.
i was more thinking an albino really i was just saying they could defintly be a vampire if wanted i have no intention of playing a vampire.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Swordstar on January 23, 2016, 03:48:34 pm
Err albinos usually have pale blue eyes, not red. It's just they tend to have red eyes in photographs more.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: AbstractTraitorHero on January 23, 2016, 03:49:46 pm
Err albinos usually have pale blue eyes, not red. It's just they tend to have red eyes in photographs more.
Really i never knew that?
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: GiglameshDespair on January 23, 2016, 04:07:18 pm
I think even the eyes that are actually pink are just, well, sorta pink, rather than endless-pools-of-blood red.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: AbstractTraitorHero on January 23, 2016, 04:08:43 pm
I think even the eyes that are actually pink are just, well, sorta pink, rather than endless-pools-of-blood red.
Then she shall have pink eyes!
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: GiglameshDespair on January 23, 2016, 04:14:12 pm
Unless someone makes them, no, she shall not :P
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: AbstractTraitorHero on January 23, 2016, 04:18:46 pm
Unless someone makes them, no, she shall not :P
Correct but it's always better to imagine it will happen or it never will.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Tiruin on January 23, 2016, 04:19:43 pm
I don't think it's an issue as long as you don't see in happen in-game. The midquel does seem interesting...
I think it's an issue in that people are directly feeling the perceived problem, but their wording goes along the 'most oriented idea', which may not match that specificity :O
Where I see it--the lore just needs a bit of refining. You can NOT base a race or societal culture fully along a deviant ethic alone, because that makes such a society become a 'flat "character"'. While it does make it a good prop for worldbuilding, it heavily discounts the space for character and behavioral building, unless the perspective is deconstructed. :P
But yeah. Making it revolve around deviant ethics as if that makes them stand is...a wide-scale no.

Also what swordstar said .-. That wording Hasp. I know you meant more, but...the wording and the responses shown here poke at it.
Hat: I think one part about FEFs that I have extremely enjoyed so far is that there has not been anything involving rape*. Which is what sex slavery is. And that's a huge issue for me.

*as far as I know. There was one backstory that had to be modified because of it and one backstory that wasn't allowed because of it but besides that, yeah.

Uhh, tl;dr: Central point of narrative focus + wording = audience response.

And now that I'm back from my 6 day leave...
==+=+==
+==+==+
==+=+==
Everything I've not mentioned, I assume are mutually ok and acknowledged :O (If anything you remember was of need of mention, please poke! I'm very fatigued at the moment/these past few days, and will most likely miss things!)
1) That didn't really answer - will there be a pegasus equivalent in classes? Will ordinary horse be replaced too, then?
[...]
4) Define "unorthodox actions".
I now notice my unspecifity in reality, compared to my specificity in my thoughts. I am enlightened by your constructive criticism! :))
The idea of those bird-creatures replace the Pegasus and the Wyvern--horses are alright, since the former 2 seem more context dependent given the FE universe. Otherwise, all roles are generally the same and just up for lore-modifications (you can think of it as 'renamed classes + different sprites, also ostrich-like mounts' in short), along with minor shifts to their stats...but that goes with me learning on class making. :-\
Unorthodox actions like people being creative when they see something by visual design, and working around with it under bounds of reason. This can be talked about in the OOC anyway if uncertain, but I would like to make things...reward creativity. :P (ie You see shallow water nearby. You are a fire-caster. You spend that 1 QL of your weapon and your full turn, to make that pool of water into fog, creating a 2-tile wide fog of war which may block enemy sight and ranged weaponry!)

Spoiler: Classes (click to show/hide)
Spoiler: Campaign (click to show/hide)
Spoiler: Regions (click to show/hide)
Spoiler: Neat Tricks (click to show/hide)
I'm gonna drop this here.
IO, You inspire me a lot by how you work with communication. It is very inspiring and something to look up on, on how your wording gives a very clear-cut meaning (with silly humor). Thankies much :D
> Is there some kind of template for class-making? How did Haspen make his Alchemist? Or that Tactician?
> On the bird-thing, it's an in-lore change from Pegasi and probably Wyverns. It's more aesthetic and such than that, and possibly more variant, given the wide utility...in my offline notes...about them x_x
Meaning that I'm not technically removing pegasus riders. Those riders are just riding not-winged-horses! The niche still exists, it's under a different name.
-- I also agree on the long-ish campaign. On deep reflection on myself, I either need: support from friends, or GM-ing confidence, because my anxiety cuts deep given...the state of this response, and...affecting me meeting deadlines for a game review I promised a very good friend. (http://www.bay12forums.com/smf/index.php?topic=154932.msg6758545#msg6758545)  :-\
> I'm unsure what's a situational ability and what generally isn't D: Are there any general parameters for one to consider?
-- You're a genius and I am eureka'd. That kind of reframing was what I was exactly looking for! I was uncomfortable with how I wrote that and- ohhh thanks a ton.
> Gonna change Battle mechanics by talking with others :)
> @Neat Tricks: Probably as a balance to the Cohort system//additional stuffs I plan to implement. It's more like 'my thoughts are messy-they made sense before and...err. Let me gather them again @_@' wherein it seems to make "a bit more sense" when you begin to expand other details of the battlefield. (and probably help those who are just 'moving along'//are too slow, so they can at least be partly more useful :P )
> @Headpats: Yeaaaah this is why you inspire me. :'( It's even worded very cutely!



...I'm just going to note that +15 starting stats seems incredibly overpowered compared to +2 HP.
How's about +10 to starting stats; cannot be placed in stat potentials over 50%, or in stat potentials below 30%, and cannot exceed a threshold limit of 5 points from the bonus amount in total. {May be messy worded! I'm tired D:}
> Is +2 HP ok though? That's a relative equivalent of 2 successful levels of HP :D


Spoiler: Thoughts (click to show/hide)
Aww. Bad idea D: I was aiming for the theme of 'these dudes seem to be better because of training so...' so there'd be a tiny bit of a shift, but one that isn't *TOO* significant as to really skew the tides of battle. Since...the general idea of the campaign is crossing nations in the end. :P I'll be gathering insight along the way, thanks! :D {Could I ask more details on why it's a bad idea?}
> Most reasons on terrain swappity's is...because I'm ambitious? .-.  I should talk with Xanmy over it x_x
> It was more on the half-baked side as well as the cohorts until I began re-gathering my notes :'( It sounds good on paper though!
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Twinwolf on January 23, 2016, 04:25:56 pm
Really, the issue is that while +2 HP is one possible stat in 2 levels, +15 starting stats is like three good levels. And two of those stat points can be put into HP. Really, +2 HP can't be compared at all. The closest bonus would be an extra +2 to spend in a addition to the +4 everyone gets under the same restrictions. And even then, the fact that you can choose which stat or stats it goes into makes it so that there's literally no reason to pick the +2 HP over the other one.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Swordstar on January 23, 2016, 04:26:57 pm
It's a bad idea because it's almost impossible to balance it, plus characters tend to be overpowered enough as it is by the end. As has already been pointed out, just the difference in the two that you've already suggested are huge. And then some are very map specific (ignoring desert tiles) vs some that are always around (disarm is a free skill/gets a 5% chance to disarm) so either you need to work *very* hard to balance things or you need to reduce the amount of bonuses because it's going to be unbalanced.

Battle formation sounds like another thing that might work in theory but would require a lot of time and playtesting to balance correctly.

You might want to try and run a short unedited game first to get a better understanding of the effort required and a better understanding of the balance of the game. There's some stuff you can really get a better understanding of when you run a game.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Tiruin on January 23, 2016, 04:28:20 pm
Really, the issue is that while +2 HP is one possible stat in 2 levels, +15 starting stats is like three good levels. And two of those stat points can be put into HP. Really, +2 HP can't be compared at all. The closest bonus would be an extra +2 to spend in a addition to the +4 everyone gets under the same restrictions. And even then, the fact that you can choose which stat or stats it goes into makes it so that there's literally no reason to pick the +2 HP over the other one.
Oh. ._. I didn't consider any of that. There goes my narrative hook.
What about +5 HP? :P
...Maybe I should run a test-FEF to iron out the creases?

edoot:
You might want to try and run a short unedited game first to get a better understanding of the effort required and a better understanding of the balance of the game. There's some stuff you can really get a better understanding of when you run a game.
Yaaaaaay :D
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Twinwolf on January 23, 2016, 04:30:16 pm
-snip-
Again, any kind of +HP versus +Starting stats is no comparison because of the fact you can put starting stats into HP. Maybe +5 HP versus +2 starting stats.

Also, if you run a test FEF, I'll join it.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Swordstar on January 23, 2016, 04:32:12 pm
Even that is unbalanced. That's the issue. That's why what I did (+2/-2 starting stats) is simple but a smart way of handling it. It's easily balanced and you don't need to debate "Hey, is 5 HP better than 2 SPD?" Balancing maaaaajor changes like Tir wants is hard and for sure not something that should be done for first ever game.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Tiruin on January 23, 2016, 04:34:33 pm
Eep .-. I hope I wasn't sounding like I was debating. In my eyes I was more pushing out ideas for friendly critique :O
Thanks for all that! c:
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Swordstar on January 23, 2016, 04:35:50 pm
Oh, I'm more debating with Twin than you :P
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Tiruin on January 23, 2016, 04:40:23 pm
Oh, I'm more debating with Twin than you :P
Thisis me being fatigued x-x i need sleep and hugs.
Thanks for the debating :P
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on January 27, 2016, 11:21:33 am
So, much to my chagrin, I have been informed (and provided logs of) yet another argument on the IRC channel as of late. I don't like this at all, especially because I like all you guys and I don't want to take sides.

It seems that with real-time conversation some pretty cool peeps from around here can go crazy with insults and such on a moment's notice only to defend themselves with snark and whatever.

I will have to re-consider if official FEFgames IRC channel should still be maintained or if we should go back to individual OOC topics. I remember that in the latter arguments were less frequent and less severe.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: IronyOwl on January 27, 2016, 12:21:51 pm
Unorthodox actions like people being creative when they see something by visual design, and working around with it under bounds of reason. This can be talked about in the OOC anyway if uncertain, but I would like to make things...reward creativity. :P (ie You see shallow water nearby. You are a fire-caster. You spend that 1 QL of your weapon and your full turn, to make that pool of water into fog, creating a 2-tile wide fog of war which may block enemy sight and ranged weaponry!)
Hah, that's neat.

I'm gonna drop this here.
IO, You inspire me a lot by how you work with communication. It is very inspiring and something to look up on, on how your wording gives a very clear-cut meaning (with silly humor). Thankies much :D
Dawww, no problem. :3

> Is there some kind of template for class-making? How did Haspen make his Alchemist? Or that Tactician?
Not that I know of, and no idea. When in doubt, copying and then modifying whatever class is closest to what you're going for is a good bet.

> I'm unsure what's a situational ability and what generally isn't D: Are there any general parameters for one to consider?
It's just a matter of how often and how obviously it comes up, and how well it fits into someone's mental image of the character. Though come to think of it, I guess you'll be the one needing to remember rather than the players... but then, if they forget they have an ability then it's hard to take advantage of it.

For instance, bonus defense on forest tiles is situational, but forest tiles are fairly common and standing on them to be tougher is fairly common, so it's probably easy for everyone to remember. The player will most likely be thinking "Okay, where's some forest tiles? It's really good to get on forest tiles where possible." The GM will most likely be thinking "Okay, his turn. Right, he's on forest tiles again, so he gets the bonus." It becomes a part of his character, especially if it matches really well thematically.

On the other hand, consider a bonus to attacking priests on forest tiles. Well... it's still situational, but it's also rare. You're probably not gonna fight too many priests, and the priests you do fight probably aren't going to be on forest tiles a lot, and there's only so much you can do to encourage that to happen... so the player will most likely not be stalking the map, thinking to themselves "Okay, I'm good at attacking priests on forest tiles. Time to find the priests on forest tiles." The GM will likewise probably not be thinking "Okay, his turn. Ah yes, is he attacking a priest on a forest tile?" It's not really a part of his character, especially if it doesn't fit all that well thematically.

So there aren't any hard and fast rules, but you should consider how often a trait is likely to come up, how often players can influence when it comes up, and how thematically it's going to fit their characters. If sand is a really common terrain type and the players are all Arabian themed, Sandwalking is likely to be an easy to remember ability. If sand is fairly rare and the characters are all European-looking, it's likely to be the kind of thing you forget about except in rare circumstances.

The world map thing sounds interesting. Good luck refining everything out.

> @Neat Tricks: Probably as a balance to the Cohort system//additional stuffs I plan to implement. It's more like 'my thoughts are messy-they made sense before and...err. Let me gather them again @_@' wherein it seems to make "a bit more sense" when you begin to expand other details of the battlefield. (and probably help those who are just 'moving along'//are too slow, so they can at least be partly more useful :P )
Ah. Well, careful that you don't end up trying to solve complexity with more complexity. :P


It's a bad idea because it's almost impossible to balance it, plus characters tend to be overpowered enough as it is by the end. As has already been pointed out, just the difference in the two that you've already suggested are huge. And then some are very map specific (ignoring desert tiles) vs some that are always around (disarm is a free skill/gets a 5% chance to disarm) so either you need to work *very* hard to balance things or you need to reduce the amount of bonuses because it's going to be unbalanced.
Everything in here is always true. It's not like FEF is super balanced, it just works because it's good enough and interesting. Endgame characters being really overpowered isn't going to be made much worse by a few free statups. There's no point avoiding something interesting just because "it might be unbalanced" or "it'll take work to make balanced." You don't get an actual game like that, and you certainly don't get FEF.


Really, the issue is that while +2 HP is one possible stat in 2 levels, +15 starting stats is like three good levels. And two of those stat points can be put into HP. Really, +2 HP can't be compared at all. The closest bonus would be an extra +2 to spend in a addition to the +4 everyone gets under the same restrictions. And even then, the fact that you can choose which stat or stats it goes into makes it so that there's literally no reason to pick the +2 HP over the other one.
Oh. ._. I didn't consider any of that. There goes my narrative hook.
What about +5 HP? :P
...Maybe I should run a test-FEF to iron out the creases?

edoot:
You might want to try and run a short unedited game first to get a better understanding of the effort required and a better understanding of the balance of the game. There's some stuff you can really get a better understanding of when you run a game.
Yaaaaaay :D
Testing is good. Testing is also time-consuming. Absolutely do it if you think it'll give you good data, but don't let it turn into a substitute or obstacle to planning or running your actual game.


So, much to my chagrin, I have been informed (and provided logs of) yet another argument on the IRC channel as of late. I don't like this at all, especially because I like all you guys and I don't want to take sides.

It seems that with real-time conversation some pretty cool peeps from around here can go crazy with insults and such on a moment's notice only to defend themselves with snark and whatever.

I will have to re-consider if official FEFgames IRC channel should still be maintained or if we should go back to individual OOC topics. I remember that in the latter arguments were less frequent and less severe.
I don't really go in there, but this makes me sad.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Furtuka on January 30, 2016, 03:24:00 pm
Beginners FEF is up for anyfolks that happened to not notice. (http://www.bay12forums.com/smf/index.php?topic=155936.new;topicseen#new)
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: GiglameshDespair on February 10, 2016, 06:31:11 am
My laptop seems to be dying so I might not be around much for a little bit.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on February 10, 2016, 07:13:03 am
My laptop seems to be dying so I might not be around much for a little bit.

...do you want to send all your FEF stuff to me via email for safekeeping? :P
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Furtuka on February 19, 2016, 07:47:01 pm
I was bored and made the cast of FEF1 in XCOM2. (https://drive.google.com/file/d/0B1wJM_on2L72eUJ0WThxSHBhdkk/view?usp=sharing)

I did the best I could to keep it mod free for easy sharing, but I wound up using this one for the wizard hats. (http://steamcommunity.com/sharedfiles/filedetails/?id=626235605&searchtext=fancy)

Edit: Gah forgot that I had attached a placeholder last name to Riven. Will fix that as soon as I figure out what to replace it with.

EDITEDIT: Fixed a couple errors I made.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on March 08, 2016, 07:54:51 am
Quote
(13:51:08) prettyprettynun: hatkitty i had a dream about you last night
(13:51:20) prettyprettynun: you were making a new fef
(13:51:31) prettyprettynun: where all the characters were reverse centaurs
(13:51:36) prettyprettynun: body of a man, head of a horse
(13:52:18) prettyprettynun: neigh emblem on forums
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: USEC_OFFICER on March 08, 2016, 11:31:04 am
So...? When can we expect Neigh Emblem on Forums, Haspen?
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on March 08, 2016, 12:01:59 pm
Sometime after Easter.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Twinwolf on March 13, 2016, 05:50:18 pm
I don't know if anyone's been paying attention, but FEF5 now has an open character slot.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on March 15, 2016, 02:43:36 pm
Posting so I have this recorded something for later when I need a(nother) post-apo FEF:

Quote
(20:37:26) Hatkitty: http://i.imgur.com/XGrBJuX.png "In the year 199X, on the post-apocalyptic Earth... *heavy metal chord*"
(20:39:05) Gigla: the skeleton war had begun?
(20:40:03) Hatkitty: great now I imagine skeletons riding dinosaurs blasting each other with laser rifles amongst ruins of Detroit while thunder rolls over the red-clouded sky
(20:40:57) Hatkitty: all while in the post-nuclear swamplands a tribe of mutant frogmen hold a council about invading the skeletal realm
(20:41:37) Gigla: Oh yeah! it's an old school dinosaur laser fight!
(20:41:48) Gigla: hatkitty: now we know the setting for next fef? :P
(20:41:54) Gigla: but yeah, that sounds pretty awesome
Quote
(20:43:55) Hatkitty: velociraptor riders as speedy mounted units (pegasi)
(20:43:59) Hatkitty: t-rexes for wyverns
(20:44:10) Hatkitty: magos being users of pre-war nano-pads
(20:44:13) Hatkitty: aka books of doom
(20:44:18) Hatkitty: and warriors being warriors, duh
(20:44:23) Hatkitty: this can actually work
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Sirus on March 15, 2016, 02:54:24 pm
So you would completely remove flying units from the game?
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Culise on March 15, 2016, 03:02:30 pm
Well, with dinosaurs straight out of the lost world, the stage is already set for ray guns and jetpacks...
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: GiglameshDespair on March 15, 2016, 03:02:53 pm
Maybe they could ride pterodactyls?
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on March 15, 2016, 03:13:58 pm
Maybe they could ride pterodactyls?

Pterodactyls, t-rexes, velociraptors... O:!

Well, with dinosaurs straight out of the lost world, the stage is already set for ray guns and jetpacks...

Ray of healing! Ray of stasis! RAY OF DEATH :O!
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Swordstar on March 15, 2016, 03:19:06 pm
Have we found fef6?
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on March 15, 2016, 03:20:02 pm
Have we found fef6?

FEF6 is FEF1/2 midquel. FEF7 was... Neigh Emblem.

Dinosaurs is thus FEF8 :P
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Blade Master Model 42 on April 12, 2016, 06:18:08 pm
In my ongoing quest to find us an archer skill that everyone can agree is useful, thematic, and appropriate for the class level, I present to you this.

Quote
<BMM42> So I was writing fluff text and came up with yet another alternate skill for archers
<BMM42> After attacking an enemy on defensive terrain, the target loses terrain bonuses until they complete one combat.
<BMM42> Like they're flushing an animal out from bushes or something

Discuss.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Swordstar on April 12, 2016, 06:25:55 pm
yes
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: freeformschooler on April 12, 2016, 06:27:17 pm
Have we found fef6?

FEF6 is FEF1/2 midquel. FEF7 was... Neigh Emblem.

wait what
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: F.O.E. on April 12, 2016, 08:05:45 pm
<BMM42> So I was writing fluff text and came up with yet another alternate skill for archers
<BMM42> After attacking an enemy on defensive terrain, the target loses terrain bonuses until they complete one combat.
<BMM42> Like they're flushing an animal out from bushes or something

yoi
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on April 13, 2016, 03:42:16 am
In my ongoing quest to find us an archer skill that everyone can agree is useful, thematic, and appropriate for the class level, I present to you this.

Quote
<BMM42> So I was writing fluff text and came up with yet another alternate skill for archers
<BMM42> After attacking an enemy on defensive terrain, the target loses terrain bonuses until they complete one combat.
<BMM42> Like they're flushing an animal out from bushes or something

Discuss.

Why.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Solymr on April 13, 2016, 07:05:51 am
So this would be a debuff they apply? Other classes such as fighter ignore bonuses when attacking people in forests, this would be a thing other allies would benefit too?

Also while we're talking archers might as well post my sniper thing :v

A while back we did some staff specialization for the saint class where depending on which subcat they raise to S rank they get a different special, so I propose something similar. The all around special would be something like they currently have where they get offensive bonuses equal to defensive bonuses from the terrain they're on (Sniper's Nest or something) and another depending on bow subcategroy they raise to S:

-For Recurve, Putting Arc in Archery: Recurve bows have +1 range.
-For Longbow, uhh I don't remember :v
-For Crossbow, Charge Stopper: Crossbows counterattack first against mounted units.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Blade Master Model 42 on April 13, 2016, 07:54:54 am
In my ongoing quest to find us an archer skill that everyone can agree is useful, thematic, and appropriate for the class level, I present to you this.

Quote
<BMM42> So I was writing fluff text and came up with yet another alternate skill for archers
<BMM42> After attacking an enemy on defensive terrain, the target loses terrain bonuses until they complete one combat.
<BMM42> Like they're flushing an animal out from bushes or something

Discuss.

Why.

It's a pretty basic hunting strategy, a lot of archers in the games are hunters before they join your army, seems to fit.

Or did you mean why discuss?

So this would be a debuff they apply? Other classes such as fighter ignore bonuses when attacking people in forests, this would be a thing other allies would benefit too?

Also while we're talking archers might as well post my sniper thing :v

A while back we did some staff specialization for the saint class where depending on which subcat they raise to S rank they get a different special, so I propose something similar. The all around special would be something like they currently have where they get offensive bonuses equal to defensive bonuses from the terrain they're on (Sniper's Nest or something) and another depending on bow subcategroy they raise to S:

-For Recurve, Putting Arc in Archery: Recurve bows have +1 range.
-For Longbow, uhh I don't remember :v
-For Crossbow, Charge Stopper: Crossbows counterattack first against mounted units.

I feel like Snipers getting +1 range and attack bonuses from hanging out on defensive terrain is pretty solid as a bonus and works just fine.

That aside, the crossbow bonus doesn't seem sensible (automatic vantage against a specific tree of units? Excuse you?) and Recurve looks even worse (Effectively makes Recurves better than Longbows)
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Tiruin on April 13, 2016, 07:57:41 am
In my ongoing quest to find us an archer skill that everyone can agree is useful, thematic, and appropriate for the class level, I present to you this.

Quote
<BMM42> So I was writing fluff text and came up with yet another alternate skill for archers
<BMM42> After attacking an enemy on defensive terrain, the target loses terrain bonuses until they complete one combat.
<BMM42> Like they're flushing an animal out from bushes or something

Discuss.

Why.

It's a pretty basic hunting strategy, a lot of archers in the games are hunters before they join your army, seems to fit.

Or did you mean why discuss?
Maybe narrow it down to specifics if you'll follow that kinda thinking :P It'll...be very hard to imagine if the context applies to 'people on the mountains/hills/forests, or especially a fortress being fired at by an archer from the plains'.

I'm thinking along the lines of 'If the archer with a bow that can hit in RNG 1 is attacked in melee--if they've a higher SPD, then they get to attack first', because many archers are proficient enough with the bow that they can nock, pull and fire very quickly (historical context).
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Blade Master Model 42 on April 13, 2016, 08:03:29 am
But then that skill only applies to crossbows (or that one bow that nomads can use but they don't get that skill so whatever), effectively pigeonholing the class into crossbows if they want to get their class ability benefits.

I don't think narrowing the terrain type that it works on is sensible either, since as it stands it doesn't actually force the target out from their cover, it only denies them the benefit of that cover for a single follow up attack.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Solymr on April 13, 2016, 08:29:42 am
Problem with all snipers getting +1 range is people pewpewing from range 4 (see Charlotte) or having a tank able to crossbow anyone outside their counter range and being able to counterattack all but siege attacks (see Otiros).

Soldiers get a noticeable bonus against mounted units, do you see a problem with that?

And yes, pigeonholing is a thing, but same thing happens with saints, after all they're getting two specials.

Finally I have no idea what to do for longbows but it should be enough so that they're an option against recurve.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Blade Master Model 42 on April 13, 2016, 08:35:15 am
Problem with all snipers getting +1 range is people pewpewing from range 4 (see Charlotte) or having a tank able to crossbow anyone outside their counter range and being able to counterattack all but siege attacks (see Otiros).

Range 4 requires that the sniper use longbows (lower damage/accuracy for the whole tree) and we all already know the drawbacks of the crossbow tree. The main reason Charlotte looked OP was because almost everyone in FEF1 was a critmonster.

Soldiers don't effectively get a better version of a class skill against them, just a damage boost.

The difference is that saints can PICK what pigeonhole they make for themselves. Tiruin's proposal effectively forces archers to take crossbows or get no class special.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Solymr on April 13, 2016, 08:38:22 am
Tiruin's proposal is in no way related or endorsed by me. The sniper would pick their hole.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Blade Master Model 42 on April 13, 2016, 08:42:34 am
Oh. Well the pigeonholing complaint was directly related to Tiruin's proposal, rather than yours.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Tiruin on April 13, 2016, 08:49:16 am
._.; Being talked about in that kinda wording makes me feel...strange.

On that point, I should've specified by saying 'bow' that I did not mean crossbow, because I'm not thinking along the context of FEF terms but realistic terms. >~< (Since FEF categorizes that under 'bow' and...yeah.)
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Blade Master Model 42 on April 13, 2016, 08:50:32 am
._.; Being talked about in that kinda wording makes me feel...strange.

On that point, I should've specified by saying 'bow' that I did not mean crossbow, because I'm not thinking along the context of FEF terms but realistic terms. >~< (Since FEF categorizes that under 'bow' and...yeah.)

But Tiruin, aside from the nomad class weapon, only crossbows can fire at range 1.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: GiglameshDespair on April 13, 2016, 08:52:53 am
To be honest, I'm not a fan of pigeonholing class abilities, as it kind of nudges the player to only use one subcat. The saint would probably still be good enough with their transfer strength ability, in my opinion.

Something to keep in mind, though, solymr - if you give more range to recurve bows or more accuracy to longbows, what difference is left between the subcats? If you just make recurves "longbows but better" or vice versa there's even less reason to ever use the alternative.

A longbow is still going to outrange most things. That's kind of the point. There's nothing stopping you adding enemy snipers, either, if you really want to be able to counter. But there's also other methods. Enemies with pass. Flanking the group. Aforementioned siege magic.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Solymr on April 13, 2016, 08:55:40 am
In that case, what about giving +1 range to longbows and giving recurve some crit bonus or something to make the role of each weapon clearer, longbows: outrange u, recurve: kill u.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Tiruin on April 13, 2016, 08:55:44 am
._.; Being talked about in that kinda wording makes me feel...strange.

On that point, I should've specified by saying 'bow' that I did not mean crossbow, because I'm not thinking along the context of FEF terms but realistic terms. >~< (Since FEF categorizes that under 'bow' and...yeah.)

But Tiruin, aside from the nomad class weapon, only crossbows can fire at range 1.
Aren't Recurve bows designed to have RNG of 1-2, and are a category (just like crossbows) in itself? o_O
...I didn't think about the RNG 2/2-3 bows though :-X But I'm feeling like it should be aligned with the mechanics of the archer class tree itself, or at least highlight something on your goal there.
In my ongoing quest to find us an archer skill that everyone can agree is useful, thematic, and appropriate for the class level
If you mean 'upon reaching Archer' (and not Trainee/its 3rd class), other than being the only unit able to use ballistae and have an effective vs flyers, I'm thinking something along...
+ to damage if an archer's STR is higher than opponents DEF? o_O Going to hurt mages and other low DEF classes but I'm unsure now x_x It feels balanced as it is (in my inexperienced opinion).
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: GiglameshDespair on April 13, 2016, 08:56:34 am
._.; Being talked about in that kinda wording makes me feel...strange.

On that point, I should've specified by saying 'bow' that I did not mean crossbow, because I'm not thinking along the context of FEF terms but realistic terms. >~< (Since FEF categorizes that under 'bow' and...yeah.)

But Tiruin, aside from the nomad class weapon, only crossbows can fire at range 1.
Aren't Recurve bows designed to have RNG of 1-2, and are a category (just like crossbows) in itself? o_O
...I didn't think about the RNG 2/2-3 bows though :-X But I'm feeling like it should be aligned with the mechanics of the archer class tree itself, or at least highlight something on your goal there.


Crossbows are 1-2
Recurves are 2
Longbows are 2-3
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Blade Master Model 42 on April 13, 2016, 09:04:25 am
._.; Being talked about in that kinda wording makes me feel...strange.

On that point, I should've specified by saying 'bow' that I did not mean crossbow, because I'm not thinking along the context of FEF terms but realistic terms. >~< (Since FEF categorizes that under 'bow' and...yeah.)

But Tiruin, aside from the nomad class weapon, only crossbows can fire at range 1.
Aren't Recurve bows designed to have RNG of 1-2, and are a category (just like crossbows) in itself? o_O
...I didn't think about the RNG 2/2-3 bows though :-X But I'm feeling like it should be aligned with the mechanics of the archer class tree itself, or at least highlight something on your goal there.
In my ongoing quest to find us an archer skill that everyone can agree is useful, thematic, and appropriate for the class level
If you mean 'upon reaching Archer' (and not Trainee/its 3rd class), other than being the only unit able to use ballistae and have an effective vs flyers, I'm thinking something along...
+ to damage if an archer's STR is higher than opponents DEF? o_O Going to hurt mages and other low DEF classes but I'm unsure now x_x It feels balanced as it is (in my inexperienced opinion).

Archers are not even close to being the only unit to be effective vs fliers. Nomads, Bow Spies and anyone with a wind tome can boast the same.

The problem with touting Ballistae exclusivity for the Archer is that we almost never see ballistae available for use by PCs.

I'm going to try some things to rectify that in VRFEF, but we'll see how that works.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Tiruin on April 13, 2016, 09:05:49 am
._.; Being talked about in that kinda wording makes me feel...strange.

On that point, I should've specified by saying 'bow' that I did not mean crossbow, because I'm not thinking along the context of FEF terms but realistic terms. >~< (Since FEF categorizes that under 'bow' and...yeah.)

But Tiruin, aside from the nomad class weapon, only crossbows can fire at range 1.
Aren't Recurve bows designed to have RNG of 1-2, and are a category (just like crossbows) in itself? o_O
...I didn't think about the RNG 2/2-3 bows though :-X But I'm feeling like it should be aligned with the mechanics of the archer class tree itself, or at least highlight something on your goal there.


Crossbows are 1-2
Recurves are 2
Longbows are 2-3
Oh. :-X

...Can we have a poll on the general idea towards archers like the polls before? :v I'm going for emphasis for Archers using bows (as in they get a unique skill that affects bow categories they use, so that while any other class can use those categories--archers can do it...better?)
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: freeformschooler on April 13, 2016, 12:10:27 pm
Something to keep in mind, though, solymr - if you give more range to recurve bows or more accuracy to longbows, what difference is left between the subcats? If you just make recurves "longbows but better" or vice versa there's even less reason to ever use the alternative.

Echoing this. Class abilities are more fun if they enhance strengths (Charlotte) rather than mitigate weaknesses (Efa).
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on April 13, 2016, 12:51:25 pm
My idea on this:

Quote
(16:18:13) Hatkitty: it was 'enemies of the Archer gain maximum of 5 Evasion bonus from all terrain.'

And obligatory mention of my FEF things:

Quote
(16:20:36) Hatkitty: Solymr: my snipers had +1 max.range in FEF1; guaranteed 85% hit in FEF2 to 5.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: GiglameshDespair on April 13, 2016, 02:01:51 pm
Archers do have ballistician, though that's a very situational thing. It'd be improved if there were just more ballistae around, I guess?

They could have something like:
Lucky arrow: Once per map, can choose to autohit

Archers are already pretty good, with potentially being able to attack 1, 2, or 3 range and effective damage vs fliers. They don't necessarily need a massively potent class skill.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Solymr on April 13, 2016, 02:03:47 pm
In that case, what about giving +1 range to longbows and giving recurve some crit bonus or something to make the role of each weapon clearer, longbows: outrange u, recurve: kill u.

Alternatively, IIRC Sure Shot in FE8 was a separate roll, like great shield, that ensured a hit and only depended on the sniper.

Also any bow user is able to do what archers do but with something else. Nomads have improved canto, spies have different stuff depending on the GM :V
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: SeriousConcentrate on April 23, 2016, 07:23:01 pm
Wrong thread.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on April 25, 2016, 04:38:05 am
kj1225:

http://tvtropes.org/pmwiki/article_history.php?article=Characters.FireEmblemOnForums

You will reverse the vandalisms you have done to the Characters page of FEFtropes, or we will be talking wholly lot differently.

Thank you.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: SeriousConcentrate on April 25, 2016, 04:42:28 am
Really Kyle? That's super immature and this is me saying that. :-\

EDIT: I fixed it myself via notepad find & replace.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Swordstar on April 25, 2016, 07:18:49 am
Err, I'm not sure all of those are accurate fixes. Like at least ciera should have buttmonkey for hers so
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: SeriousConcentrate on April 25, 2016, 07:20:06 am
Yeah, there's probably a few I missed. I did say I just did a wordsearch find and replace to get rid of the majority of it.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on April 25, 2016, 07:36:58 am
Yeah, there's probably a few I missed. I did say I just did a wordsearch find and replace to get rid of the majority of it.

>posts history link containing all teh changes
>uses wordsearch instead

sercon pls
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Solymr on April 25, 2016, 07:40:11 am
Might be a result of kj having a dumb wordswitch plugin on when adding tropes for Kyle and messing the whole page instead of being a deliberate effort of malice.

Still it has to be fixed. I thought there was a rollback feature though?
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Powder Miner on April 25, 2016, 07:54:55 am
Yeah, that's my personal suspicion, because this would be such a bizarrely specific and bizarrely thorough vandalism otherwise. I... have to wonder why that wordswap exists, though.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Culise on April 25, 2016, 08:52:19 am
Not to mention that I cannot see the merit in vandalizing something under one's own name.  I mean, seriously, if he wanted to cause problems, one would think that he'd have at least created an account with a username different from that used in these forums. 

Admittedly, I cannot see much merit in a Cloud-to-Butt plug-in, either, but that at least might have some cheap humour value...
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: kj1225 on April 25, 2016, 08:53:46 am
Yeah, Soly is right, I had no idea it even did that until I got on the IRC this morning. If I had known I would have fixed it myself. But, you know, it already looked like that for me so... Yeah, my bad.
:-[
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on April 27, 2016, 04:40:01 am
Courtesy of the FE topic in general discussion, I present to you!

http://lparchive.org/Fire-Emblem-Different-Dimensions-Ostian-Princess/

Go read, its so bad its hilarious
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: GiglameshDespair on May 01, 2016, 11:40:45 am
Courtesy of the FE topic in general discussion, I present to you!

http://lparchive.org/Fire-Emblem-Different-Dimensions-Ostian-Princess/

Go read, its so bad its hilarious
Truly astounding.

In my ongoing quest to find us an archer skill that everyone can agree is useful, thematic, and appropriate for the class level, I present to you this.

Quote
<BMM42> So I was writing fluff text and came up with yet another alternate skill for archers
<BMM42> After attacking an enemy on defensive terrain, the target loses terrain bonuses until they complete one combat.
<BMM42> Like they're flushing an animal out from bushes or something

Discuss.

I think I'll be using that for a monster class in a thing I'm planning, if that's ok?
Probably gonna use it anyway if you say no, but... :P
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Blade Master Model 42 on May 01, 2016, 12:18:19 pm
Sure. If people find the skill is consistently useful without being gamebreaking, maybe it being the archer's skill will be considered.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Xanmyral on May 01, 2016, 03:41:51 pm
Side note for those who care: my exile due to crazy semester is almost over, just one more week and then after finals I'm free. FREE.

Assuming something tragic doesn't happen and I die a horrible death or something.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Sirus on May 01, 2016, 06:04:13 pm
Huzzah for being free! \o/
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: GiglameshDespair on May 02, 2016, 07:13:46 am
So I've made a Harpy monster class for a thing I'm planning.

(http://i.imgur.com/RcgQRvH.png)

Details here. (http://pastebin.com/jX4kQUWT)

I'd like to know what you think - does it seem interesting? Does it seem balanced? I'd particularly like thoughts on the three promoted classes.
(Also, better names for some of them might be nice.)

The Hunter -> Harridan path is intended to be support, making enemies vulnerable to a follow up blow from allies.
Attacker -> Raptor is intended to be able to capitalise on wounded enemies.
Hunter/Attacker -> Predator is a middle path, able to support allies and attack enemies equally. I'm wondering what weapon profs a Predator should have, though, so I'd also appreciate your thoughts on that.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: SOLDIER First on May 02, 2016, 07:17:35 am
nice
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on May 02, 2016, 07:38:38 am
Now we need Larini-like harpy that goes 'I AM RAPTOR! FEAR ME! RAAAWR' into battle.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Swordstar on May 02, 2016, 07:42:17 am
Only major comment is open season seems really strong compared to the other two
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Solymr on May 02, 2016, 07:45:41 am
It's similar to Haspen's Sure Shot except it affects the next guy attacking v:
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Swordstar on May 02, 2016, 07:49:52 am
Except it's stronger. How many promoted units do you know with less than 100 hit? It goes from good chance to assured hit
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Solymr on May 02, 2016, 08:10:20 am
Yeh maybe it should be like Sure Shot for the next round, next ally attacking can't have less than 85 hit.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: GiglameshDespair on May 02, 2016, 08:54:11 am
Hmm. The Harridan as a class is possibly the one I'm least happy with.

Good point with Open Season. I suppose it could half enemy eva?

I might change Divebomb to a straight 1 hit per HP thing, but it was based on the Samurai ability (but in reverse) and I'm not entirely certain it's necessary.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on May 02, 2016, 06:19:52 pm
Based on Solymr's old idea, Water subcategory of Anima:

Code: [Select]
Name            Type () RNG MT WT CR Hit QL
Water           Watr (E)1-2 5  9  0  75  45
Muddy           Watr (E)1-2 5  9  0  70  35 [-2 AS for 5 Turns on hit]
Acid            Watr (D)1-2 6  10 0  75  25 [Poison (x2) on hit]
Elwater         Watr (D)1-2 9  12 0  70  30
Rust            Watr (C)1-2 7  9  0  75  25 [Halves DEF for 1 Turn on hit]
Dampen          Watr (C)1-2 9  11 0  80  25 [Halves RES for 1 Turn on hit]
Wetlung         Watr (B)1-2 0  13 0  70  20 [MT equal to target's CON]
Goo             Watr (B)1-2 8  12 0  75  20 [Halves MOV&Evasion for 5 Turns on hit]
Deluge          Watr (A)1-2 13 17 0  70  20
Caustic         Watr (A)1-2 11 15 0  75  15 [Poison (x2) on hit]
Arcwater        Watr (S)1-2 12 16 0  75  15
Sea's Rage      Watr (S)1-2 10 18 0  80  15 [Effective vs Levitation and Armored]

Heavy books, decent hit and damage plus status effects make this sub-cat ;v
And yes, as you can see, no siege magic (but Anima has 3 already so it doesn't need more!)
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Sirus on May 02, 2016, 06:26:10 pm
Seems really powerful...especially Wetlung. They aren't really all that heavy but have high-ish MT reasonable Hit. The only real downsides are very low crit and sub-par QL.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: GiglameshDespair on May 02, 2016, 06:42:03 pm
Upon discussion of Harpy classes in IRC, the following changes:

Raptors +hit is now 1 per HP lost
Harridan now basically give Sure Shot to next attack on an enemy they attack.

Based on Solymr's old idea, Water subcategory of Anima:

Code: [Select]
Name            Type () RNG MT WT CR Hit QL
Water           Watr (E)1-2 6  8  0  75  45
Muddy           Watr (E)1-2 5  8  0  70  35 [-2 AS for 5 Turns on hit]
Acid            Watr (D)1-2 6  9  5  75  30 [Poison (x2) on hit]
Elwater         Watr (D)1-2 9  11 0  70  30
Rust            Watr (C)1-2 7  8  0  75  25 [Halves DEF for 1 Turn on hit]
Dampen          Watr (C)1-2 9  10 0  80  25 [Halves RES for 1 Turn on hit]
Wetlung         Watr (B)1-2 0  12 0  70  20 [MT equal to target's CON]
Goo             Watr (B)1-2 8  11 0  75  20 [Halves MOV&Evasion for 5 Turns on hit]
Deluge          Watr (A)1-2 13 15 0  70  20
Caustic         Watr (A)1-2 11 13 5  75  20 [Poison (x2) on hit]
Arcwater        Watr (S)1-2 12 14 0  75  15
Sea's Rage      Watr (S)1-2 10 15 0  80  15 [Effective vs Levitation and Armored]

Heavy books, decent hit and damage plus status effects make this sub-cat ;v
And yes, as you can see, no siege magic (but Anima has 3 already so it doesn't need more!)

Too stronk.
Water is as strong as Elfire, weighs 1 less, and has 15 more uses, though it has 10 less hit.

The C-ranks inflict automatic luna-equivalent not just for the mage but for their allies, as well.

Seems really powerful...especially Wetlung. They aren't really all that heavy but have high-ish MT reasonable Hit. The only real downsides are very low crit and sub-par QL.

They don't even typically have sub-par QL for tomes.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF proper beta released!
Post by: Haspen on May 02, 2016, 06:44:23 pm
Twice edited the listing by now ;v
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: Solymr on May 07, 2016, 02:41:09 pm
IMPORTENT NOTIS

I just finished the last major edits on the fef1pdf so it will be released as a single proper file soon (TM).

NOW, what it's lacking is some gud cover art, so I want to ask whoever is interested if they would want to make a cover for FEF1, ofc with proper credit ;v

If no one wants... coverless it is v:
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: Xanmyral on May 07, 2016, 02:51:11 pm
Why not use the image Furtuka and his cousin made of the whole crew, on the FEFtropes page?
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: Solymr on May 07, 2016, 02:57:12 pm
That is a good contender but iunno, I don't like using it without permission, and besides I want to see if other people want to come up with something else.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: Solymr on May 08, 2016, 03:27:00 pm
Thar be new poll requested by Haspen. Make sure you vote if you want to participate in FEF6 ;V
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: Haspen on May 08, 2016, 03:27:29 pm
New poll \o/

Preemptive Q&A:
Q: Haspoon when its gonna start.
A: After FEF2 ends and before FEF3 gets to the last parts.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: GiglameshDespair on May 08, 2016, 03:28:01 pm
Voted for new stuff and 1.3
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: Twinwolf on May 08, 2016, 03:28:28 pm
Voted for new stuff, should be interesting.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: kj1225 on May 08, 2016, 04:02:09 pm
I voted for new stuff because... eh, why not.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: F.O.E. on May 08, 2016, 08:38:03 pm
I'm probably gonna be gone for like a week and a half because finals and crunch time to do a lot of stuff I haven't been the best about doing so feel free move me when needed and such.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: somemildmanneredidiot on May 09, 2016, 03:08:13 am
PTW/Have reminders to get around to reading the rules and trying to get involved in games here after reading about 100 pages of this.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: Sirus on May 09, 2016, 11:50:09 am
Voted for new stuff, but holy cow the two options are neck-and-neck right now. Who's voting for the midquel?
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: SeriousConcentrate on May 09, 2016, 11:56:54 am
I'm one of them. :V
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: Solymr on May 09, 2016, 12:03:29 pm
Clearly Haspen must make both at the same time ;v
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: Swordstar on May 09, 2016, 12:13:48 pm
I voted for it too. Think it would be interesting, though I'm good with either option tbh.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: Powder Miner on May 09, 2016, 03:55:47 pm
#midquelsquad
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: CrimsonEon on May 09, 2016, 04:05:56 pm
#teammidquel
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: Blade Master Model 42 on May 09, 2016, 05:50:08 pm
Voted midquel over here too.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: SeriousConcentrate on May 09, 2016, 06:33:21 pm
Clearly the people who voted midquel should have priority on getting in since we're the ones who want to play it. :P
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: Powder Miner on May 09, 2016, 06:35:51 pm
need to decide spots by BLOOD SPORTS
fight irl
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: Sirus on May 09, 2016, 10:17:12 pm
Fair warning, I know truck-fu.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: Solymr on May 10, 2016, 03:34:39 am
i swere on me mum

every time there's a poll here this happens
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: Haspen on May 10, 2016, 05:36:21 am
wao 10-10 votes :V
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Solymr on May 10, 2016, 05:59:04 am
BTW guess what.

FEF1PDF IS HERE 8V

https://dl.dropboxusercontent.com/u/50939120/fef1pdf/FEF1.pdf
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Swordstar on May 10, 2016, 07:02:02 am
I know stabs
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Twinwolf on May 10, 2016, 07:03:48 am
You know, there's something I've always wondered about FEFs. Something in Final Hour brought it to mind but it's more a general thing.

Stores: Why do all the games make the characters look for each individual store? It just seems a general waste of time, since they're obviously going to check every store, so couldn't they just list each store's stock when "look for stores" or something like that is posted?
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Haspen on May 10, 2016, 07:11:04 am
Because there are hidden stores, at least in my games (dun confuse with 'secret shop'), which you won't get if you don't Icly visit a store and query the shopkeeper v:

Dunno about other games though.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Swordstar on May 10, 2016, 07:34:00 am
What hasp said. There's always another secret. Until the time when there isn't :-p

But I remember one time when hat had at least ten shops in one city
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Solymr on May 10, 2016, 07:40:35 am
Is that when Chris found a mordor scene and he chased after morderer and thanks to the hermes ring that somehow gave mov that time instead of spd he almost caught him but smashed into knite patrol and then chris got recognized as spy and got jailed but because haspen was lazy sc had to rp his own jail escape and got some extra money? :V
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Swordstar on May 10, 2016, 07:42:05 am
... no it was in fef2 and we were buying lots of supplies. It's where we got a secret book got ciera cause she was as bad as efa at one point it seemed :-p
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: Culise on May 10, 2016, 07:45:07 am
i swere on me mum

every time there's a poll here this happens
Mya~n.  Plainly we must do an original game with an original setting that will become a surprise midquel when Troy crashes into the scene and hijacks the story.
Actually, the tie's not my fault this time, but even so, mya~n.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Solymr on May 10, 2016, 07:48:06 am
Well nuts now I got to make a whole load of stores |v
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Solymr on May 11, 2016, 02:42:59 pm
It's still a freakin tie v:>

Also why doesn't the FEF1OOC have this gem in fanart section:

(http://i.imgur.com/q8qrCoF.png)
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Swordstar on May 11, 2016, 02:55:56 pm
Well yeah. We need to make things difficult for hatkat
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Blade Master Model 42 on May 11, 2016, 03:35:06 pm
I'd bet cash money that at least a couple votes for either side were made to keep it even.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Swordstar on May 11, 2016, 03:50:06 pm
Oh almost certainly
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Solymr on May 11, 2016, 03:55:53 pm
Culise even admitted in IRC :v

Mebbe I should redo poll without letting people see results v:
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Xanmyral on May 11, 2016, 04:54:00 pm
Probably for the best.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Blade Master Model 42 on May 11, 2016, 04:59:34 pm
Maybe we should cast our votes in posts the old fashioned way. I think we had to do that for the last vote too.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Swordstar on May 11, 2016, 05:04:30 pm
That was for fef3 cause outsiders influencing gun decision
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Sirus on May 11, 2016, 07:27:33 pm
Yeah, but there's no reason to do that here. This is the hub, and some of these votes might be from current non-players who would be interested in a game.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF COVER ART WANTED!
Post by: somemildmanneredidiot on May 11, 2016, 08:40:16 pm
Mya~n.  Plainly we must do an original game with an original setting that will become a surprise midquel when Troy crashes into the scene and hijacks the story.
Actually, the tie's not my fault this time, but even so, mya~n.

+1 for this being an option in the new poll. As in this is not a troll suggestion, I think trying to make a mix of the two would interesting at the very least.

Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: birdy51 on May 11, 2016, 09:09:59 pm
Agreement. That would in fact be kind of awesome.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Blade Master Model 42 on May 11, 2016, 09:15:36 pm
I wouldn't be in favor of that. I prefer these to be primarily serious in tone. You can always lighten up something serious, but if it's kooky enough, you have no option but to go crazier and crazier.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Swordstar on May 11, 2016, 09:17:24 pm
Yeah, it wouldn't really work at all since Hasp pretty strongly keeps to canon to the point of not even allowing classes that don't exist in future part of timeline to exist in previous part of timeline so no way would he let all the new skills and such in. Plus, what BMM said. :P
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: somemildmanneredidiot on May 11, 2016, 09:50:57 pm
Yeah, it wouldn't really work at all since Hasp pretty strongly keeps to canon to the point of not even allowing classes that don't exist in future part of timeline to exist in previous part of timeline so no way would he let all the new skills and such in. Plus, what BMM said. :P

Both points make sense.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Haspen on May 12, 2016, 03:55:06 am
Yeah, it wouldn't really work at all since Hasp pretty strongly keeps to canon to the point of not even allowing classes that don't exist in future part of timeline to exist in previous part of timeline so no way would he let all the new skills and such in. Plus, what BMM said. :P

No retrofit is bestfit '<.

Then again pilums weren't in FEF1 but are in FEF2 because what was that handwave oh right: they were developed early during FEF2 Empire times, so that's an exception :P
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Haspen on May 17, 2016, 01:05:32 pm
Quote
(20:05:26) Hatkitty: http://pastebin.com/1Vx6rFee FEF6 proto-lore
(20:05:37) Hatkitty: enjoy the bloodshed and carnage therein .<'
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Sirus on May 17, 2016, 01:20:08 pm
And the poll is still neck-and-neck. People must be doing this on purpose, somehow.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Haspen on May 17, 2016, 01:24:23 pm
And the poll is still neck-and-neck. People must be doing this on purpose, somehow.

Yeh irc peoples decided to tie it up so I say fok the poll. I'm going with 1.3 handbook new-world. If someone actually wanted a midquel, they can go cry nao :V
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Blade Master Model 42 on May 17, 2016, 01:28:22 pm
Well, that's disappointing.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Solymr on May 17, 2016, 01:31:22 pm
I could already reset the poll so we can have a proper screening.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: kj1225 on May 17, 2016, 01:31:37 pm
Heres hoping for a violent overthrow of the monarchy.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Culise on May 17, 2016, 01:32:58 pm
Yeh irc peoples decided to tie it up so I say fok the poll.
Ah, seriously?  I thought I was the only one who said that, and only as a joke.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Sirus on May 17, 2016, 02:13:00 pm
New setting with 1.3? Wooooooo! \o/

Imma make a swashbuckler, it'll be fun :3
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Twinwolf on May 17, 2016, 02:43:49 pm
Yey

Maybe I'll make a male character for once :P

Maybe a Dancer since I've tried to play that a couple times and that never happened. Or one of the non-handbook classes.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: GiglameshDespair on May 17, 2016, 02:51:11 pm
I was planning on alchemist, if that was available for it.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: kj1225 on May 17, 2016, 04:03:11 pm
I might make an archer or a healer.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: SOLDIER First on May 17, 2016, 11:07:13 pm
Probably another Sentinel for me.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Swordstar on May 17, 2016, 11:18:08 pm
Another?

Also considering a couple of options, will depend on changes Hasp makes to 1.3 but probs a horse mounted character of some type will be my submission
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: SOLDIER First on May 17, 2016, 11:23:28 pm
As in, (Soldier Trainee ->) Soldier -> Sentinel, like Damon.
or whatever precedes sentinel
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: USEC_OFFICER on May 17, 2016, 11:40:24 pm
Soldier precedes Sentinel, yeah. Though if you've already done one Sentinel I'm not sure why you'd do another. They aren't the most amazing class in the world to pick. Says the guy who finds most of the classes weirdly generic.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: F.O.E. on May 18, 2016, 02:00:47 am
Quote
<Formido> FREEEEEEEDOM
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Sirus on May 18, 2016, 04:12:48 am
Soldier precedes Sentinel, yeah. Though if you've already done one Sentinel I'm not sure why you'd do another. They aren't the most amazing class in the world to pick. Says the guy who finds most of the classes weirdly generic.
Hey now, Sentinels are kick-ass.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Haspen on May 18, 2016, 04:14:46 am
New setting with 1.3? Wooooooo! \o/

Imma make a swashbuckler, it'll be fun :3

/me pre-emptively pats Sirus ;v

The map will be surely landlocked, so pirate class + promos won't be available or useful.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Sirus on May 18, 2016, 04:17:34 am
Oh :c

Guess I'll find something else to use. Like a mage, mebbe. Everyone likes mages.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: SOLDIER First on May 18, 2016, 05:44:23 am
Be an essessin instead?
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: GiglameshDespair on May 18, 2016, 06:07:36 am
New setting with 1.3? Wooooooo! \o/

Imma make a swashbuckler, it'll be fun :3

/me pre-emptively pats Sirus ;v

The map will be surely landlocked, so pirate class + promos won't be available or useful.

There will be alchemists, right?
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Haspen on May 18, 2016, 06:51:17 am
Yeah, but no camel riders tho v;
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: GiglameshDespair on May 18, 2016, 06:59:29 am
What about camel riding alchemists?
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: USEC_OFFICER on May 18, 2016, 08:28:10 am
Hey now, Sentinels are kick-ass.

Are they? They look alright to me, but I'm not sure if I'd call them kick-ass. It's been a while since I looked at things though, so I might be misremembering things. Maybe.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Swordstar on May 18, 2016, 10:49:29 am
Aw no camel riders
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Sirus on May 18, 2016, 10:52:33 am
Hey now, Sentinels are kick-ass.

Are they? They look alright to me, but I'm not sure if I'd call them kick-ass. It's been a while since I looked at things though, so I might be misremembering things. Maybe.
They're solid front-line fighters that give substantial passive DEF boosts to surrounding allies, gains a smaller boost of their own, and has a weaker form of Guard for ALL adjacent allies. They might not be able to dish out quite as much damage as a berserker or tank quite as well as a knight, but they have no real weaknesses and make everyone around them better.

Yeah, but no camel riders tho v;
Boooo to alchemists, keep camel riders :X
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Haspen on May 18, 2016, 10:56:02 am
Camel riders and what deserts .<'
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Sirus on May 18, 2016, 10:57:01 am
Make a desert then, mister GM God :P
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Haspen on May 18, 2016, 11:02:22 am
>:V

/me goes furiously scribble non-desert map.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Swordstar on May 18, 2016, 11:49:34 am
I was actually gonna make one this time around too :(
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Haspen on May 18, 2016, 11:58:06 am
Spoiler (click to show/hide)

Map! :V

Glorious FEF6 map! V:
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Xanmyral on May 22, 2016, 12:59:13 am
So, activated abilities in 1.3. These have been a sort of thing that GMs have talked back and forth by, but I think it would benefit a lot of people if we flattened out whether or not they use an action. Some obviously should, like performers performance ability, but others are more debatable due to having drawbacks or being seemingly with little point if you couldn't use an action with it to attack or so forth.

The way I see it, people have largely ruled these two ways.

1) Some activated abilities use your action, some do not on a case-by-case basis.

2) All activated abilities use your action.

If we go with the first, we should state after "Activated Effect" whether or not it uses an action. Arguably, looking at some effects from FEF 1.3, this seems to be the direction the pdf's creator was going, but ultimately it depends on how we want it. By listing whether or not an action is used for the activated effect, it also helps avoid confusion with some abilities.

If we go with the second, we need to see if any abilities need to change to make them more worthwhile with added terminology such as "on attack" or so forth. Otherwise, some abilities would be mostly worthless. This would be a largely consistent change and would make it easily understood that Activated == Uses action instead of some using an action and some not.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Solymr on May 22, 2016, 04:35:30 am
Most activated skills modify attacks, which is simple enough, but then there's skills that last more than one attack and skills that change something else.

Example is Reliable Attack. Some GMs allow it to be called and attack with its bonuses at the same time, others just allow it to call it and benefit from its effects in the enemy phase.

Then there are defensive skills that only work in enemy phase. Some are clearer on their action usage (LotW, Hold the Line) but others not so much (Guard and to some extent Pious Veil).

So we could make all offensive skills able to use with an attack, and check defensive skills to see if they should use an action or not.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Swordstar on May 22, 2016, 09:46:41 am
With Guard at least, going over and reading it again, it honestly seems like it's something that you would do every time they're targeted. So if, say, Senija was attacked by three mages and a sword dude. Tomik could be like "I take all magic attacks but let her take the sword attack." Now, this is clearly not great since it requires a GM to constantly be pestering "Hey, these guys are all going to attack your target on the EP" but it very much seems to be something that is technically activated on the EP not the PP
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: GiglameshDespair on May 22, 2016, 10:20:03 am
With Guard at least, going over and reading it again, it honestly seems like it's something that you would do every time they're targeted. So if, say, Senija was attacked by three mages and a sword dude. Tomik could be like "I take all magic attacks but let her take the sword attack." Now, this is clearly not great since it requires a GM to constantly be pestering "Hey, these guys are all going to attack your target on the EP" but it very much seems to be something that is technically activated on the EP not the PP
That would sound to me overly fussy and overly specific.

In my mind it would be ideal to make it an activated skill that takes a turn; the players uses their turn to guard someone else. It nerfs it a bit, but it's already very good and as it is (can guard and attack) it has absolutely no downside to always use.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Swordstar on May 22, 2016, 10:28:05 am
It's already been nerfed. If you make it like that, it becomes way less powerful. I wasn't advocating for doing it like that, I like the way it is now, but I was just pointing out what seems to be the original intent of the skill. And sure it has downsides to being used. Like if you're hurt or there are enemies that are better against you than against someone else, etc. Like I would never guard Lilly if there were wyvern effective weapons around that could reach her but not me, that'd be dumb. Or, for instance, if there were a bunch of dark magic weapons around, I would not guard her cause she can counter them and dodge them better than I can.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: GiglameshDespair on May 29, 2016, 03:27:17 pm
For those interested in another monster fef, the first draft of lore for it is available:

Spoiler (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: kj1225 on May 29, 2016, 03:33:40 pm
Sounds kind of like a combo of RWBY and dark souls. Color me intrigued.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: SOLDIER First on May 29, 2016, 06:43:33 pm
yes
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Sirus on June 07, 2016, 08:47:05 pm
Quote
18:45   Sirus   So folks, general announcement: I'm going back to full-time trucking starting tomorrow, which means I will probably be posting less. My schedule is pretty vague in terms of when I'll be free and so on.
18:45   GUNINANRUNIN   yeah the zulu had dried leather shields
18:45   Sirus   probably oughta put that in the hub as well
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Haspen on June 08, 2016, 05:57:17 am
I like GUNI's random comment in there :P

Truck well, Sirus o/
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Parsely on June 17, 2016, 01:56:03 am
I like GUNI's random comment in there :P
Well they did. :V

Also the handbook v1.2 link is broken.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Solymr on June 17, 2016, 03:49:06 am
Link fixed. Also ples introudce newbie V:
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: MageShooter on June 17, 2016, 04:07:04 pm
I've been reading some of these threads for a while now, but I've been wondering something: what do you guys usually use to make your maps? They look really good, and I was wondering if you guys were using an application or had a template or something along those lines for them.
(Sorry if this question has already been asked - I hope I didn't miss the answer already. Also sorry if this isn't be the right thread to ask - I'm new and all.)
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Haspen on June 17, 2016, 04:08:20 pm
I use Mappy, others presumably Tiled.

If you're determined though, even MSPaint is enough.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: darkpaladin109 on June 17, 2016, 04:10:40 pm
I used Tiled, I think. It worked pretty well.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: MageShooter on June 17, 2016, 04:16:28 pm
Alright - thank you. Every time I saw a map I thought, "how did they make that?" It was driving me a little crazy, but I'm glad I know now.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: GiglameshDespair on June 17, 2016, 05:32:49 pm
I just use GIMP, myself.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Blade Master Model 42 on June 17, 2016, 05:52:57 pm
I use Mappy, others presumably Tiled.

If you're determined though, even MSPaint is enough.

I use tiled, and for a while I also used paint. I would not recommend the latter.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Khaiel on June 19, 2016, 05:42:11 pm
I'm kinda back again. I've finally figured out what to do with KotE (I need someone to help me with the maps and turns, as I'm quite bad and they take me an amount of time that I do not have), I've finished my exams and summer should give me plenty of free time.

Also, just read RWBY and Dark Souls on the same sentence: You should check Anima: Gate of Memories (Available on Steam, PS4 and XBox One. I swear to god, I don't get money for writing this :P). It's also in the same setting as KotE.
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Haspen on June 20, 2016, 02:16:13 am
Welcome back spaniardo numero duo V:
Title: Re: The Fire Emblem on Forums Hub! FEF1PDF HAS ARRIVED! COVER ART WANTED!
Post by: Chevaleresse on June 21, 2016, 09:02:17 pm
PTW
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Pyon on July 05, 2016, 09:09:46 am
Hey friends, I'm Pyon new around here. A friend got me interested in Fire Emblem RPs, and pointed me here for great Fire Emblem RP-ing! After inquiring around, I was told that this is the best place to find an ongoing game. Are there any ongoing games that are accepting?

Nice to meet you all.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on July 05, 2016, 09:11:17 am
The only one currently considering apps is FE:AR, though fef6 will potentially be accepting new people in a few maps.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on July 05, 2016, 09:11:33 am
Once FEF6 gets to and finishes Chapter 2, submissions will be open again.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on July 05, 2016, 09:46:18 am
Though you would be going against about 12 people for maybe 4 spots lol. But yeah, if you want to try and join asap, fe:AR is your best bet
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on July 05, 2016, 09:47:22 am
FE:AR being "Fire Emblem: Arrested Respite"
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on July 05, 2016, 09:51:34 am
Details, etc

/me is shot
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Pyon on July 05, 2016, 10:05:38 am
Alright, I'll check out Arrested Respite and see if I like the lore and all that. Thanks for the help guys, I look forward to playing this with you all.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on July 05, 2016, 11:06:47 am
So Cript actually pointed out that I'm doing KO counters wrong.

From now on all KO's that happen before start of new turn are 3/3, when a new turn happens, these counters become 2/3 without a turn-long delay.

Keep ya healers nearby, folks.

EDIT: Also formal 'hello' to Pyon.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: CrimsonEon on July 05, 2016, 11:11:21 am
RIP FEF5 cast.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on July 05, 2016, 11:15:54 am
Okay, now we return to old system.

/me hurts himself in confusion.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Akroma on July 05, 2016, 11:21:54 am
man, I really ought to join one of these sometime, but whenever a new one pops up, there is usualy dozens and dozens of people already swarming onto it.


anyone knows if a new one is about to be made soonish?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on July 05, 2016, 11:24:22 am
None are in the works that I know of.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on July 05, 2016, 11:32:16 am
Well there's two that will be open to new players soon-ish; FEF6 and Fire Emblem: Arrested Respite.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Akroma on July 05, 2016, 11:36:39 am
can you notify me when spots open?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on July 05, 2016, 11:41:13 am
Well first here's Arrested Respite (http://www.bay12forums.com/smf/index.php?topic=153760.0), and FEF6 (http://www.bay12forums.com/smf/index.php?topic=158910.0)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Akroma on July 05, 2016, 11:46:46 am
how to avatar?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on July 05, 2016, 11:52:23 am
You make the avatars (mugs, they're called) by splicing together parts from characters in the older Fire Emblem games (usually 6 and 7, sometimes 8 ). As in, take the body of one character and the head of another, and recolor. If you can't figure it out there's almost always someone who will be willing to do it for you.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on July 05, 2016, 11:52:50 am
pre-EDIT: Tried to reply, then Twinwolf happened.

/me shakes fist at ninja.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Akroma on July 05, 2016, 11:55:16 am
nuuuuuuu, thats effort. I was thinking there was a website for that :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on July 05, 2016, 12:02:53 pm
...Someone should make one :P

But yeah, if you ask for one someone will usually make one.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on July 05, 2016, 10:38:51 pm
You could always just recolor an existing mug, if splicing is too much to deal with.

Otherwise, requesting help is always an option as previously stated.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Akroma on July 07, 2016, 10:43:07 am
well, I guess I will take you guys up on that then, and ask if there is anyone out there who'd help me assemble a mug?

edit: already found something useable. At this point I just need a recolor and a transparency layer, but my complete lack of anything but MSPaint leaves this out of reach for me
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on July 07, 2016, 11:42:28 am
http://www.online-image-editor.com/ has Transparency wizard that's easy to use.

And Recoloring is even simpler; clothes and hair and eyes usually use no more than 3 or 4 shades of the same color (and some scarfs/capes have as little as 2) and only skin tones might go into 5 or 6 shades at most.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Akroma on July 07, 2016, 12:01:54 pm
yeah, i *did* try to recoler the thing, until I noticed that doing it pixel by pixel is probably hours of work :P


thankfully Criptfeind seems to be doing that for me right now...maybe...he asked me on IRC about the mug and has since then sadly timed out :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on July 07, 2016, 12:03:08 pm
Takes about thirty minutes, for me at least. The fill tool is very helpful.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Akroma on July 07, 2016, 12:23:59 pm
Well, I'll leave the mugshot in limbo for now I guess and just try to build a character
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on July 07, 2016, 12:28:40 pm
Paint has a nifty thing where you can erase a color and lace another color in its place. Normally that color is white but if you swap out secondary color for the color you want, select the color you want to replace as your primary color, and then right click erase, you'll just replace the color
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on July 07, 2016, 12:33:11 pm
I've tried that, but it seems more like replacing the color that the eraser tool replaces with. If it was something like "replace every instance of color-x with color-y" that'd be very helpful.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on July 07, 2016, 12:38:15 pm
thankfully Criptfeind seems to be doing that for me right now...maybe...he asked me on IRC about the mug and has since then sadly timed out :P

You have IRC capabilities!? :V

y u not at #feftalk on irc.darkmyst.org then?? Come join all the addicts! C:
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Akroma on July 07, 2016, 12:39:27 pm
later, for now I will play some LoL


you know, addictions
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on July 07, 2016, 12:41:12 pm
Twin: it... it is? You choose x color to replace and then choose y color for the secondary color aka the are two squares of color the top is black the back is white when you first open a new one. The white is the secondary and then you can just replace that with whatever color you're looking to replace with
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on July 07, 2016, 12:45:45 pm
I've done it though, and it just works like the eraser for me...
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on July 07, 2016, 12:47:11 pm
well, I guess I will take you guys up on that then, and ask if there is anyone out there who'd help me assemble a mug?

edit: already found something useable. At this point I just need a recolor and a transparency layer, but my complete lack of anything but MSPaint leaves this out of reach for me
I use GIMP, which is completely free.

Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Mopsy on July 07, 2016, 03:14:41 pm
I've been using mtPaint (http://mtpaint.sourceforge.net/) on Linux (it's in the Debian repositories) for the recolorings I've done. Apparently there is a Windows version, too. The program is free as in beer and speech, has extensive documentation and was designed for pixel art. The limited amount of work I've done with it has given me a very positive impression. It would be interesting to hear what experienced pixel artists think.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on July 09, 2016, 03:21:28 pm
As always, I recommend ASEPRITE for mugging and spritework. It's basically what the program was designed for.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on July 09, 2016, 06:30:57 pm
As always, I recommend ASEPRITE for mugging and spritework. It's basically what the program was designed for.

I only really use it to do transparencies, but it does work nicely.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: F.O.E. on July 09, 2016, 06:32:55 pm
good ole MSPaint, baby
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on July 09, 2016, 06:38:48 pm
good ole MSPaint, baby

This + GIMP for transparency.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on July 09, 2016, 06:41:11 pm
What they said
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on July 09, 2016, 07:00:05 pm
As always, I recommend ASEPRITE for mugging and spritework. It's basically what the program was designed for.
This. I use ASEPRITE for everything.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Furtuka on July 09, 2016, 11:15:11 pm
I use Photoshop CS2. Is quite useful and doesn't have the crashing problems of modern variants
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on July 11, 2016, 03:51:08 pm
Random idea to twiddle with:

Rescuing does not halve Rescuer's SKL and SPD, but lowers it by Rescuee's CON instead.

Discuss V:
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on July 11, 2016, 03:52:30 pm
Eh.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on July 11, 2016, 03:55:01 pm
Crippling at low levels (say, 6 SKL & SPD character rescues a 5 CON character; they now have 1 SKL & SPD instead of 3), easy mode at high levels (a 28 SKL & SPD character rescues a 7 CON character; they have 21 SKL & SPD instead of 14).

Current system is more fair I think. Particularly because it makes Savior more worthwhile to take. :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on July 11, 2016, 03:55:33 pm
Probably going to be more than half more often than not. Seems like unneeded nerf
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on July 11, 2016, 04:04:46 pm
Seems like an unnecessary change to me as well.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on July 11, 2016, 07:36:55 pm
I'm eh on it as well. Like SerCon says, it would be absolutely crippling at lower levels while usually only being an annoyance later on.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: F.O.E. on July 11, 2016, 07:49:59 pm
Seems like an unnecessary change to me as well.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on July 14, 2016, 03:42:10 pm
So you may all not be aware, but I've been working on a FEF website for the past week and a half.


Here's what it looks like as of right now:
Spoiler: Home (click to show/hide)
Spoiler: Rules (click to show/hide)
Spoiler: Battle Calculator (click to show/hide)
Spoiler: Mugs (click to show/hide)
Spoiler: Games List (click to show/hide)

The purpose of the website is to be a repository of information on everything related to FEF, as well as a tool to attract and retain new players. Specifically I want this website to be able to inform someone who has no experience with roleplaying of any form and give that kind of person all the information they need to be prepared to play FEF! The battle calculator is by far the biggest part of this project and, when complete, will help people who want to break into GMing FEF.

Obviously it is very incomplete, and I need your guys' help in order to make it as informative as possible.

Current Goals
Rules
Calculator
Mugs

All of the current background images are placeholders since most of them are copyrighted. Thus I'm in need of relevant 1920x1080 background images that I can use for the website.

I'm also highly open to suggestions and contributions (especially contributions), so if you have any and you want me to definitely see them (since might not catch them if you post them here):
- PM me on the forums.
- PM or ping me on IRC.
- Send me an email (using the email button below my username).

I want to involve everyone in the community in this process so please don't hesitate to tell me what you think. Thank you.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on July 14, 2016, 03:59:44 pm
I'm reasonably certain both Lucrezia and Ketsuki have pure black outlines, as a note.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on July 14, 2016, 04:09:24 pm
Then they will be effective examples of what NOT to do. :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on July 14, 2016, 05:29:05 pm
As the topic of Archer Class Skills has raised its head once again, I submit yet another possible skill idea.

Quote
Sighted In: If the unit with this skill attacks a unit they attacked the previous round, +15 hit and +1 DAM
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on July 14, 2016, 09:37:33 pm
Ketsuki probably does because I made her initial mug. And all the FEF1 and a lot of the FEF2 mugs also have pure black outlines, as did many of the characters I made for myself in other games...

In other words, it's perfectly valid. :V
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on July 14, 2016, 09:38:00 pm
but it doesn't maaaaatch [shot]
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on July 14, 2016, 09:42:13 pm
Only if you insist on using the puke-ugly sludgey purple outline the Fire Emblem games use. :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on July 14, 2016, 09:46:32 pm
Is too dark and makes too big contrast between shades. The purples the FE games use are much better. :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Xanmyral on July 14, 2016, 09:51:15 pm
To be fair, on one of my mugs (Xoddahs) I used a dark brown to almost black outline there, but that was because the purple outline doesn't work very well for him due to my color choices. It wound up making the colors very separated instead of blending and it was overall ugly until I switched to the darker color. Purple does work on a good number of mugs as outlines, however, but it shouldn't be taken as a end-all thing.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on July 14, 2016, 09:53:04 pm
In other words, pick the colours that look the best overall for the mug. No best colour or technique exists for all situations. What a surprise.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Xanmyral on July 14, 2016, 09:55:21 pm
I swear, it's almost as if art is inherently subjective or something.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on July 14, 2016, 09:56:52 pm
I know. It's insane, right?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on July 14, 2016, 10:01:25 pm
? (http://www.norcalepiscopal.org/Websites/newnorcalepiscopal/images/Resource%20Centers/AdminandFinance/Wellness/salt.jpg)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on July 14, 2016, 10:06:08 pm
But as a general rule, if you lift colors directly from the vanilla mugs, solid black outlines are going to make it look washed out. That's why we generally recommend the purple outlines.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Xanmyral on July 14, 2016, 10:06:43 pm
?
 (http://www.norcalepiscopal.org/Websites/newnorcalepiscopal/images/Resource%20Centers/AdminandFinance/Wellness/salt.jpg)
I'm afraid it's time to put the shaker down, friend. (http://i.imgur.com/8XFzN48.jpg)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on July 14, 2016, 10:08:38 pm
over my dead, sodium-ridden body
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Culise on July 14, 2016, 11:10:15 pm
Still not enough SALT (https://upload.wikimedia.org/wikipedia/commons/d/d6/Carter_Brezhnev_sign_SALT_II.jpg).
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on July 14, 2016, 11:13:46 pm
Fire Emblem: Gates of Rundum has open slots! So if you want to go on an adventure as a mercenary pursuing a fairy tale in hopes of gaining fame, fortune or other things normally impossible for your character, this is your time!

Do make sure to come up with a trainee sheet, as I also will be rolling the trainee levels before rolling the first class levels! (Also don't forget to include the +5% growth promotion below! Check the sheets in  the OOC thread if you want an example.)

OOC thread is here: http://www.bay12forums.com/smf/index.php?topic=136449.3100
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on July 15, 2016, 12:38:50 am
One rationale I've heard is that black is a common background color, which in video games is true, but we're playing FEF and on websites it's not very common at all for backgrounds to be pure black. But let's see what happens anyways:

Original sprite:
Spoiler (click to show/hide)

What happens if it's on a black background? The outline disappears. You may as well have not outlined it at all. But, again, this is a problem that will simply never happen on B12 because the backgrounds are not pure black.
Spoiler (click to show/hide)

Change the black for a VERY dark purple that is almost black (and I also changed the purples on the collar for the perfectly good purples in the eyes). It's not much better since the purple is still very close to black but
Spoiler (click to show/hide)

It's a good reason, but that's not the real reason. The dark purple from FE7 (rgb 88, 64, 96) isn't just an outline, it's also used for shadows. Never use black for shadows, because (most) shadows in real life aren't black. So the real reason is: using black is a waste of a color when you could be reusing one of the darker colors from your sprite. I'm not saying this as a rule, I'm just trying to rationalize the choice in the context of FE7's art and stuff.

E: Really though, black for outlines is fine, as long as you're okay with it looking a little more "drawn", as in cartoons/manga/comic books.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on July 15, 2016, 09:59:21 pm
So you may all not be aware, but I've been working on a FEF website for the past week and a half.


Here's what it looks like as of right now:
Spoiler: Home (click to show/hide)
Spoiler: Rules (click to show/hide)
Spoiler: Battle Calculator (click to show/hide)
Spoiler: Mugs (click to show/hide)
Spoiler: Games List (click to show/hide)

The purpose of the website is to be a repository of information on everything related to FEF, as well as a tool to attract and retain new players. Specifically I want this website to be able to inform someone who has no experience with roleplaying of any form and give that kind of person all the information they need to be prepared to play FEF! The battle calculator is by far the biggest part of this project and, when complete, will help people who want to break into GMing FEF.

Obviously it is very incomplete, and I need your guys' help in order to make it as informative as possible.

Current Goals
Rules
  • Add explanations about the concept of roleplaying, the role of the GM, the GM-player relationship, and a short "Getting Started" tutorial on where to begin with playing the game.
  • Perhaps have a summarized version of what's in the handbook as a primer for new players.
Calculator
  • Make it not broken. I'm using JavaScript for all the calculating of inputs and it's not very easy. Progress is slow.
Mugs
  • Add tutorial about spriting.
  • Add an in-depth tutorial about making mugs from scratch.
  • Links to spriting resources.
  • More examples of mugs

All of the current background images are placeholders since most of them are copyrighted. Thus I'm in need of relevant 1920x1080 background images that I can use for the website.

I'm also highly open to suggestions and contributions (especially contributions), so if you have any and you want me to definitely see them (since might not catch them if you post them here):
- PM me on the forums.
- PM or ping me on IRC.
- Send me an email (using the email button below my username).

I want to involve everyone in the community in this process so please don't hesitate to tell me what you think. Thank you.
I know the conversation has moved on somewhat, but damn this is cool.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on July 15, 2016, 11:07:19 pm
I know the conversation has moved on somewhat, but damn this is cool.
Thank you so much just for acknowledging it. I was seriously afraid that no one gave a crap. ;-;
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on July 15, 2016, 11:10:01 pm
I know the conversation has moved on somewhat, but damn this is cool.
Thank you so much just for acknowledging it. I was seriously afraid that no one gave a crap. ;-;
If I may make a suggestion though? In the battle calculator, put the weapon stats to the side of the character stats to save some scrolling.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on July 16, 2016, 12:00:50 am
I know the conversation has moved on somewhat, but damn this is cool.
Thank you so much just for acknowledging it. I was seriously afraid that no one gave a crap. ;-;
If I may make a suggestion though? In the battle calculator, put the weapon stats to the side of the character stats to save some scrolling.
Done.

Spoiler: Combat Calculator (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on July 16, 2016, 12:50:12 am
Looks like the kind of stuff that might save me a lot of time. My suggestion is adding an option to save previous stats you insert there, so you won't need to add it all again.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on July 16, 2016, 01:58:13 am
Looks like the kind of stuff that might save me a lot of time. My suggestion is adding an option to save previous stats you insert there, so you won't need to add it all again.
That's the plan! When it's complete you shouldn't have to touch the input fields at all. I want for the end user to be able to:
- Upload a text file and have the page retrieve the stat values and put them in automatically.
- See Derived Stats input field values change in real-time as you tweak stats.
- Punch in stats for a weapon or a character sheet and be able to export a text file.

BMM42 shared some design documents with me that I'm going to be working off of so it's thanks to him that I've already got some cool plans in store for the calculator.

BMM42's wishlist: http://pastebin.com/ihmSu7WH
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on July 27, 2016, 11:29:00 am
Reposting the "killer" weapon variation for the subcategory that had no weapons with crit-rate or very small chance because I forgot to add a few subcategories.
Spoiler (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on July 27, 2016, 08:26:48 pm
I see no reason to give druidic magic multiple killer weapons. Make one, which trumps other killer weapons or something else not covered by an existing druidic tome, and call it a day.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on July 27, 2016, 08:50:44 pm
I see no reason to give druidic magic multiple killer weapons. Make one, which trumps other killer weapons or something else not covered by an existing druidic tome, and call it a day.

Yoooooooo.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on July 27, 2016, 08:57:07 pm
Post modified, all those tomes were placed with Cursed Fire.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on July 27, 2016, 10:01:54 pm
I see no reason to give druidic magic multiple killer weapons. Make one, which trumps other killer weapons or something else not covered by an existing druidic tome, and call it a day.

Yoooooooo.
Not sure if good yo or bad yo.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on July 27, 2016, 10:32:04 pm
By that same argument, you probably don't need both Killer Pilum and Killer Spear. Also Pilum have 26 QL is a really odd number. I get giving it even number so that even set of uses but at that point just give it 30 or 20.

Honestly, I don't really see the point of adding *more* crit weapons since each weapon type has some crit weapons and typically giving your PCs more crit is not something a GM wants to do. :P

Also like... these seem pretty OP?

Spoiler: Comparisons (click to show/hide)

In general, I think you're discounting how much things are worth? In general, a good rule of thumb to have is -/+1 wt=+/-1 mt=+/-5 hit=+/-5 crit buuuut that crit is really powerful. If you look at all the other killer weapons, they're typically either all around worse than the other similar rank weapon or they're about the same but the other weapon has some effect like reversing weapon triangle or effective damage. The only one I'd see as different is the recurve subcat but poison bow sucks so eh.

A good example actually is Killer Crossbow vs Silver Crossbow. They have the same MT, but the Killer Crossbow has +2 wt, -20 hit, and +30 crit. So it follows the stuff I said above.

In general, I don't think the weapon ideas are terrible. I just think they're unbalanced and also that giving more crit to PCs is a bad idea :P

Edit: I don't know exactly how QL use translates into stuff, but prolly similar +/-5 QL for the above stuff? That one is a bit harder to translate.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on July 27, 2016, 10:38:02 pm
I see no reason to give druidic magic multiple killer weapons. Make one, which trumps other killer weapons or something else not covered by an existing druidic tome, and call it a day.

Yoooooooo.
Not sure if good yo or bad yo.

I think its a neat idea.

Edit: I haven't poured over the weapon stats myself, but if you're just slapping extra crit on weapons comparable to what's available, that's going to be REALLY powerful.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on July 27, 2016, 11:36:22 pm
If you didn't pay attention to the topic, it was about giving killer weapons to the subcategories without critical weapons or with low chance. Bludgeon weapons literally have no critical weapon, for example so obviously a Killer Axe will be a lot more useful most of times as the difference of weight and mt between bludgeon and hack doesn't make it a very inviting subcategory.

So yes, it might need some balance on wt/mt yet and that's why I posted here. So I can at least try to put some balance on stuff like mt, wt and hit rate to make sure it won't be OP but also won't be underpowered. If you think more killer weapons aren't needed, that's ok people have different opinions.

Edit: And after checking the handbook I can see there isn't that much of a difference when it is about hit rate between killer and non-killer weapons of the same category. So besides decreasing mt and increasing wt of some, I probably will just need to decrease 5 hit of some I didn't before.

Double Edit: List is fixed, increased the WT of most of weapons, decreased MT of some, -5 Hit to the ones that were side-to-side with C rank weapons.
Spoiler (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on July 28, 2016, 07:47:33 am
I don't have the handbook with me so I can't see for sure but you seem to have missed my point? Just going off the first one, you just reduced Mt by two which by my numbers would still give the killer weapon a 10 crit bonus over the other. The issue with comparing existing killer weapons to the other c rank weapons is often those weapons have some sort of special effect the c rank of other categories don't, like reaver status or effective damage. So you need to compare them more to the other weapons in the category you're putting them in than how other weapons compare to existing killer weapons. Especially because crit is so powerful.

Also I think you derped your second pilum Mt and wt maybe?

As for my comments, I think it's not overly necessary because each weapon type, not subcat, has some sort if killer weapon. Crit is stupid powerful. Trying to add more of an already powerful type is risky as shown by the fact that you're making essentially more powerful versions of the weapons that exist. I still think just comparing the two lists that some of these are stronger than they should be but would need to check the handbook to really be sure.

Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on July 28, 2016, 08:58:21 am
Actually I also compared them to some of the B/D rank weapons and of course as stated before with the normal C ranked weapons, so not really. And well, like I said before, that's your opinion. I just think it is unfair that only some specific subcategories have some kind of crit rate. Some subcategories literally have little to none advantages compared to the "main" ones, so it is a way to encourage people to try new subcategories too. And I fixed the second Killer Pillum now.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on July 28, 2016, 09:51:11 am
I'm going to assume they're on average weaker than B and stronger than D? I dunno, I still think you're underestimating how strong crit is but *shrug*
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on July 28, 2016, 10:02:35 am
Crit is powerful, yes, but adding killer weapons to every subcat isn't the way to make other subcats more viable.
Subcats should provide more variation. If a subcat is too weak, emphasise the subcat's strengths, not just adding crit.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: CrimsonEon on July 29, 2016, 09:50:44 am
So I had a thought- currently Vuln Dancing is a pretty crutch tactic, and players aren't really feeling that much heat from enemies with high crit weapons. Usually Haspen would handle this by creating weapons that cause players to lose more down counters on being downed, but here's another idea for a difficulty modifier:
Quote from: IRC
‹CrickEt›  maybe there should be overkill penalty, like, people's HP goes negative when being downed
‹CrickEt›  healing while downed will heal full amount so long as there is negative HP to heal, but bringing people positive again cuts healing by half?
‹swordstar›  So if you're -8, healing with a vuln leaves at 1
‹CrickEt›  yeah, like that
It would definitely hurt to be crit under this kind of system, but a good healer could still bring up a player in a reasonable amount of time. Vulns won't be as effective when healing people who really took a beating, but can still handle people downed by being grazed pretty effectively. It'd also ensure that people with Wrath, Resolve or other <% HP skills have to play more conservatively.

Any thoughts on this? I get the feeling I'm missing some factor in this that unreasonably increases the difficulty.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on July 29, 2016, 10:01:12 am
That thing might be effective damage crits. If you get slammed for 100+ damage, you're pretty much dead. Maybe put a cap on it?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: CrimsonEon on July 29, 2016, 10:03:15 am
A cap would make sense, though I kind of like the idea that if you've somehow been put into a situation that shoots you down -100 health, you'd need every healer available over the 3 down counters you get in order to survive.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on July 29, 2016, 10:04:10 am
The problem there is if you only have one healer, etc. There's only do much healing that can be done sometimes
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: CrimsonEon on July 29, 2016, 10:05:13 am
True, maybe there should be a soft cap? Like extra damage that puts you below -15 is halved?

FAKEDIT: Or a hard cap of negative-whatever-their-max-HP-is.
DOUBLEPOSTEDIT: BMM42 pointed out that a Max HP cap punishes characters with high HP, perhaps a flat cap then at like -50, or maybe scaling with level somehow instead of HP.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Xanmyral on July 29, 2016, 04:57:36 pm
Why not go full weird and do an inverse cap based upon the MHP?

Max negative health is -60 + whatever your MHP is. So people who have a lot of health can only get knocked into the negatives by so much, and if someone somehow caps HP (I think only one has done this so far?) then it just works on the old system since you can't be brought to negative health.

Personally, though, I find that a bit much on upkeep (even coming from me) so no matter what people pick I'll probably just stick with my house rule unless it winds up being something great.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on July 29, 2016, 05:11:14 pm
As requested:

Lucky arrow: +30 hit, once a map
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: darkpaladin109 on July 29, 2016, 05:42:48 pm
As requested:

Lucky arrow: +30 hit, once a map
I assume that's supposed to be for archers? I think it'd be a good secondary ability for archers.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on July 29, 2016, 05:44:01 pm
As requested:

Lucky arrow: +30 hit, once a map
I assume that's supposed to be for archers? I think it'd be a good secondary ability for archers.
Yeah.
We were talking about it on IRC and BMM42 is compiling a list of suggestions to put in a poll, so he asked me to post it in here.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Criptfeind on July 29, 2016, 05:52:09 pm
I'll put my suggestion here as well.

Scoped in/steady aim/what ever: If you don't use any of your mov this turn, +hit +damage. (Not sure how much +hit and damage. Some people seem to think this would be a rarely used skilled, so maybe something relatively good like +15 +2 or something?) the idea behind it is that archers seem to suffer from not being nomads, so this rewards them for acting the opposite that a nomad does. Also it scales with longbows and snipering, which I think is sorta cool but also possibly problematic since it gives relatively less for those that want to go a different path. Hum... Well, I suppose a skill favoring one play style or another isn't too terrible.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on July 29, 2016, 08:28:57 pm
Archer Skill Master list

All the skills presented here are subject to tweaking once implemented

Called Shot: instead of attacking, the Archer can choose to take an overwatch stance, automatically attacking the first enemy to get in range the next enemy phase. Works with ballistas.
* Reaction Shot (active skill): Activate this skill instead of making an attack this round. During the next Enemy Phase, any time an enemy moves into any panel within your attack range, make an attack against him with -15 to hit. You may not target any target more than once per turn with this skill, and you may not double-attack regardless of your relative Attack Skill.
* Nothin' to do but Dodge (passive skill): When attacked by an enemy who is not inside your counterattack range, you gain +20 to Evasion.
* Point-Blank Shot (passive skill): You may use bows at a range of 1, but with a penalty of 1 Damage and 15 Accuracy.
* Sniper's Nest (passive skill): Double the defensive benefits of terrain you are standing on.
* Prognostication (passive skill): You keep your eyes on the horizon, and when someone charges you, you have time to anticipate. If an enemy moves three spaces or more to attack you, you gain +20 Evasion against them for that round.
* Premeditation (active skill): You may activate this skill once per battle. Reduce your MAG to 0, and receive an increase to SPD equal to half the MAG lost. On every subsequent turn, your MAG increases by 1 up to its normal amount, and your SPD decreases by 1 down to its normal amount.
Arc shot: On their turn, an archer may choose to extend their range by 1 tile in exchange for -20 to hit on the attack.
Careful Shot: Some form of exchanging damage for extra hit
Flush Shot: After attacking an enemy on defensive terrain, the target loses terrain bonuses until they complete one combat.
Sighted in: If the unit with this skill attacks a unit they attacked the previous round, +15 hit and +1 DAM
Lucky arrow: Once per map, an archer may add +30 to hit for one attack
Steady Aim: If the archer uses no move this turn, +? hit and +? Damage

I think this is all of them.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: birdy51 on July 29, 2016, 09:26:25 pm
Reaction shot sounds the handiest and most likely to be used without breaking things terribly. It also gives them at least a slight counter of people coming up to whack them with swords; at least for a round.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on July 29, 2016, 09:40:43 pm
Hmm, I think Called Shot vs Reaction Shot is better. Getting a free attack, even at -15 hit, against everyone that comes into your range is super powerful, especially once you get up into Sniper+Longbow shenanigans. Probably just sticking with one free hit against someone is good?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on July 29, 2016, 09:46:07 pm
I like Called Shot as well. Flush Shot also seems useful.

I think "Premediation" is probably the one with the most precedent in the rulebook, with the "Dump one stat into another stat" thing, if a bit weaker than those due to the rate of conversion, and gives a use for a MAG growth beyond magic weapons and promotion to Battle Mage.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on July 29, 2016, 10:08:29 pm
So tomorrow, I'm gonna try putting up a strawpoll or something, and people can vote on... gonna say for two or three skills, to narrow down the list to a top 4 or something. Then we can do a proper poll to see which skill is most popular
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: birdy51 on July 29, 2016, 11:06:53 pm
Oh woops! I had actually meant Called Shot. Whoops!
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on August 01, 2016, 01:43:16 am
FEF website update:
The calculator can take stats you put in and generate your battle inventory stats (I call them 'Derived Stats') like Base Attack, Attack Skill, and so on, then take those and make them fight! It can already determine if there is a miss, crit, or hit, and in the latter two cases it tells you how much damage the attacker dealt and what the defender's HP is. Once I get doubles to work I can work on stuff like telling the calculator when a character is dead and basically all the things to keep the calculator from letting you do this or that infinitely until a variable is 1.21e+45.

Yay progress!

Edit: Here's a .gif of the broken calculator running battles!
Spoiler (click to show/hide)

If you want to actually read the numbers (sorry the .gif quality is so shit) you can watch this unlisted YouTube video I uploaded of me clicking the Battle button (around the middle of the video I just hold down 'enter' and let it iterate as fast as it can). (https://www.youtube.com/watch?v=pqrSqwHuJQU)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: somemildmanneredidiot on August 01, 2016, 03:47:59 am
My coding is rather crap but doing something like
Spoiler: this (click to show/hide)
might work, though you'll have to make sure that there's an end clause for the attack. You could expand from there to apply adept and other skills as well in relation to augmenting the end clause if you don't have it involved in the attack function already.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on August 01, 2016, 11:02:31 am
Oh no the logic for doubles is already implemented.

Code: [Select]
function outputStats() {
if (traineeClass1 == "00" && firstClass1 == "00" && promotedClass1 == "00" && traineeClass2 == "00"  && firstClass2 == "00"  && promotedClass2 == "00") { // check if the class dropdowns haven't been selected
alert('Please pick a class.');
} else {
if (Math.floor((Math.random() * 100) + 1) <= hit1 - evasion2) { // is random number between 1-100 less than or equal to hit minus evasion?
if (Math.floor((Math.random() * 100) + 1) <= critical1 - dodge2) {
attack1 = (attack1 - defense2) * 3;
currentHealth2 = currentHealth2 - attack1;
document.getElementById('results').innerHTML = "Character 1 performed a <font color=red>critical</font> hit! <br>" + "Dealt " + attack1 + " damage! <br>" + "Character 2 is at " + currentHealth2 + " health!";
} else {
attack1 = attack1 - defense2;
currentHealth2 = currentHealth2 - attack1;
document.getElementById('results').innerHTML = "Character 1 hit! <br>" + "Dealt " + attack1 + " damage! <br>" + "Character 2 is at " + currentHealth2 + " health!";
}
} else if ((attackSkill1 - 4) >= attackSkill2) {
document.getElementById('results').innerHTML = "Character 1 missed!";
if (Math.floor((Math.random() * 100) + 1) <= hit2 - evasion1) {
if (Math.floor((Math.random() * 100) + 1) <= critical2 - dodge1) {
attack1 = (attack2 - defense1) * 3;
currentHealth1 = attack2 - currentHealth1;
document.getElementById('results').innerHTML = "Character 1 is at " + currentHealth1.innerHTML;
} else {
attack2 = attack2 - defense1;
currentHealth1 = attack2 - currentHealth1;
document.getElementById('results').innerHTML = "Character 1 is at " + currentHealth1.innerHTML;
}
}
} else {
document.getElementById('results').innerHTML = "Character A missed!";
}
}
}

The problem is getting HTML to add that new attack message onto the old one rather than overwriting it, since when you assign innerHTML it overwrites whatever you displayed previously. But I have some ideas already! I can just add another div tag and have the extra attack iterate to that. But I would rather just reuse the one div.

Fakeedit: Maybe I can write the first attack message to a variable and then use that in the second attack.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Culise on August 01, 2016, 11:18:51 am
Have you tried the append (http://www.w3schools.com/jquery/html_append.asp) method?  I'm not an expert by any measure, but that method is typically how I would tack text on to the end of an element.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on August 01, 2016, 01:33:40 pm
Have you tried the append (http://www.w3schools.com/jquery/html_append.asp) method?  I'm not an expert by any measure, but that method is typically how I would tack text on to the end of an element.
I haven't been using any libraries but that does look like a method that would work here, so maybe now is the time to download one.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Culise on August 01, 2016, 02:03:32 pm
Have you tried the append (http://www.w3schools.com/jquery/html_append.asp) method?  I'm not an expert by any measure, but that method is typically how I would tack text on to the end of an element.
I haven't been using any libraries but that does look like a method that would work here, so maybe now is the time to download one.
It shouldn't be a library; it's just basic JQuery.  Hmmm, my apologies; you mentioned earlier that you're using JavaScript.  I tend to forget, but if append isn't implemented there, you could do a string concatenation (http://www.w3schools.com/jsref/jsref_concat_string.asp) as well - pull out the present content as a string with the InnerHTML method, append what you want to enter with the concat method, and drop it back in using the InnerHTML method again.  It feels a touch inelegant to me, but it should work for a string.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on August 01, 2016, 11:18:38 pm
jQuery is a JavaScript library, so unless I've implemented the library I can't call methods from it. Concat works but it's pretty fucky.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on August 02, 2016, 05:10:50 pm
Inspired by Xanmy's firearms, having had too much cookies for the night and after a short binge thru Wikipedia, I present to thee...

Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on August 02, 2016, 05:17:25 pm
Those are both terrible specials which only serve as punishment for choosing these classes :l
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on August 02, 2016, 05:20:44 pm
Those are both terrible specials which only serve as punishment for choosing these classes :l

These are for balancings? Guns are better bows after all v:

EDIT: If you mean 'beneficial specials' then dun worry, Class Skills will be a thing for all gun first and promo classes :V
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on August 02, 2016, 06:17:42 pm
Hmm.

Also, the auto-hit adjacent rule for the cannons is crap. If they made an additional attack roll against a nearby target it'd be different, but auto-damaging plus splash damage is just dumb as all get out.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on August 02, 2016, 06:47:00 pm
Post removed.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on August 02, 2016, 07:27:48 pm
... I can't take anything that uses yo-yo as the weapon seriously but...

Autohaving 1-2 range is pretty strong, as shown by mages being real powerful. Mages are of course buffed more by hitting res which tends to be lower but either way, I'm still not really sure this is needed? I dunno. Every weapon type has some 1-2 range subcat, except swords, so they aren't really filling a niche that doesn't exist? And you're once again focusing really heavily on crit, which is way powerful especially with the ability to add luck straight to their crit. That could straight up be +30 crit, plus another 5 or 10 from promoted skill, plus almost certainly another +10 from a PS, assume they have another +10 or 20 from supports, +15 from skill, that could be up to 85 crit before anything like wrath or weapon crit comes into play. That's *crazy* At the very least halve luck before adding, but irregardless, even if it's only twice, that's still a really powerful class skill and it's the first class skill.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on August 02, 2016, 07:33:07 pm
Well, I did post it here first for a reason, to patch up issues like those. Pointing them out is part of the process, suggesting a replacement is the second and very important part. I agree, for a first class skill it is insane, even if I halved the LUK part. So if you have something that can replace it, go ahead and mention it.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on August 02, 2016, 07:44:51 pm
No real idea. I honestly don't really think the class is needed tbh. Archers with crossbows, or any class with something like javs or throwing axes take this job just fine.

Though I might suggest naming them like ninjas and changing the name to shurikan or something if you really want it because yo-yos is not something most people are going to be able to take at all seriously
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on August 02, 2016, 07:45:45 pm
...Yo-yos?

(http://spindlemagazine.com/wp-content/uploads/2015/06/a55a789a-402x570.jpg)

Every weapon type has some 1-2 range subcat, except swords, so they aren't really filling a niche that doesn't exist?
Swords do have daggers, I guess, for 1-2 range.

But yeah, it's a niche that's already filled, really. I can't imagine it's terribly balanced compared to other physical weapons.
They tend to have crit subcat, 1-2 ranged subcat, effect subcat. Yo-yos are all 1-2 ranged.

All the other physical weapons have ranged subcats, dark magic has subcat dedicated to debuffing. I don't really see the need to add another type of weapon that seems kinda unbalanced from the start and doesn't do much new.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on August 02, 2016, 07:52:33 pm
Clearly Swordstar has never played Startropics. Otherwise she'd know that you can defeat alien behemoths with a yo-yo.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on August 02, 2016, 07:59:02 pm
Never heard of it, nope. But point still stands. :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on August 02, 2016, 08:09:44 pm
I never said it was going to be something completely new or filling a new path. But whatever, I will remove the link from here and work it on my own instead.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on August 02, 2016, 10:51:20 pm
@guns: I don't see why firearm users should have to worry about powder and shot when archers don't need to manage the amount of arrows they have. Why not just give firearms comparatively low QL?

I like it though. Just a fun little list of guns stats.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on August 03, 2016, 02:01:58 am
Yeh that's also an option ;v

EDIT: Yeah I replaced standard 5 QL increments with 4 QL increments with 8QL being lowest ;v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on August 03, 2016, 04:16:04 am
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on August 03, 2016, 07:17:23 am
Arqebusiers seem a little weaksauce compared to pistoleers - their class skill doesn't seem so good, less weapon profs, and no mount. At best they either get the equivalent of +2 AS - but without the eva bonus - otherwise, they get nothing.

Pistoleers: never having to fight at a wtd is pretty powerful. They seem to have all the advantages over an arqebusier: sword weapon profs, with the same profs for guns; a mount;

Musketeers suffer a little from any strength growth is pretty useless until their final class, unless they take Centre. That said, they seem pretty alright otherwise? Up to 30 hit is pretty good, I guess? Ironically that probably makes them better shots than the sharpshooters. So there is that.

Sharpshooters: requiring no str or mag growths, they have plenty of % to dump into everything else. Tonk builds, ahoy! They already outrange everything bar longbow snipers and siege magic, so more range isn't all that huge of a bonus. The invisibility of Gun Phantom is a little odd - the way it currently reads, if the sharpshooter moves onto a forest, they can't attack that turn, because they're going invisible. How would invisibility work? Can the SS pepper enemies from afar, and they wouldn't react? Would they try to find him? If they move next to him, and thus discover him, and they then attack?
Is it even much of a bonus? A SS is going to be camping in the back, utilising his insane range.

Curassier: The ultimate hit and run, perhaps. With extreme range and high mobility, I can't imagine much will catch them if they don't want it, especially if they take celerity (or whatever its called).

Dragoons: Seem pretty alright.

All that said, I do wonder how guns would actually work in a map - that huge range gives them such an advantage, and reducing enemy def by half...
With the pistols, B car doesn't seem any improvement over C - actually, just a little bit worse, really.
There's barely any difference between the musket and the dragon in the rifle category.

I dunno. I'm not sure how balanced they'd actually be.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on August 03, 2016, 07:19:27 am
Maybe to balance the range of guns, they can't shoot through walls? Or if that's too rare to be an issue, they can't shoot over some terrain?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on August 03, 2016, 07:29:50 am
Arquebusiers could get no penalties whatsoever till -3, or the AS penalty not kicking in until its -4 or greater ;v

Sharpshooters: mebbe just make them straight invisible in forests a la Fighters were in one handbook or another?

EDIT:

Also Bows having an advantage against Guns: either straight out WTA or +1 to numbers of attacks (its faster to fire a bow than a gun)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on August 03, 2016, 07:56:37 am
Effectively a small reduction to weapon weight just isn't all that great, tbh, especially if they're still losing the eva.

Sharpshooter invisibility: I guess? I'm still not sure how invisibility is supposed to work, precisely.

Bows having WTA over guns (and guns having WTD?) would be a lot more consistent with the other game mechanics. Certainly a lot better than getting an additional attack.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on August 03, 2016, 08:18:24 am
Familiarity improved a bit. SS invisiblity simplified and explained. Bows and Guns now locked in WTA/WTD relationship ;v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on August 03, 2016, 03:20:20 pm
(http://i.imgur.com/nKNyD9D.png)

Bloodborne emblem - the title logo in progress. (reference) (http://i1-news.softpedia-static.com/images/news2/Bloodborne-Video-Showcases-Deadly-Enemies-and-Bosses-473882-2.jpg)

For those who aren't in the know, Bloodborne (https://www.youtube.com/watch?v=G203e1HhixY) is a sort of Victorian eldritch horror dark souls. The player is a Hunter, someone who hunts the citizens-turned-monster of the city of Yharnam, using guns and transforming weapons called trick weapons to do so.
It's pretty cool, and I am very fond of the setting.
Therefore.

Spoiler: Stats (click to show/hide)

Spoiler: Classes (click to show/hide)

Spoiler: Weapons (click to show/hide)

Thoughts? Is this something people are interested in?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on August 03, 2016, 03:28:51 pm
All of the yes ever

That is my thoughts
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on August 03, 2016, 03:30:50 pm
Finish Dark Souls Emblem and then we can talk, mister |v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on August 03, 2016, 03:33:37 pm
More seriously, I'm not sure if 50% Progression is worth starting with one in every stat but HP and CON/AID
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on August 03, 2016, 03:46:13 pm
Finish Dark Souls Emblem and then we can talk, mister |v
I intend to finish that first, yes.
But my questions stand about BB emblem.
I can talk about games withour starting one, surely? :P

More seriously, I'm not sure if 50% Progression is worth starting with one in every stat but HP and CON/AID
I might have been a little harsh with the Waste of Skin.
My thinking was: he starts with 10 less stat points than the other classes, so he'd make that up in twenty levels, with luck... so around half way through the game, give or take, and then he'd have the advantage. So it takes a while, but he should start showing his worth in the second half of the game.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on August 03, 2016, 03:50:29 pm
Finish Dark Souls Emblem and then we can talk, mister |v
Finish FEFs 3-6 and you can talk
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on August 03, 2016, 03:52:11 pm
Fair, but there's a difference between "Harsh start, good midgame, great endgame" and "Basically an escort mission for several levels"
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on August 03, 2016, 03:57:14 pm
Finish Dark Souls Emblem and then we can talk, mister |v
Finish FEFs 3-6 and you can talk

I finished FEF 1-2 therefore I can talk all I want, scrub v|
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on August 03, 2016, 04:04:10 pm
thoughts on a FEF with some of the newer classes and such from the games homebrewed in? Possibly with the pairing mechanic, I like that.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on August 03, 2016, 04:12:46 pm
I finished FEF 1-2 therefore I can talk all I want, scrub v|
but not 3-6
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on August 03, 2016, 04:19:45 pm
thoughts on a FEF with some of the newer classes and such from the games homebrewed in? Possibly with the pairing mechanic, I like that.

When making new classes, you have to consider what niche it will fill. Pretty much every role is already filled through one of the ~45 promoted classes, and the more classes there are, the harder it is to ensure they're all balanced relative to each other.

As for the pairing mechanic... I vaguely remember it from what Awakening I played. I dunno... presumably one player just has to sit there for a while during the pairup?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on August 03, 2016, 04:21:18 pm
I mean, that's usually what Pair-Up does. Maybe have a chance for the secondary character to attack, like the newer games?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on August 03, 2016, 04:26:08 pm
From a player focus, I don't imagine not being able to act for however many turns you're paired up as the secondary pairee is particularly thrilling.

It also mostly overwrites the rescue mechanic. As long as they aren't downed, you can just pair up if they're in trouble, and not only are you not slowed you're actually boosted combat-wise.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on August 03, 2016, 04:28:40 pm
Well, what about having Pair-Up work but only with two people next to each other?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Furtuka on August 03, 2016, 04:31:10 pm
thoughts on a FEF with some of the newer classes and such from the games homebrewed in? Possibly with the pairing mechanic, I like that.
we have some notes on that from a few months back. Need to organize them though
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on August 03, 2016, 04:33:39 pm
yeah in Fates at least there are offensive and defensive pairups. Both of them give bonuses varying with the character (+10 hit seems to be the most common), offensive ones occur when a character is adjacent to someone attacking, and the assisting character attacks for half of their usual damage alongside the first. Defensive ones basically hide one character under the other, giving stat bonuses to the one and preventing them from taking damage from offensive pair-ups as well as having the Dual Guard mechanic. Dual Guard increments a gauge every time they attack or are attacked; when it fills, the next hit is blocked. EXP is given for dealing damage and for activating Dual Guard.

edit: it's also not like its mandatory. There are clear benefits to not using it as well; it's just another layer of strategy.

@homebrewed classes: yeah, I'm aware of the extra balancing effort. The goal is basically more player options. Plus, afaik, the new classes fill roles that arent taken yet; off the top of my head, there are no flying ranged units (except a bow troub->valk), and both Kinshi Knights and Malig Knights fill that role.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: xelada on August 04, 2016, 08:20:35 pm
To be a bit more precise about pair ups:
General Things:

Offensive Pair-Ups:

Defensive Pair-Ups:

I think that is everything, feel free to point out bits I missed, or anything that you felt was confusing
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on August 04, 2016, 09:29:37 pm
Pair-up is really strong and really not balanced for an RP like this. It's barely balanced for the games as is...
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on August 04, 2016, 09:43:24 pm
Admittedly it is better balanced in Fates, but I'd just like to remind everyone that the mechanics that FEF are built on are based primarily on games 4-9. Awakening and Fates are fairly drastically different from these games beyond simply adding the pair up mechanic. As such, attempting to stitch on the pair up mechanic is just going to make things very weird.

Plus it will make things more complex for the GM which, as we have established previously, is a bit of a no no.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on August 04, 2016, 10:58:51 pm
Yeah, even the extra classes in fates are hard to add cause of how they're balanced. There was poking at them as furt said, but from what I remember beyond getting shurikan mostly figured out not a whole lot of progress was made. (Also yeah, making things harder on the gm I'd usually a bad idea TM)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on August 09, 2016, 12:05:35 pm
Okay so as some of you know, a few pages back I collected all of the proposed archer skills people have put together to replace Sidearm. As I'm sure all of you know, no one has done anything with this. So my next goal is to attempt to find a consensus on what archer skill would be the best. Or least worst, I'm not picky at this stage.
So go vote for the three you like best, or dislike the least. In a couple days when everyone has voted, we can do another poll in here to choose the finalist out of... a number of these. (https://strawpoll.de/a244342)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on August 09, 2016, 12:11:54 pm
I'm testing my GUNS! Extended Edition expansion for FEF, come do the shooty things! (http://www.bay12forums.com/smf/index.php?topic=159898.0)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on August 11, 2016, 02:04:51 pm
Starting from next week I'm going to be a lot busier with life, so I won't be around as much.
I'll probably still be able to post and stuff, but don't wait for me too long.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on August 11, 2016, 02:08:54 pm
Noooooooooooooooooooooo

Flora ;~;
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on August 11, 2016, 02:30:25 pm
Archer poll passed to this thread :v!
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on August 25, 2016, 03:06:21 pm
Okay so it's finally time for this post.

Life have caught up with the incredibly lazy Haspen (that's me), and therefore I will be definitely less and less actively on the forums and the #feftalk channel. It will also affect my ability to host FEFs.

Therefore, I am right now dropping FEF5; it got the nasty episode, some peoples aren't active enough/at all, and it's the best option of all 4 possible.

Unfortunately, if I will have to, FEF3 and FEF6 might also suffer the boot and get closed. These however will have proper closures aka enough plot and battlemaps to get some finish.

FEF4, while not being very far in terms of chapters, is actually in safest position because of excuse plot about macguffin collecting and just random worldjumping battlemaps.

On SPOOKS: Not gonna host the full game. Taricus and Tiruin both expressed thoughts about it, so they can grab the stuff and have fun if they want.

On GUNS! test: Not gonna make it either. Anyone who wants to use the GUNS! extended edition, be my guest, the whole thing is few pages back in this very thread.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Culise on August 25, 2016, 03:34:33 pm
A'ight.  Hope you keep hanging in there without too much trouble popping up life-wise, and take care. 
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on August 25, 2016, 03:35:29 pm
;-;
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on August 25, 2016, 03:39:01 pm
I'm guessing you got a full-time job, Haspen, so congratulations on that even if it eats up your free time.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on August 25, 2016, 03:42:09 pm
Take care of yourself, Hatkitty o7
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Powder Miner on August 25, 2016, 03:42:33 pm
Good luck, dude
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on August 25, 2016, 04:53:58 pm
Hey. At least dumping a single game is better than trying to juggle them all and ending up with them collapsing on themselves. Though honestly I'm still surprised that you managed four FEFs at once. That's pretty impressive. If a bit concerning.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Deus Asmoth on August 26, 2016, 02:01:45 pm
Well, that's a pity but I guess it was inevitable. Are there any games currently recruiting?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on August 26, 2016, 02:04:30 pm
None I know of.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on August 26, 2016, 03:57:59 pm
I might run one once OSAF is up and running and I've had tome to settle into school.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on August 26, 2016, 04:03:45 pm
That gets me thinking... What do you have to do/prepare to start up a new FEF? Wasn't there a waitlist or something for starting them or is that long gone? And is there a collection of common changes that everyone accepts floating somewhere about? Because every game seems to have their own alterations, with enough similiarities between them to suggest that they started from the same origin.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on August 26, 2016, 04:05:46 pm
FEF1 was the first FEF game on forums, and that gave way to handbook usage, maps, post format, etc etc.

Before that, there were Maptools sessions, which were a bit more chaotic but some stuffs I learned from there, like how to character sheet, where to mugs, etc v:
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on August 26, 2016, 04:07:13 pm
In other words, everything is just spiraling out in a big organic blob?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on August 26, 2016, 04:11:46 pm
Ye, and once you can sprinkle it with your 'lore', then you have a FEF ready for deployment and player recruitment v;
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on August 26, 2016, 04:39:08 pm
So. In summary:
Do I have everything right?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Caellath on August 26, 2016, 04:46:17 pm
.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on August 26, 2016, 04:49:50 pm
You need mappy and create a buttload of maps so you don't have to do it all in one day. Also I forgot to switch accounts, as I am on Cael's PC, just in case you are wondering what the tell is that dot for. Is there a command to delete posts?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on August 26, 2016, 04:54:31 pm
There isn't, but you probably could have left that post as-is and no one would have even noticed it wasn't Cael. :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on August 26, 2016, 04:55:14 pm
Yeah. Either way I have a lot of crying ahead of me. Wonderful.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on August 26, 2016, 04:56:29 pm
There isn't, but you probably could have left that post as-is and no one would have even noticed it wasn't Cael. :P

Cael would have noticed it wasn't Cael. And he wouldn't be too happy about that.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on August 26, 2016, 05:25:06 pm
Caelectus.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on August 26, 2016, 05:27:55 pm
Yeah. Either way I have a lot of crying ahead of me. Wonderful.

Suffering for one's art is traditional, yes.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Caellath on August 26, 2016, 05:28:04 pm
I found it strange the thread counted as having a post of mine when I remembered having never posted here.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on August 26, 2016, 07:18:26 pm
Yeah. Either way I have a lot of crying ahead of me. Wonderful.
It gets worst, yey! But I won't discourage you, I have over twenty armored mugs here and I want to try one of them in a game.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 04, 2016, 03:55:20 pm
Heads up, my game is accepting two new players
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on September 04, 2016, 03:57:37 pm
Her game is Winds of Change to which link you can find in the list in the first post of this topic ;V
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 04, 2016, 03:59:17 pm
Also, yknow, in my sig :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on September 12, 2016, 10:06:12 pm
Can somebody look over the background information for my upcoming Fire Emblem game? (http://pastebin.com/WQSsW8Z2) Let me know if anything obvious is missing or how terrible my grammar is. Maybe suggest changes to the size or layout. I'm at that point where I feel that I can't see the problems with it and need outside opinions to help. Admittedly the lore dump could probably use more elaboration on the areas where the game will mostly take place, but after spending a couple weeks on it I just want to finish it and move on. Afterwards I can finalize my gameplay changes and then agonize over mugs and maps. Fun.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on September 13, 2016, 03:03:34 am
/me will pray for USEC so this might actually survive past first few chapters ;v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on September 13, 2016, 03:22:51 am
Well, it's given me an idea for a character already, so there's that.
Now to make another mug...
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on September 13, 2016, 06:23:15 am
Quote
... the Brothers of the Sun and the Sisters of the Moon, ...

The sun...? (http://darksouls2.wikidot.com/heirs-of-the-sun) The moon...? (http://darksouls3.wikidot.com/blades-of-the-darkmoon)
Confirmed?!
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on September 13, 2016, 08:46:14 am
/me will pray for USEC so this might actually survive past first few chapters ;v

I hope so too. The fact that the first few chapters are going to be all over the place and set weeks apart aren't going to help my chances, but with the plot I'm planning I can't think of a better way to do them. You are going to be running from nation to nation looking for support, so bouncing around the map and having a bunch of timeskips is pretty much a given.

Quote
... the Brothers of the Sun and the Sisters of the Moon, ...

The sun...? (http://darksouls2.wikidot.com/heirs-of-the-sun) The moon...? (http://darksouls3.wikidot.com/blades-of-the-darkmoon)
Confirmed?!

Of course not, SB. That would be ridiculous. I'm obviously referring to the DS1 Blades of the Darkmoon, geez.

EDIT:  I have an actual question for everyone. Does the lore dump seem too large and intimidating to anyone else? I was thinking about pruning it down a bit, but I'd like some more input before doing anything drastic. It does flesh out the world after all, and if people already have ideas for characters then maybe it does something right.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on September 13, 2016, 09:13:42 am
The larger the lore dump, the deeper the well of ideas from which players can make their characters' backstories from!
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on September 13, 2016, 09:21:28 am
My current idea is a dancer ex-slave from the arabic nation with a chelsea grin.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on September 13, 2016, 09:45:14 am
I might seize the opportunity to finally use Zachary :vc
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on September 13, 2016, 09:55:31 am
my current idea is a character that may or may not be literally a dark souls character
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Criptfeind on September 13, 2016, 10:37:28 am
I'm somewhat interested. I was thinking maybe of a Glarus Wyvern Rider, ether a paganistic one from a Northern Canton or one from the Western Cantons. (Probably dependent on if I want to be more focused on tonking or on deeps).

One thing I'm struggling with is getting my mind around the geography of the strait. You got the eastern sea and then the unnamed sea that the summer islands are in on the west, Evreux is bordering the eastern sea and then it boarders Glarus which boarders the western sea, which is all fine and good, but then the northern part of Evreux, The Marz, is part of the Northern Reaches which then goes on off the map into who knows where. And the southern part of Evreux, Epinal, borders the Sultanate of Masjay which itself borders The Saqqaf Caliphate, which like the northern reaches goes off into the south and off the map. So where is the eponymous strait itself? Does it like, split Evreux in half? If so, though what provinces? Is the Unan river a strait between the two seas?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 13, 2016, 10:37:59 am
Maybe don't do straight expy of a character. I might join as axe user or something
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on September 13, 2016, 10:44:36 am
One thing I'm struggling with is getting my mind around the geography of the strait. You got the eastern sea and then the unnamed sea that the summer islands are in on the west, Evreux is bordering the eastern sea and then it boarders Glarus which boarders the western sea, which is all fine and good, but then the northern part of Evreux, The Marz, is part of the Northern Reaches which then goes on off the map into who knows where. And the southern part of Evreux, Epinal, borders the Sultanate of Masjay which itself borders The Saqqaf Caliphate, which like the northern reaches goes off into the south and off the map. So where is the eponymous strait itself? Does it like, split Evreux in half? If so, though what provinces? Is the Unan river a strait between the two seas?

...

Fuck. I just realized that strait does not mean what I thought it meant. I actually meant isthmus, though perhaps the area is a bit too large for that term. In other words, your confusion is justified. No strait exists in the geography, I was not explaining myself properly. I'm really sorry about that.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Criptfeind on September 13, 2016, 11:00:34 am
Heh heh, alright, cool. That makes the geography all sorta fall in place, except one other question I have, which is where is The Holy Anahitist Empire? Northwest bordering the northern reaches and Glarus, Southwest bordering the Caliphate, and just across the sea on the other side of the summer isles to the west all seem to be possible locations (although not without a few things that give me pause) given the descriptions. Although I guess the river Unan part does imply that they are to the southwest bordering the caliphate.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on September 13, 2016, 11:03:46 am
Yeah, they're to the southwest, bordering Aen and the Caliphate. I'll add that to their write up. And I'll do a quick one for the Summer Isles too, since they're even further beyond that. Those Pegasuses flew a long way before they got to Glarus or Aen.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 13, 2016, 11:17:40 am
Making map would help with confusion too
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on September 13, 2016, 11:18:27 am
i'll have to take a look at that, though i have a character i've been wanting to use for a bit
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on September 13, 2016, 11:19:25 am
Draw a map, it will solve lots of problems. And as far as the maps go, even one as simple as made by Solymr for Final Hour will do v:
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on September 13, 2016, 01:09:40 pm
I think I'll be going with this for my gameplay changes (http://pastebin.com/33dtgsHy), though that hasn't been finalized and I'm open to everyone's opinions. Hopefully it's all common-sense and I haven't missed any glaring errors or overpowered abilities. The most drastic change is the new level cap of 40, so I would love to hear everyone's thoughts on that. I never loved the mechanics of promotions resetting your level to 1 and the behaviours it encouraged, hence why I got rid of it completely. In my opinion a promotion item that you get early should be used early too, as a reward for taking risks and succeeded, instead of something you squirrel away until level 20.

Additionally I've made a custom class for the Lord of my game (http://pastebin.com/E5Pc3ecG), so I might as well post that while I'm here. Get a little bit of feedback on that so that there's no complaints later. Though with a skill set entirely revolving around not-dying, I'd be surprised if that is the case.

Anyways. All that's left to do now is mapping and making mugs. The two things I was dreading the most.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on September 13, 2016, 01:16:58 pm
using bonuses for split growths can get very silly very quickly, just fyi.

edit: on the same token, making ignis Cost makes it kinda weak due to it already necessitating investment in three stats to be effective

your modified Dragon Scales seems to render being a Wyvern Rider entirely pointless, unless Fire magic is planned to be super common. As is, that's a pretty narrow category to have bonus defenses against, and the whole point of being a wyvern instead of a pegasus is being generally more tanky than the former

Firebrand basically has Galeforce, which is questionable, though it has an important caveat, so idk.

Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Criptfeind on September 13, 2016, 01:27:29 pm
"Civilized terrain" seems somewhat ambiguous but I guess that's perhaps something you can just specify on a map by map basis.

Also as dude who's wanting to play wyvern rider such a niche class skill (made even more niche by promotion stat bonuses... If you want a flying mage hunter, might as well make a Pegasus rider) makes me sad, but the class skill in the book clearly needs to be changed as well. It's certainly a change I can live with, but I guess I figured I'd say it feels like not have a class skill at all.

Edit: About the level 40 cap, although I have no practical experience in the area your reasons for the change seem reasonable to me and I do like the idea.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on September 13, 2016, 01:40:50 pm
I've never been a believer in split progression bonuses either, since that rewards all rounders whereas those who focus on STR or MAG alone get no bonus. But at least you've made it so those bonuses and those from blossom can't contribute to it, so that's good.

Were it not for those bonuses, I'd say Ignis is better free than cost, but there you go.

I also agree with the sentiment that modifying Dragon Scales to give extra RES against fire magic and nothing else is really weird.

Nothing else is jumping out at me at the moment but I did just come off of a MGSV rage quit so eh.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 13, 2016, 01:51:25 pm
Would not recommend creating a class without getting actual feedback on the class which is impossible to do without knowing what's going on with it.

Horse archer is a very silly name just go bow knight and ranger at that point.
Sellsword and mercenary is same thing different name btw
Ignis shouldn't be cost for reasons murdoc said
Might want to include hills in what levitation doesn't affect
Really only civilized cost that has mov increase is pillars for fencer
You've made inspiration into charisma. Not a huge fan especially since shaman has very similar skill and gets a buff from theirs
That's a huge buff to leaf on the wind wouldn't suggest doing that
That's a huuuuge nerf to wyvern. At the very least give it against wind magic like 1.2

Inquisitors change is more powerful than base and pretty op.
Not a fan if holy guard skill passive healing people
Mage knight change is not great because it forces them to be mixed basically


In general I'd say changing class names purely for flavor is a good way to cause confusion especially since you can give your enemies good names without changing class names. I'd caution against doing that. I'd also suggest taking a look at the games that are using 1.3 and comparing changes. A lot of the changes you made are either way powerful or way weakening without a lot in the middle. Obviously this is my opinion and you can feel free to ignore some or all of it

Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 13, 2016, 01:53:08 pm
Oh yeah nerfed galeforce is still real strong

Edit: also may have missed but would suggest making wyvern weak to ether thunder or wind because otherwise like 1/3 of the game is weak to them.

Also I prolly came off slightly harsh in my last post sorry if that's the case but I do think you need to balance things a bit better.

Lord class I think is missing some points on promo. Only has 11 but then has 16 on promo which I think is too many. (Including con every class gets the same number of stats leveled up)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on September 13, 2016, 02:01:28 pm
Why is the lord a special class?
Are they going to be a player? In which case, it's a bit odd. You can give them their plot powers without making them a whole new class. It's also a brand new class with no feedback for secret reasons, and that's not great.
I'm not massively fond of one character being hugely more important than all the others, as then you're in trouble if that player, well, leaves, or isn't as active as you'd hoped.

Despite planning a performer, I don't really like the autoequiping weapons thing. Should everyone with a bow equip a melee weapon, too, or should an archer switch to a longbow automatically if they're attacked at range 3?

Sol is really good. It does raise a question though. When crits do 100 damage to an enemy ewith max 30 health, is 15 healed or 50?

Ignis is nerfed by being cost to not being worthwhile.

I... am also leaning towards disagreeing with split growths.

Would not recommend creating a class without getting actual feedback on the class which is impossible to do without knowing what's going on with it.

Horse archer is a very silly name just go bow knight and ranger at that point.
Sellsword and mercenary is same thing different name btw
Ignis shouldn't be cost for reasons murdoc said
Might want to include hills in what levitation doesn't affect
Really only civilized cost that has mov increase is pillars for fencer
You've made inspiration into charisma. Not a huge fan especially since shaman has very similar skill and gets a buff from theirs
That's a huge buff to leaf on the wind wouldn't suggest doing that
That's a huuuuge nerf to wyvern. At the very least give it against wind magic like 1.2

Inquisitors change is more powerful than base and pretty op.
Not a fan if holy guard skill passive healing people
Mage knight change is not great because it forces them to be mixed basically


In general I'd say changing class names purely for flavor is a good way to cause confusion especially since you can give your enemies good names without changing class names. I'd caution against doing that. I'd also suggest taking a look at the games that are using 1.3 and comparing changes. A lot of the changes you made are either way powerful or way weakening without a lot in the middle. Obviously this is my opinion and you can feel free to ignore some or all of it


Would agree with all of this, actually.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on September 13, 2016, 02:03:53 pm
Following game mechanics, Sol only heals based on damage actually dealt, so it would be 15.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 13, 2016, 02:06:27 pm
Autoequip on staff is a standard thing, I'm fine with that. Difference is theoretically you could equip something you can't counter with (sword v bow, magic v longbow) vs your example
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 13, 2016, 02:42:01 pm
Thinking a bit more on level 40 stuff, tbh I'm not a fan. This is largely because it's going to promote an unfair balance in the group. Some people will get access to promotion items sooner than others and since promoting early no longer has any drawbacks, they have no reason to not promote asap. That means that not only are they instantly significantly stronger than the others in the party, but they will continue to likely be stronger as they'll have more levels with the extra growth that comes with promotion. It's got no drawbacks and will be straight benefits to people who are lucky enough to get their items first

Edit: to further clarify, it becomes a balance problem. Ignoring the extra growth, promotion is essentially three good levels plus access to better skills, better weapons, and higher support levels. So at that point you either balance around the weaker pcs and let the promoted ones stomp around the field or you balance around the promoted ones and you leave the unpromoted ones doing their best not to die while likely not contributing much.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on September 13, 2016, 03:04:51 pm
Autoequip on staff is a standard thing, I'm fine with that. Difference is theoretically you could equip something you can't counter with (sword v bow, magic v longbow) vs your example
I still don't really like it.
Should you autoequip a weapon you're disadvantaged with?

Thinking a bit more on level 40 stuff, tbh I'm not a fan. This is largely because it's going to promote an unfair balance in the group. Some people will get access to promotion items sooner than others and since promoting early no longer has any drawbacks, they have no reason to not promote asap. That means that not only are they instantly significantly stronger than the others in the party, but they will continue to likely be stronger as they'll have more levels with the extra growth that comes with promotion. It's got no drawbacks and will be straight benefits to people who are lucky enough to get their items first

Edit: to further clarify, it becomes a balance problem. Ignoring the extra growth, promotion is essentially three good levels plus access to better skills, better weapons, and higher support levels. So at that point you either balance around the weaker pcs and let the promoted ones stomp around the field or you balance around the promoted ones and you leave the unpromoted ones doing their best not to die while likely not contributing much.
This is all very true.

Summoners, sages, druids, lore masters and commanders all have to promote as soon as they can, really, to get the full benefit of their class skills.

If you want to limit player power, restrict the rate they get xp. They'll get less levels per map, which makes the difficulty curve smoother.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on September 13, 2016, 03:29:02 pm
Spoiler: General (click to show/hide)

Spoiler: First Class (click to show/hide)

Spoiler: Promoted Classes (click to show/hide)

Spoiler: Lord Class (click to show/hide)

Spoiler: Level Cap discussion (click to show/hide)

Hopefully I got to everybody and didn't sound too hostile/aggressive. I had a lot of posts to wade through after all, so I'm not too sure about either. Still, the amount of discussion is good. I don't want my first attempt at a FEF to crash and die out of the starting gate.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on September 13, 2016, 03:42:23 pm
I'm surprised everyone hated split growths, too.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on September 13, 2016, 03:44:10 pm
I don't personally have a problem with renaming, but stand by for utmost confusion sometimes.

Thinking on it, I'd say shamans giving +10 crit and dg, and befitting themselves - is really good. 10 crit is a big thing. It doesn't really feel like sacrifice or pagan flavoured, either - it's just a crit boost.
If you want something to do with sacrifice... why not have them sacrifice? Damage themselves to grant something to an ally - damage or crit. Would also have nice synergy with summoners.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 13, 2016, 03:44:26 pm
Class name is more a personal preference so ignore that. Missed the bonus from merc skill so ignore that. My first interpretation of firebrand skill was right so ignore that. Lord class is still eh. Not a fan of having things revolve around super important npc. Tends to lead to railroaded plot.

Wyvern skill could stay as 1.3 but only when mounted maybe?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on September 13, 2016, 03:49:34 pm
ah, i misread the firebrand skill. I thought it was "designate a target and still attack after killing your last one" which is p much Galeforce and therefore OP.

@split growths: it's not that i hate them, really, they're just very exploitable and tend to skew the balance of classes toward mixed ones being just better.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on September 13, 2016, 03:51:43 pm
The advantage of a split class is flexibility.
The advantage of a straight class is power.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Criptfeind on September 13, 2016, 03:55:09 pm
Well, to put in my like, .5 cents on a few things in a positive way, I for one like the change to shaman and think it's fine that it's a buff totem and don't think it makes it too overlappy with another buff totem class that buffs other things and otherwise fills a very different combat roll.

I think name changes are fine. I think we can give people a bit of credit when it comes to being too confused. On the other hand I also don't think they actually matter that much since there doesn't need to be a connection between what your class is named and what your character is. I mean, for some people like priests or shaman it helps because the mechanics directly support the fluff. But a mercenary or a nomad doesn't need to actually be a mercenary or nomad in the game.


About Wyvern skill, +5 DEF/RES when at full health feels very strong to me. But I have no idea.

On split growths, uh.. Very strong. Much power. No sacrifice. Wow. Could be okay or not depending on what chu want. I don't mind ether way in a game.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on September 13, 2016, 03:56:52 pm
The advantage of a split class is flexibility.
The advantage of a straight class is power.
well, yeah. Split growth bonuses make it so you get flexibility and lose... nothing, because your stats aren't actually going to be much lower than someone who just put everything into one stat.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on September 13, 2016, 03:58:53 pm
Thinking on it, I'd say shamans giving +10 crit and dg, and befitting themselves - is really good. 10 crit is a big thing. It doesn't really feel like sacrifice or pagan flavoured, either - it's just a crit boost.
If you want something to do with sacrifice... why not have them sacrifice? Damage themselves to grant something to an ally - damage or crit. Would also have nice synergy with summoners.

What about a temporary bonus if they kill an enemy? Like the next round they have +15 Hit, +2 DAM, and +5 Crit. Then the second round after they have +15 HIT and +2 DAM and the third round after they only have +15 HIT. The bonuses would reset rather than stack if they manage to kill another in the same time frame. And said bonuses are just an example, they can be nerfed or buffed or whatever.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on September 13, 2016, 04:02:16 pm
The advantage of a split class is flexibility.
The advantage of a straight class is power.
well, yeah. Split growth bonuses make it so you get flexibility and lose... nothing, because your stats aren't actually going to be much lower than someone who just put everything into one stat.

Essentially my problem with it, yeah.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 13, 2016, 04:03:36 pm
Can we just... Maybe come up with something other than horse archer? That's the only one that really bugs me >_>
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on September 13, 2016, 04:04:59 pm
Bow Knight maybe?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on September 13, 2016, 04:15:58 pm
Thinking on it, I'd say shamans giving +10 crit and dg, and befitting themselves - is really good. 10 crit is a big thing. It doesn't really feel like sacrifice or pagan flavoured, either - it's just a crit boost.
If you want something to do with sacrifice... why not have them sacrifice? Damage themselves to grant something to an ally - damage or crit. Would also have nice synergy with summoners.

Yeah, I was thinking about something like that. Absolutely no clue how to balance it properly though, hence why I didn't follow through on my ideas. Losing X HP to increase an ally's damage by X for a turn is an option. Make the largest value X can be 5 or something, so that people don't abuse it horribly. That could work. Or lose 5 HP and grant 20 crit or something. Any preference as to which stat it should buff?

What about a temporary bonus if they kill an enemy? Like the next round they have +15 Hit, +2 DAM, and +5 Crit. Then the second round after they have +15 HIT and +2 DAM and the third round after they only have +15 HIT. The bonuses would reset rather than stack if they manage to kill another in the same time frame. And said bonuses are just an example, they can be nerfed or buffed or whatever.

That's also a good idea for Shaman. Allow the option to transfer the buffs to someone else too, just to spread the love around. The only problem I can see is with chaining kills so that the decay never becomes a major factor in battle.

Lord class is still eh. Not a fan of having things revolve around super important npc. Tends to lead to railroaded plot.

Eh as in you don't like the concept or Eh as in it's an imbalanced and terrible class? I can tolerate the former, honestly. Because I know how linear my plot is and am fine with that. I am pretty much copying a real-life event here, though edited to have a victorious/satisfying conclusion. So it is going to be quite linear, sorry.

Wyvern skill could stay as 1.3 but only when mounted maybe?

So +5 Defence and Resistance when the Wyvern is exactly one HP below the maximum? More seriously: +5 Defence/Resistance while at full HP might be a good idea, now that I'm thinking about it. I originally thought it was too limited, but if you have a pocket priest to follow you around or some potions to gulp it might be pretty useful.

Can we just... Maybe come up with something other than horse archer? That's the only one that really bugs me >_>

I don't see the problem with it. It's the usual name for dudes who ride horses and shoot arrows at the same time. Unless I'm missing something here?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on September 13, 2016, 04:22:41 pm
Mounted archer might be a less awkward name?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 13, 2016, 04:58:43 pm
Its at or above hp-1

Also Lord is don't like concept and not sure about balance
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Criptfeind on September 13, 2016, 05:11:25 pm
Huh, perhaps my assumption was wildly off base but I figured that +5 on full health was too strong, mix it with the wyvern knight powers and you're immune to (non bow) physical damage from anyone with lower strength then your defense pretty much.

Maybe that's okay for a promoted class power thou. "Immune to some enemies when at full hp"

At the very least, it's almost like... +5 max hp that increases by 5 every time you're fully healed. Seems good to me.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on September 13, 2016, 06:04:12 pm
You also have to take into account weapon strength though. Admittedly, E and some D ranks will have trouble, but C and above should be able to do it no problem with Str/ cancelling out.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Criptfeind on September 13, 2016, 07:05:54 pm
You also have to take into account weapon strength though. Admittedly, E and some D ranks will have trouble, but C and above should be able to do it no problem with Str/ cancelling out.

Well, that's what I mean, +5 from Scale, +3 from heart, +2 from PS and up to +6 from armored means that you can ignore any physical damage less then 46 with full defense. Even with maxed out strength most physical categories can't reach that high. Swords have a single S rank Crush weapon. Lances have three weapons that'll get though (two because they are effective and one S rank). Axes have six weapons (but on the other hand also have a subcategory dedicated to hurting such a character). Bows and mag weapons are still pretty good of course.

All and all, +5 for just a first class bonus seems strong. Knight gets less for what feels like a more situational ability. Maybe if it scaled like the knight ability did it might be less overwhelming at first and still allow super late game tanking?

Well this is theorycrafting a very tanky dude I guess. Perhaps doesn't hold up so well in reality, and I probably shouldn't be arguing against the effectiveness of the build I plan to sign up with...
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 13, 2016, 07:27:36 pm
So I have full on tonk version of Wyvern Knight. He's powerful but he's not infalliable. Magic still hurts. Effective damage is still a thing. And as soon as someone manages to do 2 damage, it drops down a lot.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on September 13, 2016, 07:33:42 pm
How do you get Armored as a Wyvern Rider? I'm pretty sure that's a Knight thing.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on September 13, 2016, 07:34:19 pm
How do you get Armored as a Wyvern Rider? I'm pretty sure that's a Knight thing.
Wyvern Knight gains Armored.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on September 13, 2016, 07:34:53 pm
How do you get Armored as a Wyvern Rider? I'm pretty sure that's a Knight thing.

One of their promotes, Wyvern Knight, gets it as a class feature.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Criptfeind on September 13, 2016, 07:36:21 pm
So I have full on tonk version of Wyvern Knight. He's powerful but he's not infalliable. Magic still hurts. Effective damage is still a thing. And as soon as someone manages to do 2 damage, it drops down a lot.

Ah well, I suppose that's the voice of experience then, and with dragon heart slightly toned down as well (assume you're using the stuff from the base book) a similar character in this game would presumably be somewhat weaker! My worries at least, are satisfied.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 13, 2016, 07:38:18 pm
Oh wait. No no no no no Wyvern Knight should *not* keep armored, do not give armored to the Wyvern Knight. Also Dragon Heart is toned down in the same way.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on September 13, 2016, 07:39:02 pm
Huh. I didn't know that. So Wyvern Hunter just sucks then? :v I mean sure, it gets a little more damage, but only against other flying classes... and the GM could just not put many flying enemies in, or if you have anyone with bows then they're not a problem anyway.

Not that I'm not going to go WH with Beryn anyway, because it would be OOC for him to start using swords.

@Ninja Sword: Agreed. Don't they already get Dragon Heart according to USEC's rules?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 13, 2016, 07:41:58 pm
Wyvern Hunter gets Pierce in 1.3 so they're a lot better than 1.2 version
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 13, 2016, 07:44:21 pm
Huuuh, I guess I was wrong about promo stuff. Ignore that part of my argument too.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on September 13, 2016, 07:45:29 pm
I need to reread the 1.3 rules at some point; I'm almost always thinking the original rules.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 13, 2016, 07:46:52 pm
Yeah, Wyvern Knight doesn't get Armored or Dragon Heart in Hasp 1.2 games. They get upgraded scales and lose their weakness to thunder if I remember correctly
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on September 13, 2016, 07:52:40 pm
I still think they never should have been weak to Thunder magic honestly. I recall going through all the weapons and finding out Wyvern classes were weak to 1 in 3 weapons that exist.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 13, 2016, 08:02:39 pm
I think they shouldn't be weak to wind but weak to thunder which seems to be general accepted thing
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on September 13, 2016, 08:12:25 pm
Okay. So here's what I'm thinking about for further changes to classes:

 - Shaman's ability is changed to 'Anthropomancy': Whenever this character lands the final blow on an enemy, they gain +10 to Evade and Dodge and +3 to Damage Reduction. Every turn one third of the bonus is removed, starting with Damage Reduction, then Evade and finally Dodge. This ability does not stack with itself. I obviously preferred the combat sacrifice idea over the self-sacrifice one (Anthropomancy is the divination of the future from human sacrifices after all). Hopefully the lack of offensive boosts keep it from being too easy to maintain/chain.
 - Hospitalier (Holy Guard) is staying the same for now because fuck if I know how to do a better healing skill.
 - Inquisitor gets to mess with attack/evade rolls 3 times per battle with no way to recharge. It brings them into line with the changes I made to Triangle Attack, just with hit/evade instead of crits. Though I should probably drop Triangle Attack down because even 3 crits per battle is a bit much.
 - Mage Knight now gets 'Redirect Magic': If an enemy attacks this character with an Anima, Light or Dark attack and misses, that unit loses an amount of HP equal to a third of that attack's damage. Is this more acceptable? Does it sound useful and interesting? Or does it need more adjustment?
 - Wyvern Hunter gets Pierce back, though without the 2 Defence ignoring or the +Half Luck chance to activate. Just (Skill)% chance to ruin someone's day. I kinda misread their original ability, which is why I confused it for Luna. So that's sorted out. Would adding some kind of anti-flyer skill to it be a good idea or is it fine now?
 - Wyvern Knight loses Armoured. Didn't realise it had it in the first place, honestly. Having both that and extra defence from Dragon Heart is kinda overpowered, yeah.

Have I missed anything? Did any other classes which I forgot need improvements or nerfs?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on September 13, 2016, 08:12:44 pm
I think they shouldn't be weak to wind but weak to thunder which seems to be general accepted thing

Yeah, I consider that to be a fair alternative.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Criptfeind on September 13, 2016, 08:19:49 pm
- Wyvern Knight loses Armoured. Didn't realise it had it in the first place, honestly. Having both that and extra defence from Dragon Heart is kinda overpowered, yeah.

Awwww.... I thought it was sorta cute. But I guess if that's what needs to be done. ¯\_(ツ)_/¯ Kinda a big nerf, +3 def and some AS when at high hp doesn't feel like a lot for a promoted class alone. But idk anything about balance.

Also 'Anthropomancy' seems to be a lot worse then before but still probably a lot better then their previous skill so arite.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 13, 2016, 08:27:28 pm
It's a lot, trust me Cript.

Also stil ehhhh on mage knight. Part of their big thing has always been that they get some amount of physical weapons.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on September 13, 2016, 08:31:10 pm
Probably, yeah. No clue how to build such a skill around a class entirely focused on magic though. Unless I do some variation of Omni-Weapon that uses MAG instead of STR/whatever.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 13, 2016, 08:43:23 pm
I mean you could just give 'em 1.2 version. Or give 'em 1.3 version since they just get magic based weapons anyways
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on September 13, 2016, 08:58:58 pm
Ugh. I really don't like the 1.3 version but I obviously can't think of anything better, so I might as well go with it.

Here are the latest set of changes to the game. (http://pastebin.com/33dtgsHy) Hopefully we've weeded most of the problems out with it. Hopefully?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on September 13, 2016, 09:30:27 pm
(https://i.imgur.com/cg3ovMB.png) This is going to be my character. The face of a true friend.
(https://i.imgur.com/bV4FhED.png)  Except when you turn around.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on September 14, 2016, 01:28:14 am
Ask USEC to give you iron sword with extra 10 Crit and name it 'Sickle'

There you go .'v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on September 14, 2016, 01:47:01 am
You mean the shotel he's packing? :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on September 14, 2016, 02:05:44 am
That could really do with some shading.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on September 14, 2016, 02:21:31 am
It is shaded. I would know because I did it. :P

Open it up in an image editor and zoom in. The shading is just real subtle 'cause the armor is shiny.

CLARIFICATION EDIT: Shaded it, I mean. Praef did everything else on his own.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 14, 2016, 07:44:26 am
The reason it looks like it isn't shaded gig is cause it only uses two bright colors for the armor against the dark black of the outline. Most armors will use four shades to get the shiny look SC was going for here. So while it is shaded, it still can look flat like it isn't if you're not looking for the shading.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on September 14, 2016, 09:58:55 am
Yeah if you want shiny metal then there needs to be a lot more contrast.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 14, 2016, 10:24:16 am
I am wrong! Sorta! Armor mugs without eyes have four shades. Armor with faces and eyes usually have three. Very rarely do they have 2 and when they do the shading is a lot more intense than this one.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on September 14, 2016, 02:02:13 pm
...It HAS three colors.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 14, 2016, 02:05:32 pm
I wasn't counting the color used to make the lines on the armor because that's not shading so much as it is decoration
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on September 14, 2016, 03:27:43 pm
Yeah, it looks like, well, plastic, rather than metal, to me.
The eyeholes don't look like eyeholes, just like black squares drawn over the top.

The spurs on the helmet are missing for the other side.

The shotel is also a bit wonky where the edge meets the fuller.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on September 14, 2016, 08:04:01 pm
Yeah, it looks like, well, plastic, rather than metal, to me.
The eyeholes don't look like eyeholes, just like black squares drawn over the top.

The spurs on the helmet are missing for the other side.

The shotel is also a bit wonky where the edge meets the fuller.
Aren't you just a ray of sunshine.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on September 14, 2016, 08:12:54 pm
Let's not get snippy over constructive criticism here.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Caellath on September 14, 2016, 08:40:32 pm
The criticism sounded a bit heavy-handed (in its wording) in my opinion in Gigla's case, and I say that despite the fact I hang around him a lot.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on September 15, 2016, 01:55:53 am
I agree with Gig. He's not trying to hurt your feelings, Praef. It's a really cool looking sprite, but it can be improved.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on September 15, 2016, 10:47:56 am
His comment came off very rude, and I didn't show up here asking for opinions about the mug either, I was simply saying that I was going to use that character in case USEC really created a game. And I would rather drop this topic now before it turns into a discussion.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on September 15, 2016, 03:35:49 pm
Too bad, discussion ho! I feel like I should defend myself against an accusation of rudeness there.

I wasn't trying to be rude, but my comments stand nonetheless. There's more mistakes, but those are the ones that stand out. If I wanted to be rude I would have just called it bad without singling out what could do with improvement. I'd prefer to be just blunt and honest.

It's by the critism of others one can improve as an artist. Your art has a lot of flaws common to all your mugs, and if no one points them out, how can they be improved?

If you'd used that mug as is in a game, I would have found the mistakes irritating to have to keep looking at, so I'm of course not neutral, but if you post a mug you should be prepared for people's comments on it. I'm not being rude but I'm not sugarcoating things either.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on September 15, 2016, 03:46:12 pm
Spoiler (click to show/hide)

Considering that I have the artistic talent of a mite, how acceptable is the above for a combat map? Obviously I'm going to fiddle with it a bit more, add in some barricades and what not, so I'm mostly asking about aesthetics here. How much does it make your eyes burn? Is it passable for a first FEF?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on September 15, 2016, 03:48:12 pm
It's pretty good except for the stone path. I legitimately thought it was a wonky river for a bit.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on September 15, 2016, 03:50:01 pm
/me cries cuz his sacred tileset has been not considered ;<;

On more serious note: it's quite good. Houses are easily visible, so are trees, hills and what I assume cliffsides (mud walls?). Peachy background gives it... I dunno how to put it, pastel look, which is what not many tilesets go for (we go for dark and edgy cuz we dark and edgy when FEFing :P)

4/5, would play on map.

It's pretty good except for the stone path. I legitimately thought it was a wonky river for a bit.

Where do you live in that your river water is greyish I:
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on September 15, 2016, 03:51:51 pm
The river where I live is greyish brown.

Some damned fools swim in it (and sometimes drown).
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on September 15, 2016, 04:06:03 pm
It's pretty good except for the stone path. I legitimately thought it was a wonky river for a bit.

Yeah. I had trouble making a cobblestone road that looked good. That was my best attempt. The same goes for the cliffs. And the forests. And the hills.

Peachy background gives it... I dunno how to put it, pastel look, which is what not many tilesets go for (we go for dark and edgy cuz we dark and edgy when FEFing :P)

Well the first two maps take place in Masjay, so I was trying to go for a bushland/muddy kind of palette, even if I didn't entirely realize it. Darker and edgier will happen after that. :u

Question: How many maps do you all usually make ahead of time? I'm going to make the first two to figure my basic tiles out out ahead of time, but after that I'm not too sure what I'm supposed to do.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on September 15, 2016, 04:24:55 pm
I don't make maps unless I have plan for them.

Which sometimes happens less than 6 hours before next chapter is actually about to start '<.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on September 15, 2016, 04:28:26 pm
I'll conceptualize several maps in advance, but i don't make them until I'm ready to do the map in question.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on September 15, 2016, 05:22:08 pm
I usually make 1-2 maps for later. But only the "base" of the map, without enemies on it yet or things  you have to edit on it yourself.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on September 15, 2016, 05:35:44 pm
I'm 1-2 maps ahead for DSE.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on September 16, 2016, 04:59:10 pm
Spoiler (click to show/hide)

Alright. Thanks for the help, guys. I'll try not to follow Haspen's example and make maps in advance. :v

I have the basic idea for my maps bouncing around in my head, but transmitting them to paper 1s and 0s is a bit of a problem. Case in point: The map above. It's supposed to be a cozy little village, but something about it seems off to me. I'm just not sure what. Any suggestions how to improve it?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on September 16, 2016, 05:09:24 pm
What doors are shut or open?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on September 16, 2016, 05:18:54 pm
What doors are shut or open?

Is green door some special shop place?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on September 16, 2016, 05:23:16 pm
Are the fences(?) passable?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on September 16, 2016, 08:52:49 pm
What doors are shut or open?

Due to the objective of that map, all of the doors are open/visitable. Except the big building in the center because you start from there.

Is green door some special shop place?

It's not a shop, but it is special.

Are the fences(?) passable?

Yes. They cost 2 MOV (4 Mounted) though. They are more or less barriers to make it more difficult to move around. Something to clog up everyone running moving about the place.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Mopsy on September 16, 2016, 09:11:38 pm
I have the basic idea for my maps bouncing around in my head, but transmitting them to paper 1s and 0s is a bit of a problem. Case in point: The map above. It's supposed to be a cozy little village, but something about it seems off to me. I'm just not sure what. Any suggestions how to improve it?

To my eyes, the road and the river make the map look too artificial. They're both completely straight, they cross in the lower right corner, the 1-tile wide road is 1 row above the bottom edge and the 2-tile wide river is 2 tiles to the left of the right edge. More irregular forms (e.g. curving river/road, crossing near the center of the map, with houses clustered around the bridge) would probably evoke a cozier feeling. I'm not fond of the low-contrast, pastel-heavy color scheme, but that's just my personal taste.

It also looks a little strange that all the vegetation is concentrated in the corners of the tiles.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on September 16, 2016, 09:21:32 pm
To my eyes, the road and the river make the map look too artificial. They're both completely straight, they cross in the lower right corner, the 1-tile wide road is 1 row above the bottom edge and the 2-tile wide river is 2 tiles to the left of the right edge. More irregular forms (e.g. curving river/road, crossing near the center of the map, with houses clustered around the bridge) would probably evoke a cozier feeling.

That will definitely help. I originally wanted the river going through the middle of the map, like you suggested, but couldn't get a layout that I liked. Everything seemed too constrained and cramped. Maybe I'll extend the map up and down a little bit and see if that helps. If not I'll fiddle with the river and road in my current design to make them less regular. Especially the river, since the road is man-made and thus has an excuse to be straight.

It also looks a little strange that all the vegetation is concentrated in the corners of the tiles.

It's supposed to make things look neater when you have actual units on the map, since naturally they'll be in the center of the tile. The key word is, of course, supposed to.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on September 17, 2016, 04:24:07 pm
Spoiler (click to show/hide)

Version 2 of my village map. Hopefully it looks much better than the first one. Since the river is now through the middle of the map I added in a couple more rivers/fords so that it's not as an impassible barrier. Unless someone can point something obviously terrible about the map, I suppose that I have to start work on mugs now. Which I have been putting off for obvious reasons.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on September 17, 2016, 04:31:46 pm
Looks fine to me.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: darkpaladin109 on September 17, 2016, 04:38:01 pm
Looks a lot better than the first map to me.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Mopsy on September 17, 2016, 05:14:25 pm
It also looks a little strange that all the vegetation is concentrated in the corners of the tiles.

It's supposed to make things look neater when you have actual units on the map, since naturally they'll be in the center of the tile. The key word is, of course, supposed to.

I suspected that it was something like that. It's a reasonable idea, but if people move their characters into the forest or onto the road, then your efforts will be for naught! Not a major issue in any case.

Version 2 of my village map. Hopefully it looks much better than the first one. Since the river is now through the middle of the map I added in a couple more rivers/fords so that it's not as an impassible barrier.

I'd say that's a huge improvement. It looks much livelier and more natural.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on September 17, 2016, 05:52:50 pm
I'd say that's a huge improvement. It looks much livelier and more natural.

Thanks. It's was your advice that helped me the most with it after all.

I suspected that it was something like that. It's a reasonable idea, but if people move their characters into the forest or onto the road, then your efforts will be for naught! Not a major issue in any case.

Fuck. You're right. Having a unit on a road looks completely disgusting. Thankfully the forests seem to be okay, since most of the tree is blocked behind the map sprite. So I won't have to redo them, just the cobblestone ones. At least you pointed it out instead of me realizing it during a mission and completely changing everything.

Also: What would be the best place for me to get advice/assistance with mugs? None of the default sprites have the amount of worry/anxiousness that I want, and obviously my skills as a spriter are not up to the task to add it. Better than me spamming this thread all the time. Which I have been doing a lot.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on September 17, 2016, 06:17:53 pm
This thread is an A-OK place to ask for sprite assistance, since most of our spriting community follows it. Alternatively, you could ask people in the IRC but I don't believe you're ever in there.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on September 18, 2016, 02:49:21 am
SeriousConcentrate is the one who make emotion-variants for my mugs if I ask him nicely, so yeah v;
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on September 18, 2016, 02:50:46 am
Except I'm the worst at everything ever so probably better to ask another spriter.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on September 18, 2016, 02:51:39 am
Except I'm the worst at everything ever so probably better to ask another spriter.

He's lying so he can procrastinate more :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on September 18, 2016, 08:40:04 am
Well everyone I've talked to so far has said that they are the worse and that I should talk to X instead (who then says that they are also not that good and I should talk to Y instead). So SC isn't deviating from the norm here.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on September 18, 2016, 08:44:36 am
Yeah but I'm the only one who had the last two mugs he showed (Empress Grifen, the shading on Lautrec) regarded as shit and also the only spriter who does pretty much the exact opposite of every single one of Gun's 'do this for mugs' rules. :v So unlike everyone else I actually have a legitimate reason for saying 'fuck it' and retiring.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on September 18, 2016, 09:34:53 am
I didn't said Empress Grifen by you was shit v:

I said that whoever made the other version made it a bit better :v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: birdy51 on September 18, 2016, 11:16:41 am
You gave me Miguel. The best sprite. For that I can only have respect for your work. ^.^
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Furtuka on September 18, 2016, 02:24:00 pm
I like your work SC :(
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on September 18, 2016, 04:55:22 pm
Yeah but I'm the only one who had the last two mugs he showed (Empress Grifen, the shading on Lautrec) regarded as shit and also the only spriter who does pretty much the exact opposite of every single one of Gun's 'do this for mugs' rules. :v So unlike everyone else I actually have a legitimate reason for saying 'fuck it' and retiring.
All I can say is don't let that get to you. The same way there are discouraging comments there are also some that will encourage you to keep going, so just try to filter the extra negativity and focus on the positive ones to at least have a reason to keep going. I still think you did a good work on Lautrec's shading, you saw how terrible I am at shading, and honestly these new mugs I sent you via PMs only will look good once get they a proper shading. And while I am still learning I can at least create armored mugs from nothing instead of editing an existing mug, so shrugging off excessive negative comments is what I did to not give up yet.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on September 18, 2016, 05:46:32 pm
I'm sorry, but "excessive negative comments"? :v

I feel myself and others are somewhat misrepresented by that comment. By you as well, SC. Constructive criticism is not "excessive negative comments". Honest feedback is not "excessively negative". If you make something and people point out mistakes, don't take it as a personal insult. If you make something and people prefer something else, it's not a slur on your artistic talents.

No, the shading on Lautrec wasn't good. Shiny metal doesn't look like that (http://www.ageofarmour.com/instock/gothic3.jpg). Note the distinct areas of lighter and darker shades. You've made other stuff as well, stuff that's good. Enough people have said it it's actually kind of irritating you keep up with the woe-is-me-everyone-hates-my-stuff act.

Guess what? I've made bad mugs before, as well. My attempt at the headdress for the inca mug, my first attempt at making a mug with glasses. They weren't good, and people said as such, but I've not then just started talking about how people say my work is shit and calling it "excessively negative comments".

What you should do is look at the mistakes that have been pointed out and try to fix them, or try to fix it for the next mug you do. You can't improve without criticism. To just... dismiss it is missing the point entirely.
And while I am still learning I can at least create armored mugs from nothing instead of editing an existing mug, so shrugging off excessive negative comments is what I did to not give up yet.

Nice backhanded comment there.
If you're trying to create art from scratch, it's even more imperative that you listen to criticism to improve beyond your current stage. Otherwise you won't get better and you'll keep making the same mistakes. And quite frankly, there are mistakes. You can stick your fingers in your ears if you want, but you'll not improve that way. Art is a learning process.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on September 18, 2016, 06:01:27 pm
First, if you took it as a message towards you, that's not my problem. And no, not really there is a fine line between constructive criticism and -not- being able to word yourself properly, turning your "constructive" criticism into something rude or negative. And don't come up with the whole "blunt" thing, because I know people who are direct with their opinion and don't sound like that. If anything it seems you are the one taking as personal insult as I was talking about the issue in general there. And by excessive negative comments, I wasn't talking about what happened moments ago, I was talking about comments that are literally just trash-talking about something you worked on, a feedback without proper criticism.

Saying the "metal looks like plastic" isn't a way to approach, and for your information I barely post my mugs in this thread, so I couldn't care less if yo are going to come up with something like that.  Guess what? My mugs were pretty bad before-I mean really bad, but I had been guided by people who were able to provide -proper- criticism, so because I chose to ignore your comment don't get bothered. As far as I know people aren't forced to attended to random people's wishes. So don't come up with this claiming that I am ignoring criticism in general, simply because I am ignoring -yours- in specific.

And that's not a backhand comment, you reached the point of taking it to personal issue if you think that message was pointed to someone in specific, because I was simply giving SC an example. Otiros' first mug was literally an armor edit of a mook before SC created a new one for me, and Tantallos' mask was based on a hood from a random FE boss. So my only suggestion for you is to word your criticism better if you don't want people to misunderstand your position, because honestly I didn't buy the whole "blunt" thing at all. Cael is very direct about the things I have to fix, it is literally just "this or that could use a bit of change", not "this looks way off, it doesn't look like a visor at all". And I won't reply to your comments here anymore, this thread isn't for pointless discussions, and I would rather avoid this turning into a bigger issue than it already is.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Melissa on September 18, 2016, 06:22:44 pm
hi, dunno what the big drama is really about, but from the last few exchanges, praef, it feels like you're just not able to handle it when someone says something is wrong with your work. Especially your last example,

Cael is very direct about the things I have to fix, it is literally just "this or that could use a bit of change", not "this looks way off, it doesn't look like a visor at all".

If someone wording something like that is all it takes for you to become frustrated, claim it as an "overly negative comment", and ignore them, then you may want to dial it back, step away from the keyboard, and come back later. There's a level of sensitivity that people should have towards these things, and yours is... Way too high.

If you want actual advice on the mess in your avatar, voila:
(http://puu.sh/rfZdx/4a7e300d8c.png)

Here is my avatar, and while the armor is not bright, it has depth, which is the thing lacking the most in yours. It's barely shaded, shaded poorly elsewhere, and the colors are far too yellow, not golden. Which is odd to me because there are plenty of golden yellow or orange yellow swatches of color that exist in FE which would work much better with the proper shading.

As well here, you can see I'm showing light reflecting off of it on the shoulder pads, with the way I've used the second shade to cordon off an area. It makes it metallic at first glance, especially at typical GBA size.

(http://puu.sh/rfZeC/609f04ff04.png)

Again, the armor isn't bright, but it has depth, which is very important, even if you can't manage to give the armor that metallic sheen. I would highly suggest going back and working on your things more before getting on the soapbox of what should and should not be said. I may not have seniority in the bay12 community, but when it comes to spriting, I know a fair bit more than all of you, especially in regards to what is or isn't "criticism".
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on September 18, 2016, 06:26:19 pm
No, you don't have to bow to random people's wishes. You're free to keep making mistakes, I guess. Even if you take a comment as an insult, doesn't mean it's wrong, either.

For the record, this pillar of negativity:

Yeah, it looks like, well, plastic, rather than metal, to me.
The shading is wrong; it looks like plastic. Doesn't seem to me as something overly offensive, because it does, but apparently got you in enough of a huff it invalidated everything I said.
'The shading is off' isn't as informative. Off how? Is it mishaped? The wrong shades?
The eyeholes don't look like eyeholes, just like black squares drawn over the top.
The "black squares" part was necessary to explain why they didn't look like eyeholes.
The spurs on the helmet are missing for the other side.
This.. can't be simplified. They're missing. Did the plastic comment invalidate this?
The shotel is also a bit wonky where the edge meets the fuller.
Again, it's pretty straight to the point. No 'excessive negativity'.

I'm not really seeing how it's not 'proper' criticism, beyond your feelings bruising like a peach.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Melissa on September 18, 2016, 06:30:55 pm
WAIT, IS THAT ALL THAT WAS SAID TO UPSET YOU GUYS?
LMAO
ARE YOU KIDDING ME?

How much sugar coating do you want on things?
There is literally nothing negative in those comments.
Put the blast shields down captains, and take some time to think.
Holy fuck.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 18, 2016, 06:38:52 pm
That could really do with some shading.

There were also several iterations of this of varying types but yeah
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on September 18, 2016, 07:20:13 pm
And by excessive negative comments, I wasn't talking about what happened moments ago, I was talking about comments that are literally just trash-talking about something you worked on, a feedback without proper criticism.
No, this is what I call excessive negativity. But apparently you skipped that part, which doesn't surprise me. Like I said, if Gigla considered his post overly negative when I was talking about things in general AND not his post, that's not my problem. I simply chose to not follow his criticism, the message towards SC had nothing to do with Gigla, but apparently you aren't able to grasp that yet, are you?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Melissa on September 18, 2016, 07:22:44 pm
I am, and I'm also able to follow that you ignore others criticisms as well. If you enjoy yourself and where you are, feel free to stick to it, but don't get surprised when people call out your work as simply "bad" because you've refused actual criticism in the past.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on September 18, 2016, 07:28:51 pm
I am, and I'm also able to follow that you ignore others criticisms as well. If you enjoy yourself and where you are, feel free to stick to it, but don't get surprised when people call out your work as simply "bad" because you've refused actual criticism in the past.
Very ironic you say that if you read the previous posts. I just said that I do take the suggestions of others, I simply didn't take his on specific. If I didn't take any, I wouldn't have moved from the part I was before at all, and I know that. And I certainly do know my shading sucks too and there are parts that still need to be tweaked here and there, I am not denying that, but like I said before I am not taking -his- opinion on specific. So when someone points something out I try to fix them, for example a recent armor I created for my forest Knight, god knows how many times I had to change the helmet shape and the grey tones of the armor.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Melissa on September 18, 2016, 07:31:17 pm
so why stubbornly ignore someone with constructive criticism?
gig quoted what he said in a post up there
there's nothing wrong with it
yet you choose to ignore it?
that's just being ignorant.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on September 18, 2016, 07:33:00 pm
Ever heard of different opinions? That's a thing. What might be ok with you, isn't ok with someone else, so call it whatever you want.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Melissa on September 18, 2016, 07:35:23 pm
I have, but art isn't entirely subjective. I'm sure some art is, but pixel art, the type in question, has set rules and standards, especially in a fire emblem specific style.
So you can have a different "opinion" and still be wrong.
And you're still not addressing why you're ignoring valid criticism lol.
You're just coming across as childish and stubborn because he hurt your feelings or something lmao.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on September 18, 2016, 07:38:10 pm
I have, but art isn't entirely subjective. I'm sure some art is, but pixel art, the type in question, has set rules and standards, especially in a fire emblem specific style.
So you can have a different "opinion" and still be wrong.
And you're still not addressing why you're ignoring valid criticism lol.
You're just coming across as childish and stubborn because he hurt your feelings or something lmao.
And you are coming off as a jackass. Instead of bothering someone about their decision you should let it go.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Melissa on September 18, 2016, 07:39:35 pm
Nah. I like to call people out on their shit when they stand on a podium and declare stuff like they know what they're talking about.
You should learn to take criticism from others better, instead of writing it off as "an opinion."
You'll get further in life.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on September 18, 2016, 07:41:46 pm
Good luck with that then. I won't repeat myself about the part "I didn't take his opinion in specific" anymore.  You aren't calling out shit here, there is no "stuff they know they are talking about here", I simply chose to not take someone's opinion. Now if you are going to try to harass someone for that, that's a whole different story.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on September 18, 2016, 10:00:44 pm
I've gotten enough stuff together to start my Fire Emblem. (http://www.bay12forums.com/smf/index.php?topic=160667.0) I know that many of you were interested in joining, so I thought I'd submit a link here.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on September 19, 2016, 02:13:51 am
Why people work themselves so much about Praef being stubborn :v?

If he doesn't want advice/help, don't give him any, simple as that.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on September 19, 2016, 07:13:27 am
I know it's a bit late but keep it civil or keep it private.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Felissan on September 24, 2016, 12:29:02 pm
So, um... I think I forgot to ask someone to make my mug for CoA, and I'm not confident enough in my MSPainting / actual-software-downloading skills to do it myself. I'll probably go for a simple splice, anybody out here feel like saving my life?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 29, 2016, 10:04:21 pm
Hey friends! I have a friend who does some pretty awesome art who is currently open to taking commissions for anyone that can pay :P

Here's an example of what he does:



If you're interested, PM me and I'll get you price info as well as contact info if you're still interested
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Tiruin on September 30, 2016, 12:11:13 am
Hey friends! I have a friend who does some pretty awesome art who is currently open to taking commissions for anyone that can pay :P

Here's an example of what he does:

[...]
If you're interested, PM me and I'll get you price info as well as contact info if you're still interested
Olord my eyes .-.; that's so hhhhh in my art loving part of my brain that woooow. :-[
I wish I had money to throw at him online, but tell your friend that he is skilled and doing great! Much encouragement to him!

Also those haaaaaaaaands! I like that lineart :3
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on September 30, 2016, 04:34:19 am
-snip of glorious things-

Moments like this make me cry for not having foreign monies ;_;
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 30, 2016, 07:22:50 am
You can use paypal! It converts your silly money into the silly Canadian money he uses
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on September 30, 2016, 08:31:27 am
You can use paypal! It converts your silly money into the silly Canadian money he uses

:vc

No! Shoo! Don't tempt me, evil woman, I have important things to pay for V;!
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Tiruin on September 30, 2016, 08:35:12 am
You can use paypal! It converts your silly money into the silly Canadian money he uses
I have no idea how to make a paypal >_> I do however like services that require or use the phone/mobile to pay, because I can easily do that!
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 30, 2016, 08:39:01 am
Paypal is an online money transfer site. Real easy to use. Riiiiiight hatkitty? :3
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on September 30, 2016, 08:42:01 am
No.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 30, 2016, 08:44:46 am
Haha. But yeah obviously people should only do this if they can afford etc
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on September 30, 2016, 08:59:25 am
Paypal's too much trouble to set up, otherwise I'd be interested in at least seeing the price. I could do with a new avatar at some point at the very least. :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 30, 2016, 10:30:50 am
I'll check and see if there's another way!
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on September 30, 2016, 10:39:24 am
I'll check and see if there's another way!

SerCon gibes you money, you send money to friend, voila :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: somemildmanneredidiot on September 30, 2016, 10:44:03 am
Google wallet is another method that should work. Most services like this require a credit/debit card and some billing information with an option to connect your bank account directly so that money is transferred faster.

If you do go for Paypal, make sure that the invoice feature is used because of new policy things that Paypal has been juggling around.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 30, 2016, 10:46:02 am
I'll check and see if there's another way!

SerCon gibes you money, you send money to friend, voila :P

I would be ok with that if SC is
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on September 30, 2016, 02:49:58 pm
-awesomesnip-
Well...damn. I almost want a group shot or something but I've never commissioned art before :/

(well, okay I did once but that was for fake Internet money, not real greenbacks)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on September 30, 2016, 02:54:06 pm
Sirus to FEF4 OOC cuz the whole IC is waiting for you ;<;
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on September 30, 2016, 04:55:40 pm
-awesomesnip-
Well...damn. I almost want a group shot or something but I've never commissioned art before :/

(well, okay I did once but that was for fake Internet money, not real greenbacks)

:3
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 04, 2016, 10:24:22 am
Um, I'm back. Hi.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on October 04, 2016, 10:28:48 am
Hello! Nice to see you back.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 04, 2016, 10:41:47 am
Yes, back indeed. I can't promise I'll revive my FEF campaign, but I hope do at least attempt to do so in the coming weeks. Forgive my faulty memory, but I believe you were one of the players?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on October 04, 2016, 11:39:51 am
Welcome back.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on October 04, 2016, 11:50:08 am
I was! :D
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on October 04, 2016, 01:17:52 pm
I was, yes.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on October 04, 2016, 02:31:06 pm
I'm not sure I still have the mugs.
Hmm.
If you do plan to resurrect your game, I'd suggest a reboot.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on October 04, 2016, 02:43:05 pm
... Speaking of, I will try and kickstart my game tonight or tomorrow
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on October 04, 2016, 02:45:15 pm
I'm not sure I still have the mugs.
Hmm.
If you do plan to resurrect your game, I'd suggest a reboot.

Or a wholly new one ;v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on October 04, 2016, 03:36:58 pm
No
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on October 04, 2016, 03:41:57 pm
New one prolly isn't the worst idea in the world though if the original game didn't get very far just restarting it would moot be terrible either if you can get everyone to still play. Which given I think FOE is using the mug he'd used for that mug originally for usec game
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on October 04, 2016, 04:33:36 pm
I'd have to drop a game if UXLZ resurrects theirs; I can't use the same character in two games at once :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on October 04, 2016, 04:49:10 pm
What other game?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on October 04, 2016, 04:52:49 pm
Believe it's his cav in FEF4.

Also Sirus, you forgot to put the most overused subtitle ever, 'Revelations', in your sig there. :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on October 04, 2016, 08:28:21 pm
Oh hey, thanks for the catch.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on October 04, 2016, 09:28:08 pm
No problem dude. It's what I'm here for.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Tiruin on October 05, 2016, 12:38:04 am
Um, I'm back. Hi.
YOU! :D WELCOME BACK!
Hope you've been doing well lately after dropping out of the radar for a time!
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 05, 2016, 04:39:18 am
I'm not sure I still have the mugs.
Hmm.
If you do plan to resurrect your game, I'd suggest a reboot.

That's what I was intending. At the very least there are a few things I'd like to pull over from the documents I still possess, a few concepts in particular I still like the idea of even if they weren't particularly well executed originally (and the lord will continue to use SC's gorgeous sprite set <3), but a reboot would be best. In the end, it will probably end up being essentially a whole new game with only the lord (and potentially her butler) as a pullover. Even then, I might revamp most of her personality and backstory, so it's basically just that I want to use SC's sprite set because I love it so much...

Honestly speaking the main problem is that even if I really really wanted to reboot it as it was, a very large portion of the storyline was contained only within my head, and it would end up as a differently to the original intention anyway.

But I get ahead of myself. I'll give more information once I've actually put some concrete work into it.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on October 05, 2016, 05:45:21 am
Well then use the new storyline instead, duh v:

Nobody's gonna yell at you for a plot change.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on October 05, 2016, 05:49:07 am
slides inido away
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on October 05, 2016, 08:42:50 am
I like the idea of a reboot.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 06, 2016, 12:29:49 am
I like the idea of a reboot.

So do I, and while the actual story is going to be significantly different, the starting conditions are similar enough that anyone wanting to reuse a character won't have too much difficulty modifying them. The world and all that will be totally revamped (rather than some sort of weird peninsula I'll try to design something more like an actual continent) but what I have in my mind at the moment is probably vaguely similar to how Glow's campaign started off in terms of character motivation.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on October 06, 2016, 12:39:36 am
Those of us in the previous one get reserved slots? :P In any case let us know when it goes up.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 06, 2016, 01:48:34 am
Those of us in the previous one get reserved slots? :P In any case let us know when it goes up.

Of course, for those who wish it. It's only fair. I might go down to only eight players anyway (lord not included) depending on if everyone wants to rejoin, as I'm not confident in my encounter balancing. One other thing is that I'm not sure I want the lord to be a dancer because dancers are sort of weirding me out, trying to think of how they might function and how dance-magic could fit into a world's lore. A bard might still make sense though, and having a performer lord can admittedly help avoid DMPC problems.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on October 06, 2016, 01:59:54 am
A dancer lord would be useless unless they also moved on the player turn, though, due to how it goes PC->Enemy->Ally. Unless pre-performing is a thing. So... up to you how it'll work?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 06, 2016, 02:13:55 am
A dancer lord would be useless unless they also moved on the player turn, though, due to how it goes PC->Enemy->Ally. Unless pre-performing is a thing. So... up to you how it'll work?

If you'll recall how it worked, the Lord moved on the same turn as the players and in-battle had her actions democratically controlled by the group, with me having no input and just controlling stuff like dialogue. If I make her a Performer again I imagine it will be the same system, probably even if it's a fighter-type lord. How do the other game masters do it?

Oh, and maaaan, I love the sprite you made for her so damn much, but my god her jaw is so sharp. XD (I'll be modifying them all to be a bit more rounded, as well as a few other potential changes. Probably just minor redraws or color tweaking.)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on October 06, 2016, 02:51:13 am
Well, I'm glad you like the set. And I see the spot you mean; it's just below her ear, isn't it? If that's the one, then I think your edit looks a lot better.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on October 06, 2016, 06:57:17 am
"Image not found or was removed."
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 06, 2016, 07:03:34 am
"Image not found or was removed."

Yeah, I'll edit that out. I've reuploaded a new gallery with all the fixed stuff, but here's the comparison.

(https://s5.postimg.org/4hyqh0kxj/Lord_Overconfident.png)
vs
(https://s5.postimg.org/uaylddj3r/Lord_Overconfident.png)

Outside of smoothing her jaw, I've slightly redrawn the left eye to not look like it's pointing in a different direction to the other eye (present in the base eyes, not SC's fault. You can't see it with these images but it's basically just shifting the pupil one pixel to the right) and gotten rid of the black outlines (instead using darkened version of the appropriate area's color and FEF7's purple in other areas like eyelashes.)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on October 06, 2016, 11:42:14 am
My memory fails me, but I think I had a fighter>forest knight in your waitlist. So I might try to revive him with a new design/bio if you do bring your game back.

Edit: Nope, it was another game apparently.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 06, 2016, 12:44:55 pm
My memory fails me, but I think I had a fighter>forest knight in your waitlist. So I might try to revive him with a new design/bio if you do bring your game back.

Edit: Nope, it was another game apparently.

Good players are always welcome. =P
I say I'm thinking of downsizing to 8, but having extra experienced people is likely to help more than potentially hinder, if only for balance suggestions if (pfft, more like when) things go awry.

Anyway, here's a sample of the Lord's new and (hopefully improved) potential personality, provided by the (potentially going to be changed, admittedly) opening post of when I (potentially) get around to starting things.

Spoiler (click to show/hide)

Do you guys like the writing style? I'm a bit hesitant to use the "you are "x"" descriptor since FEF games have a lot of PCs with different personalities, but I really feel like it adds a lot to the atmosphere, or at least clarifies what I think it feels like (which your characters may then react to and alter.)

Oh, and should I refer to the lord as "lord" or "lady" in general text?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on October 06, 2016, 12:46:16 pm
Lady is lady, Lord is lord ;v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on October 06, 2016, 01:14:11 pm
Can I play a Malig Knight in your game? :v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on October 06, 2016, 01:18:45 pm
KingMurdoc, maybe it would behoove you to run a couple of test maps with your Fates classes if you want people to allow them in their games?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on October 06, 2016, 01:22:05 pm
It would, yes.

Unfortunately that would require time and effort that I can't really put in rn :v Well, maybe I could, but I want to let my schedule both online and IRL settle down a bit first.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on October 06, 2016, 01:29:59 pm
You should prolly stop pestering people to include non-playtested stuff in their full length games then just because we have no way of knowing how they'll actually come out which is a big risk with balance and everything. Maybe try and find someone willing to run a playtest?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on October 06, 2016, 01:31:12 pm
It would, yes.

Unfortunately that would require time and effort that I can't really put in rn :v Well, maybe I could, but I want to let my schedule both online and IRL settle down a bit first.

Either you effort and get your classes done or you don't effort and loiter aboot.

Yer choice v;
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on October 06, 2016, 01:34:05 pm
You should prolly stop pestering people to include non-playtested stuff in their full length games then just because we have no way of knowing how they'll actually come out which is a big risk with balance and everything. Maybe try and find someone willing to run a playtest?

it was supposed to be a joke, I don't expect anyone to actually use them untested.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 06, 2016, 09:14:53 pm
You should prolly stop pestering people to include non-playtested stuff in their full length games then just because we have no way of knowing how they'll actually come out which is a big risk with balance and everything. Maybe try and find someone willing to run a playtest?

it was supposed to be a joke, I don't expect anyone to actually use them untested.

Even if it was a joke, it was still a reaction tester, don't think we aren't on to you. :x

It's like when people say "Hey, what if I asked you out?" to someone, and try to play it off as a joke.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on October 06, 2016, 09:58:16 pm
i have no idea what you mean

tho as i mentioned in the irc, badgering someone else to run a test or two actually sounds good. I know Cript said something about doing it, anyone else interested?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 06, 2016, 11:44:05 pm
Wasn't there a map creation tool? I'd swear there was one, but I can't find it.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Tiruin on October 07, 2016, 12:08:23 am
i have no idea what you mean
It's more like, "this made up most of what you've said" so even if it was a joke...what else do we have to go with? :<

Wasn't there a map creation tool? I'd swear there was one, but I can't find it.
I think there is, but it's mostly personally made--Haspen uses mappy or paint.net; others uses...other programs.
I don't think there is a standard program people go by here (but I'd LOVE TO KNOW IF THERE IS ANY so I can use it in making muh maps x_x)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on October 07, 2016, 12:17:02 am
i have no idea what you mean
It's more like, "this made up most of what you've said" so even if it was a joke...what else do we have to go with? :<

Wasn't there a map creation tool? I'd swear there was one, but I can't find it.
I think there is, but it's mostly personally made--Haspen uses mappy or paint.net; others uses...other programs.
I don't think there is a standard program people go by here (but I'd LOVE TO KNOW IF THERE IS ANY so I can use it in making muh maps x_x)
Tone is hard on the internet >.> that was supposed to be sarcasm, i knew what you meant

edit: it's also just not having the physical/mental/temporal capacity to design and run balanced maps
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 07, 2016, 12:58:18 am
i have no idea what you mean
It's more like, "this made up most of what you've said" so even if it was a joke...what else do we have to go with? :<

Wasn't there a map creation tool? I'd swear there was one, but I can't find it.
I think there is, but it's mostly personally made--Haspen uses mappy or paint.net; others uses...other programs.
I don't think there is a standard program people go by here (but I'd LOVE TO KNOW IF THERE IS ANY so I can use it in making muh maps x_x)

Yeah, it was Tiled. Formido told me in the IRC.

Do we know if Glow ever released her custom tiles?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Tiruin on October 07, 2016, 01:06:53 am
Do we know if Glow ever released her custom tiles?
Well it's more permission based because being still in contact with her over the IRC--she gave me permission to use her tiles (or tile technique art), but I'm unsure.
I should PM her there to ask o_O
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 07, 2016, 01:36:43 am
I liked Glow's art style a lot, particularly because it's square. Hasp's tileset is nice but the bloody things are 1.5 times as tall as they are wide, which leads to super skewed-looking maps. T_T
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 07, 2016, 01:46:21 am
Making maps is haaaard. T_T
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on October 07, 2016, 02:32:41 am
Yep.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 07, 2016, 02:34:42 am
No one can keep untwisted pantaloons nowadays. :x

Anyway, here's the beta version of a map for my campaign. Improvements? (https://s5.postimg.org/jh9659p87/Beta.png)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on October 07, 2016, 02:44:48 am
I don't see anything wrong with it from a technical standpoint and visually it's good (you don't often see castles with that much forest around them, but I would take that as a positive since it's underdone), but Haspen's made the most maps so he'd know best about how it would do concerning enemy placement and where defensive terrain should be and all that.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 07, 2016, 02:49:17 am
I don't see anything wrong with it from a technical standpoint and visually it's good (you don't often see castles with that much forest around them, but I would take that as a positive since it's underdone), but Haspen's made the most maps so he'd know best about how it would do concerning enemy placement and where defensive terrain should be and all that.

The idea is that this is a sort of inner-keep and the actual castle grounds are much, much larger, with forests and rivers and other buildings and stuff within them. Fire Emblem has basically no size scaling whatsoever (house being the same size as a chair, for instance) so it's hard to convey that sort of feeling.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on October 07, 2016, 02:57:47 am
Yeah, I get what you mean. A bit weird in that respect, but what're you gonna do? :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 07, 2016, 06:08:08 am
If Hasp was a ship, what type would he be!?

Spoiler (click to show/hide)

Oh right, OOC-to-be (http://www.bay12forums.com/smf/index.php?topic=160991.0) for my FEF.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Felissan on October 07, 2016, 06:58:50 am
Anyway, here's the beta version of a map for my campaign. Improvements?
I haven't played in any FEF yet, but I feel like that huge north-west room should have way less open terrain in it. It also looks like thieves will be kept out of the action for the whole chapter because the chests are a bit too far apart, unless they get some help breaking the walls from other players, and by the time they're done, they probably won't be able to catch up to the main group. Aside from that, it looks pretty good IMO.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on October 07, 2016, 07:31:48 am
Only really major issue I have is that large maps can really suck (ask hasp). It's not a bad thing and the map itself looks good, just heads up maybe be careful how often you use maps that size especially when people are still trainee characters
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on October 07, 2016, 08:06:12 am
It's got a lot of very narrow chokepoints, which can be both good and a pain.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 07, 2016, 08:08:24 am
Only really major issue I have is that large maps can really suck (ask hasp). It's not a bad thing and the map itself looks good, just heads up maybe be careful how often you use maps that size especially when people are still trainee characters

Yeah, Hasp redesigned it for me in the OOC, thankfully. I'm fairly decent at making nice-looking maps, but I don't really know what to do for gameplay.

(https://s5.postimg.org/nnylyce7r/untitled.png)

Enemy placement is experimental.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 07, 2016, 08:09:11 am
Anyway, here's the beta version of a map for my campaign. Improvements?
I haven't played in any FEF yet, but I feel like that huge north-west room should have way less open terrain in it. It also looks like thieves will be kept out of the action for the whole chapter because the chests are a bit too far apart, unless they get some help breaking the walls from other players, and by the time they're done, they probably won't be able to catch up to the main group. Aside from that, it looks pretty good IMO.

That's a fair point. I may try to move a few chests closer to the boss room.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on October 07, 2016, 08:16:17 am
On an old note, it has been noted that Imbue Arrow is still useless, and the easy fix of making Imbue Arrow give free Ignis Character Skill to the Battle Mage has been suggested.

Opinions?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on October 07, 2016, 08:18:20 am
On an old note, it has been noted that Imbue Arrow is still useless, and the easy fix of making Imbue Arrow give free Ignis Character Skill to the Battle Mage has been suggested.

Opinions?

(http://i.imgur.com/SnIwFtR.gif)

EDIT: Is now in FEF6.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on October 07, 2016, 08:31:38 am
On an old note, it has been noted that Imbue Arrow is still useless, and the easy fix of making Imbue Arrow give free Ignis Character Skill to the Battle Mage has been suggested.

Opinions?

Seems legit!

Also uxie, dunno if you're planning on adding more enemies to that or not but right now it's pretty sparse enemy wise which leads to lots of turns of just moving which tends to make people unhappy. For a big big map like that it might be better to make lots of low level enemies vs fewer harder enemies (See also the mistake I made last time in my game)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 07, 2016, 09:45:40 am
On an old note, it has been noted that Imbue Arrow is still useless, and the easy fix of making Imbue Arrow give free Ignis Character Skill to the Battle Mage has been suggested.

Opinions?

Seems legit!

Also uxie, dunno if you're planning on adding more enemies to that or not but right now it's pretty sparse enemy wise which leads to lots of turns of just moving which tends to make people unhappy. For a big big map like that it might be better to make lots of low level enemies vs fewer harder enemies (See also the mistake I made last time in my game)

Hm, I tried adding a bunch more enemies. There are also supposed to be a few reinforcements.
Then again, since the party will probably be starting out with basically... Everyone, due to circumstances, it's probably best to have a huuuge number of enemies. As long as I don't overtune their stats it should be fine.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 07, 2016, 10:07:47 am
Oh, right, I'll actually post the map.

(https://s5.postimg.org/kz3t8b8qf/untitled.png)

That look better? (Two horses at top of stairs are reinforcements.)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on October 07, 2016, 10:10:09 am
Seems pretty legit though impossible to tell for sure without stats ofc
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 07, 2016, 10:18:43 am
Everyone will be joining at the start of the prologue so it'll be the entire party. What sort of stats and XP should I give them? The goal is to have the party hit level 5 (or get close to it in which case I'll do in-battle promotion) with this one encounter.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on October 07, 2016, 11:45:52 am
http://pastebin.com/uPCaLBB0 this is what i have for fates classes rn. I was thinking of putting Amaterasu on Valkyries and giving Kinshi Knights Triangle Attack as swordstar (?) suggested once. Haspen also suggested changing Amaterasu to healing all adjacent allies based on the rank of the equipped staff ([09:56] (@ElPresidentekitty) make it rank x2 then: E = 1, D = 2, C = 3, B = 4, A = 5, S = 8.) Also considering changing Trample to Savage Blow: Deal 20% of your attacking stat to the target and adjacent enemies after combat resolves. This cannot reduce HP below 1. (I also need to give Malig Knights Lances instead, whoops.)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on October 07, 2016, 12:05:25 pm
I'm still not a fan of promoting from three classes or savage blow but beyond that seems legit
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on October 07, 2016, 12:15:00 pm
I still feel that Oni Chieftan needs more than just Critical Eye. I mean, Swordmaster (usually) gets +15 Critical as their special ability. Only +5 Crit just doesn't compare, you know? You could probably resolve the triple promotions by including First Classes or something. Shouldn't be too difficult to include, and it'd make them merge better with the existing structure.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on October 07, 2016, 12:22:33 pm
I think people usually nerf/nix the swordmaster thing, don't they? Alternatively, I could also give them Death Blow, which is +crit only when initiating combat.

As for triple promotes, I thought about doing a bit of reshuffling to make it work. The issue with first classes is there really aren't any worth adding due to most "new" classes being slightly different versions of existing ones in order to balance out the routes.

EDIT: That or trying to add a third First Class option for every promote, which would, uh. Not be super practical.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on October 07, 2016, 12:30:22 pm
I would say just leave it at two promotes.

Also don't think anyone nixes that SM ability. +20 when attacking might work
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on October 07, 2016, 12:35:45 pm
A quick check of games indicates that most people trash the other Swordmaster ability. The one that grants them 90 Hit minimum. So yeah. They need something better than just Critical Eye to compete. +20 Crit while attacking is perhaps a bit underwhelming given how it only works half~ of the time but it's definitely an improvement.

As for First Classes, I don't see why you can't add new ones. If you can think of interesting Promoted Classes that are different from the existing ones, then I don't see why you can't do so for First Classes as well. Alternatively you can just shuffle promotions around. Some Promoted Classes could be changed so that they only promote from one class instead of two, allowing you to slot your new classes in. For example, Bandit promotes to Oni Chieftain instead of Berserker, Soldier to Basara instead of General, and Thief to Butler/Maid instead of Bounty Hunter (Or you could make Thief promote to Assassin instead of Spy and have Spy promote to Butler/Maid instead but eh). Mind you, that still leaves Kinshi/Malig Knight hanging in the balance so... Yeah. Not a perfect solution but I think it's a better one than triple promotes.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: F.O.E. on October 07, 2016, 03:56:39 pm
For example, Bandit promotes to Oni Chieftain instead of Berserker

I'd suggest mountain warrior there since Berserker is an actually desired class :v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on October 07, 2016, 04:00:21 pm
Well it can replace Mountain Warrior then. I was just providing an example since Berserker is shared by two First Classes, same as General and Bounty Hunter.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on October 07, 2016, 04:33:43 pm
Like I said, problem with adding more first classes is that they'd p much have to be entirely homebrewed since most of the Fates/Awakening ones are either already present or are essentially the same thing as existing classes (e.g. Oni Savage is basically Bandit, Outlaw is basically Spy). The only exception I can see is Apothecaries but I don't want to add them for a few reasons so iunno.

As far as reshuffling. . .

Oni Chieftan
-Bandit loses Berserker, gains Oni Chieftan

Basara
-Monk loses Bishop, gains Basara
-Soldier loses General, gains Basara

Kinshi Knight
-Pegasus Knight loses Valkyrie, gains Kinshi Knight
-Loses Amaterasu, gains Triangle Attack

Malig Knight
-Fighter loses Hero, gains Malig Knight

Maid/Butler
-Will probably just get its own promo line using Swordstar's ideas

Others
-Valkyrie loses Triangle Attack, gains Amaterasu

Also, potential class renames:
Oni Chieftan -> Dread Fighter (This worked better when it was a Fighter promote but w/e)
Basara -> Zealot or Templar (The Quixotic skill basically represents a very risky, over-the-top fighting style. I figure that this works flavor-wise.)

Kinshi Knight -> Pegasus Hunter (because they're a flying unit that chases down and kills other fliers. Depending on lore, though, they could keep the name Kinshi Knight if the world actually has giant birds for them to ride on.)
Malig Knight-> No change bc I love this name tbh.
Maid/Butler-> Not sure. Possibly Bodyguard or something but at the same time having maids running around is amusing.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Xanmyral on October 08, 2016, 01:54:18 pm
For example, Bandit promotes to Oni Chieftain instead of Berserker

I'd suggest mountain warrior there since Berserker is an actually desired class :v

OY

Just 'cause not everyone wants to chuck boulders like a man doesn't mean it isn't a desired class. I love that class.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 09, 2016, 06:39:21 am
Sittin' in muh' mountain chukin' mah' boulders.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on October 10, 2016, 06:07:42 am
Idea I just had: give Great Knight Nullify for either Armored or Horseback instead of War Horse and give Paladin War Horse instead of Nullify. Thoughts?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on October 10, 2016, 07:37:50 am
Idea I just had: give Great Knight Nullify for either Armored or Horseback instead of War Horse and give Paladin War Horse instead of Nullify. Thoughts?
why do you want to make moving around as a knight even more painful
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on October 10, 2016, 07:54:58 am
Because it's their con to having the pro of being tanky.

Which GK aren't much if they have two categories of weapons effective against them v:
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on October 10, 2016, 08:47:57 am
it is a tradeoff, basically, you pick up another weakness to patch up your awful mobility; mobility is almost entirely the point of GK. If you wanted to be extra tanky you'd just go General.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on October 10, 2016, 09:07:14 am
GK still has 7 MOV which is the same as Wyvern Knights/Hunters tho.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on October 10, 2016, 09:17:28 am
GK still has 7 MOV which is the same as Wyvern Knights/Hunters tho.
wyverns can also, yknow, fly

but no, being able to actually attempt to traverse terrain is a big part of the value of the promote and i feel that War Horse is much more valuable than Nullify for them since you have teammates that can handle armorslayers and such for you. It also makes Paladins almost -too- mobile.

Edit: and does anyone have thoughts on my post above?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on October 10, 2016, 09:25:54 am
re: above thoughts: I'm not a fan of losing options for any reason, so I don't really mind them just being added as yet another promotion (edit: that is, Oni Chieftain just being something else Bandits can promote to for example). Options are always good.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on October 11, 2016, 07:52:40 pm
Posted my testing thread. (http://www.bay12forums.com/smf/index.php?topic=161054.0)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on October 18, 2016, 09:03:31 pm
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: birdy51 on October 18, 2016, 09:17:34 pm
Noice. I like it!
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on October 18, 2016, 09:47:57 pm
Obligatory reminder that if you want a commission like that one, just PM me~
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on October 18, 2016, 10:14:13 pm
still need a couple people for that thread

i also need to get to arranging units on the map :v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on October 19, 2016, 02:22:03 am
-snip of neat-

How many more left, Blade? :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 19, 2016, 04:51:18 am
Really cool commission Blade. I think that art style seem to suit FEF quite nicely.

Oh right, you should probably add my game to the "active" list Sol.

OOC: http://www.bay12forums.com/smf/index.php?topic=160991.0

IC: http://www.bay12forums.com/smf/index.php?topic=161127.0

Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on October 19, 2016, 05:16:54 am
Nice ,bmm.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on October 19, 2016, 05:19:37 am
Now I just noticed...

...are Sheila's legs suffering from frostbite? :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 19, 2016, 05:35:24 am
I presume the blue effect on her legs is the artist's depiction of ambient background light reflecting from the blue sea and sky.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on October 19, 2016, 06:18:45 am
How does sea and sky reflect... huh v:??
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on October 19, 2016, 06:43:10 am
-snip of neat-

How many more left, Blade? :P

That's gonna be it for a while, I think. I'm going to Youmacon in a few weeks and I should expect to spend some money there.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 19, 2016, 06:44:11 am
How does sea and sky reflect... huh v:??

If you're in a bright red room with a white lightbulb, there's going to be stuff being tinted red. Concept.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on October 19, 2016, 09:27:05 am
How does sea and sky reflect... huh v:??

If you're in a bright red room with a white lightbulb, there's going to be stuff being tinted red. Concept.

Yeah he tends to tint stuff slightly based on the other major colors to tie them in. Is why Niamh has slightly purple tinted hand
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on October 19, 2016, 12:24:37 pm
I'd like to apologize for not being active in the FEFs I'm in (mostly Broken Circle and Crown of Aen). I've been stressed out about RL stuff so I pretty much went 'I'll post something tomorrow, when I will undoubtedly feel not so terrible'. Needless to say, I had that thought for several days in a row as my mood refused to improve. Until today. So yeah. Sorry for disappearing without a trace for several days. I'll try to catch up as quickly as I can, okay?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 20, 2016, 02:05:16 am
It's fine, we're still waiting on Tiruin for my game anyway.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on October 20, 2016, 02:12:13 am
It happens, man. No worries.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Shoruke on October 24, 2016, 01:20:28 pm
How do I play FEF?
As in, how does one join a game without refreshing the FGaR forum every 15 minutes for a solid week? Every time a game opens up, it gets so many hits it says Signups Closed before I get home from work.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on October 24, 2016, 01:22:37 pm
Uxie's game said signups closed I think from the inception of the thread.

And I dunno, keep an eye on this thread I guess? Usually there'll be a post announcing it here and then submissions tend to be open about a week.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on October 24, 2016, 01:23:31 pm
Typically games have signups open for at least a week before actually accepting people. You can join our irc channel as that's a decent way to hear about games that might be starting soon?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on October 24, 2016, 01:25:57 pm
Every time a game opens up, it gets so many hits it says Signups Closed before I get home from work.

Yeah, there is a whole buncha addicts who camp all and every such thread, hard to beat them to it ;v!
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on October 24, 2016, 01:30:32 pm
Says the guy who can't stop coming up with ideas for fefs
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on October 24, 2016, 01:31:24 pm
With 85% rate of dead games and few more maybe going under axe soon ;v I am a postman \o/
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on October 24, 2016, 01:45:29 pm
Eh I dun count the noble emblems so really you've only axed fef5 out of 6 :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on October 27, 2016, 09:11:00 pm
Uxie's game said signups closed I think from the inception of the thread.

And I dunno, keep an eye on this thread I guess? Usually there'll be a post announcing it here and then submissions tend to be open about a week.

Yeah, my game was opened into signups closed from the start because I was giving priority to members of my previous game that died. What few slots did open up were filled pretty much instantly by people I thought would make good additions to the game.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on October 27, 2016, 09:24:52 pm
testfef was open until yesterday

which reminds me i still need to process things for that
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on November 05, 2016, 07:41:42 pm
Heads up for everyone one, my computer is in the shop so I'm stuck on phone until further notice
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on November 05, 2016, 10:13:23 pm
Heads up for everyone one, my computer is in the shop so I'm stuck on phone until further notice

=(
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on November 06, 2016, 12:12:43 am
Will still post as able but will be less and likely without mugs
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on November 06, 2016, 12:31:39 am
I'm just sad for you having to have your PC sent away. =x
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on November 06, 2016, 02:41:17 am
/me pokes Swordstar

Where FOE at though? I can wait a bit but he really stretching it and he has characters in two of my games :T
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on November 06, 2016, 05:46:58 am
Rip. BTW if you want mugs in your posts you can quote your own previous posts. Is what I did :V
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on November 06, 2016, 10:58:05 am
/me pokes Swordstar

Where FOE at though? I can wait a bit but he really stretching it and he has characters in two of my games :T

I have literally no idea. He has not responded to anything anywhere in three weeks
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on November 06, 2016, 04:18:35 pm
Foin you guys pawst for him in FEF4 and FEF6 and if he fails to surface, imma drop his characters outta these games after current chapters :v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on November 06, 2016, 11:14:12 pm
Yeah. Sorry wish I could be more help but given I have literally no idea if he's even alive...

Edit: ok yeah he's alive but... Not coming back.

http://m.imgur.com/a/gRBO5

From his sig
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on November 07, 2016, 12:18:43 am
That's a bummer.

I don't really expect you to read this F.O.E., in light of that, but it was fun. I'll welcome you back if your interest ever resurfaces.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Tiruin on November 07, 2016, 12:32:48 am
[snip]
Hum, regardless of lacking contact--if ever anyone can give persistent support, please do so :O
Really sounds like sorting out life experiences, feelings, etc. Wishing him loads though, because I've met a lot of people that went through that in what seemed like ultimatums of their lives but were more 'steps in a direction of understanding things'.

And thankies Swordstar for all that. c: FoE is an awesome dude.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on November 07, 2016, 12:36:54 am
I'd say something like "He might be like me and randomly show up again a year down the line" but I suppose the difference is that I thought about coming back every couple of weeks but didn't feel like I could, even though I wanted to. I still enjoyed everything, which seems to be different for FOE.

Well, RIP I guess. One more person for me to miss aside from Glowcat.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on November 07, 2016, 01:40:14 am
I am now very sad :C

Like I said, post for his characters in FEF4 and FEF6 for current chapters and then I bump them out ;v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Tiruin on November 07, 2016, 01:42:49 am
Well, RIP I guess. One more person for me to miss aside from Glowcat.
Glowcat is pretty much alive and active really :P She's on the #bay12lb IRC. (She's not active on the forums that much because of /certain people characteristics/ and stuff that are personal, none of which are tied to anyone here or anyone in general here on the forum)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on November 07, 2016, 01:59:22 am
Huh.

Well, there we go, I guess.

I guess I'll have to think on whether I drop fef4 as well, because a yandere assassin kind of needs their focus of love.

Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: UXLZ on November 07, 2016, 02:06:33 am
Huh.

Well, there we go, I guess.

I guess I'll have to think on whether I drop fef4 as well, because a yandere assassin kind of needs their focus of love.



RIP FEF4, too, potentially. =(
 

Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on November 07, 2016, 02:07:24 am
go yandere for Noel instead :v

No don't, that's a bad idea.

but is it?

Yes, yes it is. More seriously though, I'd understand if you did want to drop, and I'm speaking up mainly because our characters are relevant to each other. All the same, I guess Ayzebel just grabbing Irios and refusing to go home to the sect makes sense too.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on November 07, 2016, 02:31:33 am
Yeah, it's not brilliant. Either way, it'd feel clunky. But c'est la vie.

Also, truly rip CI
Goodbye spooder, you were the best
(http://i.imgur.com/x8ElQlw.png)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on November 07, 2016, 05:32:06 am
Welp, the curse of the FH shamans is real.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on November 07, 2016, 07:21:10 am
Welp, the curse of the FH shamans is real.
True.
Therefore it is Solymr's fault.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on November 07, 2016, 08:22:49 am
Yeah I've tried messaging him on several forms of communication and gotten a whopping nothing in return so I don't think he wants to talk to me.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on November 07, 2016, 08:23:54 am
That's cold. Well, good luck FOE, for what it's worth, assuming he ever sees it.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: darkpaladin109 on November 07, 2016, 09:25:16 am
Huh, gotta say I wasn't expecting FOE to leave just like that, but I get what he's coming from. I wish him good luck in whatever he's gonna do next, who knows, maybe he'll get interested again - I know I did.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on November 07, 2016, 11:35:15 am
 :(

So long and best of luck wherever you go, FOE.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: birdy51 on November 07, 2016, 12:00:50 pm
Indeed. Well, these things happen. Still! We'll just wish FOE the best and leave it at that for now!
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on November 07, 2016, 12:39:25 pm
RIP FEF4, too, potentially. =(

Considering postman job is more demanding than I thought, I might indeed have to axe FEF4, or FEF3, or both v;
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on November 08, 2016, 02:01:25 pm
I'm gonna post my new attempt at game here just in case someone hasn't seen it.

http://www.bay12forums.com/smf/index.php?topic=161308.0
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on November 08, 2016, 02:10:58 pm
Updoot graveyard too pls v;
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on November 08, 2016, 02:13:47 pm
Later
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on November 12, 2016, 01:10:22 pm
I am looking for an additional player in Dark Souls Emblem (http://www.bay12forums.com/smf/index.php?topic=154688).

Some kind of spellcaster preferred.

It's still not first come first serve, of course, since blargh to that.
You have until the end of this map to get a sheet in.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Shoruke on December 05, 2016, 11:47:14 am
So, question for all current and future FEF GMs:
"Do you find making turns to be annoyingly time-consuming, even for turns containing only straightforward actions?"
What with all the calculations and making new screenshots and posting and updating all dat HP info and stuff.

If there's enough demand for it, I'm kinda sorta considering making an FEF helper program as a project. You would use it to...
Make and save maps,
move characters around those maps easily and view their movement range dynamically,
quickly generate text for basic attacks, formatted specifically for the B12 forum,
and you'd be able to upload a save file and hand it to players so they can also all see their movement ranges.
(and if you don't want players knowing all of their possible hit rates like in normal FE for some reason, just don't upload the file)


If the visual stuff isn't necessary, it would go a lot faster to make a program where you just put in all of the combatants, click two of them, and have it generate attack text for you.

It'd be free of charge, of course. At worst, I might host it on a site that generates me ad revenue and has one of those Paypal donate buttons.    ;)

Any interest?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on December 05, 2016, 12:08:20 pm
If the visual stuff isn't necessary, it would go a lot faster to make a program where you just put in all of the combatants, click two of them, and have it generate attack text for you.
I kind of started doing this, then stopped. There was some interest. It was very challenging and other programmers didn't know enough about the game or the project to be able to help me very well. I don't think the solutions I had in mind were the most ideal either. I still want to finish it.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on December 05, 2016, 12:16:02 pm
@Shoruke:

Making turns is very time-consuming. Even just few actions demand calculations v:

And gods forbid if there's a level up to do afterwards xv
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on December 05, 2016, 12:37:53 pm
Yeah, turn running takes forever.

Also, I have some old design documents for such a program if you'd like to see them.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on December 05, 2016, 01:05:19 pm
I think multiple people have started before.

So good luck :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on December 05, 2016, 03:04:24 pm
If that actually got made and functioned well I might actually run one :P

((I've had ideas but not time nor experience with the system))
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Shoruke on December 05, 2016, 03:43:55 pm
Sounds like a "yes" on that, then.

I've got another project I want to finish first, not to mention school (finals) and work, so we're looking at... eh, roughly a month before I have anything to hand out.
Still, keep checking back here!

I'll be handing it out in increments. First it'll be basically a level-up calculator, then an attack simulator and item database, then the map stuff.

Also, I have some old design documents for such a program if you'd like to see them.
Couldn't hurt.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: IronyOwl on December 05, 2016, 04:41:28 pm
If the visual stuff isn't necessary, it would go a lot faster to make a program where you just put in all of the combatants, click two of them, and have it generate attack text for you.
I kind of started doing this, then stopped. There was some interest. It was very challenging and other programmers didn't know enough about the game or the project to be able to help me very well. I don't think the solutions I had in mind were the most ideal either. I still want to finish it.
What was challenging about it? It's just a few calculations plus an RNG, right?

...plus four hundred situational special abilities, but still.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on December 05, 2016, 11:50:38 pm
E: Also, here's a picture of the calculator. I made it using HTML and Javascript. I believe I've shared images and a video of it before:
Spoiler (click to show/hide)

What was challenging about it? It's just a few calculations plus an RNG, right?

...plus four hundred situational special abilities, but still.
The bolded section was the biggest problem I could foresee, since there are a fucking gazillion classes and skills each with their own special modifiers, some of which can't be quantified programmatically and would require check boxes for the player to tick, like Charisma (keep in mind I was making a FEF calculator that did not involve a map, so testing for a nearby character who has Charisma is a test that can't be made without hard input). Not to mention houseruling is a huge thing and if players have skills that aren't in vanilla FEF they would need to be coded and imported into the program.

E: Then there's fucking weapons. No one is going to use this thing if they have to punch in all the weapon stat numbers every single time, and again, people love inventing their own weapons, classes, skills, etc. It's part of the fun. The best solution as figured by BMM42 is some kind of import/export system that lets you upload a file and all the stats pop in for you, but I have no clue how to implement that.


Let me break down how a FEF combat works programmatically:
First you need to test to make sure the person using the calculator actually filled out all the fields.
Then you need to test for the class and sometimes compare it to another class to determine a modifier, like Archer versus Flier bonus.
Now we get to the actual combat test:

Code: [Select]
Check to see if the 1-100 was less than or equal to Character A's weapon's hit minus the opponent's evasion.
    Hit = True: Okay so you hit. You can't just display a message that says you hit unless we want to implement breakpoints so the player can see the results after every step,
    but we're keeping things simple for now so instead we add the "you hit" string to the results variable until we're done doing checks. Now we have to see if you crit or not.
    See if 1-100 is <= CharA's crit minus CharB's dodge.
        Crit = True: You crit. Display a message that says you crit. Now calculate attack given a critical hit scenario and subtract it from the enemy's [i]current [/i]health.
        We're not done yet, we need to see if there was a double attack. Test if CharA's attack skill minus 4 is >= CharB's attack skill.
            Double = True: Do all that stuff you just did again... But wait!
            Don't forget that now when the loop ends you need to test the enemy's [i]current[/i] health against his [i]maximum [/i]health to see if he died or not.
            If he died, add the appropriate string to the results variable.
        Double = False: Test to see if the bad guy's dead and display the appropriate message.
    Crit = False: You didn't crit. Just calculate attack and see if the guy's dead or not, then display the appropriate message.
False: Character A missed, display the appropriate message.

This is what things looked like at first. Then I remembered counterattacks. Fuck. Counterattacks.

So now the above block of code becomes a lot more complicated, because counterattacks can happen at any stage where the first character's test ends.

Code: [Select]
Check for hit
    Hit = True, check for crit
        Crit = True, check for double
            Double = True, END
        Double = False, END
    Crit = False, END
Hit = False, END

There's all kinds of bullshit about turn order that I don't remember because I stopped working on this so long ago but IIRC there are a bunch of different possibilities for the order in which the combat can turn out depending on doubles and counterattacks (A = char A attack test; B = char B attack test):
A
A A
A B
A A B
A B A
A B B
A A B B
A B A B

All of these possibilities need to be nested within each other and I didn't build myself a simple way to test it. The best way probably would have been some preset buttons that input character/weapon stats that I knew would produce each possibility so I could test to make sure what was supposed to happen, did indeed happen.

This shitty mechanic turned a simple test into a big mess of spaghetti code that is really really hard to decipher and even now I still don't like looking at it. So yeah, while the maths are easy, the logic isn't, especially for me, someone who does not play FEF. I needed constant support from frequent players in order to interpret the rules correctly and identify edge cases so I could try and code this thing with future problems in mind so I'd only have to build it once. In hindsight, and due to the rubber duck effect (https://en.wikipedia.org/wiki/Rubber_duck_debugging) (and also because I'm just a more experienced programmer now), I can think of some ways I could work around these problems. I would've finished it but school started and I no longer had the time.

@Shoruke: No point in starting from scratch, right? How about a collaboration?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: IronyOwl on December 06, 2016, 02:39:24 am
What was challenging about it? It's just a few calculations plus an RNG, right?

...plus four hundred situational special abilities, but still.
The bolded section was the biggest problem I could foresee, since there are a fucking gazillion classes and skills each with their own special modifiers, some of which can't be quantified programmatically and would require check boxes for the player to tick, like Charisma (keep in mind I was making a FEF calculator that did not involve a map, so testing for a nearby character who has Charisma is a test that can't be made without hard input). Not to mention houseruling is a huge thing and if players have skills that aren't in vanilla FEF they would need to be coded and imported into the program.

E: Then there's fucking weapons. No one is going to use this thing if they have to punch in all the weapon stat numbers every single time, and again, people love inventing their own weapons, classes, skills, etc. It's part of the fun. The best solution as figured by BMM42 is some kind of import/export system that lets you upload a file and all the stats pop in for you, but I have no clue how to implement that.
Having thought about and fiddled with this some, I feel like you'd probably want to have a base statline, and then a that-combat statline that goes through a bunch of checks based on values or checkboxes, each of which has its own statline that gets added to the current one if true. So for example, the Heretic: +2 DMG vs Priests skill would be a "Enemy Is Priest" checkbox that, when set, adds the first skill statline to the current combat one, in this case being +2 to Dmg or Mt or whatever and 0 to everything else. Being on the wrong end of a weapon triangle would similarly have a stat line of -15 Hit and -1 Dmg, triggered when... well, there's probably a more elegant method than if sword and enemy lance OR if axe and enemy sword OR if lance and enemy sword OR if anima and enemy dark OR if light and enemy anima OR if dark and enemy light... but it'll do.

I don't think having persistent custom files is avoidable, frankly. You could punch in everyone's stats every time, but at that point it'd probably be more tedious than just rolling it yourself. I'm not familiar with HTML or Javascript, but a cursory glance doesn't inspire confidence that they have any file-reading capability beyond displaying images. You might want to consider shifting languages/to something that sits in a folder on your computer.

Let me break down how a FEF combat works programmatically:
First you need to test to make sure the person using the calculator actually filled out all the fields.
Then you need to test for the class and sometimes compare it to another class to determine a modifier, like Archer versus Flier bonus.
Now we get to the actual combat test:

Code: [Select]
Check to see if the 1-100 was less than or equal to Character A's weapon's hit minus the opponent's evasion.
    Hit = True: Okay so you hit. You can't just display a message that says you hit unless we want to implement breakpoints so the player can see the results after every step,
    but we're keeping things simple for now so instead we add the "you hit" string to the results variable until we're done doing checks. Now we have to see if you crit or not.
    See if 1-100 is <= CharA's crit minus CharB's dodge.
        Crit = True: You crit. Display a message that says you crit. Now calculate attack given a critical hit scenario and subtract it from the enemy's [i]current [/i]health.
        We're not done yet, we need to see if there was a double attack. Test if CharA's attack skill minus 4 is >= CharB's attack skill.
            Double = True: Do all that stuff you just did again... But wait!
            Don't forget that now when the loop ends you need to test the enemy's [i]current[/i] health against his [i]maximum [/i]health to see if he died or not.
            If he died, add the appropriate string to the results variable.
        Double = False: Test to see if the bad guy's dead and display the appropriate message.
    Crit = False: You didn't crit. Just calculate attack and see if the guy's dead or not, then display the appropriate message.
False: Character A missed, display the appropriate message.

This is what things looked like at first. Then I remembered counterattacks. Fuck. Counterattacks.

So now the above block of code becomes a lot more complicated, because counterattacks can happen at any stage where the first character's test ends.

Code: [Select]
Check for hit
    Hit = True, check for crit
        Crit = True, check for double
            Double = True, END
        Double = False, END
    Crit = False, END
Hit = False, END

There's all kinds of bullshit about turn order that I don't remember because I stopped working on this so long ago but IIRC there are a bunch of different possibilities for the order in which the combat can turn out depending on doubles and counterattacks (A = char A attack test; B = char B attack test):
A
A A
A B
A A B
A B A
A B B
A A B B
A B A B

All of these possibilities need to be nested within each other and I didn't build myself a simple way to test it. The best way probably would have been some preset buttons that input character/weapon stats that I knew would produce each possibility so I could test to make sure what was supposed to happen, did indeed happen.
As mentioned, I'm not familiar with the language, so pardon if I suggest something impossible. But successive statlines solve most of this in terms of sphagettiness, if not tedium. If your IsArcher is true and their IsFlyer is true, your damage is multiplied by 3.

For counters and doubling, a number of attacks field sounds convenient, especially since distinguishing between an attack the enemy is able to counter against and a "free" attack is important. Then you just put the attacker attacks defender part first and the defender retaliates second in a loop.

A = your Attacks is 1, theirs is 0; your attack cycle executes, theirs notes that a value of 0 means skip everything, the loop repeats, both attacks have an Attacks of 0 and thus do nothing
AA = your Attacks is 2, so you attack, they try to counter but nothing happens, you attack again, they try to attack again but nothing happens again
AB = both Attacks are at 1, you go then they go

and so on. AABB or countering before an enemy attacks you doesn't happen, does it? That'd be inconvenient if so.

This shitty mechanic turned a simple test into a big mess of spaghetti code that is really really hard to decipher and even now I still don't like looking at it. So yeah, while the maths are easy, the logic isn't, especially for me, someone who does not play FEF. I needed constant support from frequent players in order to interpret the rules correctly and identify edge cases so I could try and code this thing with future problems in mind so I'd only have to build it once. In hindsight, and due to the rubber duck effect (https://en.wikipedia.org/wiki/Rubber_duck_debugging) (and also because I'm just a more experienced programmer now), I can think of some ways I could work around these problems. I would've finished it but school started and I no longer had the time.

@Shoruke: No point in starting from scratch, right? How about a collaboration?
I could use the practice, count me in too.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on December 06, 2016, 03:43:13 am
Being this is Bay12, would I be remiss in maybe suggesting basing it off of how Dwarf Fortress handles modding? Say, have a folder titled 'Weapons' and then inside the folder is, say, reiterpallasch.txt. The text file would have numbers like this:

1
E
5
4
80
5
40

Which would represent range, rank, might, weight, hit rate, crit rate, and quality level. Then in the main program you'd have, say, a menu of sort sort where you can load the text file and it applies all the numbers automatically? The GM would still have to manually keep up with quality levels, I suppose, but it's an idea. I have no programming experience beyond messing with RPGMaker 2K a little back when that first came out so if that's a lot harder than I think it sounds, sorry.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on December 06, 2016, 04:13:34 am
(http://31.media.tumblr.com/dab10455b5376203fa6bd4dbc03c2dbe/tumblr_mt6789l9mN1s4uah6o1_500.gif)

No one has ever succeeded in making a FEF calculator!
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on December 06, 2016, 05:04:57 am
A = your Attacks is 1, theirs is 0; your attack cycle executes, theirs notes that a value of 0 means skip everything, the loop repeats, both attacks have an Attacks of 0 and thus do nothing
AA = your Attacks is 2, so you attack, they try to counter but nothing happens, you attack again, they try to attack again but nothing happens again
AB = both Attacks are at 1, you go then they go

and so on. AABB or countering before an enemy attacks you doesn't happen, does it? That'd be inconvenient if so.

With the right Character Specific Skill, if B has more spd than A, B can attack before A can, even when A initiates combat.

Fef: it's a silly system.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on December 06, 2016, 05:34:45 am
At this point people would need to code their own FE game just to get a few lines of text.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: IronyOwl on December 06, 2016, 07:42:26 am
Being this is Bay12, would I be remiss in maybe suggesting basing it off of how Dwarf Fortress handles modding? Say, have a folder titled 'Weapons' and then inside the folder is, say, reiterpallasch.txt. The text file would have numbers like this:

1
E
5
4
80
5
40

Which would represent range, rank, might, weight, hit rate, crit rate, and quality level. Then in the main program you'd have, say, a menu of sort sort where you can load the text file and it applies all the numbers automatically? The GM would still have to manually keep up with quality levels, I suppose, but it's an idea. I have no programming experience beyond messing with RPGMaker 2K a little back when that first came out so if that's a lot harder than I think it sounds, sorry.
This is more or less what I was thinking, but also how the program would store characters and such so you don't have to re-enter Charles the Cavalier or Mook Bandit A every time you want to use them. And, for that matter, the program could track QL and current/max HP and such.

No one has ever succeeded in making a FEF calculator!
THEN I SHALL BE THE FIRST!!!

With the right Character Specific Skill, if B has more spd than A, B can attack before A can, even when A initiates combat.

Fef: it's a silly system.
Damn it. Fiddly crap like this isn't impossible to code, but it starts to eat into UI readability and lead to weird design choices to handle really rare scenarios.

At this point people would need to code their own FE game just to get a few lines of text.
Depending on how much you use it, that might not be such a bad tradeoff. I'm keenly aware that ease of use is vitally important, though.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: USEC_OFFICER on December 06, 2016, 10:04:32 am
Damn it. Fiddly crap like this isn't impossible to code, but it starts to eat into UI readability and lead to weird design choices to handle really rare scenarios.

I don't see how it'd eat into UI readability. You'd have the standard stats/whatever shared by all of the different units and then a text field underneath to display their special abilities and a short description of what they do. Given the sheer number of abilities in the game I see it being more effective than any list of checkboxes/whatever.

As for deciding combat order, you pretty much need a Finite State Machine and a bunch of bits to keep track of which abilities just triggered and so on and so forth. Not much we can do about that, unfortunately. At least it'd make calculating the actual combat a breeze once we sort that out since it just gets tacked onto the end.

I have never touched Javascript in my life, but by the sounds of things a FeF Calculator needs to be running as an actual program. A lot of the quality of life features needed to get this working effectively call for abilities that Javascript has trouble implimenting. Though you'd still need to modify the source code what with everyone's desire to modify/create abilities specifically for their game. Such is life.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on December 06, 2016, 11:11:41 am
I found a fiddle showing exactly the function needed for the file upload design goal: https://jsfiddle.net/Ln37kqc0/

So I just need to learn to use JSON.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Shoruke on December 06, 2016, 04:30:10 pm
No one has ever succeeded in making a FEF calculator!
Well SOMEONE programmed Fire Emblem, didn't they?

Allow me to address some of the programming concerns that have come up.


I made it using HTML and Javascript.
So I just need to learn to use JSON.
I have never touched Javascript in my life
I'm not familiar with HTML or Javascript,
Javascript (and HTML) are intended for use in webpages, and were designed with that in mind. While GMs will necessarily have an internet browser open to read posted actions and then post turn results, this calculator will work better as an application than a webpage, mostly since web pages aren't great at reading files from disk.
Processing (https://processing.org/) is my usual language of choice, but considering how much I expect to rely on drop boxes and check boxes, I think C# would be a better choice since it natively supports those.


Then I remembered counterattacks. Fuck. Counterattacks.
Turn order in combat is admittedly nontrivial, but it's not so bad. There's no need to nest everything at each step.
- first up, calculate how many attacks each the attacker and defender have by comparing their Attack Skill scores.
- if the defender triggers vantage, they attack first. Otherwise, the attacker attacks first
- the attacker and defender take turns attacking if they have an attack left. When everybody is out, done.
If at any step anyone died, just stop running checks because it's over.
If at any step someone's weapon broke, their remaining number of attacks is set to 0.
For each attack, if that person has a Brave weapon or something that lets them strike twice, they strike twice.



...plus four hundred situational special abilities, but still.
Yeah, that's kinda the big one.
I still think it's possible, with the combined powers of user-created content and... check boxes.
In addition to the skills in the PHB, we'll need to let the user (a.k.a. the GMs) add new skills to the list of All Skills That Exist. (This is how Personal Skills get done.) When you create characters, you can assign them the new skills. Of course, only numerical skills can be added this way. Skills can be defined as conditional or unconditional.
When you go to calculate an exchange of attacks, you pick the attacker and defender, and all of their conditional skills will be listed as check boxes. It'll be up to the GM to know/calculate whether a conditional skill activates or not. (I can probably make it so that you can set an "activation rate" based on stats or flat percentages, too. It'll probably involve a custom mark-up language.)
As for house-ruled skills or custom skills that change game mechanics instead of just numbers, well, sorry, the program isn't designed for that. You'll have to add it as a text-only skill and figure it out manually, just like you would do if the calculator didn't exist at all.
So for example if you wanted to add some skills from Fire Emblem Awakening, you could add Prescience (+10 hit/avoid when defending), but not Lethality (instant death attack).


Being this is Bay12, would I be remiss in maybe suggesting basing it off of how Dwarf Fortress handles modding?
This is more or less what I was thinking, but also how the program would store characters and such so you don't have to re-enter Charles the Cavalier or Mook Bandit A every time you want to use them. And, for that matter, the program could track QL and current/max HP and such.
I don't think having persistent custom files is avoidable, frankly. You could punch in everyone's stats every time, but at that point it'd probably be more tedious than just rolling it yourself.
Reading from and writing to file aren't hard. One file for player characters, one for enemies, one for skills, and one for items/weapons.
It'll probably be .csv files so you can mod it in notepad.exe or a spreadsheet editor if you're so inclined.
EDIT: and yes, you'll be able to quickly copy NPCs.


No point in starting from scratch, right? How about a collaboration?
I could use the practice, count me in too.
With the other stuff I have going on, we're looking at a few weeks minimum before I even really start on this. With that said, I'm okay with working with others, assuming y'all write legible code and lots of comments :P
Although it would mean we'd want to look into the wonderful world of version control. [sarcasm] yay...
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: I_Like_Pi on January 06, 2017, 07:19:59 pm
Hi, I usually just lurk forums but this fef thing looks interesting since I enjoy fire emblem. But it seems like most of the games are either full or dead or apparently dead (like 3 of them in the first post are dead or haven't been updated since November).
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on January 06, 2017, 07:22:40 pm
Well, probably smart to post here. Most people announce new games here, so watching the thread is probably your best bet to get into one if you don't just habitually check the forums all the time.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on January 07, 2017, 04:40:49 am
New FEFs that don't die?

What dreamland do you live in, mister :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on January 07, 2017, 08:21:36 am
Hey, FEF 1 and 2, and Nature of Humans, and maybe Final Hour if you count long runners that aren't done yet, were once new FEFs :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on January 07, 2017, 08:24:15 am
:v

v:

You feelin' smart for nitpicking huh how aboot I jinx Alissa's rolls even more huh what aboot then |v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on January 07, 2017, 08:27:52 am
Haspen does have a point though. New FEFs are few and far between lately, and we aren't seeing many active games. Three have completed, a handful are in progress, but I wanna say we're approaching 20 or so games that are dead, formally or otherwise.

If someone has the time and drive, I would strongly encourage them to start a new game to breathe a bit of life back into FEF, because it needs it bad.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on January 07, 2017, 08:30:23 am
It's the amount of work a GM needs to do to even start the game, and then it goes worse what with map updating, rolling, calculations, 130 pages of combat mechanics and class skills and uhhh.

I won't be surprised if I hear that someone wanted to but decided not to host a game because it was too gargantuan of a task ;v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on January 07, 2017, 08:35:49 am
Yeah, I kinda do want too, main reason I haven't is the time investment (and lack of plot ideas -_-;). Maybe once summer break starts for me, but that's a few months down the line.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on January 07, 2017, 08:39:15 am
Yeah, I kinda do want too, main reason I haven't is the time investment (and lack of plot ideas -_-;). Maybe once summer break starts for me, but that's a few months down the line.

Pls, FEF1 was about bundle of mercenaries vs evil noblewoman gathering macguffins. You don't need much more than that really :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on January 07, 2017, 08:55:30 am
When I started Final Hour I only had clear the start, midpoint and end and look what happened v:

I also had to update it through a phone and during the last year of my graduate so it's definitely possible to do.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on January 07, 2017, 09:38:18 am
Wasn't someone running a game on another forum? I wonder how that's getting along.

Haspen does have a point though. New FEFs are few and far between lately, and we aren't seeing many active games. Three have completed, a handful are in progress, but I wanna say we're approaching 20 or so games that are dead, formally or otherwise.

If someone has the time and drive, I would strongly encourage them to start a new game to breathe a bit of life back into FEF, because it needs it bad.
Well, you could always reboot vrfef... :P

To be honest, I'm not sure I'd run another fef. The system itself isn't the best, and it only takes one absent player out of many to hold up everything.

Also pls no more mercenary protagonist groups. That's been done a couple of times  already.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on January 07, 2017, 09:41:06 am
I have a setting that I'm putting together for a few people I know in RL. I might use it for a game here after, may not, but VRFEF is almost definitely not coming back.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on January 07, 2017, 09:42:31 am
Wasn't someone running a game on another forum? I wonder how that's getting along.
They are, and it's going well. They're around level 10 now, and there's now a second game being run by two people.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on January 07, 2017, 02:13:55 pm
I've just been so drained and busy from work that I can't even really begin to think about running my game again. So uh... yeah. Prolly better to just officially declare it dead at this point
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on January 07, 2017, 03:22:51 pm
I've just been so drained and busy from work that I can't even really begin to think about running my game again. So uh... yeah. Prolly better to just officially declare it dead at this point

/me goes update TVTropes.

Wasn't someone running a game on another forum? I wonder how that's getting along.
They are, and it's going well. They're around level 10 now, and there's now a second game being run by two people.

Yeah Pyon doesn't come here often but his games are going steady on that forum :Y
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 07, 2017, 03:30:53 pm
Might as well put Broken Circle on the dead list while you're at it Hasp.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on January 07, 2017, 03:42:29 pm
What's that? Did it have at least 2 chapters?

No place on list without at least 2 chapters :v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 07, 2017, 03:50:52 pm
It didn't even have one chapter, so I guess not. :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on January 07, 2017, 04:05:14 pm
Welp I guess I have an idea for a FEF :v

A group of guards (the players) investigate a small crime in a big city and uncover a hueg conspiracy or something like that.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 07, 2017, 04:07:10 pm
I wish I had more self-motivation. And that someone who had actually started on an FEF tool finished it. :P If I had both of those things I might try to run one, it's not like I don't have ideas and time.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: IronyOwl on January 07, 2017, 05:53:52 pm
And that someone who had actually started on an FEF tool finished it. :P If I had both of those things I might try to run one, it's not like I don't have ideas and time.
We're working on it! GUNIN's working on it. I'm mostly staring at his javascript without comprehending how that loads character files.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on January 08, 2017, 09:24:22 am
I'm with SerCon; some sort of tool would make the actual running of an FEF a far less gargantuan timesink, and thus open the door for prospective GMs that have plot ideas a-plenty but maybe not the time to run a few dozen dice rolls and manual stat comparisons every day.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on January 08, 2017, 09:50:02 am
Maybe the people working on the tool could post progress here so others can weigh in and possibly advance the work faster.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on January 08, 2017, 12:16:13 pm
FEF Calculator Progress Update #1 (January 8, 2017)
Work started in early December, 2016? Perhaps a little bit before? It was based on work I had done months prior on a FEF website that I made for a school project, which was supposed to include a working calculator that could run FEF battles. After several weeks of work, it was in a testable state but was nowhere near complete enough to be used as a tool for playing the game.

This guy right here is the big breakthrough lately. At first I was thinking we'd need to actually do some kind of file upload system but now it's looking like I could make things entirely based in a single HTML page.
Code: [Select]
// set up character stat arrays
function setCharStats(charSheet) { // the charSheet argument should be the ID of the input box that receives the pasted character sheet
    var reg = new RegExp(/\d{1,3}(?![\d%]))/gm);    // regular expression that parses the integers out and ignores stat growth percentages by detecting '%' signs following integers
    var str = document.getElementById(charSheet).value; // when you instantiate a new setCharStats make sure the charSheet argument is closed in single quotes, ex. setCharStats('input1')
    var res = str.match(reg);

// create methods for character stats to improve readability later on!
this.health = res[0];
this.strength = res[1];
this.magic = res[2];
this.skill = res[3];
this.constitution = res[4];
this.aid = res[5];
this.luck = res[6];
this.defence = res[7];
this.resistance = res[8];
this.speed = res[9];
this.move = res[10]; // move might not be needed now but there's no reason not to define it

// create methods for weapon stats
this.attack = res[11];
this.hit = res[12];
this.attackSkill = res[13];
this.evasion = res[14];
this.critical = res[15];
this.dodge = res[16];
}

It turns a text input into an array containing just the values I need in order to operate, then assigns them to intuitive sounding methods that I can call later when I need the stat. Basically you plug in your Current Stats and the Battle Stats of the weapon a character is using, and it automatically plugs those numbers into the calculator.

In order for your input to work correctly:
1. All of the values must be filled in. If a stat isn't used, it needs to be a 0, not a - and not blank, otherwise it skips that stat and all the stats below it will fill in the gap. It also cannot have any extraneous values other than growth percentages for character stats.
2. You must post Current Stats, THEN Battle Stats, otherwise AT is going to be used for HP calculations, Hit will be used for Strength calculations, and so on.
3. If you include growth percentages for Current Stats, they must be followed by a percent sign! The regular expression I used grabs all integers, EXCEPT those followed by percent symbols.

Spoiler: Valid Inputs (click to show/hide)
Spoiler: Invalid Input (click to show/hide)

I could probably develop more foolproof logic that accounts for some of these mistakes but right now, I think it's simple enough to move on so I can actually get this thing into a testable state.

Here's a working example I developed:
http://www.w3schools.com/code/tryit.asp?filename=FBJPMJI6PBI6

Try changing the stat values in the input box, then hitting the Create button to see the array change.

Later on, I can probably use this framework I've developed in order to spit out formatted character sheets.

TL;DR: When the calculator is finished running battles will be as simple as copying text from character sheets and dumping them into text boxes, then pushing a button.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on January 08, 2017, 01:13:19 pm
If I'm not mistaken you could use that regex with a small variation to get the progression values to include a level roll function, right?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on January 08, 2017, 05:37:24 pm
If I'm not mistaken you could use that regex with a small variation to get the progression values to include a level roll function, right?
I sure could. The same expression that excludes the growth rates can be modified to grab them.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: I_Like_Pi on January 12, 2017, 01:44:44 am
I'm posting announce that I'm in the final stages of starting a new FEF as people in the IRC may know. But first I figure I should do an interest check before I actually go and make it, I want to be sure that there's enough interest to man the game with active players (even if I'm not really in a place to judge how active anyone is).

Here's the World Map (http://i.imgur.com/zDxwoxD.png) and the current LORE (http://pastebin.com/Q2uyaCA9).

Additionally, it will be based on 1.3, probably with most of Haspen's changes from FEF6.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on January 12, 2017, 02:42:11 am
Oh? Nice.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 12, 2017, 03:28:26 am
If you're looking for an active player, I'm always around. :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on January 12, 2017, 03:31:51 am
One question:  if everyone in Australia Austria Astrasia is a blacksmith or a soldier, who mines the metal? :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: I_Like_Pi on January 12, 2017, 03:50:25 am
Imports from Eslana, mostly.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on January 12, 2017, 03:56:30 am
So what will the players be?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Felissan on January 12, 2017, 04:30:35 am
Count me interested too. I still couldn't get to play in a single FEF. I often get analysis paralysis from forum games, but hopefully the cooperative format will help me out with that.

What kind of player count are you aiming for?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on January 12, 2017, 06:43:13 am
I'm usually around and try to join FEFs, so I'll probably try to join your one.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on January 12, 2017, 09:06:34 am
I'll probably at least check the OOC thread and contemplate putting a character sheet together.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 12, 2017, 09:44:53 am
Well, I have a mug and a general idea for the character.

Also your link to the World Map links to a image of a small battlefield and not a world map, just so you know. :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Shoruke on January 12, 2017, 10:56:27 am
I'd be interested in joining an FEF game! I've never been in one (that lasted past mission 2).
(now should I play Scavenger, Pegasus Knight, or Myrmidon... choices, choices...)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Felissan on January 12, 2017, 11:28:00 am
I'm considering a Cavalier or a Knight, it depends on what classes the others want to play.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 12, 2017, 11:28:42 am
I'm going with either a Bow Knight -> Ranger or Archer -> Sniper, not sure which yet but leaning toward the first.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on January 12, 2017, 11:40:15 am
Well then I'll have to make my own fef with blackjack and hookers v:
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 12, 2017, 11:42:46 am
You've already got your own FEF with 1 hooker if Lillian's backstory counts, and Kyle was trying to get some blackjack started but no one took him up on it except me. :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on January 12, 2017, 11:52:07 am
A different one I mean |v

And I will put even *less* effort into it
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 12, 2017, 11:59:05 am
Well, at this point I wouldn't really blame you. :-\
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on January 12, 2017, 12:02:53 pm
The point is to have fun so if I can manage a game without my head exploding from stress then I'm k

In fact Ima start the OOC in the next moments and start recruiting.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 12, 2017, 12:04:11 pm
Oh. Huh. Well that's fast.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on January 12, 2017, 12:05:21 pm
I'll probably at least check the OOC thread and contemplate putting a character sheet together.

If anything - RECYCLE! RECYCLE IS NEW EMBLEM \o/

/me can always bring back Andala. 3rd time's the charm!
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 12, 2017, 12:10:21 pm
No, don't. Recycling characters kills Emblems. Broken Circle had Ashlyssa and Jasmine and it died before it even got one chapter. :V
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on January 12, 2017, 12:21:03 pm
I might try my maximum wahl build again.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: I_Like_Pi on January 12, 2017, 12:23:49 pm
Count me interested too. I still couldn't get to play in a single FEF. I often get analysis paralysis from forum games, but hopefully the cooperative format will help me out with that.

What kind of player count are you aiming for?

Probably around 10-11.

So what will the players be?

At least the starting 4 will be people called together by one of Ludoh's more prominent mages to help them prepare to leave/escort them.

Well, I have a mug and a general idea for the character.

Also your link to the World Map links to a image of a small battlefield and not a world map, just so you know. :P

Fixed. (http://i.imgur.com/zDxwoxD.png)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on January 12, 2017, 12:28:52 pm
http://www.bay12forums.com/smf/index.php?topic=162279.0

Honk, my game is ready to start. I don't have anything ready :v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on January 12, 2017, 12:35:43 pm
Dunno if I'll join either. Trying to get back in the swing of things but work drains my soul energy
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on January 12, 2017, 12:37:06 pm
I already drained your soul anyways v; v; v;
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on January 12, 2017, 12:58:56 pm
No, don't. Recycling characters kills Emblems. Broken Circle had Ashlyssa and Jasmine and it died before it even got one chapter. :V

Yeah, those are cursed characters.

On my side, however, I doubt I'll make a new mug for it.
Could reuse Shilleka, or maybe Chalco.
Ghaminia, perhaps...
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 12, 2017, 03:08:40 pm
Got a character for it. :P

Spoiler: Dale Barton (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on January 12, 2017, 09:51:49 pm
Think I am gonna join that one after all. Gonna make a Mage Knight methinks
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on January 12, 2017, 09:53:47 pm
Hmmm... I'm thinking a Knight for that, or maybe a Myrmidon.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on January 12, 2017, 09:54:13 pm
Think BMM was planning on knight ftr
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: S34N1C on January 12, 2017, 09:54:30 pm
PTW
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on January 12, 2017, 09:55:52 pm
Think BMM was planning on knight ftr
Well, then that's where the "or maybe a Myrmidon" part comes in :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on January 12, 2017, 10:01:24 pm
Oooooor Knight buddies! A two tile wide wahl! Think about it :D
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on January 12, 2017, 10:02:33 pm
That could be interesting

(And it doesn't have to be a Knight, could be a Soldier>Sentinel wahl instead for variety)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on January 12, 2017, 10:05:15 pm
RIP FEF4 ;~;7
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on January 12, 2017, 10:07:03 pm
The first FEF kind of did it too, with Gregor and Alexander. Not to say it wouldn't be fun to do again though.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on January 12, 2017, 10:33:59 pm
Also here's basic sheet for my girl. No mug yet, but I'll get there lol Mug added!

Spoiler (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Powder Miner on January 12, 2017, 10:35:53 pm
The first FEF kind of did it too, with Gregor and Alexander. Not to say it wouldn't be fun to do again though.
8)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: I_Like_Pi on January 13, 2017, 02:08:59 am
Additionally, here's my OOC Thread (http://www.bay12forums.com/smf/index.php?topic=162289.msg7324728#msg7324728).
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on January 13, 2017, 07:36:31 am
The first FEF kind of did it too, with Gregor and Alexander. Not to say it wouldn't be fun to do again though.
8)
8)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Taricus on January 13, 2017, 08:08:03 am
Just avoid any doors, we don't want a repeat of the last time that happened :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: AbstractTraitorHero on January 13, 2017, 01:36:14 pm
Hey guys do any of you know how I could convert this or a way to get the things outta this I can't open it on my phone.
https://dl.dropboxusercontent.com/u/59151152/Zips/ATHFighter.zip
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: S34N1C on January 14, 2017, 12:09:47 am
Could I request that someone with experience making mugs make one for my character (http://www.bay12forums.com/smf/index.php?topic=162289.msg7325036#msg7325036) in this game? I don't know how, and even if I did I probably wouldn't be very good at it
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 14, 2017, 12:56:44 am
I can do that one too if you want to give me the details, buuuuut I'm at work and won't be home for about seven more hours so you'd have to wait awhile.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: S34N1C on January 14, 2017, 08:34:41 am
Cool, thanks. I'd like a boy, short green hair. Maybe a scar, or a bandage on his nose if that's possible. If you go with the scar, nothing too big, just something like an inch or two long. And if possible, could you make him with the small body type?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 14, 2017, 10:02:42 am
OK, I hope you mean this by the small body type and not like the kids or anything. >.>

(https://dl.dropboxusercontent.com/u/59151152/Work/NickLendel.png) (https://dl.dropboxusercontent.com/u/59151152/Zips/NickLendel.zip)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on January 14, 2017, 10:26:07 am
Fix collar shading ;v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 14, 2017, 10:28:50 am
Might wanna tell that to the original artists and not me Hasp. :P Only thing I did to the collar was put a little bit of hair over the back of it, and I made sure to darken the area it would have fallen over. Oh, and recolor it. That's it though.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: S34N1C on January 14, 2017, 10:39:35 am
Looks good to me. I'll put it in my sheet later (on my phone right now)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on January 14, 2017, 10:59:00 am
Might wanna tell that to the original artists and not me Hasp. :P Only thing I did to the collar was put a little bit of hair over the back of it, and I made sure to darken the area it would have fallen over. Oh, and recolor it. That's it though.

No I mean the cheek is total white with no orange shades where it meets with collar, and das jarring ;v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on January 14, 2017, 12:17:22 pm
Might wanna tell that to the original artists and not me Hasp. :P Only thing I did to the collar was put a little bit of hair over the back of it, and I made sure to darken the area it would have fallen over. Oh, and recolor it. That's it though.

No I mean the cheek is total white with no orange shades where it meets with collar, and das jarring ;v

Yeah, Hasp is right. There should be some shading where the collar is casting a shadow on the face. Just something subtle, not anything major to ease the transition
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 14, 2017, 02:07:18 pm
If one of you want to fix it, go ahead. :v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on January 14, 2017, 02:19:50 pm
(http://i.imgur.com/NlZZwPf.png)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on January 14, 2017, 02:21:24 pm
He looks a bit wall-eyed there.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 14, 2017, 02:21:42 pm
Gig why in the hell did you derp his eyes? :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on January 14, 2017, 02:22:59 pm
I have no idea what you could possibly ever begin to even mean about anything to do with his eyes.
At all.
Ever.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: IronyOwl on January 15, 2017, 10:46:25 am
It's been a week, so I might as well make a quick progress update on the FEF calculator.

Long story short, it's code, so it's simultaneously almost finished and nowhere near finished. Most of the core logic is done or at least patterned out, and we're repurposing GUNINANRUNIN's old calculator's shell so it looks fabulous.

At present, the calculator functions off of copy+pasted JSON arrays. Those aren't actual words unless you're familiar with them, so it's time for pictures.

Spoiler: Exhibit A (click to show/hide)
This is the converter. "What converter?" Excellent question. See, you enter in your stats (and once I add it, weapons, progression rates, anything it's handy to have) and it spits out this:

Spoiler: Exhibit B (click to show/hide)
"The hell is that?" Also excellent question. You dump that into this:

Spoiler: Exhibit C (click to show/hide)
"So what's THAT?" Another excellent question. This is the UI of GUNINANRUNIN's previous stab at a FEF calculator, slightly maimed to suit our current work. Once it's operational, it'll be what you see while selecting a character from a dropdown list on each side of the screen, selecting a weapon from another nearby dropdown list, modify their (temporary) stats in those convenient boxes, and then hitting the fight button to calculate and display the results of them having a go.

So why the first two hoops? To conveniently store characters. GUNIN's previous method of parsing out pastebin data was brilliant, but suffered from a few major headaches. JSON text can be converted directly to and from javascript data, meaning you can copy+paste an entire roster of goons each with their own collection of weapons all in one easy step.

This will mean you'll need to keep around a master text file of JSON gobbledegook, but also that this is all you'll need to keep, and that said file can record HP, xp, weapon quality, and otherwise pretty much anything you'd want. And as mentioned, generating the text in the first place should be as easy as filling out boxes.


For the actual hitting each other with sticks part: Most of it is done but hasn't yet been integrated into the shell or with the underlying stats code, and the weapon data code is not solid yet. Once both of those are done, though, it'll mostly be finished in its most basic sense.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on January 15, 2017, 10:55:16 am
So glad that a working calculator is finally coming together :D
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on January 15, 2017, 12:27:26 pm
Irony is a clever bean. This wouldn't be happening without him.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Tiruin on January 15, 2017, 01:56:22 pm
Irony is a clever bean. This wouldn't be happening without him.
Irony has inspired me since I've joined the RtD forums :I Like y'all else. (And Dwarmin,  but he hasn't posted in this thread I think!)
But yeah--you are all cool and I look forward to using a BETTER CALCULATOR THAN EXCEL SPREADSHEETS (that I lack experience to be efficient with x.x)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Shoruke on January 15, 2017, 04:22:09 pm
I wish to formally request help with a mugshot for Brady, from the Magi Wars game that's starting up (http://www.bay12forums.com/smf/index.php?topic=162289.msg7327463#msg7327463). I'd do it myself, and probably butcher it, but my next two consecutive hours of free time are Wednesday.  :-\
I need a mug that looks like a simple, peaceful guy. Auburn hair preferred.

EDIT: Much obliged to I_Like_Pi for getting a mug ready for me!
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: IronyOwl on January 17, 2017, 09:58:12 pm
Two questions:

One, does weapon proficiency also act as a hard cap on what weapons you're able to wield, or are there special conditions if you're unqualified to wield your current armament? I can't find any definite rules for proficiency's function beyond WT reduction, and nothing concrete whatsoever about what weapon rank does.

Two, how would people like the calculator to display combat results?
Quote
Sniper4 versus Vandertz: 119-48= 71 Hit Rate. Roll: 38, Hit!
45-17= 28 Damage!
Druid3 versus Yvain: 105-20-33= 52 Hit Rate. Roll: 79, Miss!
This style, or something different?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on January 17, 2017, 10:05:21 pm
I'm pretty sure proficiency is a hard cap like in the games (because that makes the most sense :P).
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: I_Like_Pi on January 17, 2017, 10:11:18 pm
It's a hard cap unless you're a Bounty Hunter with Omni-weapon.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Shoruke on January 19, 2017, 01:32:09 am
Y'know, I looked through the PHB, but I couldn't find anything about what weapon ranks are for except that they reduce the effective weight of your weapon when calculating your Attack Score. So unless I missed something, the Rules As Written don't prohibit, say, archers from using healing staves or lances, or mage trainees from using Arcfire.

Although I think most GMs would go with "like the video games unless noted", so... yeah, your weapon ranks determine what weapons you can use.

(who writes / maintains the PHB? That should be an edit for the next version)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on January 19, 2017, 02:52:16 am
Oh, hey a combat thingy from my game was mentioned as an example. DON'T FORGET TO BUY GATES OF RUNDUM MUGS AND SHIRTS PEOPLE!
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on January 19, 2017, 03:12:24 am
(who writes / maintains the PHB? That should be an edit for the next version)
Far as I know it was a bloke named Cecil, but I haven't seen him around in a long time.
I suppose we could produce a 1.4 handbook of our own but everyone has different house rules.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 19, 2017, 03:41:45 am
There are certain things most agree on though, like Overwatch for Archers and Awareness being cost, Maturity and Blossom being different, etc.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on January 19, 2017, 10:35:59 am
Set up a Git for the handbook and people can make branches for their houserules?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on January 19, 2017, 10:52:47 am
It would be nice if everyone could make their own modular handbook that they could have their players go to instead of needing a list of changes that have to be looked at every time you look at the book :v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on January 19, 2017, 11:27:23 pm
Talking about handbook shite, I tweaked the crit weapons a tad, and had been working on a few different ones too. Like normal weapons to give variety. Their mt/wt was based on the 1.2 weapons.

Below you can find "crit weapons" for the subcategories without some sort of killer variety.
Spoiler (click to show/hide)

And this spoiler contains some new weapons I had been working on, and yes some do have dank souls weapon names because I am very unoriginal( actually need to find good name replacements).
Spoiler (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: IronyOwl on January 20, 2017, 06:35:35 am
You have no idea what a pain in the ass it was to get the converter to store and load weapon proficiencies, but now it does. This is important because it's the last stat we needed for actual calculations, but it's all kinds of wonky to a computer.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on January 26, 2017, 09:37:54 pm
Hey FEF peeps, sorry for disappearing the last few days. Work's been kicking my butt, which is at least partially due to the stomach bug I picked up that's been leaving me down and out every evening.

Feeling better now though, so I should be able to get back to things tomorrow.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 26, 2017, 09:56:32 pm
If you're not already, hope you get better soon dude. Stomach flu is nothing to joke about. :/
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on January 28, 2017, 05:42:31 pm
Castle Emblem now looking for Prologue peeps! (http://www.bay12forums.com/smf/index.php?topic=162531.msg7342095#msg7342095)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on January 28, 2017, 05:50:12 pm
Yay, more games to defile with my very presence join!
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: S34N1C on January 28, 2017, 06:46:57 pm
Serious, I hope you don't mind, but I need yet another mug. This ones female, short spiky blonde hair. Pegasus rider armor
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 28, 2017, 07:55:23 pm
I'm at work so I can't do it right now but I'll give it a shot when I get home. Also good luck Hasp.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: S34N1C on January 28, 2017, 08:15:39 pm
I'm at work so I can't do it right now but I'll give it a shot when I get home. Also good luck Hasp.
Cool. Thanks a bunch!
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 28, 2017, 08:17:32 pm
No problem man. ^^^
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on January 29, 2017, 02:19:33 am
Ah yeah, totally forgot this suggestion for Fighters and Forest Knights, as those stealth skills are very GM-dependent.

Conceal changed to Forest Hideout: When a unit ends their turn at Forest Terrain they gain +10 Extra Evasion.
Ambush: When an unit attack an opponent while they are at Forest Terrain they gain +10 Critical (Or could be +15 Hit, really).
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on January 29, 2017, 02:26:43 am
Ambush is already a skill for the Spy.
Quote from: Player's Handbook
If this unit moves into position for an attack from a starting position on a piece of cover (Forest, Pillar, Fog of War, or the like), the enemy cannot counter attack.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on January 29, 2017, 03:00:57 am
It just needs another name then, the effects are different.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on January 29, 2017, 03:01:42 am
augh, someone please convince me that posting a signup for castlefef is a bad idea, i'm already overstretched
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Shoruke on January 29, 2017, 03:18:03 am
augh, someone please convince me that posting a signup for castlefef is a bad idea, i'm already overstretched
Wait a couple days and see if it gets flooded with requests, or if it looks to be shorthanded / just barely full.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 29, 2017, 09:46:23 am
OK, here's what I got.

(https://dl.dropboxusercontent.com/u/59151152/Work/S34N1CPegRider.png) (https://dl.dropboxusercontent.com/u/59151152/Zips/S34N1CPegRider.zip)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: S34N1C on January 29, 2017, 10:03:55 am
OK, here's what I got.

(https://dl.dropboxusercontent.com/u/59151152/Work/S34N1CPegRider.png) (https://dl.dropboxusercontent.com/u/59151152/Zips/S34N1CPegRider.zip)
Oooh, I like it. It's perfect, thanks.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on January 29, 2017, 11:30:02 am
We need to have some sort of mugging competition one of these days...I can't decide who's the best but SerCon is certainly up there @_@
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on January 29, 2017, 11:35:15 am
SerCon you made a mug without black outline v:

:v

V:!
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on January 29, 2017, 02:13:10 pm
@Haspen: Yeah I stopped doing them for other people's mugs awhile back. I think Abena was the first one where I decided for other people I'm going to limit myself to FE palettes only as a sort of creative exercise. Still use my own for myself though because that's what I prefer. :P

@S34N1C: Glad you like it. ^^^

@Sirus: Nah, that's OK. I still say people who can do original content in their mugs trump a guy whose just pretty good at splicing. :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on January 29, 2017, 02:18:51 pm
@Sirus: Nah, that's OK. I still say people who can do original content in their mugs trump a guy whose just pretty good at splicing. :P

Yeah that. Splicing is fine. Doing original stuff is a whole other thing. Plus, it'll just run the risk of people getting annoyed/feelings hurt. So naht worth.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: IronyOwl on January 31, 2017, 11:44:43 pm
New FEF calculator update: Nothing to report! It's just been a week and a half since the last report, so I figured I should mention we're not dead.

We are however lazy and preoccupied, which is sort of the same thing.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on February 01, 2017, 12:22:07 am
New FEF calculator update: Nothing to report! It's just been a week and a half since the last report, so I figured I should mention we're not dead.

We are however lazy and preoccupied, which is sort of the same thing.
What he's trying to say is if you're lazy and preoccupied you might as well be dead.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Shoruke on February 01, 2017, 12:50:20 am
New FEF calculator update: Nothing to report! It's just been a week and a half since the last report, so I figured I should mention we're not dead.

We are however lazy and preoccupied, which is sort of the same thing.
What he's trying to say is if you're lazy and preoccupied you might as well be dead.
I should build a bunker.
...
But I'm lazy. And preoccupied with school and work...
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on February 04, 2017, 03:22:30 pm
Heads up, I started a new FEF-esque game (http://www.bay12forums.com/smf/index.php?topic=162632.new#new)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on February 09, 2017, 04:30:33 pm
Requesting mug assistance!

This is probably a tall order, but you know Oscar? Path of Radiance? The dude with the squinty eyes like Brock?
I was kinda hoping for a mug like that, but in GBA FE form. Henry would be an acceptable substitute.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on February 09, 2017, 04:50:17 pm
Is it sad that when you said Oscar I immediately thought of Haspen's dude from NoH and was like 'what's path of radiance have to do with anything'?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on February 09, 2017, 04:54:21 pm
I'll poke at this tonight unless someone gets to it first
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on February 09, 2017, 04:56:48 pm
Is it sad that when you said Oscar I immediately thought of Haspen's dude from NoH and was like 'what's path of radiance have to do with anything'?

Bruh my mind went to the same Oscar and thought "why does he want *that* guy?" :v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on February 09, 2017, 04:58:49 pm
I totally did the same until I read por
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on February 09, 2017, 05:01:52 pm
Congrats Hasp, you've taken the name of an official FE character and made it your own. XD
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on February 09, 2017, 05:02:48 pm
My Oscar forever famous C:
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on February 09, 2017, 05:28:11 pm
Ironically I had completely forgotten about NoH Oscar until just now .>.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on February 09, 2017, 11:29:00 pm
(http://i.imgur.com/u9PrnkG.png)

How's this Sirus?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on February 11, 2017, 02:27:03 am
How many games are actually open for moar players? :V Kinda want to use the totally-not-Garl mug.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on February 11, 2017, 03:48:52 am
Technically speaking, Castle Emblem is open forever and will accept people on chapter-to-chapter basis v:
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on February 11, 2017, 10:48:42 pm
Ah.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: IronyOwl on February 14, 2017, 01:09:23 am
FEF calculator update: It's been two weeks, I'll bet things are going great!
(http://i.imgur.com/ojD8Ju4.png)
.>.

The calculator still doesn't actually calculate, but it does actually track and process data much better and cleaner now. This is kind of important for a number of reasons, one of which being that FEF data is rather intertwined and complex, so it's kind of hard to test anything practical without every single piece being in place.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on February 14, 2017, 01:22:08 am
Even if there hasn't been a ton of progress I still want to say thanks for working on it, and you're doing a good job. ^^^
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on February 14, 2017, 01:25:02 am
Even if there hasn't been a ton of progress I still want to say thanks for working on it, and you're doing a good job :3
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on February 14, 2017, 08:51:48 am
Even if there hasn't been a ton of progress I still want to say thanks for working on it, and you're doing a good job :3
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on February 14, 2017, 11:11:31 am
Even if there hasn't been a ton of progress I still want to say thanks for working on it, and you're doing a good job :3
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: I_Like_Pi on February 14, 2017, 12:25:37 pm
Even if there hasn't been a ton of progress I still want to say thanks for working on it, and you're doing a good job :3
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on February 14, 2017, 12:26:20 pm
Ditto.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Felissan on February 14, 2017, 01:03:37 pm
Ditto.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on February 14, 2017, 04:14:16 pm
Thanks for all the support y'all. I put time in whenever I can, but Irony is really cracking away at this all the time and his contributions are a core part of the program.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on February 20, 2017, 01:17:33 pm
Thinking again about my potential monsterfef.

What would you guys prefer?
Monster weapons having their own triangle, or counting as part of the ordinary weapons triangle for the purposes of advantages etc?

I'm leaning towards the second. Obviously an axeman couldn't use fangs, etc or a wolf use axes - but they'd both be good against lances and weak to swords.
I think otherwise the weapons triangle would be rather less relevant, since it'd be another three weapons that didn't get affected by your choice.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on February 20, 2017, 01:22:08 pm
Prolly second

also you should run it soon
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on February 20, 2017, 04:19:46 pm
I agree, I think incorporating them into the existing triangle would be the best method.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on February 20, 2017, 04:23:48 pm
For whatever it's worth, I agree.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: I_Like_Pi on February 20, 2017, 05:18:56 pm
For whatever it's worth, I agree.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Caellath on February 20, 2017, 05:53:36 pm
That sounds like a good idea.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on February 22, 2017, 07:43:52 am
Thinking again about my potential monsterfef.

What would you guys prefer?
Monster weapons having their own triangle, or counting as part of the ordinary weapons triangle for the purposes of advantages etc?

I'm leaning towards the second. Obviously an axeman couldn't use fangs, etc or a wolf use axes - but they'd both be good against lances and weak to swords.
I think otherwise the weapons triangle would be rather less relevant, since it'd be another three weapons that didn't get affected by your choice.
you mean your second monsterfef
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on February 22, 2017, 07:55:33 am
you mean your second monsterfef

...no?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on February 22, 2017, 07:59:11 am
It was FOE who did the first :v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on February 22, 2017, 08:15:16 am
my mistake

[backflips into pit]
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on February 23, 2017, 05:05:30 pm
Second monsterclass can be found here (http://pastebin.com/q2DsSFTx): it is the dragon. (http://i.imgur.com/xEq1vEF.png)

Dragons are magical beings, capable of flight but weak to thunder - they rely on claws and fire magic, with the possibility of talons depending on promotion taken.

I need opinions, though. Does anything stick out as terrible? Do they seem interesting? I particularly would like thoughts on the Destroyer's Flame Claw ability. Does it seem too weak?


My first monsterclass being harpies. (http://pastebin.com/jX4kQUWT)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on February 23, 2017, 05:12:05 pm
Things seem good, including Flame Claw (which basically seems like discount Tome ranks, not bad at all).

Although Dragonling -> Something not a dragon seems a bit... silly. :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on February 23, 2017, 05:22:44 pm
Things seem good, including Flame Claw (which basically seems like discount Tome ranks, not bad at all).

Although Dragonling -> Something not a dragon seems a bit... silly. :P
Drake is another word for dragon, generally a younger one.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on February 23, 2017, 05:26:52 pm
Fair point. I'm used to fantasy settings differentiating the two.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on February 23, 2017, 05:37:57 pm
If I'm reading this correctly, dragon claws have QL?

...this raises interesting questions. How will the dragon acquire new ones? If they have to be bought, where do they come from if not from other dragons?

I'm also thinking that for magical beings, they have surprisingly little emphasis on magic usage. It's also slightly weird that Dreadnoughts have straight-up better weapon ranks than Destroyers. Usually classes trade better ranks for inflexibility in weapon choice but the Dreadnought gets the best of both worlds. I would alter it so that Dreadnoughts lose the tome use (or keep it at E if nothing else) and Destroyers have the better magic firepower.

They also don't seem much like dragons at all, at least not the common conception of them. I would call them dragonkin, or something similar, instead. Dragons are usually enormous lizards; that sprite looks like a robed man with wings.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on February 23, 2017, 06:13:30 pm
If I'm reading this correctly, dragon claws have QL?

...this raises interesting questions. How will the dragon acquire new ones? If they have to be bought, where do they come from if not from other dragons?

I'm also thinking that for magical beings, they have surprisingly little emphasis on magic usage. It's also slightly weird that Dreadnoughts have straight-up better weapon ranks than Destroyers. Usually classes trade better ranks for inflexibility in weapon choice but the Dreadnought gets the best of both worlds. I would alter it so that Dreadnoughts lose the tome use (or keep it at E if nothing else) and Destroyers have the better magic firepower.

They also don't seem much like dragons at all, at least not the common conception of them. I would call them dragonkin, or something similar, instead. Dragons are usually enormous lizards; that sprite looks like a robed man with wings.
Monster weapons have QL for balance purposes. Think of them as attachments or enchantments that wear out, but don't think too hard. Dragons aren't the only class who will use claws, much as spiders aren't the only ones using bite weapons,

Well, looks-kind-of-human-but-turns-into-sterotypical-dragon-when-old-enough is a bit of a mouthful. :P The sprite is, in fact, a robed man with wings.

What I was aiming for with dragons was a class that mainly used physical weapons but still had a good use for mag. Ultimately, they get some fire tome use for utility and flavour, but over all their damage should mainly come from physical.
Dreadnoughts have higher claws and fire tomes, but Destroyers gain another weapon category (and have talons and claws just one rank below Dreadnought's), so I wouldn't say dreadnoughts have straight-up better ranks.

But this is the kind of thing I wanted to hear. Cheers, Sirus.

Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on February 23, 2017, 06:18:15 pm
What's the difference between talons and claws? Mechanically speaking, I mean.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on February 23, 2017, 06:23:03 pm
They represent different parts of the weapons triangle.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on February 23, 2017, 11:12:37 pm
Which weapons are which?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on February 25, 2017, 01:09:15 pm
Okay the subject of the Saint Special splashover has arisen and, especially with NPCs, appears to be pretty broken. Some discussion has been made of the problem and a couple possible solutions.

Option 1: Subtarget on a miss is changed to a random square adjacent to the original target, and can fail to target anyone entirely based on this. Drawback: Makes the skill pretty situational especially if enemies aren't packed together, and with afflictions like silence or addled, can end up targeting someone not worth targeting with the chosen ailment.

Option 2: The Saint has to commit to splashover before making the attack by spending 2 ql, without knowing if the original hit made the mark. Drawback: only a workable solution if the GMs take account of ql for ailment staves, which many don't. So if this is taken and the GM opts not to count enemy staff ql, this could only harm players, which sort of misses the point entirely.

Option 3: Some direct penalty is given to the hit rate against the subtarget, anywhere from a smallish flat number, ie 15, to halving the caster's base hit rate before applying enemy RES. Drawback: If the penalty is too steep and the chance to hit the subtarget is too small, you may as well not have the skill. If the nerf is too light, you don't address the problem.

Of course othet possible options are valid, this is just what I came up with fairly quickly.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on February 25, 2017, 01:11:42 pm
Option 4: Limited uses per map, once or twice.

Personally I think Option 3 or Option 4 are the way to go. Enough enemies don't have QL counts even on low use staffs that Option 2 isn't going to make it any less OP on enemies. Option 1 is alright but it's still a free shot at a second target which is still powerful even if it is random. Especially since all but one or two staffs are going to be useful regardless who they hit. Yes, you might silence a hero, but nine times out of ten, that's not going to be a problem.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on February 25, 2017, 01:15:15 pm
I always assumed, personally, that the "The character only gets one reroll in this fashion." did mean only once a map.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on March 06, 2017, 11:01:35 pm
New game. (http://www.bay12forums.com/smf/index.php?topic=163118.0)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Felissan on March 12, 2017, 03:33:58 pm
I've tried connecting to the IRC a few times today, but I couldn't. Does anyone else have issues with it?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on March 12, 2017, 03:34:54 pm
Nope. What client are you using? Might be an issue there
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Felissan on March 12, 2017, 03:36:53 pm
I'm using Darkmyst.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on March 12, 2017, 03:38:20 pm
The feftalk channel and darkmyst servers are working OK v:

Try a different client, maybe mibbit or via Pidgin multimessenger
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on March 20, 2017, 06:42:27 pm
So I made a thing. (http://www.bay12forums.com/smf/index.php?topic=163324.0)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on March 23, 2017, 09:08:08 pm
So with the player base experiencing a minor renaissance, and no sign of one materializing, I'm thinking of taking on the task (with input from Solymr and Haspen perhaps) of making a GM's guide PDF. I'd intend for it to be a one stop resource for GMs, with a lot of material that the Player's Handbook doesn't have and doesn't need to have.

So before I really get cracking on that, I'd like to know what either active GMs or people thinking about gming might like to see in that sort of resource.

As for things I already know that I want to include:
Preset leveling guides to generate enemies
A collection of monsters for campaigns that aren't centered on human/human conflicts
Notes on what makes maps work and design pitfalls to avoid
Experience guidelines
Pricing Guides, with notes on pricing flexibility based on player income
Additional item types (including equippable stat booster i.e. Haspen's rings)
Notes on Lords, including non-central support lords, and notes on Player Lords and why they're not worth doing
Notes on end game bosses, and how to avoid the anti-climax boss without building something so stupidly overpowered that it TPKs the party
Notes on building custom S Rank weapons
Notes on Campaign scope, tone, and length
Impact of class skills on enemy units
Death Rule variants and notes on the differences between each and where they belong

If there are other things that you think would be helpful to include, or if I've touched on something but you think it would require larger focus, just leave a post about it.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on March 24, 2017, 03:21:17 am
If you want my monster races go ahead.

A gm guide could be good.
A v1.4 encompassing the most common home rules,  fixing some of the mistakes in the rulebook, and maybe getting rid of all the unnecessary pictures could be good as well.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on March 24, 2017, 03:24:21 am
those pictures are totally necessary
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on March 24, 2017, 05:55:45 am
What about the various house rules that each GM likes to change? How do we deal with that in the book?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on March 24, 2017, 07:30:06 am
Adding common ones but reminding the reader they're free to write their own?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on March 24, 2017, 07:37:44 am
I would read a GM guide from cover to cover.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on March 24, 2017, 07:39:04 am
People are always free to have their own but there are some common ones most people do. And if they don't like them it's not like 1.3 would cease to exist.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on March 24, 2017, 07:44:21 am
Maybe a reference section for the system so people don't have to scroll through the player's handbook?

And a section for resolving some questions that come up with any frequency.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on March 24, 2017, 08:12:48 am
We also desperately need a shop section with prices and stuff.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on March 24, 2017, 08:17:06 am
Yeah, they mentioned that.
"Pricing Guides, with notes on pricing flexibility based on player income"

On that note though, maybe try to give a sort of idea of around when characters should have access to certain weapons?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: I_Like_Pi on March 25, 2017, 02:05:10 pm
I would be incredibly interested in a GM guide.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on March 25, 2017, 02:12:38 pm
I feel like a 1.4 AND a GM guide would be a good idea. I'd be willing to help with the former.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on March 25, 2017, 03:04:20 pm
(http://i.imgur.com/wtKrxzB.png)

Spooder class! (http://pastebin.com/jViRRf7N)

People's thoughts, as per usual.

Yes, Monsterfef is still progressing very slowly towards OOC thread post.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on March 25, 2017, 03:41:19 pm
if it bites you and you die it's venomous not poisonous
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on March 25, 2017, 04:25:02 pm
if it bites you and you die it's venomous not poisonous
If you post it and I don't care it's exactly this post :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on March 26, 2017, 10:50:35 am
If you post it and I don't care it's every single post you have ever made :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on March 26, 2017, 03:42:17 pm
NEWS FLASH: BMM42 will be an extra channel Operator of #feftalk to handle things better when I'm asleep/at work and CrickEt ain't paying attention due to his own work stuff. This is due to increased traffic in recent weeks, kthxbai v;
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on March 26, 2017, 03:43:28 pm
Gratz on the promotion, Blade...?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on March 30, 2017, 09:53:48 pm
So some discussion came up on the viability and tactical use of Rescue, and it occurred to me for the first time that its absolute garbage. Facts:

1. Rescuing a Unit halves two of your stats (unless you take a special Character Skill to make it viable), making you a significant target and making the likelihood that you'll join your rescuee in death (basically the main thing Rescue is used to deal with) very high.
2. Rescuing a Unit ties up at least two characters for one turn (the rescue drop scenario) or two characters for multiple turns (anything that's not that). With a time investment like that, a stat penalty is unnecessary at best, and detrimental at worse.
3. Two points is plenty.

My suggestion is that we drop the stat penalty on Rescuing (and Savior since this makes that worthless) and just let people Rescue anyone they want without further penalties.

But Blade, wouldn't that make rescuing too powerful?

Not by half. It just makes it viable. It would also encourage more sensible behavior on the battlefield.

Say you have a one tile choke. A mage got in front, and a knight right behind them. The mage goes down. Under the penalized rescue system, the knight can't rescue the mage without becoming much more vulnerable and be unlikely to respond to threats effectively. So the knight doesn't do this, and instead turtles aggressively while the rest of the party passes them medicine so they can occasionally heal the mage to stop them from hitting the death counter limit. Not great.

If the knight can safely rescue, however, he could hoist the mage one turn, operate for an EP without having his speed and skill halved, then drop him behind him where the healer can reach. The knight is tied up for two turns, and isn't attacking, but things get done.

TLDR: nix Rescue penalties and we can avoid vuln dancing quite as often.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on March 30, 2017, 09:57:39 pm
I think that there should be some limits on it. I think as long as aid is greater or equal to their base con they should be able to rescue. So a tiny mage can't rescue a giant armored unit but mounts are less of an issue at that point.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: I_Like_Pi on March 30, 2017, 10:05:20 pm
I agree that mounts are a pretty big problem when it comes to rescuing as it is (the handbook makes it impossible to rescue cavaliers) and think that swordstar's solution is probably the best way to go about it without making a lot of complicated changes. Such as how aid is calculated.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on March 30, 2017, 10:10:09 pm
Don't get me wrong, I think the Con/Aid system (while perhaps numerically bloated) is fine, and we shouldn't be letting people rescue just anyone. I'm just saying they shouldn't have a couple of their stats fall into the toilet when they do it, that's all.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on March 30, 2017, 10:12:59 pm
Yeah I agree with that part. I'm just saying how to make mounts less of a problem with your version
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on March 30, 2017, 11:31:54 pm
Calling CON bloated completely ignores the role it plays in determining Attack Speed, so unless you want to drop all weapon weight by three or four points as well... :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on March 31, 2017, 12:17:34 am
Having grokked that handbook more than I would have liked to (speaking of the FEF calculator, I haven't touched it in a month or two, apologies) I can say that more than just mechanics could use improvement.

My main complaint is formatting. A lot of key information is crunched into descriptive paragraphs, which is all fine and good when you're a beginner, but as a reference book it's difficult to use efficiently in the electronic format. If I wanted to print the whole thing it would be 100 pages so I made my own version of the pdf that has all the summary pages on them, which is where all the key information is when it comes to running battles, some of which is found nowhere else in the book or is easy to accidentally skim over.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Chevaleresse on March 31, 2017, 12:19:08 am
Yeah, it could definitely use some sort of condensed version.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on March 31, 2017, 01:38:42 am
Gun, you can't just say that and then not link it. I'm sure I'm not the only one who'd like a look. :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: I_Like_Pi on March 31, 2017, 01:41:37 am
Calling CON bloated completely ignores the role it plays in determining Attack Speed, so unless you want to drop all weapon weight by three or four points as well... :P

I'm pretty sure Blade's specifically referring to con in regard to mount con and the difficulties of rescuing mounted units.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on March 31, 2017, 01:48:12 am
/me shrugs

That does work a little weird, but if that's what he meant that's what he should've said. He doesn't mention mounted units at all in either his original post on the subject or in the second.

Although speaking of his idea, maybe instead of ditching it Savior could be reworked to make it where Rescuing is a free action instead of taking up a turn. That way you can Rescue + Drop (since that would still be a whole action) in one turn or Rescue and attack or move or whatever.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on March 31, 2017, 02:05:59 am
Having grokked that handbook more than I would have liked to (speaking of the FEF calculator, I haven't touched it in a month or two, apologies) I can say that more than just mechanics could use improvement.

My main complaint is formatting. A lot of key information is crunched into descriptive paragraphs, which is all fine and good when you're a beginner, but as a reference book it's difficult to use efficiently in the electronic format. If I wanted to print the whole thing it would be 100 pages so I made my own version of the pdf that has all the summary pages on them, which is where all the key information is when it comes to running battles, some of which is found nowhere else in the book or is easy to accidentally skim over.

Yeah, if I make a 1.4 like discussed before I'm trimming out all the fat.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on March 31, 2017, 04:27:32 am
You might as well. I barely skimmed the fluff, and let's be honest. This doesn't have to be a pretty handbook; it's not going to be sold commercially or anything.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Lenglon on March 31, 2017, 06:06:29 am
Posting to watch.

FEF interests me, havent played any, figure this thread will point me where I want to be pointed.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on March 31, 2017, 07:04:49 am
That's going to be either Haspen's CastleFEF (which is technically always recruiting) or a new one starting up in the future. Best of luck!
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on March 31, 2017, 07:28:19 am
Hi Lenglon. It's been some time. You could always try getting into Praefectus Screptum's FEF (http://www.bay12forums.com/smf/index.php?topic=136449.msg5016514#msg5016514); I'd recommend PMing him first and seeing if he'll open a slot.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on March 31, 2017, 08:49:12 am
Gun, you can't just say that and then not link it. I'm sure I'm not the only one who'd like a look. :P
All I did was delete pages I didn't want using PDF Architect. Here's the version I used for developing the FEF calculator: https://www.dropbox.com/s/vjde1uif4lbw9on/Players%20Handbook%20v1.3%20edited.pdf?dl=0

If you really want to dissect that manual and your budget allows for it (or you get free printing from somewhere), I'd recommend deleting all of the pictures and printing out the entire manual.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on March 31, 2017, 09:11:41 am
So lets discuss the problems with the Con/Aid system. As of right now, Con does two things. First, it determines who you can rescue, something that is affected by mounts, and preventing slowdown from weapon weight, which is not affected by mounts.

Aid has only one use: Determining if you can rescue a unit based on another player's con. However, since Aid is just a unit's con -1, and the rescue capability of a unit is any target with a con equal to or less than your aid, you can determine this ny instead asking: Is my con higher than the rescue targets? If yes, rescue.

I think this issue was floated in the past and was never fully addressed, but I suggest we simplify the system to CON and SIZ. Con only affects your attack speed, SIZ is your CON plus any bonus from a mount, and only determines rescuing. If you have a larger SIZ, you can rescue. If your SIZ is equal or less, you can't. Never again will we need to explain that a horse does not mitigate weapon weight penalties.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on March 31, 2017, 09:51:02 am
Sounds fine to me.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on March 31, 2017, 10:31:37 am
I mean, wouldn't you be able to carry someone about your size alright?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on March 31, 2017, 10:34:35 am
Maybe, but I'm proposing more sensible bookkeeping rathsr than actual mechanical change.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Furtuka on March 31, 2017, 12:07:47 pm
It's rather counter to the main idea of simplifying the issue, but maybe a possible way to maintain the idea behind the stat penalties while still doing some of the tuneups brought up by Blade could be giving a small numerical range where someone with a smaller CON could still rescue someone larger, but then that's when you have the penalties applied since they're essentially struggling to drag the person behind them. Or perhaps the other way around where they're applied if your CON/SIZ only has a very small increase over the CON/AID of the unit being rescued.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on March 31, 2017, 12:34:26 pm
I might see myself endorsing the old penalty on rescuing a unit with the same SIZ, but a sliding scale would be too fiddly I think.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on March 31, 2017, 01:20:48 pm
It's rather counter to the main idea of simplifying the issue, but maybe a possible way to maintain the idea behind the stat penalties while still doing some of the tuneups brought up by Blade could be giving a small numerical range where someone with a smaller CON could still rescue someone larger, but then that's when you have the penalties applied since they're essentially struggling to drag the person behind them. Or perhaps the other way around where they're applied if your CON/SIZ only has a very small increase over the CON/AID of the unit being rescued.
If there has to be a penalty for going over your siz it could be the difference is subtracted from your speed.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on March 31, 2017, 01:50:33 pm
And skill probably. But then we can have Generals pick up a cavalier and trot down the battlefield.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on March 31, 2017, 02:51:38 pm
Perhaps any unit that is rescued is automatically dismounted.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Lenglon on April 01, 2017, 03:11:02 am
So, um, I was trying to do my *new person reading* and apparently the links to the 1.2 and 1.22 handbooks in the OP here are dead. does anyone have a working link to the 1.2 handbook?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on April 01, 2017, 10:03:19 am
Best to just get the link to 1.3, no one really uses 1.2 anymore
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Lenglon on April 01, 2017, 10:14:40 am
Best to just get the link to 1.3, no one really uses 1.2 anymore
Erm, the game SC linked uses 1.2...
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: I_Like_Pi on April 01, 2017, 12:32:48 pm
That game's really old though I think?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on April 01, 2017, 12:50:52 pm
Donut worry, I just replaced the links v;

I also replaced the FEF1PDF while I was at it :V
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Lenglon on April 01, 2017, 12:57:39 pm
Donut worry, I just replaced the links v;

I also replaced the FEF1PDF while I was at it :V
Thank you very much.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on April 01, 2017, 01:05:12 pm
That game's really old though I think?
Over three years since the OOC op, yeah.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on April 01, 2017, 01:41:31 pm
That game's really old though I think?
Over three years since the OOC op, yeah.

It's like a glacier.

Ancient and barely moving '<.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on April 01, 2017, 02:02:52 pm
That game's really old though I think?
Over three years since the OOC op, yeah.

It's like a glacier.

Ancient and barely moving '<.
In danger due to global warming?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on April 01, 2017, 02:13:12 pm
If it melts Brazil's net cables then yeah v:
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on April 04, 2017, 11:13:29 pm
I want to draw a Pegasus Knight. Someone name their favorite Pegasus Rider/Knight character from the video games! If you want to volunteer your own Pegasus character to be abused, that's fine too.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: I_Like_Pi on April 04, 2017, 11:54:23 pm
Fury from generation one of Fire Emblem 4: Geneology of the Holy War.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on April 05, 2017, 06:28:07 am
Subaki?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on April 05, 2017, 07:58:01 am
I've been working on 1.4.
For the time being I've removed most of the pictures, and that's cut 30 pages out the damn thing.

What needs to be reorganised?

It's a bit of a mess, but it'd be helpful if people could point out the particularly poor bits that need work.

Bits I already know need redoing:
Support stuff is split between front and end of the doc
Weapons in starting list have different stats to weapons in tables
Thunder subcat in weapons tables listed as Wind

For the gameplay fixes, I'm thinking:
Spoiler (click to show/hide)


So lets discuss the problems with the Con/Aid system. As of right now, Con does two things. First, it determines who you can rescue, something that is affected by mounts, and preventing slowdown from weapon weight, which is not affected by mounts.

Aid has only one use: Determining if you can rescue a unit based on another player's con. However, since Aid is just a unit's con -1, and the rescue capability of a unit is any target with a con equal to or less than your aid, you can determine this ny instead asking: Is my con higher than the rescue targets? If yes, rescue.

I think this issue was floated in the past and was never fully addressed, but I suggest we simplify the system to CON and SIZ. Con only affects your attack speed, SIZ is your CON plus any bonus from a mount, and only determines rescuing. If you have a larger SIZ, you can rescue. If your SIZ is equal or less, you can't. Never again will we need to explain that a horse does not mitigate weapon weight penalties.
Do people want me to put in this?
It sounds like a good idea to me, but it's a decent change so I need people's opinions.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on April 05, 2017, 08:07:29 am
You might as well remove Reinforce entirely from the handbook. I've never seen a game that allowed the skill, so it's basically just a waste of space. I'm fine with the SIZ thing.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on April 05, 2017, 08:20:42 am
And Corrosion, too. Mostly because no GM tracks enemy QL and its waste of skill on important (aka Boss) enemy units v;

Support stuff is split between front and end of the doc
Weapons in starting list have different stats to weapons in tables

Put all Support stuff to the bottom of the handbook, where them modifiers and ranks all discussed in full.
Nix starting list of weapons; simple weapon name reference is enough in its place, or get rid of it completely and people can look up starting weapons on trainee/first class entries.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on April 05, 2017, 10:30:37 am
And Corrosion, too. Mostly because no GM tracks enemy QL and its waste of skill on important (aka Boss) enemy units v;

Support stuff is split between front and end of the doc
Weapons in starting list have different stats to weapons in tables

Put all Support stuff to the bottom of the handbook, where them modifiers and ranks all discussed in full.
Nix starting list of weapons; simple weapon name reference is enough in its place, or get rid of it completely and people can look up starting weapons on trainee/first class entries.

This all seems right, but I do take issue with a few points.

Disarm: I don't see why it needs to be limited to the Player Phase and be Cost. Certainly one or the other, but both seems like overkill.

I don't like all the magic first classes having skills that are dependent on STR but that's really more of a little personal issue I take rather than a balance one. If there really are no alternatives people like, I'll drop that particular issue.

Also if we're giving the Black Magic tree effective damage it may be prudent to reduce MT across the board, since that is pretty brutal otherwise, and if we do that we can let them get the full use of WTA.

Last thing: I may not have actually been paying attention, but what were the problems with the Hidden Blade/Gun?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on April 05, 2017, 11:09:26 am
The ranks needed weren't lining up with Assassin weapon ranks, but I changed Assassin and hidden stuff was k
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on April 05, 2017, 05:21:06 pm
The ranks needed weren't lining up with Assassin weapon ranks, but I changed Assassin and hidden stuff was k

What exactly did you change though? Because from what I see, you changed wt and mt which has nothing to do with weapon ranks and no weapon ranks are mentioned in the other changes gig listed. Also I think it works correctly now tbh. Assassin's can use the one weapon they're skilled in and not the other. Otherwise they get access to two class weapons which is ehhh
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on April 06, 2017, 04:25:46 am
Oh that was unrelated to the weapon ranks, I removed the actual change of hidden gun/blade needing an A rank or whatever it was.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on April 06, 2017, 05:25:47 am
So diggers have cut through my internet cable

I literally just don't know when I might be back online properly.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on April 06, 2017, 05:29:23 am
Damn, that sucks. o.O I hope you're not deprived for too long.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on April 06, 2017, 05:42:05 am
sue
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on April 06, 2017, 07:14:54 am
Oh that was unrelated to the weapon ranks, I removed the actual change of hidden gun/blade needing an A rank or whatever it was.

Then why mention weapon ranks?

RIP Gig :(
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on April 06, 2017, 07:29:39 am
So diggers have cut through my internet cable

I literally just don't know when I might be back online properly.

/me presses f to pay respects ;v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on April 06, 2017, 08:39:25 am
So we contacted my internet service people and they said it'd take five days for chumps to come and fix things.
Instead, the digger people called someone who came and fixed it so I have internet back.

Disaster averted, I guess! No thanks to my ISP...
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on April 06, 2017, 09:11:04 am
That's actually really surprising.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on April 06, 2017, 09:12:46 am
Yeah.
Things all got resolved very suddenly and quickly when to all expectations it was going to take a lot longer.

I'm not complaining though. If I had to wait five days for proper internet I might well have just shot myself and got it over with.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on April 06, 2017, 10:55:18 am
That's how I react to basically any minor inconvenience
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on April 06, 2017, 03:14:46 pm
Glad things worked out so quick dude. You got lucky.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on April 09, 2017, 05:10:46 am
So about weapon rebalances:

Slim weapons having 10 Crit seemed a bit excessive to me at the beginning, I reduced it to 5.
Steel Lance and Steel Halberd: lance weighs more than halberd but has less mt.
Judgement and Druidic: since effective is based on MT it results in some inequality when dealing with certain classes/weapons. Compare using Judgement vs Archers and vs Swordsmen. I thought of making them all do the same damage when used effectively based on level, but since that ended up too complicated for anyone's tastes, I thought making it simply MAG*1.5 or 2 might be ok.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Lenglon on April 09, 2017, 05:44:45 am
At low levels crit chances are low across the board aren't they? a flat +10% is less powerful when applied to a base 3% chance than when applied to a base 30% chance. I suspect slim weapons crit has little impact when they are used during their intended time period. where it matters is around the time of steel weapons, before killer ones. there they serve the niche role of crit weapon, and you're trading off a lot of power for it because you have to compare slim to steel.

i like slim having the full 10 crit.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on April 09, 2017, 06:46:48 am
I agree with Lenglon with regard to slim weapons and their base crit.

Steel Lance should probably have the weight reduced rather than buffing the steel halberd.

I don't have a problem with judgement magic as is. Druidic tomes could probably stand a MT reduction across the board but I don't think a mechanic change like you're suggesting is a good idea. Especially in the late game where your MAG multiplier would be tacking on 10-30 damage depending on whether you're doing 1.5 or 2.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on April 09, 2017, 07:56:55 am
I just switched their weights around.

And I insist having such damage disparity is stupid.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on April 09, 2017, 08:15:52 am
Well there's either going to be damage disparity between targeted classes/weapons or all the tomes in the subcategory are going to essentially be the same. Welcome to gimmick based trees.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on April 09, 2017, 08:19:10 am
It's a hard life. How would you balance the ranks of those weapons? Based on rarity of the target tree/weapon?

Also Warding wat do
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on April 09, 2017, 08:24:39 am
The problem with that is, with exception of S rank stuff, all the targets indicated by Judgement are more or less just as common as each other, and even if they weren't a GM just has to lean on their table a bit to shift that balance anyway.

To me, warding is a lost cause. I never really liked the concept but I have no idea how it could be addressed.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on April 09, 2017, 10:58:42 am
In my mind, the Wooden Sword needs significant nerfing. It's lighter than an Iron Sword, does more damage than most of the other E-rank swords, has obscene accuracy, and last but not least possesses the single best QL of any item in the game.

It seems a bit excessive to me. All it's missing is base crit, which isn't much of a downside at all when the vast majority of physical weapons lack base crit.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on April 09, 2017, 11:12:06 am
All the e-rank swords, to compare:
Code: [Select]
Name      | Type ( ) | Rng | Wt | Mt | Hit | Cr | Ql
Iron Sword    | Slsh (E) | 1 | 5 | 5 | 85 | 0 | 45 |
Devil's Sword | Slsh (E) | 1 | 14 | 16 | 65 | 0 | 20 | (31-LUC) chance for wielder to take damage instead
Slim Sword    | Thru (E) | 1 | 3 | 4 | 100 | 10 | 35 |
Iron Rapier   | Thru (E) | 1 | 6 | 5 | 80 | 0 | 40 | +2 DMG vs Armoured
Iron Blade    | Crsh (E) | 1 | 8 | 9 | 70 | 0 | 45 |
Wooden Sword  | Crsh (E) | 1 | 4 | 6 | 100 | 0 | 50
Iron Dagger   | Side (E) | 1 | 4 | 4 | 100 | 0 | 45 |
Iron Knife    | Side (E) | 1-2 | 5 | 4 | 90 | 0 | 40

...Jesus, yeah, that is without question the best e-rank sword by far.
It's objectively better than the iron dagger completely, which simply shouldn't happen.

I agree, then, that it needs a nerf.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on April 09, 2017, 11:17:14 am
Maybe drop the hit to 80? It is a crushing sword.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on April 09, 2017, 11:26:02 am
Dropping hit to 80 would be good, yeah. As for steel lance/halberd, steel lance does gain +5 hit, so that balances out WT change comparison. Also I think that you can't really compare too hard all the weapons because there are only so many permutations of stats that will still give useful weapons and also be unique and balanced. Swapping weights around would be fine though so meh.

I think effective class trees are fine.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on April 09, 2017, 11:32:33 am
I'd maybe give it a statline like:
Wooden Sword  | Crsh (E) | 1 | 6 | 6 | 80 | 0 | 50

It's bizarre in how OP it is. None of the other crush swords have hit above 75. Ultimately I don't think there needs to be or indeed can be too hard a balance, but it does stand out.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on April 09, 2017, 12:56:04 pm
It's Wooden Sword.

Give it 1 or 2 MT max.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on April 09, 2017, 01:03:47 pm
It's Wooden Sword.

Give it 1 or 2 MT max.

/me whacks hasp over the head with giant tree branch

Still sure 2 mt? :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on April 09, 2017, 01:05:43 pm
but it's a crush weapon
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on April 09, 2017, 01:07:56 pm
but it's a crush weapon

Cuz thick blunt edge and not a thin sharp slashing edge or pointy stabby tip v:
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on April 09, 2017, 01:20:54 pm
you can sharpen a wooden object too :v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on April 09, 2017, 01:52:20 pm
you can sharpen a wooden object too :v

Unless you sharpen it as a stake sort of thing, it's not going to hold an edge at all. If you want to cut things, you need a harder material. Stone, metal, or even bone will do with nothing better available.

You're not thrusting with this wooden sword, however, since it's a crush weapon. You're just battering a man to death with it.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on April 09, 2017, 02:12:18 pm
Yes, but the rest of the Crush swords still probably have edges. You wouldn't call a hunk of wood with a handle a sword, you would call it a hunk of wood with a handle (or a club, if you want to get technical). And a very slight, easily dulled edge is usually better than none when you're using such a light weapon anyway.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on April 09, 2017, 03:05:58 pm
As someone who owns a wooden sword, I can confirm that, while it does not have a cutting edge, it does have what you'd call an edge. It is very much sword shaped. And were I to hit something with it, it would cause a crushing sort of damage.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on April 29, 2017, 07:48:24 pm
For those who might not hear about it or aren't visiting our channel, here are lorebits for possible FEF7 game! (https://pastebin.com/bLv3kNq4)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on April 29, 2017, 09:17:42 pm
haspen new activision confirmed
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on April 30, 2017, 03:32:09 am
Oh look a map too V: (http://i.imgur.com/vcLhmKq.png)
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on April 30, 2017, 01:27:16 pm
It might be best to stick to the FEFs you're already running, considering you're running other games as well.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on April 30, 2017, 01:39:22 pm
Yeh v;

Is fun making them up, tho.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on May 11, 2017, 10:43:25 am
Ayy so any updates on that calculator thing? :v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Parsely on May 11, 2017, 11:07:38 am
Ayy so any updates on that calculator thing? :v
I was just forlornly staring at the GitHub as a matter of fact. Finals just wrapped up so now I actually have some time to dedicate to this. Things have changed slightly. I got a bunch of experience with Visual Studio this semester and I've gotten to see the benefits of using that, so now I'm considering abandoning the web idea and just porting the existing scripts to C# and making a desktop app instead. It would make solving the current problem of data storage on the web app (I can't pay for a database so the web app would have to do everything in one session; i.e. it can't remember anything unless I used cookies, but people delete cookies) much easier, while introducing new issues:
- How do I import/export sheets on a desktop app? (Probably not too hard but I need to do research.)
- Am I going to have special setup requirements or can I make this work with just an .exe?
- I imagine I'd need to have a thing built into the app that will say "there's a new update!" or something.
- Probably lots of other things that I can't anticipate.

The potential for a desktop app is much greater. You could actually build off of that code to make a proper thing that could do more of the GMing tasks, but for now I'm just thinking about a battle calculator.

Thoughts?
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on May 11, 2017, 01:40:00 pm
I really like the application idea.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on May 11, 2017, 01:48:16 pm
I really like the application idea.

+1
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on May 11, 2017, 02:10:23 pm
+1 here too.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: IronyOwl on May 11, 2017, 04:51:27 pm
I was just forlornly staring at the GitHub as a matter of fact.
What a coincidence!

Though in my case it's more staring at the code trying to remember which bits to store on the page so an entirely different script can do battle calcs with them (my eternal hatred for programmatically figuring out weapon triangles shines bright here). You can call multiple functions from one web element, though, so updating HP/QL after the battle calcs have messed with it is doable.

- How do I import/export sheets on a desktop app? (Probably not too hard but I need to do research.)
- Am I going to have special setup requirements or can I make this work with just an .exe?
- I imagine I'd need to have a thing built into the app that will say "there's a new update!" or something.
- Probably lots of other things that I can't anticipate.

The potential for a desktop app is much greater. You could actually build off of that code to make a proper thing that could do more of the GMing tasks, but for now I'm just thinking about a battle calculator.

Thoughts?
-Pretty much the same. The advantage of JSON import/export is that it's automatic. Manual parsing is tedious but pretty simple once you settle on a format. EXEs also aren't as touchy about messing with the hard drive as web pages, so storing/retrieving files locally rather than manually copy+pasting is easier.
-The latter, though feeding in external files (custom weapons, existing charsheets) might be nice.
-Trying to get it to check for updates strikes me as overly complicated.
-GUI creation, for one. If you've gotten familiar enough with that in C# that you'd prefer it to HTML/CSS, there's no problem. Otherwise, we'd be taking a step down graphically.

There's also the more general danger in abandoning stuff you have to build a newer and better version. Sometimes it's a good idea, sometimes it forms a vicious cycle. :<


EDIT:
Ayy so any updates on that calculator thing? :v
Might as well mention the specific status of what we currently have.

The basic import/create/export characters and their stats bits work great. If you want to fill in stats for your character and give them a set of weapons and then click through the dropdowns calling them and seeing their stats appear in different boxes, we got you. There are two major problems from there.

The first and by far pettier issue is that I've stalled in creating what I'm calling the "team editor." Basically, there's no way to delete characters or teams within the program. This can be done manually by deleting JSON code, but that's a little unprofessional and obnoxious. So I've been "working" on a lower section of the page to handle selecting individual characters or teams (that is, characters whose "team" field matches the one you've selected), and then deleting or leveling them up.

I probably shouldn't have gone off faffing about with extras like "remove enemies once the map is over with one button click" while the battle calculator still doesn't calculate battles, but I thought getting the levelup feature in there would be worth it, because everyone says leveling is stupidly tedious, but it's also stupidly simple, and that is exactly the kind of thing you should have robots doing for you.

Anyway, the other and more serious issue is that the battle calculator doesn't calculate battles. This is complicated by the fact that we were going to keep battle scripts separate from stat calculating/storage/display scripts, but that means battle scripts can't access the main script's variables, which means we need to store anything the battle calcs needs on the page. This is far from impossible (hidden page elements are a thing) but figuring out how to store and process it all is a little frazzling. Plus then we have to call some other script to update HP/QL values afterwards, which adds another layer of Maybe I Should Play Crusader Kings II And Work On This In Just A Moment.

It's also, like most of this project, inhibited somewhat by the fact that FEF is just brimming with weird exceptions, which means every single thing we do involves at least a brief pause to wonder whether we're going to handle that one special case where axes deal magic damage using speed as its damage attribute on a reversed weapon triangle.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on May 11, 2017, 08:21:13 pm
axes... using speed as its damage attribute...

Holy shit, now there's a unique weapon idea.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: mastahcheese on May 11, 2017, 11:32:03 pm
axes... using speed as its damage attribute...

Holy shit, now there's a unique weapon idea.
I think that would make speed wretchedly overpowered.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: I_Like_Pi on May 11, 2017, 11:50:34 pm
SPD is already the godstat, it doesn't need to ascend to literal godhood :v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on May 12, 2017, 12:53:38 am
Cheese's avatar is perfect for his post. XD
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: freeformschooler on May 12, 2017, 09:02:28 am
axes... using speed as its damage attribute...

Holy shit, now there's a unique weapon idea.
I think that would make speed wretchedly overpowered.

(http://i.imgur.com/UYsQQ9K.png)

I can see only upsides.

Good to hear the calculator's still comic along, though. Feared it was a dead project a while ago. Perhaps this will usher in a new FEF golden era, increasing the maximum sanity value for FEF GMs from "none" to "a little bit."
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on May 12, 2017, 09:43:13 am
Nah, I mean like restricting it to like a single S rank weapon. It's fiiiiiiiine.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on May 12, 2017, 10:09:57 am
ohey it's ffs

what is this sanity you keep talking about
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: mastahcheese on May 12, 2017, 03:06:22 pm
Cheese's avatar is perfect for his post. XD
Which one was it? Mine's on a rotator, so there are a bunch.


I think that sanity is only something that sane people have.
I can't imagine it being on this forum.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on May 17, 2017, 03:11:17 pm
Well it seems pretty likely its my hard drive has spontaneously died, along with everything on it, includig maps for DSE and mugs. Also the half done 1.4 but I hadn't touched that in ages so whatever.
 
Prospects for recovery are low. Dunno when I'll have a computer next.

Obviously DSE is suspended or dead. I'll probably be around less because hey, no computer.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on May 17, 2017, 03:22:09 pm
;-;
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on May 17, 2017, 03:28:57 pm
I mean, you're still in Gates of Rundam, SB
If you post soon that is :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Wolfhunter107 on May 18, 2017, 10:33:39 pm
As a more-or-less complete newbie to FEF, is there any material other than the handbook that I should be taking a good look at? The Handbook's been great, but I have a feeling that I'm going to need all the help I can get.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SOLDIER First on May 19, 2017, 06:34:00 am
Reading earlier FEF games (especially the numbered ones by Haspen) is a good start. There are some over on Serene's Forest, too.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on May 19, 2017, 06:43:47 am
First post of this thread has FEF1 in pdf format if you'd rather read that :v
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Aliemma on May 19, 2017, 10:38:43 am
Well it seems pretty likely its my hard drive has spontaneously died, along with everything on it, includig maps for DSE and mugs. Also the half done 1.4 but I hadn't touched that in ages so whatever.
 
Prospects for recovery are low. Dunno when I'll have a computer next.

Obviously DSE is suspended or dead. I'll probably be around less because hey, no computer.

Aw, hope that you'll recover and be able to get a new computer soon ;-;
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Wolfhunter107 on May 19, 2017, 06:13:15 pm
Reading earlier FEF games (especially the numbered ones by Haspen) is a good start. There are some over on Serene's Forest, too.

Ok, I'll take a look at those when I get the chance.

First post of this thread has FEF1 in pdf format if you'd rather read that :v

I actually downloaded FEF1 a couple of days ago, and I'm a good chunk of the way through now. Fun read.

Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: randomgenericusername on May 19, 2017, 08:24:10 pm
I read the handbook and i have to say that this looks really interesting, but im not very good at rp and im afaird that i mess up, can anyone give me tips so i can maybe latter try joining one of these FEF? (also my english is not very good sorry  :( )
Also what games are looking for players? maybe i will join one if they accept complete newbies that have no clue about everything.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Powder Miner on June 11, 2017, 01:28:06 pm
I feel like FEF would benefit from a discord
It can be accessed easily on mobile, whereas IRC will typically die on mobile if I tab out too long, and importantly it is persistent for each person using the chat, so we can keep plans and strategic conversations going much more coherently
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on June 11, 2017, 01:45:21 pm
I feel like FEF would benefit from a discord
It can be accessed easily on mobile, whereas IRC will typically die on mobile if I tab out too long, and importantly it is persistent for each person using the chat, so we can keep plans and strategic conversations going much more coherently

Easily on mobile? It doesn't work on my phone.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: I_Like_Pi on June 11, 2017, 01:57:24 pm
We've had this conversation at least once in one of the game threads and the response was pretty much "meh, I wouldn't mind it"
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: GiglameshDespair on June 11, 2017, 02:04:08 pm
I read the handbook and i have to say that this looks really interesting, but im not very good at rp and im afaird that i mess up, can anyone give me tips so i can maybe latter try joining one of these FEF? (also my english is not very good sorry  :( )
Also what games are looking for players? maybe i will join one if they accept complete newbies that have no clue about everything.
This may well be late enough it won't be read, but personally - I'd recommend practicing your english. Just going through what you've written can help fix common mistakes - singular I should always be capitalised, sentences should always end in punctuation, and you can catch any typos that way (such as im afaird).

For each character you should decide on their goals, their personality, and their fears. Humans are flawed, imperfect creatures, so think of something they are strong in and something they're weak in. Perhaps they're very determined, but quick to anger, for example.
Most importantly they have to be willing to work with the group. Edgy loners end up being, well, alone, and that's just somewhat boring in the end.



I feel like FEF would benefit from a discord
It can be accessed easily on mobile, whereas IRC will typically die on mobile if I tab out too long, and importantly it is persistent for each person using the chat, so we can keep plans and strategic conversations going much more coherently
Eh.
It does have the same issue as IRC in that people who don't check it regularly still won't see plans and stuff in a timescale that matters.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: SeriousConcentrate on June 11, 2017, 05:43:23 pm
Also the last five times I went to the IRC room it's been totally dead, like FEF in general, so I don't think a Discord matters much. :V
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on June 11, 2017, 11:25:07 pm
Also the last five times I went to the IRC room it's been totally dead, like FEF in general, so I don't think a Discord matters much. :V

Hard for it to not look dead when you come when half of people are asleep and other half is busy and you leave 3 minutes after joining before anyone can come back and say hi. V:
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Felissan on June 14, 2017, 11:32:32 am
So, I was thinking... Would it be a good idea to include all units' battle stats with their current weapon as mouseover text on their HP count? That would probably reduce a lot of going back and forth between Pastebin tabs for the players when thinking about strategy. Though on the other hand, I imagine it would require tremendous amounts of works from the GM, especially after levelups.

Something like this:
Bandit A: 24/24
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on June 14, 2017, 11:46:55 am
Unfortunately, mouseover text doesn't work on all browsers and is useless on mobile. It isn't a bad idea, I'm just not sure it will help enough people to be worth the extra headache.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on June 14, 2017, 11:48:34 am
I personally won't be doing it; too much effort.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Haspen on June 14, 2017, 11:55:30 am
I personally won't be doing it; too much effort.

Ditto.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: I_Like_Pi on June 14, 2017, 03:50:38 pm
I personally won't be doing it; too much effort.

Ditto.
Ditto-er.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Praefectus Screptum on June 15, 2017, 11:53:35 pm
I personally won't be doing it; too much effort.

Ditto.
Ditto-er.
Choice scarf ditto.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: freeformschooler on June 22, 2017, 05:27:05 pm
fef is dead

i come back and it's just

dead

where are all the ships and supports and fun times

how can we revive it

new blood is needed but where
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Twinwolf on June 22, 2017, 05:30:27 pm
Well, I don't think it's quite dead. Exams time hit a lot of people hard I think, but that's clearing up.

Also it's well alive over on another forum but that doesn't particularly matter for this one :P
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Sirus on June 22, 2017, 05:31:18 pm
Heyo freeform. Sorry you came back during something of a dry spell.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: freeformschooler on June 22, 2017, 05:33:20 pm
Heyo freeform. Sorry you came back during something of a dry spell.

hey sup

Yeah I can't actually leave, I'm bound here by spiritual shackles, even after my game ended. Maybe what we need is another newbie FEF or something to really get newer folks invested again. But idk if I'd be the best person to run that.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Solymr on June 22, 2017, 05:36:39 pm
If we're gonna make a newb FEF might as well ask here to see who's interested rather than waste time making stuff only to have 2 new guys that are willing to put up with the effort it needs and several people that drop it at the first hurdle.
Title: Re: The Fire Emblem on Forums Hub! Looking For Players!
Post by: SOLDIER First on June 22, 2017, 06:05:24 pm
im in. no questions
Title: Re: The Fire Emblem on Forums Hub! Looking For Players!
Post by: Solymr on June 22, 2017, 06:13:34 pm
Seeing as how you seem to have dropped from GoR with no warning I wouldn't say you're very reliable.
Title: Re: The Fire Emblem on Forums Hub! Looking For Players!
Post by: SOLDIER First on June 22, 2017, 06:22:03 pm
Seeing as how GoR seems to be the only FEF I've ever dropped with no warning (and every other one is either slow or dead), I would say I'm perfectly reliable.
Title: Re: The Fire Emblem on Forums Hub! Looking For Players!
Post by: SeriousConcentrate on June 22, 2017, 06:28:12 pm
Right there with you freeform. The only one that moves much (that I'm in, I dunno about 6 or Izarra) is Pi's.
Title: Re: The Fire Emblem on Forums Hub! Looking For Players!
Post by: Chevaleresse on June 22, 2017, 06:32:00 pm
I've got a setting that could work (and hell, the combat mechanics are based on Fire Emblem's) but a dearth of time to run another game with all the games I'm currently in alongside the one I'm already running. I'd be willing to supply balance and some story/lore but I'd need someone to do the heavy lifting when it came to running the game.

Also, late, but one person's phone not running Discord doesn't make it not work for anyone else. I've never experienced crippling technical issues with Discord across two different computers, browser and native clients, and my own phone, so.
Title: Re: The Fire Emblem on Forums Hub! Looking For Players!
Post by: Wolfhunter107 on June 22, 2017, 08:03:29 pm
I'd love to get into a beginner's FEF, if one became a thing.
Title: Re: The Fire Emblem on Forums Hub! Looking For Players!
Post by: Felissan on June 23, 2017, 04:21:27 am
Same here. I often feel awkward trying to come up with tactics in a full-fledged game, I could use a simpler one to get used to it.
Title: Re: The Fire Emblem on Forums Hub! Looking For Players!
Post by: Solymr on June 23, 2017, 04:27:37 am
On that note, what would be simpler for you? Less chapters, less enemies?

About Discord: I'm not opposed to having one for fef as long as it doesn't replace IRC, if it were to I would be completely opposed.
Title: Re: The Fire Emblem on Forums Hub! Looking For Players!
Post by: Praefectus Screptum on June 24, 2017, 01:09:47 am
Depending of what exactly is a "beginner FEF" I could try to run it after GoR as a mid-game before the actual game that will be following up GoR. And it really depends if we actually need a beginner FEF too, I saw lots of new faces a while back here. But a bunch of people dropped quick(Like Soly pointed out), or didn't want to work as a team, or didn't want to RP...So yeah, unless we have a bunch of people really interested what we need is just a brand-new FEF.

Edit: Also nice to see you around freeform.
Title: Re: The Fire Emblem on Forums Hub! Looking For Players!
Post by: RoseHeart on July 10, 2017, 05:51:23 am
I am looking for someone who is a FEoF host or wants to be one. Someone capable of making maps and hosting battles. This can be a beginner FEoF or more.

The project will be cohosted with me for a short time, if we both like it it can grow into more. This project is a hybrid of FireEmblem and Majesty.
Title: Re: The Fire Emblem on Forums Hub! Looking For Players!
Post by: Solymr on July 11, 2017, 05:18:10 am
I can give it a try. I also have another idea for a beginner fef so there's that.
Title: Re: The Fire Emblem on Forums Hub! Looking For Players!
Post by: Haspen on July 11, 2017, 08:51:19 am
I am looking for someone who is a FEoF host or wants to be one. Someone capable of making maps and hosting battles. This can be a beginner FEoF or more.

The project will be cohosted with me for a short time, if we both like it it can grow into more. This project is a hybrid of FireEmblem and Majesty.

Details, good sir, details.
Title: Re: The Fire Emblem on Forums Hub! Looking For Players!
Post by: Solymr on July 11, 2017, 04:17:42 pm
On a semirelated note I'm gonna start looking for 6 newbs for a beginner FEF. Will last 5-6 chapters and be somewhat streamlined, those who are interested post here.
Title: Re: The Fire Emblem on Forums Hub! Looking For Players!
Post by: Parsely on July 11, 2017, 04:20:01 pm
I am looking for someone who is a FEoF host or wants to be one. Someone capable of making maps and hosting battles. This can be a beginner FEoF or more.

The project will be cohosted with me for a short time, if we both like it it can grow into more. This project is a hybrid of FireEmblem and Majesty.

Details, good sir, details.
^^This.
Title: Re: The Fire Emblem on Forums Hub! Looking For Players!
Post by: SeriousConcentrate on July 11, 2017, 04:25:47 pm
On a semirelated note I'm gonna start looking for 6 newbs for a beginner FEF. Will last 5-6 chapters and be somewhat streamlined, those who are interested post here.

Good luck Soly. ^^^
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Mopsy on July 11, 2017, 04:28:27 pm
fef is dead

i come back and it's just

dead

where are all the ships and supports and fun times

how can we revive it

new blood is needed but where

Well, I sort of told them so (http://www.bay12forums.com/smf/index.php?topic=158910.msg7095516#msg7095516). FEF is about tactics and roleplay, and neither is very entertaining if it's just torturously (as in ... ... ... *BUMP* ... ... "Muh exams." ... ... ... *BUMP* ... "12-5." ... ... ... ... ... "Guys, I'm sorry but I don't have time to run this anymore.") going through the motions. Predictability is not fun, unless you're a very small child or an imbecile.

So what if someone dies? They can come back later on because they weren't really dead, or they were resurrected. Or just suck it up and make a new, better character.

So what if you're losing a battle? If you really enjoy the game, then you can always find a way forward. You might be given the option to surrender. The cavalry might arrive. Or something. It's not the end of the world, unless you're making it so.

Noob or vet, we gamers thrive in an environment where creativity and initiative is allowed to flow freely. Let people try unusual things. Let the "wrong" thing happen. Keep things rolling, even if some parts get shaken loose along the way. Then FEF might be fun and feel alive again. I hope that it does, because it has been great before, and it still has great potential.

I mean, why not give it a try? What do you have to lose? Run a "free for all, jump right in, do your thing" FEF instead of a "beginner's for dummies" FEF. Fast and furious FEF can't be any harder to run or play than by-the-book FEF. Once upon a time, there was no book and no veterans, but there was plenty of good times.
Title: Re: The Fire Emblem on Forums Hub! Looking For Players!
Post by: Solymr on July 11, 2017, 04:34:08 pm
Beginner FEF is exactly that, no veterans to make plans, just noobs making moves. That's what FEF1 was.
Title: Re: The Fire Emblem on Forums Hub! Looking For Players!
Post by: Mopsy on July 11, 2017, 05:25:52 pm
Sounds good. I understood it as a tutorial-mode, point A to point B, five easy steps, idiot-proof, absolutely no surprises kind of thing. If it isn't, then go for it!
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Blade Master Model 42 on July 11, 2017, 05:37:58 pm
So what if someone dies? They can come back later on because they weren't really dead, or they were resurrected.

I personally would advocate against either of these methods. Character death should have weight and meaning, especially in a game emulating a series where permanent death is a major bullet point.

Or just suck it up and make a new, better character.

If your character does die, this is the way to address it, I feel.
Title: Re: The Fire Emblem on Forums Hub! Looking For Players!
Post by: randomgenericusername on July 11, 2017, 06:06:29 pm
I would like to participate in a beginner game.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on July 11, 2017, 08:00:41 pm
fef is dead

i come back and it's just

dead

where are all the ships and supports and fun times

how can we revive it

new blood is needed but where

Well, I sort of told them so (http://www.bay12forums.com/smf/index.php?topic=158910.msg7095516#msg7095516). FEF is about tactics and roleplay, and neither is very entertaining if it's just torturously (as in ... ... ... *BUMP* ... ... "Muh exams." ... ... ... *BUMP* ... "12-5." ... ... ... ... ... "Guys, I'm sorry but I don't have time to run this anymore.") going through the motions. Predictability is not fun, unless you're a very small child or an imbecile.

So what if someone dies? They can come back later on because they weren't really dead, or they were resurrected. Or just suck it up and make a new, better character.

So what if you're losing a battle? If you really enjoy the game, then you can always find a way forward. You might be given the option to surrender. The cavalry might arrive. Or something. It's not the end of the world, unless you're making it so.

Noob or vet, we gamers thrive in an environment where creativity and initiative is allowed to flow freely. Let people try unusual things. Let the "wrong" thing happen. Keep things rolling, even if some parts get shaken loose along the way. Then FEF might be fun and feel alive again. I hope that it does, because it has been great before, and it still has great potential.

I mean, why not give it a try? What do you have to lose? Run a "free for all, jump right in, do your thing" FEF instead of a "beginner's for dummies" FEF. Fast and furious FEF can't be any harder to run or play than by-the-book FEF. Once upon a time, there was no book and no veterans, but there was plenty of good times.

You're demonstrating a staggering ignorance of how FEFs work. You're coming in here and saying I told you so after you quit a game because other people played it differently than you did. You're implying we're all imbeciles or children when you left a game because you didn't get your way and that apparently made the game unfun.

People dying is part of the game. There have been exactly 0 games in the FEF series where characters died and were allowed back in *or* where characters died and their players were allowed to create new characters (except for one where the death was planned from the beginning and that prolly shouldn't have happened I say as one of the people involved in it).

Losing a battle can in fact be the end of the game. Not always but it can be. And more importantly, people like to win. We'll accept losing a battle if we absolutely have to, but at the end of the day, we're going to try as hard as we can to win. The difficulty setting of FEF is high, and it's win or lose 99% of the time. Games have adapted to lost battles. But that doesn't mean that it's the optimal ending or that there wasn't a better way to handle it.

People are allowed to try new things and do stuff. The problem comes when your "trying new things" affects people other than your character. No one wants to die because someone else made a stupid decision. There needs to be give and take with this creativity that you want.

If you want a game like that, you run it. You're coming in here telling us why we're wrong and how it could be so much better. So prove it. Go run it. Show us why your ideas are better than ours instead of sitting back and saying "Ah yes, I was right, see?" Because right now you're being a bit of an asshole and that's not going to make anyone want to listen to you.
Title: Re: The Fire Emblem on Forums Hub! Looking For Players!
Post by: Solymr on July 12, 2017, 02:39:15 pm
Well good news is there's someone interested in beginning in FEF, we need more. Not long ago some people were interested in one so I'm poking them here: Wolfhunter107 and Felissan, still interested?
Title: Re: The Fire Emblem on Forums Hub! Looking For Players!
Post by: Wolfhunter107 on July 12, 2017, 02:41:00 pm
Well good news is there's someone interested in beginning in FEF, we need more. Not long ago some people were interested in one so I'm poking them here: Wolfhunter107 and Felissan, still interested?

Yeah, I'm definitely still interested.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Felissan on July 12, 2017, 03:00:49 pm
Sure, why not.
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Mopsy on July 12, 2017, 03:15:50 pm
People dying is part of the game. There have been exactly 0 games in the FEF series where characters died and were allowed back in *or* where characters died and their players were allowed to create new characters (except for one where the death was planned from the beginning and that prolly shouldn't have happened I say as one of the people involved in it).
Perhaps there should be. There's nothing stopping people from doing it. My point was really that one shouldn't feel obliged to keep a game on narrow rails just to keep all the characters alive, because there are less restrictive ways to mitigate the PC permadeath issue.

Losing a battle can in fact be the end of the game. Not always but it can be. And more importantly, people like to win. We'll accept losing a battle if we absolutely have to, but at the end of the day, we're going to try as hard as we can to win. The difficulty setting of FEF is high, and it's win or lose 99% of the time. Games have adapted to lost battles. But that doesn't mean that it's the optimal ending or that there wasn't a better way to handle it.
I'm going to have to disagree with you about the supreme importance of winning. It's better to lose in an eventful, character-rich game than to win in one that is pure grinding ennui. And again, nothing is stopping you from lowering the difficulty, if that's the limiting factor. It's just a knob for the GM to turn.

People are allowed to try new things and do stuff. The problem comes when your "trying new things" affects people other than your character. No one wants to die because someone else made a stupid decision. There needs to be give and take with this creativity that you want.
Of course it will affect other people. Interacting with each other and the GM's world, doing things we can't do in reality, that's the whole point of role-playing games. Do you get pissed when you die because the GM made the "stupid decision" to let the big monster attack your character, too?

Players should be free to play their characters as they see fit, short of willfully sabotaging the game. For example, Adrien's behavior in FEF 1 strayed somewhat close to sabotage, but even that was successfully integrated into the story, leading to unique events and promoting character interaction (because here was something that was hard to ignore, sides to take, etc.).

If you want a game like that, you run it. You're coming in here telling us why we're wrong and how it could be so much better. So prove it. Go run it. Show us why your ideas are better than ours instead of sitting back and saying "Ah yes, I was right, see?" Because right now you're being a bit of an asshole and that's not going to make anyone want to listen to you.
Yeah, you have a point there. While there's nothing wrong with making a suggestion, it's better to actually do something yourself. But muh exams job!
Title: Re: The Fire Emblem on Forums Hub! FEF2 HAS FINISHED!
Post by: Swordstar on July 12, 2017, 03:33:25 pm
stuff

I never said that losing was bad. I said that people like winning. The fact of the matter is, people are going to want to try and do everything that they can to try and win. If we lose, it happens. It sucks because it's not the ideal, but it happens. You say it's better to lose in a character-rich game, I would argue it's better to win in a character rich game. You keep acting like planning and the like is the killer of everything. I argue that plans are the background that can be supported by good character interactions. For instance, over in FH we're in a bit of a less than ideal situation, but we're still working with characters IC since we let Senija kill a boss after letting Harlan steal weapons etc. And then we planned some other things because there isn't a specific IC need to do things. You're acting like making plans ruins creativity when that's just straight up not true.

There's affecting people and there's *affecting* people. Having your actions affect people is fine. Having your actions get other people killed is not ok. And yes, I would get pissed at a GM that made a too hard boss that resulted in my character getting killed. That's not fun. My character getting killed because someone else does something stupid for the sake of IC is not fun. If Adrien had gotten anyone but himself killed, it wouldn't have been fun.

You're stuck in doing things your way and refusing to admit that there's potential for melding of the two. Planning is not the be all end all but it is useful at points. Character interaction is very important. But it needs to be balanced with working to make sure the RP continues in a way that isn't constantly running the risk of everyone dying because that's stressful and not fun.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 12, 2017, 03:43:10 pm
Alright I'm gonna stop you Mopsy right now. You have played FEF for a total of 3 months, in one game. Yet you're still trying to teach or rather tell people how to play, people that have been playing for years.

Not only that, you're also not so subtly insulting everyone who doesn't agree with you, which you conveniently forgot to mention in your post after being called out.

Even if you have some valid points that is absolutely no way to go on about arguing them and I've had enough of it in this thread. Unless it's to apologize for calling people imbeciles (after you've missed several 90+% attacks tell me whether you like predictability or not) don't bother to post here again.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 15, 2017, 02:37:32 pm
http://www.bay12forums.com/smf/index.php?topic=164869.msg7511462#msg7511462

Beginner Emblem is now open for applications? Totally terrible idea since I'm on vacation away from home
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: randomgenericusername on July 16, 2017, 08:36:21 pm
I need help with a mug for the beginner game. I uh dont really have anything specific but that it should be male, have red hair and that is going to be a priest trainee so maybe something like robes? totally underage, between 18 and 14. Its very ambiguous I know. I think I will be ok with almost anything.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Azrayel on July 17, 2017, 02:48:44 am
Ay, greetings.  I'm in the same boat as randomgenericusername but with a slightly more specific request.

Spoiler (click to show/hide)

I'd like that character as a sprite/mug, but lack much skill in the arts of photo editing.  I know she's Flavia (http://fireemblem.wikia.com/wiki/Flavia) from Fire Emblem Awakening.  There's a few pretty good shots of her face out there so the mug's all settled, how does one go about making/asking to have a sprite made though?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: wolfchild on July 17, 2017, 03:11:11 am
Well I'm not a spriter but i can probably point you in the right direction, I am pretty sure that we are supposed to use GBA fire emblem sprites, so you just go over there, find one you like and get someone to transpancy it / add other things to it
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Azrayel on July 17, 2017, 12:53:53 pm
I've since re-rolled to add some offensive magick to the party, here's what I came up with for any interested parties.

Mug: (http://i.imgur.com/8b4E7kx.png)
Sprite: (http://i.imgur.com/pC0fBgL.png)
Sprite:  (http://i.imgur.com/ck5LhdZ.png)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 17, 2017, 01:35:22 pm
guise help I can't find the thing with shurikens, darts and knives someone (I think Furtuka) made
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: IronyOwl on July 17, 2017, 07:08:39 pm
I need help with a mug for the beginner game. I uh dont really have anything specific but that it should be male, have red hair and that is going to be a priest trainee so maybe something like robes? totally underage, between 18 and 14. Its very ambiguous I know. I think I will be ok with almost anything.
Where have our spriters gone D:

(http://i.imgur.com/ZABRgJZ.png)

Unhappy with leaving his eye blue, but they're complex enough to not really want to mess with them.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: randomgenericusername on July 17, 2017, 07:33:22 pm
OH MY GOD ITS JUST WHAT I WAS THINKING THANKS THANKS THANKS
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on July 17, 2017, 07:47:40 pm
guise help I can't find the thing with shurikens, darts and knives someone (I think Furtuka) made

dat me

tada (https://pastebin.com/9feJiMjV)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: I_Like_Pi on July 17, 2017, 11:13:55 pm
Where have our spriters gone D:
Into hiding.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Azrayel on July 17, 2017, 11:16:03 pm
irc down for anyone else?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: I_Like_Pi on July 17, 2017, 11:28:29 pm
Just logged on to check and it doesn't seem down.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Azrayel on July 18, 2017, 01:02:30 am
Just logged on to check and it doesn't seem down.

The irc.darkmyst.org url redirects me to some page claiming the webhosts have nothing at that location, which it didn't start doing until late today.  Mayhaps it's an issue on my side but I'm getting it from 2 different computers.



edit: found a way around it, seems to be an issue specific to trying to go directly to the link, can just google the site.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 18, 2017, 05:04:23 am
guise help I can't find the thing with shurikens, darts and knives someone (I think Furtuka) made

dat me

tada (https://pastebin.com/9feJiMjV)

ayy

im gonna change half of it but thanks
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 21, 2017, 10:44:20 am
So I edited my own version of the handbook here (https://www.dropbox.com/s/vex1ntiw6orvp0s/Players%20Handbook%20v1.Salt.pdf?dl=0)

If someone can proofread/gibe opinion I'd appreciate it :v
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on July 21, 2017, 12:30:53 pm
Reliable Attack's actual function seems to have been cut off.
Also I thought we weren't restricting knights to just lances. Also rip new hold the line
Why did Mercenaries lose Get your Weight on?
Lock Mastery has a typo.
I think either no weapons can go in the bag of holding, or all can. It feels weird that just because a rogue can use a weapon they can't go in the bag.
Marked for Death should either never target bosses or should not apply to allies.

Other than all that, looks good to me. The new stat format is nicer, and it's good to have the book have so many fewer contradictions to how the game tends to be played.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 21, 2017, 12:35:46 pm
Reliable Attack's actual function seems to have been cut off.
Also I thought we weren't restricting knights to just lances. Also rip new hold the line
Why did Mercenaries lose Get your Weight on?
Lock Mastery has a typo.
I think either no weapons can go in the bag of holding, or all can. It feels weird that just because a rogue can use a weapon they can't go in the bag.
Marked for Death should either never target bosses or should not apply to allies.

Other than all that, looks good to me. The new stat format is nicer, and it's good to have the book have so many fewer contradictions to how the game tends to be played.

Thanke. Note that this is essentially my house rules. The typos and me forgetting stuff aren't part of those tho :v

I can also share the word document I used so that everyone can make their own handbook with minimal changes, so if you want it I can post it here.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on July 21, 2017, 12:36:04 pm
the book contradicts how the game is usually played because you guys all homebrew the shit out of it
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 22, 2017, 10:44:41 am
Handbook .doc for easy editings! (https://www.dropbox.com/s/vjofetvyk1zt67s/Players%20Handbook%20v1.Salt.docx?dl=0)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Wolfhunter107 on July 22, 2017, 06:05:04 pm
Could somebody help me out with making a mug? I know this is a bit vague, but if you could, I'd like an young adult(20ish), with brown hair, and fairly minimal armour--I'd prefer leather.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: IronyOwl on July 22, 2017, 06:26:38 pm
(http://i.imgur.com/TPZPk8W.png)

The laziest recolor. Pretty sure it's tied for that honor, but still.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on July 22, 2017, 06:28:57 pm
It's on par with first-class Gregor, who only had a hair color change :P
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 22, 2017, 06:43:03 pm
I'd say this one beats that since it's the same class ;v jk ily but also what happened to the calculator its been a long time
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Wolfhunter107 on July 22, 2017, 06:45:58 pm
(http://i.imgur.com/TPZPk8W.png)

The laziest recolor. Pretty sure it's tied for that honor, but still.

Lazy or not, it'll work just fine for me. Thanks a whole bunch, especially for doing it on such short notice.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 24, 2017, 12:29:07 pm
Handbook pdf (https://www.dropbox.com/s/vex1ntiw6orvp0s/Players%20Handbook%20v1.Salt.pdf?dl=0)

Handbook doc (https://www.dropbox.com/s/vjofetvyk1zt67s/Players%20Handbook%20v1.Salt.docx?dl=0)

I included all classes and weapon tables in the index so you can quickly go to their pages by clicking on them.

Edit: now I included the Butler/Maid and promotions and the Dread Fighter. If anyone can find a pic for them and/or write a piece of blurb it's mucho appreciated.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 28, 2017, 10:12:21 am
Handbook pdf (https://www.dropbox.com/s/vex1ntiw6orvp0s/Players%20Handbook%20v1.Salt.pdf?dl=0)

Handbook doc (https://www.dropbox.com/s/vjofetvyk1zt67s/Players%20Handbook%20v1.Salt.docx?dl=0)

And now they have blurb and pic. Credit to Blade Master for the blurb.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 29, 2017, 02:53:59 pm
I made a discord for the people who have discord. IRC still king :v

https://discord.gg/mTnp9H
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 30, 2017, 03:50:04 pm
https://discord.gg/z7PysD7

link that doesn't expire here
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Zetaark on July 31, 2017, 12:15:40 pm
So because I am a madman, I decided to document a changelist from the 1.3 version to the current version Solymr is working on.

If there are comments or errors or things I missed, let me know so I can fix them up.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: OceanSoul on August 03, 2017, 10:28:05 am
So, I'm pre-preparing a Samurai character for a future FEF, and I have a few questions. Firstly, in the FE universe, how do tomes work? Not in a mechanical gameplay sense, but how are tomes made, how do they work? Second, would a progression rate of 60 or 70 speed be effective at avoiding damage with base 10-20 defenses and 60 base health, or would the attacks that do hit be too crippling at near/under 1/2 health? Thirdly, does Ignis activation set the weapon on fire briefly, and if not, could it?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on August 03, 2017, 10:32:16 am
So, I'm pre-preparing a Samurai character for a future FEF, and I have a few questions. Firstly, in the FE universe, how do tomes work? Not in a mechanical gameplay sense, but how are tomes made, how do they work? Second, would a progression rate of 60 or 70 speed be effective at avoiding damage with base 10-20 defenses and 60 base health, or would the attacks that do hit be too crippling at near/under 1/2 health? Thirdly, does Ignis activation set the weapon on fire briefly, and if not, could it?

Most lore depends on the GM running it, so you're better off asking when you apply. For the second, that's hell of effective, just look in my game for an Ignis Samurai. As for the third, same for the first, but generally yeah that's the effect but with undefined imbuing.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Haspen on August 03, 2017, 11:27:54 am
FEF6 now looking for 1 extra player! (http://www.bay12forums.com/smf/index.php?topic=158910.msg7526569#msg7526569)

Entry in about a month or so ;v Check details at linku.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on August 03, 2017, 04:32:42 pm
Things I want to change in my handbook that I don't have a definite answer about:

- Cavaliers and their special: Reliable Attack seems to me like a bit useless for a once per battle ability.
- Knights: New Hold the Line or not?
- Spies: I gave half Ambush to Dread Fighters, and I don't know if give them the same Ambush with +10 Crit bonus instead of counternegate or a version of traps and then give Master Spy even more traps and improved.
- Battle Mage: they get a free skill but some new classes get that plus something else so I need something for these people too. Maybe specialization with magic?
- Increase HP cost of Memory Magic.
- Summoners: their summon sucks so my new idea is a single summon that levels up with the Summoner and they get to pick progression and perks on key levels.
- Nerf Light magic in general.
- Need a new mechanic for Warding magic. Maybe convert part of damage done into a shield with various properties depending of tome.
- Ballistas: need reworking. Also Ballistician could have an Archer own Ballistas that can be deployed in the map.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on August 03, 2017, 04:41:43 pm
- Spies: I gave half Ambush to Dread Fighters, and I don't know if give them the same Ambush with +10 Crit bonus instead of counternegate or a version of traps and then give Master Spy even more traps and improved.

Not sure about the rest yet, but this is one I have a definite opinion about. :P
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on August 03, 2017, 04:44:49 pm
Reliable Attack seems like it'd be better as a passive, TBH. It isn't phenomenal, but it does fit with the cavalier's jack-of-all-trades-master-of-none shtick. You can drop the neutral clause at the end if that seems a bit too powerful for a passive.

Would have to give a lot more thought to the others, I've never used any of that stuff except for a brief foray into Light Magic.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on August 03, 2017, 04:46:43 pm
So the Cavalier would get less of a penalty when on the losing side and more of a bonus when winning. Does no DMG penalty/double bonuses sound good?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on August 03, 2017, 04:54:38 pm
If we're going to make it consistent, I'd say it should drop the advantage end and keep the disadvantage end, to make cavalier attacks more reliable overall.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on August 03, 2017, 04:58:11 pm
That strikes me as either bad or too similar to Swashbuckler Perfect Balance. If need I can change the special name to Triangle Adept since in FE7 they teach you how to weapon triangle :v
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on August 03, 2017, 05:08:26 pm
That works pretty well I think.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on August 04, 2017, 07:34:39 pm
- Cavaliers and their special: Reliable Attack seems to me like a bit useless for a once per battle ability.

It is, but other people already have made some decent suggestions.

- Knights: New Hold the Line or not?

Elaborate. What would change?

- Spies: I gave half Ambush to Dread Fighters, and I don't know if give them the same Ambush with +10 Crit bonus instead of counternegate or a version of traps and then give Master Spy even more traps and improved.

As I said before, definitely give spies traps and master spies better traps. Then again, 'better' traps could simply be the ability to set traps within a certain range rather than on the tile they're on. Like Lv/4 tiles worth of range or something. (Promotion levels that is, not total levels. Being able to set traps up to 10 tiles away is problematic.)

- Battle Mage: they get a free skill but some new classes get that plus something else so I need something for these people too. Maybe specialization with magic?

Why not give them the old skill mage knights used to have, where their damage was weapon+(higher of STR or MAG)?

- Increase HP cost of Memory Magic.

Would you be basing the cost on the proficiency rank of the spell, or what type (Buff, Jdge, Heal, etc.)?

- Summoners: their summon sucks so my new idea is a single summon that levels up with the Summoner and they get to pick progression and perks on key levels.

Pretty cool idea.

- Nerf Light magic in general.

What's broken with Light Magic, again? I've never really played a monk-type so I'm not overly familiar with that school of magic.

- Need a new mechanic for Warding magic. Maybe convert part of damage done into a shield with various properties depending of tome.

Eh, wish I could help with that, but I don't really have any ideas. :/

- Ballistas: need reworking. Also Ballistician could have an Archer own Ballistas that can be deployed in the map.

A deployable ballista sounds good. Archers practically never have a chance to get ahold of one (usually they're so far behind enemy lines - if they're even on a map - that by the time the party gets to it there's no real opportunity to use it) so being able to put one where you want it is cool. It'd probably have to come with the caveat that once it's down, it's down, and can't be recovered until the end of the map.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Zetaark on August 04, 2017, 07:42:44 pm
New update for the 1.Salt Handbook with some changes to Cavs and Promoted Performer things.



Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: OceanSoul on August 04, 2017, 11:09:13 pm
Things I want to change in my handbook that I don't have a definite answer about:
I, OceanSoul, have opinions
- Cavaliers and their special: Reliable Attack seems to me like a bit useless for a once per battle ability.Make it continuous, and add a once-per-map that eliminates non-Triangle attack disadvantages (rebuffs, enemy terrain, even Addle. Maybe, instead of that last part, let them activate Parity an amount of times, and if they already had Parity, let them keep the helpful things once per map.
- Knights: New Hold the Line or not?Depends on how it works. Does it add Movement cost to tiles adjacent to the Knight? Or, could enemies not enter and exit range 1 of the Knight that turn? And so
- Spies: I gave half Ambush to Dread Fighters, and I don't know if give them the same Ambush with +10 Crit bonus instead of counternegate or a version of traps and then give Master Spy even more traps and improved. I do think that Master Spies should get better traps, but I feel that some sort of ambushy Overwatch stance (like archers' Called Shot) might work. What I'm thinking is, if the Spy is concealed (whether terrain or behind a wall) instead of attacking, they can name specific enemy units, and if one of those move within a specific range, the spy automatically moves in with movement 2 and attacks them. Archer spies have a little more freedom in choosing how they move beforehand, while thief spies stop the counterattack AND the enemy's turn
- Battle Mage: they get a free skill but some new classes get that plus something else so I need something for these people too. Maybe specialization with magic? How about their old Imbue whatever, but with Anima, Light, and Dark, and that's whatever tome they use? Light reduces damage, Dark reduces Hit, and Anima...reduces damage output...yeah. As for the mobility they lost with Jump, how about giving them an ability that lets them automatically move away from an attacker 1 space for every 2 or 3 movement not used last turn? It can be turned off
- Increase HP cost of Memory Magic. Increase?! You say that like it's overpowered? I though all the hp-to-spell abilities could use a buff, like allowing an alternate cost of a % of tone uses or such? Maybe cause a small-moderate % of spent HP to gradually return?
- Summoners: their summon sucks so my new idea is a single summon that levels up with the Summoner and they get to pick progression and perks on key levels. Specifically, their single summon sucks. Having larger amounts of weaker units to summon can be useful. Up to 3 at Moseley, I'd say. Also, maybe they could get an ability that allows them to summon an Ally to their side from across the map. Maybe temporarily, maybe lasting. Could be X times per map, Y turns to do per Z tiles away, and/or take an amount of HP or % of spellbook charges.
- Nerf Light magic in general. In what way was it OP?
- Need a new mechanic for Warding magic. Maybe convert part of damage done into a shield with various properties depending of tome. Maybe make it a sort of inverse to Druidic. Reduce damage by an amount or % while wielded, and maybe apply an amount of the reduction battles with allies at range 1 or 2, to embody the keep-away warding suggests.
- Ballistas: need reworking. Also Ballistician could have an Archer own Ballistas that can be deployed in the map. Yeah. They would need to spend an amount of turns to build, and only in certain areas. Though, this is still rather unfeasible from a logical perspective.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: I_Like_Pi on August 05, 2017, 01:14:30 am
First, before anything else, your formatting is really unappealing. Please either separate the quote or start a new line and bold your opinons/responses not italics them.

Things I want to change in my handbook that I don't have a definite answer about:
I, OceanSoul, have opinions
- Cavaliers and their special: Reliable Attack seems to me like a bit useless for a once per battle ability.Make it continuous, and add a once-per-map that eliminates non-Triangle attack disadvantages (rebuffs, enemy terrain, even Addle. Maybe, instead of that last part, let them activate Parity an amount of times, and if they already had Parity, let them keep the helpful things once per map.
Making it continuous is OP even before the second part. And on that: eliminating all disadvantages is just weighted parity and even that shouldn't go through status conditions like Addle. It needs a rework not a buff.

- Knights: New Hold the Line or not?Depends on how it works. Does it add Movement cost to tiles adjacent to the Knight? Or, could enemies not enter and exit range 1 of the Knight that turn? And so
Hold the lines prevent enemies from moving into spaces adjacent to the knight. And whatever you were going to suggest seems to have been cut off.

- Spies: I gave half Ambush to Dread Fighters, and I don't know if give them the same Ambush with +10 Crit bonus instead of counternegate or a version of traps and then give Master Spy even more traps and improved. I do think that Master Spies should get better traps, but I feel that some sort of ambushy Overwatch stance (like archers' Called Shot) might work. What I'm thinking is, if the Spy is concealed (whether terrain or behind a wall) instead of attacking, they can name specific enemy units, and if one of those move within a specific range, the spy automatically moves in with movement 2 and attacks them. Archer spies have a little more freedom in choosing how they move beforehand, while thief spies stop the counterattack AND the enemy's turn
That's just an OP version of archer's new skill because a) you choose the enemy b) you straight up ignore the counter attack if there is one and c) you move after your turn ends (which is probably a pita for a GM on top of that). The archer's skill works because they only control where they stop.

- Battle Mage: they get a free skill but some new classes get that plus something else so I need something for these people too. Maybe specialization with magic? How about their old Imbue whatever, but with Anima, Light, and Dark, and that's whatever tome they use? Light reduces damage, Dark reduces Hit, and Anima...reduces damage output...yeah. As for the mobility they lost with Jump, how about giving them an ability that lets them automatically move away from an attacker 1 space for every 2 or 3 movement not used last turn? It can be turned off
Did you... Did you even look at battlemages in the handbook? Battlemages are bows and anima, not bows and all magic types. And giving them access to 4 total weapons types is not going to happen. The second part is just nerfed canto, which is already a powerful skill, that the player doesn't control so it'd create even more coordinate issues. And it was probably axed in the first place because, from what I understand of a lot of 1.3's changes, it was unnecessary.

- Increase HP cost of Memory Magic. Increase?! You say that like it's overpowered? I though all the hp-to-spell abilities could use a buff, like allowing an alternate cost of a % of tone uses or such? Maybe cause a small-moderate % of spent HP to gradually return?
No. Just no. Memory magic doesn't need a buff because it allows the unit to use spells they wouldn't normally have or even be able to use with no QL cost. Sure it doesn't really matter on the low level magic but having stuff like sleep for 6 hp with no QL or warp/rescue for 10 hp is really strong/op. The last thing memory magic needs is a buff.

- Summoners: their summon sucks so my new idea is a single summon that levels up with the Summoner and they get to pick progression and perks on key levels. Specifically, their single summon sucks. Having larger amounts of weaker units to summon can be useful. Up to 3 at Moseley, I'd say. Also, maybe they could get an ability that allows them to summon an Ally to their side from across the map. Maybe temporarily, maybe lasting. Could be X times per map, Y turns to do per Z tiles away, and/or take an amount of HP or % of spellbook charges.

In the end, multiple weaker summons will just end up as fodder. The summons in the book are really really weak compared to even the most rng screwed PC unit for the level of the PCs and enemies. As for the second ability: they already have it through memory magic and can use it unlimited times as long as they have the HP.

- Nerf Light magic in general. In what way was it OP?
You could look at the handbook yourself y'know. But in short light magic, holy is the main offender, has high/same mt as anima magic, it's also really accurate, all while also giving out free crit. It's literally better thunder magic and has no real downsides when you're setting your own growths

.
- Need a new mechanic for Warding magic. Maybe convert part of damage done into a shield with various properties depending of tome. Maybe make it a sort of inverse to Druidic. Reduce damage by an amount or % while wielded, and maybe apply an amount of the reduction battles with allies at range 1 or 2, to embody the keep-away warding suggests.
The first part is basically the shielding idea but applying it to allies, even just adjacent allies, is really op. It would give squishies bulk on top of the dodge tanking they already do and it would make tank characters probably untouchable. Anything that affects allies are either entire classes or skills and bestowing an effect like that to a whole weapon type is really powerful.

- Ballistas: need reworking. Also Ballistician could have an Archer own Ballistas that can be deployed in the map. Yeah. They would need to spend an amount of turns to build, and only in certain areas. Though, this is still rather unfeasible from a logical perspective.
If it takes multiple turns to build, aside from like 2, it's not going to be worth it because by the time it's built the party will probably have moved on or will need you to be fighting not building something while they protect you.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Haspen on August 05, 2017, 06:47:56 am
FEF6 now looking for 1 extra player! (http://www.bay12forums.com/smf/index.php?topic=158910.msg7526569#msg7526569)

Entry in about a month or so ;v Check details at linku.

Make that 2 vacant slots after Gigla's departure v;
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on August 05, 2017, 07:03:51 am
flails
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Zetaark on August 06, 2017, 01:52:25 pm

Yet another update for the 1.Salt Handbook




Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: I_Like_Pi on August 06, 2017, 06:49:43 pm
As discussed on IRC/Discord Magi Wars, my FEF (http://www.bay12forums.com/smf/index.php?topic=162289.msg7324728#msg7324728), is looking for one more player.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Deidei on August 09, 2017, 04:12:18 am
Ptw this thread
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on August 09, 2017, 02:52:22 pm
Here's the idea I had for Battle Mages:

Quote from: Imbue Arrow
Once per map the BM can combine a bow and a tome to make an attack, using QL from both. The attack uses the highest of STR or MAG (or none if using crossbows), and the highest of each stat of the weapons (including weight). The attack has an additional effect depending on the subcategories of the weapons used:
Fire+Recurve = Explosive Shot : adds bonus damage as if Ignis triggered, uses full stat if Ignis actually triggers
Fire+Longbow = Blinding Fireworks: target enemy and adjacents get -20 Hit debuff for 3 turns
Fire+Crossbow = Weapon Blaster: target enemy gets -5 damage done debuff for 2 turns
Wind+Recurve = Seeking Arrow: can't miss
Wind+Longbow = Tornado: target enemy and adjacents get -20 Evade debuff for 3 turns
Wind+Crossbow = Armor Piercer: target enemy gets -5 DEF/RES debuff for 3 turns
Thunder+Recurve = Death Knell: rolls for crit twice
Thunder+Longbow = Arc Lightning: adjacents to target enemy take half the damage target took
Thunder+Crossbow = Paralyzing Strike: enemy loses all MOV for 2 turns
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Tyrant Leviathan on August 09, 2017, 03:12:32 pm
Never played fire emblem. Now interested.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on August 09, 2017, 03:17:44 pm
Well there is at least one game accepting applicants right now! FEF6 run by Haspen! Feel free to look at it and signup if you want.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on August 09, 2017, 03:29:24 pm
Here's the idea I had for Battle Mages:

Quote from: Imbue Arrow
Once per map the BM can combine a bow and a tome to make an attack, using QL from both. The attack uses the highest of STR or MAG (or none if using crossbows), and the highest of each stat of the weapons (including weight). The attack has an additional effect depending on the subcategories of the weapons used:
Fire+Recurve = Explosive Shot : adds bonus damage as if Ignis triggered, uses full stat if Ignis actually triggers
Fire+Longbow = Blinding Fireworks: target enemy and adjacents get -20 Hit debuff for 3 turns
Fire+Crossbow = Weapon Blaster: target enemy gets -5 damage done debuff for 2 turns
Wind+Recurve = Seeking Arrow: can't miss
Wind+Longbow = Tornado: target enemy and adjacents get -20 Evade debuff for 3 turns
Wind+Crossbow = Armor Piercer: target enemy gets -5 DEF/RES debuff for 3 turns
Thunder+Recurve = Death Knell: rolls for crit twice
Thunder+Longbow = Arc Lightning: adjacents to target enemy take half the damage target took
Thunder+Crossbow = Paralyzing Strike: enemy loses all MOV for 2 turns

On second thought and after debate this is the new option for it:

Quote from: Imbue Arrow
When attacking, the Battle Mage can pick a bow/tome to complement their attack (if using tome/bow to attack respectively). The attack will behave as if the Battle Mage was using the primary weapon used and Ignis had triggered, and uses QL of both weapons. If Ignis triggers on this attack it will use the full stat instead of half.

Also hi new person! If you don't get in FEF6 there will eventually be new games, including beginner ones v:
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GiglameshDespair on August 09, 2017, 03:49:52 pm
So they could get +30 dam consistently on every attack if they pumped MAG? With crossbows they could get high crossbow base damage + mag damage so effectively xbows but with a damage stat.
Such it uses up a mage tome QL as well but who gives a shit about a use of Fire etc?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on August 09, 2017, 03:53:21 pm
Crossbows would need a special caveat that they cannot trigger Ignis normally, if needing to pump SKL and LCK too to get a 60% chance of geting +30 instead of +15 damage isn't enough. It would definitely help since the crossbows eventually falter to high defense anyways.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GiglameshDespair on August 09, 2017, 04:38:27 pm
From how you described it - "Ignis had triggered" - it implies they didn't need to roll to trigger Ignis. So they don't need to pump SKL and LUC beyond what is needed to hit in the first place.

Making crossbows an exception of Ignis is the kind of thing I'm against - it makes the rules ever more finnicky and labyrinthine, which is something FEF struggles with anyway. It would also mean an archer specced for other bows with ignis would never ever use a xbow as then they're not getting a benefit from their skill.

I suppose you could make a build that takes the specific skill to heal MAG as an archer, and level into battle mage. That would  make you change it, take ignis - lose healing but gain +MAG damage to them. Would be pretty good, I iamgine.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on August 09, 2017, 04:40:58 pm
They don't need a roll for half of MAG, but the other half needs the roll. And yeah, that would mean crossbows can get a lot of bonus damage unless we take the "doesn't use STR" as "doesn't get benefits from offensive stats".
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Zetaark on August 11, 2017, 07:31:50 pm

Once again, yet another update for the 1.Salt Handbook, this time with light magic changes, among other things

Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on August 11, 2017, 07:35:28 pm
Shield Wall granting crit doesn't make much sense to me. Maybe Evade would be better?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: OceanSoul on August 11, 2017, 08:58:33 pm
How about additional critical resistance?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on August 12, 2017, 09:11:56 am
I gave them crit since criteye but I could also give them damage or AS like musou or jousting does. I tried looking at the games but it gives them Impale which is just a super crit :v

Maybe 4x damage on crits or is it unnecessary?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on August 12, 2017, 09:16:19 am
Why would a shieldwall boost crit, of all things? Sounds like a defense booster.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on August 12, 2017, 09:18:56 am
Exactly. To my mind/way of thinking: shieldwall = focusing on using the shield to protect self and allies = attacks hit the shield, not the person, so no HP loss = Evade+ skill. Maybe Evade +5 or 10 for self and all adjacent allies?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on August 12, 2017, 09:28:35 am
+5 for self, +10 for adjacent allies?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on August 12, 2017, 09:34:27 am
Hero and Charisma already boost evade tho, the DEF boost is a bit more interesting. Otherwise I don't really know what to do with them. They have crit eye, S lances and that's it :v
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on August 12, 2017, 09:36:34 am
Well, when you put it that way, a bit of extra DR is preferable to increasing crit just by not dropping your shield.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on August 12, 2017, 09:37:58 am
Well, when you put it that way, a bit of extra DR is preferable to increasing crit just by not dropping your shield.
+1
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on August 12, 2017, 09:41:35 am
Bleh.

So 5 DEF for adjacents and 1 DR for each adjacent to the Sentinel?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on August 12, 2017, 09:54:35 am
Sorry if it seems like we're shitting on your idea but it's like... I dunno, it just doesn't make any logical sense for a basic, purely defensive item to increase your ability to kick dudes in the nuts. Unless the idea is utilizing the Dark Souls parry mechanic, but even then that would be better served as a sort of LOTW-style skill, where the character forgoes their attack to get increased crit chance on counter attacks for the round (still seems pretty powerful though >.>).

Anyway I'm not good with exact numbers, but that sounds OK-ish.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on August 12, 2017, 10:15:42 am
Well if the point of contention is the term shield wall, why not make it spear wall? Especially considering that the skill requires adjacent Lance users.

I think the Sentinel having more offense based skill compared to the alternative General defensive skills makes good gameplay sense.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on August 12, 2017, 10:41:05 am
Anything based off the soldier trainee, the most defensively-focused of the trainee classes, is bound to focus at least somewhat on defense.

Anyway, Sentinels have Critical Eye. That already makes them more offensively-oriented than Generals or what-have-you. But since Generals are focused entirely on making themselves as tonk as possible, it makes sense in my mind for a Sentinel's defensive focus to spread out a little to his/her allies.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Praefectus Screptum on August 13, 2017, 01:57:06 am
Ye, if you still to that ability at least change its name. Like Thousand Spears or something that doesn't sound defensive.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: wolfchild on August 13, 2017, 02:51:47 am
Ye, if you still to that ability at least change its name. Like Thousand Spears or something that doesn't sound defensive.

I was thinking something similar except all i would do is replace shield with spear in the name, and tadahhh

edit: unless there is already an ability called that, in which case my bad
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on August 13, 2017, 01:19:47 pm
Also FEF3 remake is a thing and it's recruiting :v

http://www.bay12forums.com/smf/index.php?topic=165192.0
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on August 13, 2017, 05:02:13 pm
GM guide skeleton WiP. If anyone wants to add input to a specific section I'd like to hear it. Obviously none of the tables are present yet.

Spoiler (click to show/hide)

EDIT: I also want to add some example map snippets with stuff to avoid and whatnot
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Twinwolf on August 13, 2017, 07:43:05 pm
Maybe some suggestions on enemy "AI" would be helpful? The uses of enemy groups that just aggro when someone's in range, the effect of enemies that just mob vs. enemies that use more refined tactics, predictability (alright, these guys prefer to attack those who can't fight back, then those who they do a lot of damage to and take little from, then those that they just take little from...) vs. unpredictability (These guys are moving either with more refined tactics than to mob or are just moving seemingly at random). Basically, a section to give an idea of how the enemies should *act* as well as the one about their stats and organization.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: I_Like_Pi on August 13, 2017, 11:31:31 pm
Rotting Empire (http://www.bay12forums.com/smf/index.php?topic=165219.msg7535456#msg7535456) is recruiting!
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Zetaark on August 14, 2017, 04:30:05 pm
Smaller changelog with some Knight changes and clarification edits.

Spoiler: 1.Salt Changelist (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on August 14, 2017, 04:31:58 pm
Beginner Emblem has a spot available! (http://www.bay12forums.com/smf/index.php?topic=164869.msg7536141#msg7536141)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on August 14, 2017, 04:53:11 pm
I'm not sure how I feel about Salt's Butler/Maid (henceforth referred to as "Servant") class ability. The class in general seems a bit strong.

Being able to recover half the HP you heal...that's very very powerful in the right circumstances. Give them a Mend staff and they'll outheal (in terms of total HP restored in a turn) a Priest with the same amount of MAG. The disparity only gets worse as they promote and gain access to higher-leveled staffs. And make no mistake; just about every Servant, unless intentionally gimping themselves, will specialize in the Healing subcategory and thus gain access to those higher-leveled Healing staves. Neither they nor any of their promotions derive benefit from Ailment or Buff staves, but all of them have skills devoted specifically to Healing. And those promotions just make healing staves even more effective.

I dunno. Probably just my in-born conservatism speaking but it seems like every time someone introduces a new class they tend to overshine existing classes.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on August 14, 2017, 05:02:52 pm
Being able to recover half the HP you heal...that's very very powerful in the right circumstances.

That's the thing of it. Priests have their selfheal almost always on, and they can heal their own status, but Servants need to use their action to get that benefit. It might be overspecializing a bit, which I don't like, but I didn't get any other good ideas to substitute with :v
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on August 14, 2017, 05:09:22 pm
Anyone that can heal is going to be spending roughly 80% of their actions doing just that, so that isn't really a compelling argument. Besides, with performers a Servant can heal themselves and others twice in a single turn, while priests not only get a single self-heal each turn but also have to survive until the next Player Phase in order to get it. If they go into the Enemy Phase wounded they may well get knocked down first.

There's also the minor fact that even after using actions to heal, a Servant can still counter enemy attacks. Troubadours can do that as well, but they don't get any sources of self-healing other than items.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on August 14, 2017, 05:16:07 pm
Servants pay for that capability with reduced options for staves, losing out on healing if they choose to perform anything that isn't healing, and split progression. They do have a higher ceiling as far as how much HP they can recover, but honestly they have a much much lower floor, and don't have a way to get around ailments like priests do.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on August 14, 2017, 05:17:56 pm
They're also forced to split their growths unlike Priests, so they're going to lose out on healing some there. A lot of the time dances go to not healers unless the situation is extremely desperate in which case it's not the worst thing in the world to gain a bit of healing.

A lot of higher level staffs don't actually heal for much more than the lower ones do, they just have range or heal multiple people. Add in that priests heal themselves with any heal staff not just a staff that heals people (so soothe, etc) and it starts to balance out. Especially with the changes that have been made to saint and the extra stuff they get now.

Troub has always been a bit of a worse of class, yes, though now they get extra growth to str/mag which should help them somewhat. In general, their promos are a bit more interesting compared to priest and I think they can compare to the Steward and Bodyguard, since bodyguard especially requires investing in def to be useful and steward requires investing in luck to have one of their skills be useful. It's forcing you to invest in two offensive stats, plus at least one other stat which leaves not a lot of room to invest in others, which I think helps balance things out some.

Also never say never when it comes to weapon subcats, people will do plenty of things if they think it fits their character concept :v

Edit: Also troubs get better subcats in first class, though not in promoted class which is maybe something we should consider looking at? Giving them S in one rank and B in the other maybe?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: OceanSoul on August 14, 2017, 05:27:54 pm
From what I can tell, "Servants" are supposed to be front-line healers. They're encouraged to be at risk of attack. Bodyguards are made to take hits for others, so the damage goes straight to them. Stewards have Miracle, to help them take a hit, and their slight increase of range..well, it doesn't really do much other than save money and encourage them to main a non-healing staff type, since lower rank staves now outclass some of their higher ranked versions by having greater durability. In fact, I had thought that maybe they should have an ability that lets them target an ally AND an enemy with (different) staves, as long as one was before their move and one was after (they would have to move).
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on August 15, 2017, 10:13:16 am
There was some discussing earlier about how performers don't really fit in with the other classes with how they work, so in an attempt to make them more similar to how the other classes progress, Ochita and I came up with the following:

https://pastebin.com/gB7GC2sQ
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Praefectus Screptum on August 19, 2017, 02:14:33 pm
For the GMs interested in the progress, the "lets expand the armory and give a shitload of weapons so players don't need to always pick between two over and over(Worst offender being rank C crush weapons, as both are weapons with some sort of effect)" is still going. Just in a very slow pace lately. PS: Replaced Wind with Water there, and still balancing.

https://pastebin.com/BUim22Z2

And "killer" weapons for the subcategories lacking them here. Again none of these are fully balance or tested, some might give an underwhelming result, so feedback is important when testing them. Also jesus, blugdeon and crush weapons suuuucks.

https://pastebin.com/eiZE9nDy
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Zetaark on August 24, 2017, 06:19:01 pm
Just a small 1.Salt update with some pokes to Merc tree and a merciful dagger.

Spoiler:  1.Salt 8/24 update (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on August 25, 2017, 03:24:14 am
hey look whos doing a thing (http://www.bay12forums.com/smf/index.php?topic=165324.0)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on August 25, 2017, 11:34:50 am
Dammit where are all of these FEFs coming from lately
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on August 25, 2017, 12:03:54 pm
DISCORD 8V
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on August 26, 2017, 06:11:09 am
Added new FEFs to the list v;
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Zetaark on August 27, 2017, 04:57:34 pm
More 1.Salt updates, this time with some weapon changes (mostly for steel weapons)

Spoiler: 1.Salt 8/27 update (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: OceanSoul on August 29, 2017, 07:40:19 am
Looking more some mugwork. Just need the structuring, so I can recolor myself. From this (http://www.feplanet.net/sprites-archive-character-chibis) site, the body of the mug second from top right under Sacred Stones, and the face of the mug fifth from bottom-right of allies under Blazing Sword. The left eye may need to be recenterred a bit, though, but otherwise it's fine.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on August 29, 2017, 07:49:46 am
Your link's broken dude. >.>
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: OceanSoul on August 29, 2017, 07:57:55 am
Your link's broken dude. >.>
Fix'd, and thank you for mentioning it.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on August 29, 2017, 08:01:08 am
No problem. So you want Sain's face and Joshua's body?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: OceanSoul on August 29, 2017, 10:09:04 am
I don't know their names. But I can confirm that both are males. Probably. Once again, the left eye may need to be recentered. Also, the one with the body is the the one without armor. Just in case that somehow got confused.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on September 01, 2017, 05:30:50 am
I just found or refound that Cavaliers have 8 CON starting as first class but they get 4+3 if starting from trainee. Same thing happens to Wyvern Riders, but not to Pegasus Riders. What went wrong here?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on September 01, 2017, 05:39:14 am
Miscalculations that carried over from the original document?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on September 01, 2017, 07:25:34 am
I just found or refound that Cavaliers have 8 CON starting as first class but they get 4+3 if starting from trainee. Same thing happens to Wyvern Riders, but not to Pegasus Riders. What went wrong here?

Check to see what numbers they need to get to 60 total stats and then penalize one of their other bonuses of needed
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on September 01, 2017, 07:32:39 am
How did that work? IIRC CON counted as two points of the other stats.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on September 01, 2017, 08:08:03 am
No just add Con and Mov in. Don't count extra mount mov.

60 points is for first class
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Zetaark on September 01, 2017, 05:02:42 pm
1.Salt updates ft base stat changes/alterations.

Spoiler: 1.Salt 9/1 change-log (click to show/hide)

Edit: addition of some mage promo bonus changes.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Chevaleresse on September 01, 2017, 05:08:14 pm
A pack of Fates-based promotions, for optional use, version 0.2. (https://pastebin.com/PjEcWA4L) Needs some feedback and ideas.
Contains:
-Kinshi Knight (renamed to Pegasus Hunter), a flying bow/lance class
-Oni Chieftain (Needs a new name, thinking Reaver for now), an axe/anima class
-Malig Knight, a flying axe/dark class
-Basara (renamed to Freelancer), a lance/light class
-Dark Knight, a mounted sword/lance/dark class
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on September 02, 2017, 09:06:42 am
So we were considering a bit of a buff to the axe tree since at first class it's a bit underwhelming. Here are the things we proposed:

-For Bandit: a new skill named Reckless Strike: on their turn the Bandit can choose to deal 3 bonus damage while lowering their DEF and RES by 3. The bonus damage only applies to the first attack if doubling.
-For Fighter: Clear a Path moved to Warrior and new skill named Precision Strike: on their turn the Fighter can make an attack with +20 Hit and -2 DMG. The attack can't double.
-For Pirate: Rapid Strike: on their turn the Pirate can double a target they couldn't normally, but both attacks have -15 Hit.
-For Swashbuckler: Perfect Balance now gives +10 bonus Crit if they have WTA.
-For Warrior: they get Clear a Path and it applies to any terrain with defensive bonuses. naw they good
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on September 02, 2017, 09:20:06 am
For Reckless Strike, how long are the defenses lowered? That one combat? The rest of the turn?

Also, it seems badly balanced. You're gaining 3 "stat points" but losing 6. I would drop the DEF/RES loss to 2 each, making it a bit more fair.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on September 02, 2017, 09:35:53 am
Only for that combat, and you're just taking 3 damage more regardless of who you attack.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on September 02, 2017, 09:41:10 am
Alright, that makes a bit more sense.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on September 02, 2017, 10:10:12 am
I think the language for Rapid Strike should make it clear that, if the pirate is already being doubled, they still receive two attacks. Essentially it should be: Make up to two attacks etc etc

For Warrior I talked about this in the chat, but combined with Rough and Tumble I think the capacity to ignore any defensive terrain/associated abilities is too much.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on September 02, 2017, 09:01:57 pm
-For Pirate: Rapid Strike: on their turn the Pirate can double a target they couldn't normally, but both attacks have -15 Hit.
-For Swashbuckler: Perfect Balance now gives +10 bonus Crit if they have WTA.

Said it before in the chat but might as well say it in thread: I like these two, don't care for the others. :P
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: I_Like_Pi on September 02, 2017, 09:14:53 pm
-For Pirate: Rapid Strike: on their turn the Pirate can double a target they couldn't normally, but both attacks have -15 Hit.
-For Swashbuckler: Perfect Balance now gives +10 bonus Crit if they have WTA.

Said it before in the chat but might as well say it in thread: I like these two, don't care for the others. :P

Same though bandit skill seems good.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Chevaleresse on September 02, 2017, 10:15:44 pm
i'm not a fan of Rapid Strike since it kinda. . . invalidates speed? Like I can see that being very easily exploited. I can maybe see it on a promoted class but that feels incredibly powerful for a first class skill.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on September 02, 2017, 10:23:12 pm
I still want it to be specified that it doesn't stop enemies from doubling. Also I feel like damage penalties over accuracy penalties would be more appropriate for it.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Zetaark on September 03, 2017, 01:42:15 pm
Small update with some axe classes

Spoiler: 1.Salt 9/3 update (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on September 04, 2017, 08:50:57 am
Next stuff to talk about:

-Mages dunking Meditate and getting Precision Strike: on their turn they can make an attack with +20 Hit and -2 DMG that can't double.
-Spies: Traps or not? New skill choices include Stillness when on defensive terrain and Backstab: bonus damage or crit when attacking a target with another ally behind.
-Renewal: 10% is crap, 20% is too good? Where does 15% fall?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Shogus00 on September 06, 2017, 02:12:14 pm
Where can I find the Game Masters Guide, Enemy Manual and the expansions?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on September 06, 2017, 02:15:42 pm
Those aren't made yet v:

They're on our backlog though.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on September 06, 2017, 05:07:53 pm
Where can I find the Game Masters Guide, Enemy Manual and the expansions?
Generally, any questions you might have about GMing that are too specific to be covered in the basic handbook can be answered by most current or previous GMs, including Solymr himself, Blade Master Model42 or BMM42, Haspen, I_Like_Pi, swordstar, and myself. But don't actually ask me I'm just a newbie gm

Statting enemies is a bit harder, but a starting rule of thumb is to put them a few levels above the players. I believe BMM42 also made a small thing for calculating enemy stats based on level; it's somewhere in the hub.

I believe someone named FOE once made a game based around the monster classes, but he left the forum a while ago, so I'm not sure where their statlines can be found. You can always try scouring the old threads like a GM-vulture. ;P
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on September 06, 2017, 05:11:14 pm
You know what the handbook desperately needs?

Prices for items. Obviously they should be open to individual GM interpretation, but a simple baseline for the value of iron vs steel weapons would be nice, or the average cost of a stat booster. Just to use two examples.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Haspen on September 06, 2017, 05:30:18 pm
Iron weapons are usually aboot 300, steel weapons aboot 450, vulneraries 300, concoctions 600, elixirs 3000? tomes start at aboot 350, while staves get from 500 and moar.

Stat boosters would be around 500-800 range :v

This is me speaking for prices in my games, but I modeled it after pricing in GBA Fire Emblems.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on September 06, 2017, 05:54:14 pm
I have a full list of the prices for FH late game shops and I've been using those prices throughout all the game and games. I can post that if you want.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on September 06, 2017, 06:01:52 pm
Nah, what's really needed is that GM guide. TBH that's something that needs more working on than a bunch of class changes.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on September 06, 2017, 06:05:54 pm
You can get cracking any time then, Sirus.

[edit] adds :P because i didn't mean to seem rude
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on September 06, 2017, 06:11:00 pm
Yes, I am clearly the most suited person to write a GMing guide. The guy with a single failed game to his name :P
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on September 06, 2017, 06:13:14 pm
If I can do it...
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on September 06, 2017, 08:55:01 pm
I really should work on the GM guide...
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on September 06, 2017, 09:11:54 pm
Rule number one: Don't do a Shields of Caermo Prologue.*

*For further information, see the Shields of Caermo IC Thread.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on September 06, 2017, 09:37:07 pm
Actually I already posted most of the guide sans tables and whatnot earlier in the thread.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on September 25, 2017, 08:40:42 am
This was talked over Discord, but we considered changing the Pirate's Rapid Strike to trading hit for AS in a 5:1 ratio, only on their phase and without it affecting evade to make it less cheesy. Opinions?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GiglameshDespair on September 25, 2017, 08:51:59 am
Eeeh.

Not a fan. It's not terrible, but...

No real use for pirates if they already have a high AS. The defensive use of avoiding being doubled in exchange for an unreliable counterattack is removed by making it PP only. It feels like it'd be useful if you were just marginally below the AS needed for doubling enemies and not very relevant otherwise.

It'd probably be better if it added an extra attack in exchange for a set penalty, in my opinion, or even trading damage for speed - it'd fit better with a lighter, faster attack, and two hits would do more damage than one overall, with a better chance of triggering various skills.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on September 25, 2017, 08:59:03 am
A problem with defensive use is that if you can't counterattack it's essentially free since you weren't gonna hit it anyways, but yeah in the EP it would be fine like with LotW.

The original iteration is another strike in exchange of -20 Hit on both attacks, but the cheese potential is there. There's also the fact that we're not that sure what Pirate's identity is. Trading damage for speed feels like more of a myrmidon or fencer skill, while we don't know whether to reward Pirates having high speed or compensate for them not having as much as other speed focused classes.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on September 25, 2017, 09:04:41 am
Maybe they have a once-per-map ability of smashing chests or something, so they don't need a key but it takes 1 use from their weapon?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on September 25, 2017, 09:17:17 am
Well, replacing the raid skill maybe, but it will be very circumstantial (like raid and sea walk) that they're a bit lackluster if the only have that.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on September 25, 2017, 11:08:19 am
I think a once per map shouldn't use weapon quality, so if we were going to do the chest thing I'd honestly say let them do it as often as they like. That said I'm not a huge fan of the concept.

Eeeh.

Not a fan. It's not terrible, but...

No real use for pirates if they already have a high AS. The defensive use of avoiding being doubled in exchange for an unreliable counterattack is removed by making it PP only. It feels like it'd be useful if you were just marginally below the AS needed for doubling enemies and not very relevant otherwise.

It'd probably be better if it added an extra attack in exchange for a set penalty, in my opinion, or even trading damage for speed - it'd fit better with a lighter, faster attack, and two hits would do more damage than one overall, with a better chance of triggering various skills.

I agree with pretty much everything here, and maintain that the 20 hit penalty in exchange for a second attack is a good framework, and that we can further balance it by giving a damage penalty if deemed necessary.

As for accusations of cheese: it is my opinion that the degree of cheese is the only thing worth examining. This game is at its best when we're examining how four different mechanics work together at once and using the result to upend a scenario.

That's just my opinion though.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GiglameshDespair on September 25, 2017, 11:24:24 am
Maybe they have a once-per-map ability of smashing chests or something, so they don't need a key but it takes 1 use from their weapon?
Once per map they can do what the thief does already slightly differently?

I'm not a fan of abilities like that because quite frankly they're not going to come up all that much, even in games where the GM goes out the way to set that stuff up. Depending on the map it's a decent chance to never be relevant at all, which is quite definitely bad.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Culise on September 25, 2017, 12:21:14 pm
I could see it being helpful if it weren't a once-per-map thing, actually.  It would allow parties to not feel forced into dragging a thief, spy, or scavenger along with them, hypothetically, since it would give them a non-sword chest-opener.  It might be necessary to make it a touch more expensive (say, two weapons-uses per chest) to avoid it being flat-better than a thief who needs lockpicks. 

That said, I'm not sure we've had parties feel "forced" to take a thief or scavenger with them.  Unlike the games, most GMs in games with parties lacking lockpicking don't tend to make unavailable chests just to taunt the players to my recollection.  At the most, they'll dump the job on an NPC.  As such, that particular notion might be a solution in want of a problem.  Rather, if it did become a problem somewhere/somehow, Pirates could simply be given the Lockpick skill directly.  :P
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on September 25, 2017, 01:07:04 pm
Pirates get Percussive Unlocking which is Lockpick except it's 2 QL of any weapon of their choice
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: IronyOwl on September 25, 2017, 02:56:02 pm
There's also the fact that we're not that sure what Pirate's identity is.
I feel like this is the real issue here. If you're not sure where you're supposed to be going, it's rather hard to get there. Thus far we've had like three different ideas people don't like because they're what another class does/should do.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on October 05, 2017, 06:25:09 pm
Hey Soly, should the mage trainee starting weapons be one of wind/lightning/worm so that they aren't slowed down automatically if not light magic? That's a pretty standard change across the board these days
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on October 06, 2017, 01:55:50 am
Yeah I don't know why it wasn't like that. It's in my own changes v:
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on October 06, 2017, 07:16:29 am
Also while we're at it, myrms get kinda con screwed. They actually have less con than thieves and if you go into slash which seems to be the intended path, you can only use one sword without losing speed for slash weapons plus a few thrust swords and the wooden sword. Fencers get the same con but they do seem to be more intended to run thrust as opposed to slash given class weapons.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Haspen on October 30, 2017, 11:52:54 am
IRC channel is going to get closed in about a month. People's are abandoning it one by one for Discord (which has much more channels and connects peeps from other forums also), and now that I can run Discord too, no point to loiter on obsolete things.

Up to CrickEt if he wants ownership to continue the channel but honestly I dun see point v;
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: CrimsonEon on October 30, 2017, 11:54:37 am
Yeah, no real point in holding onto the IRC. I'm going to try to file out of there as well and into discord, work permitting. It was a good run.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on October 30, 2017, 11:59:18 am
Exqueeze me but I need IRC for phone connecting. Mebbe after I get new phone I'll be able to run it but if you don't want ownership I could take care of it.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Haspen on October 30, 2017, 12:02:51 pm
Okay ;v
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on December 06, 2017, 03:15:34 pm
Here it is (https://www.dropbox.com/s/82q6s4rf7ujrs4q/Players%20Handbook%20v1.Salt%20Abridged.pdf?raw=1), the latest version of the handbook in a compact version.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Unlurking Sentinel on December 23, 2017, 10:32:00 pm
Pretty much just joined the forums for this game. Can't wait until a spot becomes open.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on January 05, 2018, 04:48:00 pm
http://www.bay12forums.com/smf/index.php?topic=168998.0

Doot doot new game by Gigla
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: randomgenericusername on January 07, 2018, 08:58:34 am
Could anyone help me with the mug please? I don't have access to a computer and my art skills are crap.  :(
I was thinking of something like Brendan from The Blazing Sword, but with black hair, dark red instead of yellow armor,  a small pair of fangs and slightly pointy ears for the more wolf-like appearance.

EDIT: I should probably put the mug request in the FEF hub.
Sorry, but could anyone help me with this mug request for monster FEF? Slitted pupils if possible, I don't know how hard is doing any of this so I don't know if I asked too much.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Furtuka on January 07, 2018, 03:23:13 pm
(https://i.imgur.com/2OAXWFB.png)

This good? I missed the slightly in your description at first so lemme know if the ears are too big.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: randomgenericusername on January 07, 2018, 03:40:52 pm
It's perfect! Thank you!  :D
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Furtuka on January 07, 2018, 04:13:14 pm
Glad to hear. Happy to help! ^_^

And now here's a full album of expressions for your use. (https://imgur.com/a/808T7)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: randomgenericusername on January 07, 2018, 04:25:41 pm
Oh my god, You're amazing!!!  :o
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Unlurking Sentinel on January 07, 2018, 04:42:20 pm
Wait, are we expected to have different expressions for our mugs?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on January 07, 2018, 04:45:25 pm
Technically most games don't even require mugs. Expressions are just something folks do to better emote and RP with.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on January 07, 2018, 05:05:23 pm
Also, some of us just like doing it. It can help express a character's personality if their casting mug's SFX looks like this (https://www.dropbox.com/s/mvkpmlv223xvekj/Casting.png?raw=1) as opposed to (https://www.dropbox.com/s/insvtngfcktjt46/Casting.png?raw=1) or (https://www.dropbox.com/s/xw6e3wugks3wh40/Casting.png?raw=1) or (https://www.dropbox.com/s/aakx041jpndvrny/Casting.png?raw=1) , for example.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GiglameshDespair on January 07, 2018, 07:34:09 pm
Also, some of us just like doing it. It can help express a character's personality if their casting mug's SFX looks like this (https://www.dropbox.com/s/mvkpmlv223xvekj/Casting.png?raw=1) as opposed to (https://www.dropbox.com/s/insvtngfcktjt46/Casting.png?raw=1) or (https://www.dropbox.com/s/xw6e3wugks3wh40/Casting.png?raw=1) or (https://www.dropbox.com/s/aakx041jpndvrny/Casting.png?raw=1) , for example.
Is... is lily swearing at the viewer...?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: I_Like_Pi on January 07, 2018, 07:35:01 pm
There's at least two fingers raised in there.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on January 07, 2018, 08:50:34 pm
I forget that's a thing in Britain. Uh, well, she might be making a rude gesture at the Ixion soldiers she's facing, so, yeah, that works. :P
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Parsely on January 08, 2018, 12:00:49 pm
And now I'm just imagining someone firing lasers out of their middle finger.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on January 11, 2018, 08:57:17 pm
Okay so it's come up in the chat a couple of times that Triangle Attack isn't really good on Valkyries, so there has been a call for possible replacements. Here's my suggestion:

Resurrection: Do not halve healing when applied to downed characters.

Not really gimmicky, real useful in the endgame, and will be useful even on Valks that don't spec into magic, because of base healing from staves.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on January 11, 2018, 09:15:30 pm
I'm voting yes on it, as I said in the Discord.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on January 11, 2018, 09:28:17 pm
Voting yes as well. Triangle Attack has basically never been used in the entire history of FEF.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: USEC_OFFICER on January 11, 2018, 09:30:14 pm
I was going to mumble comments about having a bonus to healing instead, for Valks that don't spec into magic, but then I double-checked the base healing from staves.

So yeah. Resurrection looks good to me. A guaranteed critical ain't bad but Triangle Attack is kinda bland and pretty much only going to be used on the boss of a map. Plus Resurrection is useful for less offensive-orientated Valkyries as well, such as those that promoted from Troubadour and so on. Thumbs up all around.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: RoseHeart on January 12, 2018, 12:58:52 am
Is there a handy online editor, or generator, for FE portrait?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: I_Like_Pi on January 12, 2018, 01:24:26 am
https://www.reddit.com/r/fireemblem/comments/7l6wuk/i_love_gba_fire_emblem_spritesportraits_so_i_made/

There is this.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on January 12, 2018, 10:09:24 am
You need to be careful with that though. It messes up shading because of how it handles things.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on January 12, 2018, 10:14:32 am
Oh right I should weigh in on this. Seems good but I want to ask if it would be too powerful with Recover/Rejuvenate, etc, even only for healing it could be quite strong to have someone at full HP immediately after getting downed.

I can't check right now but I think Nomad Healers have some variation of this as well? But for staves maybe it should take 2 uses of a heal staff to heal for full with Resurrection.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: USEC_OFFICER on January 12, 2018, 10:20:13 am
Nomad Healers do get a variation of this. Expert Healers makes it so that medicine affects downed allies for the full amount while staffs lose 2 quality for the same effect. Given that Nomad Healers are focused around making and using medicine, I don't think it matters too much? But if people think that the two abilities are too similar, then maybe drop the staff effect for Nomad Healers (and perhaps grant them a bonus to using medicine). If Expert Healer only worked for medicines and Resurrect only worked for staffs (with or without the extra quality loss) then I think that'd be fine. Just my 2 cents though.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on January 12, 2018, 10:22:01 am
If it's the only class feature they get, I don't think unhalved healing is too powerful. Those high end staves barely see use due to low HP numbers compared to dedicated healer stats, so giving them an actual use (full hp from down) would be a good thing. Plus those stronger staves already have low ql. Making it cost double ql would just disincentivize use of high level healing staves.

Though now that I think about it, it could create problems with fortify, the aoe heal staff. Maybe change that to only target allies who are up? Even without Resurrection, that staff probably shouldn't behave like Mercy's old ultimate.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on January 12, 2018, 10:37:13 am
Maybe only apply Resurrection when healing only one ally. Iirc there's also another aoe heal with range 1.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on January 12, 2018, 10:54:38 am
Fortify is the only one I can think of but I'd accept that change to the skill.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on January 12, 2018, 10:58:54 am
Fortify is S. Valks only get A rank staffs without discipline so it's a niche case at best. And it is the only one that can heal more than one person at a time.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on January 12, 2018, 11:02:42 am
It is? Huh. For some reason I thought it was A rank. Oh well, problem solved. That being the case I don't think we need a 'no multi heal' clause. Admittedly it could then be achieved through Discipline but if someone wants to build around that for a particular S rank item I wouldn't want to squash that.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: RoseHeart on January 12, 2018, 08:57:16 pm
Is there a handy online editor, or generator, for FE portrait?
https://www.reddit.com/r/fireemblem/comments/7l6wuk/i_love_gba_fire_emblem_spritesportraits_so_i_made/

There is this.

Anything online/phone compatible ._.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on January 12, 2018, 09:10:30 pm
It is? Huh. For some reason I thought it was A rank. Oh well, problem solved. That being the case I don't think we need a 'no multi heal' clause. Admittedly it could then be achieved through Discipline but if someone wants to build around that for a particular S rank item I wouldn't want to squash that.

This. +1

@roseheart: Sadly, I don't think so. I've never heard of one anyway.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Doomblade187 on January 12, 2018, 10:26:36 pm
If you don't mind someone building it for you, Shogus did my character Sprite for call of Kovitz.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on January 15, 2018, 02:50:30 pm
So I've been working for a few days on a FEF calculator and here it is!

https://www.dropbox.com/s/3wevjg5d2yafbqo/CALCULATOR.rar?dl=0

It saves character and weapon sheets for later use and gives out formatted results with rolled hit and crit. It doesn't do effective damage or other bonuses and skills yet, but that's on the list of things to add. For now, this should work as a basic calculator for FEF battles.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on January 16, 2018, 04:06:29 pm
https://www.dropbox.com/s/3wevjg5d2yafbqo/CALCULATOR.rar?dl=0

FEF Calculator now also has a level rolling function, enjoy ;v
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on January 16, 2018, 04:26:45 pm
You're doing God's work, Soly.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: RoseHeart on January 17, 2018, 12:35:19 am
Is there a collection of fire emblem head portraits somewhere I can I peruse?

Clarification: Ideally a website with a collection I can use w/o editing a image. For now I'd just cherry pick ones from old sessions.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on January 17, 2018, 03:48:25 am
You could look around in here: http://www.feplanet.net/sprites-archive
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on January 17, 2018, 10:03:04 am
Is there a collection of fire emblem head portraits somewhere I can I peruse?

Clarification: Ideally a website with a collection I can use w/o editing a image. For now I'd just cherry pick ones from old sessions.

You shouldn't take mugs that other people made without asking their permission just as an fyi
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on January 17, 2018, 10:07:16 am
if you do that you get executed by swordstar the shadow police
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: RoseHeart on January 17, 2018, 02:16:31 pm
Here is a collection of resources I found useful for someone without a PC/using a phone:

Helpful(?) Resources:
Some PC Tool (https://www.reddit.com/r/fireemblem/comments/7l6wuk/i_love_gba_fire_emblem_spritesportraits_so_i_made/)
OR
Sprite Map (http://i.imgur.com/TwEvuNP.png)
Online BG Remover/Resizer/Cropper (about 75 pixels tall seems norm) (https://www140.lunapic.com/editor/?action=edit-menu)
OR
Perhaps asking to burrow one from an old game here. But so far the one person I asked said no, so might take some luck/nice person. Maybe a 'stock/retired' character dump, would be useful for those not patient, artistically, or technologically inclined to make their own.

This is what I came up with. But for phone users..

(http://i.imgur.com/Gm5lqNn.jpg)"This won't be easy..."
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on January 17, 2018, 02:18:15 pm
If you have a good enough idea of what you want your character to look like, you could also try to ask someone to make it for you. Our regular sprite artists are generally pretty cool about that sort of thing.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GiglameshDespair on January 17, 2018, 02:48:22 pm
I mean, if you're that desperate, you could just use the ones used in the fire emblem games themselves.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: RoseHeart on January 17, 2018, 03:25:28 pm
I mean, if you're that desperate, you could just use the ones used in the fire emblem games themselves.

Google hasn't been my friend.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on January 17, 2018, 03:28:02 pm
Spriter's resource. Go to the gba part and scroll down the F section. They have sheets with all the mugs from the games. If you can make a mug you should be able to separate individual ones on your phone
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on January 17, 2018, 03:28:36 pm
You already got everything in the sprite map, all you need to do is use GIMP or some other image editor to grab them and modify.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on January 17, 2018, 03:29:31 pm
Fire Emblem 6, The Binding Blade / Sword of Seals. (https://www.spriters-resource.com/game_boy_advance/fireemblemthebindingblade/sheet/38458/)
Fire Emblem 7, The Blazing Blade. (https://www.spriters-resource.com/game_boy_advance/fireemblemtheblazingblade/sheet/38459/)
Fire Emblem 8, The Sacred Stones. (https://www.spriters-resource.com/game_boy_advance/fireemblemthesacredstones/sheet/14464/)


Download the files, pick your favorite person, crop out the background and bing bang boom you're done.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: RoseHeart on January 17, 2018, 03:38:05 pm
How about battlefield sprites? (GBA)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on January 17, 2018, 03:40:17 pm
FE6 (https://www.spriters-resource.com/game_boy_advance/fireemblemthebindingblade/sheet/53735/)
FE7 (https://www.spriters-resource.com/game_boy_advance/fireemblemtheblazingblade/sheet/47384/)
FE8 (https://www.spriters-resource.com/game_boy_advance/fireemblemthesacredstones/sheet/53755/)

There are a lot to choose from.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: RoseHeart on January 17, 2018, 03:42:31 pm
There are a lot to choose from.

Thank you.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on January 17, 2018, 03:45:03 pm
https://youtu.be/_ZpwDN7gdrY?t=36
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: RoseHeart on January 17, 2018, 11:40:36 pm
https://youtu.be/vyztAr3CBg0

I might be persuaded to be a guest enemy for a map, I'll just drop that offer here.

Spoiler: Cameo (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on February 03, 2018, 06:03:25 pm
For the record, the thing that Soly is talking about in the poll involves the performer changes found here (https://pastebin.com/gB7GC2sQ)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on February 05, 2018, 04:08:46 pm
Just dropping a quick note here so hopefully people will see it. Would rather post here than in the OOC of every game I'm in x_x

I'll be leaving on a sort of road trip this Friday, and I won't be home until sometime late Wednesday. I have no idea what my options will be regarding posting moves or RP in any FEF; there might be WiFi, or I might be using data, or maybe I'll just be completely incommunicado.  Will see how it goes.

Anyway, if I don't drop any sort of posts or messages by the end of Saturday I officially give permission to move for me in any game.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Caleocek on February 07, 2018, 02:54:14 pm
I'm bored because I'm not in any game.

I do stupid homebrews when I'm bored.

So here's a thing that'll never be used, but I don't care: I'm sharing anyway (https://pastebin.com/ZnTav7C6)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Rockeater on March 29, 2018, 02:09:00 am
PTW, I am not sure if I did it
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on March 29, 2018, 08:03:16 am
Alright so I've been working on developing new classes for the tome using category of units, which I will go ahead and place here as background for the coming discussion.

Spoiler: New Magic Classes (click to show/hide)

So as you may have gleaned from the spoiler, the weapons that the Baron receives is under discussion. I am currently lobbying for:
Dark/Light, Anima, and Lance. Three weapons, which is a fairly diverse kit.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on March 29, 2018, 08:11:29 am
I believe they should have Anima, Light, and Dark, as well as Lances. All three tomes gives them extra versatility and sticks a bit more to the original Baron class from the early Fire Emblem games. They also don’t have to pick a specific promotion path to decide their weapon proficiency, as is the case with Assassins.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on March 29, 2018, 08:33:54 am
Strictly speaking, the way I have it set up now, Tacticians get to choose Light or Dark, though Scholar is indeed barred from Light.

As to having four weapons: Barons would need to be locked at 4 C ranks, barring them from end game weapons and never being able to use something a first class unit could not. As there's a fairly sharp jump up between C and B rank weapons, this would leave Barons with low potential damage throughout the endgame. The only other class that does this is Bounty Hunters and they get Omni-Weapon to cover their weapon rank limitation problems.

Realistically, you really only need two of three weapons to have good triangle control, since you can beat two things and be neutral on a third. Having all three is just gravy, especially if you're getting a weapon off of the other triangle on top of that, as you suggest. This is another area where the Bounty Hunter beats the proposed weapon setup for Barons, since they get two and two, allowing for strong control of either triangle, rather than dominating one and dipping a toe in the other.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on March 29, 2018, 08:56:09 am
The point of Barons wouldn’t be dealing a ton of damage, though, in this case. Like their brothers the Knight and the General, they focus on reducing damage they would potentially take. Lessened damage is what Runic Armor is for, after all.

Bounty Hunters indeed have Omniweapon but they can’t use high-rank weapons nearly as effectively as a character with the required efficiency. No Weight reduction as well as a penalty for every rank they don’t have in that weapon really puts a damper on their versatility, even if it is pretty sweet to run around with Gespenst and The World and all that. Barons have a lot fewer options than Bounty Hunters.

Additionally, this hypothetical four-weapon Baron could easily ditch Runic Armor in exchange for the extra ranks. Most of your points about reduced effectiveness hinge on the “requirement” of reducing maximum weapon ranks in exchange for having more of them; why not just get rid of that requirement in the first place?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on March 29, 2018, 09:14:09 am
Because then they're more similar to BH only worse instead of being a unique class. I think keeping them to two magic options works better in the form of fef. While we draw inspiration from FE, we don't need to keep things exactly the same. Plus Runic Armor solidifies them as being a bit of a tanky magic class which is fairly unique and helps distinguish them from other magic options even more which is nice.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on March 29, 2018, 09:31:13 am
Bounty Hunter can use every single weapon in the entire game. Barons are restricted 1. to tomes (and lances) and 2. to weapons of a rank they have.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on March 29, 2018, 09:36:51 am
Yeah, so if you took their Runic Armor Skill away to facilitate more diverse use of those weapons that they have, they would be Bounty Hunters with less versatility and with armored. So... Worse Bounty Hunters.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: USEC_OFFICER on March 29, 2018, 09:37:56 am
The most important thing I have to really say about the classes is that 'Press the Assault' really needs to be limited to once a turn or something similar. As much of an edge case as it'll be, having a Tactician and Performer work together to blitz the enemy in a single turn is something to worry about.

Other than that it looks fine to me, but obviously the details could use a bit of tweaking by someone with more FE experience. Or at least someone with stronger opinions.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on March 29, 2018, 09:38:50 am
Barons don’t have a massive weight penalty on their higher ranks of weapons.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on March 29, 2018, 09:40:54 am
The most important thing I have to really say about the classes is that 'Press the Assault' really needs to be limited to once a turn or something similar. As much of an edge case as it'll be, having a Tactician and Performer work together to blitz the enemy in a single turn is something to worry about.

That is a good point. I'll add a clause to prevent it.

Barons don’t have a massive weight penalty on their higher ranks of weapons.

Bounty Hunters only suffer penalties on weapons above their skill ceiling. Barons can't use weapons above their skill ceiling at all.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on March 29, 2018, 09:43:49 am
Any Lances, Bows, Staves, Light magic, and anything Bounty Hunters have above C rank gets the weight penalty. That’s a lot of things.

Barons have the bonus of actually practically useful magic versatility.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on March 29, 2018, 09:53:15 am
I'd argue that a well built Bounty Hunter would be more useful than a well built Baron under the weapon skill distribution you suggest. They build too wide and short, and if their only class skill allows them to use more of the weapons they have access to, Omni-Weapon already does that better, because it gives them access to all weapons in their categories at a minor penalty, and everything else at a larger penalty.

If they keep Runic Armor instead, they get nothing above C rank. That means not even a Silver Lance.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Chevaleresse on March 29, 2018, 10:01:20 am
I believe I suggested Baron (or some renamed variant) be first class at one point, in order to provide more variety in Armored classes as well; I'd like to put that forth as an option again.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on March 29, 2018, 10:02:53 am
I’d support that, too, but prefer Barons being a promotion.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on March 29, 2018, 10:03:54 am
I believe I suggested Baron (or some renamed variant) be first class at one point, in order to provide more variety in Armored classes as well; I'd like to put that forth as an option again.

What tree would it belong to? What would it promote to? What skill would it have? Making Baron a first class is a pretty vague suggestion.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on March 29, 2018, 10:05:08 am
I'm not sure we need more armored first classes tbh. Even with the changes we've made to armored, it's still a fairly niche thing. It's not like magic which has so many items but was limited to three things. Armored is a class skill, not a weapon type that has only one or two classes that can use it.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on March 29, 2018, 10:06:28 am
Well, as far as I’m aware Armored is a one-class skill for Knights. Literally no other first class has it. It wouldn’t be unnecessary in my opinion.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Twinwolf on March 29, 2018, 10:10:03 am
I'd be fine with seeing Baron or similar as a first class, although I'm also fine with it being a promo. Their class skill is definitely more of a promoted class thing though.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on March 29, 2018, 10:12:49 am
If Baron is going to be a first class, we need to know where it's going to go, and what promotion options its going to have. If we make it a first class, that means we need two armored mag promos. Just going to point that out.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on March 29, 2018, 10:13:03 am
Well, as far as I’m aware Armored is a one-class skill for Knights. Literally no other first class has it. It wouldn’t be unnecessary in my opinion.

That's kinda my point. It would be like saying we need more Pegasus classes or Wyvern classes or more classes with the raid skill. What does it give us beyond more classes that are weak to armor slaying weapons? Giving it to things on promo is slightly different because promo classes are already more varied so adding an armoured skill isn't going to change that.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Chevaleresse on March 29, 2018, 10:13:35 am
Tree? Assuming you mean trainee tree, it'd probably come from mage trainee as a magically focused class, unless another set of trainees is being introduced (which is worth discussing, really, since mage trainee may need to be split up into anima and dark cats, alongside an additional potential split for priest trainee.)

Promotes and such would need to be determined, but there's a lot of space in what we could do with them. Ssme for class skill; Runic Armor could be used, though it'd be best to come up with something slightly more reliable imo.

(Off the top of my head, it could promote to the current version, and the additional promote could be General (inheriting their extant tome prof and gaining axes), an armored healer class (call it Hospitalier or something,) or whatever else we cam come up with.)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on March 29, 2018, 10:15:46 am
...Except we don’t? Because one first class and two promoted classes have Armored, while there are many more classes with Horseback/Wyvern/Pegasus.

And reducing it to “a weakness to Armorslayers” is pretty inaccurate, considering Armored actually does something in this version of the book.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on March 29, 2018, 10:18:58 am
...Except we don’t? Because one first class and two promoted classes have Armored, while there are many more classes with Horseback/Wyvern/Pegasus.

And reducing it to “a weakness to Armorslayers” is pretty inaccurate, considering Armored actually does something in this version of the book.

Err. There's one base class for each of peg and Wyvern and two each of promo. So that part is wrong. And yes it does more but my point stays the same. What does adding more classes with armored give? How are they different from knight? What makes them a unique class?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on March 29, 2018, 10:20:17 am
My mistake, I thought you meant the three mount types as a collective. It’s still not a lot.

Well, the Baron is a magic class, which is pretty different from being a Knight almost by default.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Chevaleresse on March 29, 2018, 10:23:01 am
Knights don't have tomes, for one. They'd be a magical class with a defensive bias, which currently doesn't really exist unless you force it.


I lump wyverns and pegasi together under fliers, personally, so we have two FC/4 promo.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on March 29, 2018, 10:23:55 am
It's a mixed class but also that doesn't change the fact that it's job is to be a tank as a first class, the only difference being at that point that it is better thanknight because range. Honestly if you're going to do that, just let knights chose from any type of weapon magic included and have them promote to general or baron.

And yeah my point was basically Wyvern and Pegasus are the same as armored. They're a skill on one class tree that gives a bonus and a negative.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on March 29, 2018, 10:24:31 am
Tree? Assuming you mean trainee tree, it'd probably come from mage trainee as a magically focused class, unless another set of trainees is being introduced (which is worth discussing, really, since mage trainee may need to be split up into anima and dark cats, alongside an additional potential split for priest trainee.)

Promotes and such would need to be determined, but there's a lot of space in what we could do with them. Ssme for class skill; Runic Armor could be used, though it'd be best to come up with something slightly more reliable imo.

(Off the top of my head, it could promote to the current version, and the additional promote could be General (inheriting their extant tome prof and gaining axes), an armored healer class (call it Hospitalier or something,) or whatever else we cam come up with.)

I really don't want this hypothetical class promoting to general. That's the Knight's thing and it ought to stay that way, and futzing with their weapon availability further is weird. If we were to do that, would Knights be able to take magic on promo? Even if the answer is yes, I'm not on board.

And since we'll be implementing either my suggested first classes or other ones to diversify the mage classes, we probably should separate mage trainee into anima mage trainee, light mage trainee, and dark mage trainee or something similar. That is a good point.

Runic Armor in the current form would need to be a promoted class skill, as building up to +6 Damage is strong as hell at first class. If you made the current version of Baron into a promotion for mini-baron, that could be an option, but I'm not really sold.

Hospitalier is an alright idea that I miiiiiight steal for Lightworker's second promotion if we don't otherwise use it. Though I'm not sure what class skill it would have.

My mistake, I thought you meant the three mount types as a collective. It’s still not a lot.

Well, the Baron is a magic class, which is pretty different from being a Knight almost by default.

Giving them a different weapon isn't enough to differentiate them. Sword Knights, Lance Knights, and Axe Knights are all still knights. Magic Knights wouldn't be significantly different.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Chevaleresse on March 29, 2018, 10:25:51 am
The job of 90% of first classes is to be a damage dealer, why don't we just drop down to Damager, Horseman, and Flier?

Exaggeration, obviously, but you can have two classes with passingly similar roles.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on March 29, 2018, 10:26:05 am
...No they’re not, because Armored is only damage reduction, while Pegasus and Wyvern give you extra mobility, increased rescuing ability, and the ability to ignore terrain. They’re in completely different classes.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on March 29, 2018, 10:28:07 am
...No they’re not, because Armored is only damage reduction, while Pegasus and Wyvern give you extra mobility, increased rescuing ability, and the ability to ignore terrain. They’re in completely different classes.

Yes and Pegasus and Wyvern gives a much wider range of things you're weak to. Larger rewards in exchange for higher risk.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on March 29, 2018, 10:29:29 am
With that logic Swords, Axes and Lances are the same, since you have a disadvantage and an advantage against another weapon type.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on March 29, 2018, 10:30:13 am
...No they’re not, because Armored is only damage reduction, while Pegasus and Wyvern give you extra mobility, increased rescuing ability, and the ability to ignore terrain. They’re in completely different classes.

That just means the bonuses they give are different. And because those bonuses are more powerful, there are more anti-class weapons that apply to them. You haven't really invalidated sword's point there.

The job of 90% of first classes is to be a damage dealer, why don't we just drop down to Damager, Horseman, and Flier?

Exaggeration, obviously, but you can have two classes with passingly similar roles.

You can but that doesn't mean you should. We've spent a lot of time and energy diversifying other classes (Bandit/Pirate as the obvious example), why would we double back on that?

If you want an armored mage class, they should ideally be filling a niche that isn't already filled.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Chevaleresse on March 29, 2018, 10:42:30 am
Note that I said passingly similar. They're presumably giving up Hold the Line and some amount of general durability in order to effectively use tomes, and whatever else we pick as a skill.

EDIT: Basically what I'm saying is that it's not unlike having three axe classes that are all generally hitting the same "bulky offense" niche.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on March 29, 2018, 10:49:10 am
Well, we've never given magic locked classes a stat penalty relative to physical classes before, so I don't see why they'd necessarily be less durable than a physical class. Other than that, the different skill is going to be the main thing if we do this.

I do want to know which school of magic they would have though, so I can figure out which class from my list I should cut. I'd prefer not Dark because the new ones I've got for that are pretty clearly defined already.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Chevaleresse on March 29, 2018, 10:51:58 am
I wasn't suggesting a stat penalty, to clarify; just noting that they're a mixed class and thus suffer from a lack of ability to specialize compared to Knights. Presumably they would lose a few points off of other stats to gain the same in MAG.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on March 29, 2018, 10:53:18 am
Oh, I'd assumed that the mini-baron was going to be a single weapon class.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: USEC_OFFICER on March 29, 2018, 10:58:02 am
I think that 'Tanky Magic User' is a niche that could be filled. The stats of most magic classes are not oriented towards Defence like Knights or Soldiers are, so they are going to be squishy unless players focus on covering that weakness. Making a magic-oriented class with good natural defences and a tanking skill sounds like a good idea to me.

Then again I feel like FEF could use more tanky classes in general so I might be a little biased here.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on March 29, 2018, 10:59:01 am
It would probably make more sense for them to be, hypothetically, Anima/Lances or somesuch.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on March 29, 2018, 10:59:37 am
Well I'm kind of addressing the tanky mage thing with the Ascetic class, so that's no longer an entirely unfilled niche.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on March 29, 2018, 11:02:33 am
I would posit that one class does not a niche fill. :P
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Chevaleresse on March 29, 2018, 11:07:38 am
Oh, I'd assumed that the mini-baron was going to be a single weapon class.
Well, all the currently slated promotes are mixed, so they'd have to give up any hope of being good with their future phys weapons in order to hit the same raw power as their Knight cousins.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: USEC_OFFICER on March 29, 2018, 11:08:58 am
Well I'm kind of addressing the tanky mage thing with the Ascetic class, so that's no longer an entirely unfilled niche.

Right. I forgot about that. That's good then. I personally would make a new promoted class for them that is focused more on tanking too but they certainly work as is.

I would posit that one class does not a niche fill. :P

Depends on the size of the niche. Tanky Magic User is probably a big enough niche to hold several classes but that doesn't mean it must be filled by several classes. One or two could easily work.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on March 29, 2018, 11:13:22 am
Oh, I'd assumed that the mini-baron was going to be a single weapon class.
Well, all the currently slated promotes are mixed, so they'd have to give up any hope of being good with their future phys weapons in order to hit the same raw power as their Knight cousins.

Or do a center build, but I suppose I see your point in this instance.

It would probably make more sense for them to be, hypothetically, Anima/Lances or somesuch.

So they would be an anima trainee promotion then?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on March 29, 2018, 11:15:09 am
Sure, that could work.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on March 29, 2018, 11:41:05 am
Spoiler: Updated mage stuff (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on March 31, 2018, 01:53:36 pm
Last magic class revamp, pending insertion into the coming game version

Spoiler: Updated mage stuff (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Unlurking Sentinel on April 04, 2018, 11:33:39 pm
So I had some ideas for an additional Anima class line that stick more to the whole "Nature Magic" theme Anima is given in the books.
Spoiler: Bad Ideas (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on April 05, 2018, 07:09:13 am
Ally of Nature looks like the mini daunt skill that performers had that no one liked and Cloud Nine looks like the old peg rider skill that got removed because no one likes weather... I'm also really cautious of putting someone in that encourages weather changes just because of how much weather sucks for everyone involved
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on April 17, 2018, 04:05:16 pm
New poll based on deciding the name of a thing.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on April 17, 2018, 04:14:12 pm
first
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Elephant Parade on April 17, 2018, 06:34:53 pm
PTW
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GM_3826 on April 19, 2018, 04:08:53 pm
PTW.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on April 19, 2018, 04:39:33 pm
Mordhau appears to be the winning name!

On that note, I believe it should be 5 Crit for 1 Damage based on the next math analysis:

Let's say you have 10 Crit (after dodge) and deal 10 damage. On a hit, 90% of the times it will be 10 damage and 10% of the time it will be 30 damage, the expected value being 10*0.9+30*0.1=12 damage. Therefore for this example 10 Crit is equivalent to 2 damage across many attacks.

For 10 Crit to be equivalent to 1 damage, you'd need to deal 5 damage, which is pretty crappy to begin with. Over 10 damage, even 5:1 means you're losing damage on the long run. Granted, on practice it works a bit different.

But also, PS wise 10 Crit and 2 damage are equivalent, and even if an equal value trade on command is strong, it's pretty much necessary for Mordhau to be anything more than a fringe skill. We're talking about turning the chance of a crit into reliable damage.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on April 19, 2018, 05:17:21 pm
The opportunity to turn critical hit chance into reliable damage is huge. The idea for why you shouldn't be able to get an 'equivalent' amount of damage in exchange for your crit chance is simply that that would make going for crits instead of damage only feasible if your crit chance was above 70% or thereabouts.

As this is neither an all or nothing or always on skill, the skill is primarily going to be used in three ways:

1. The user will give up their crit in order to raise their damage to the point that instead of leaving an enemy on low health after the exchange, it will kill them.

2. The user will give up a fraction of their crit to raise their damage potential to 1/3 of the enemies remaining health and hope for a crit.

3. The user will reduce their crit to in order to raise their damage to the point where an ally can deal the finishing blow.

Reaching any of these conditions is much easier if you decrease the cost of the skill, and would leave damage personal skills much less valuable on a mercenary than a critical hit personal skill, as the latter would give you more options without a downside.

Also we should consider Wrath and weapon crit as well. Wrath in 5 to 1 allows you to raise your damage by the equivalent of 8 STR. That's almost a third of the stat cap at final promotion. A killing edge gets you 5 extra damage. Consider doubling as well. Mercenaries may not have amazing base speed, but fast mercs certainly exist, and allowing them to gain such a great level of extra damage is too much in my view.

I don't think there needs to be parity between what you give up and what you get with a skill like this because you pick and choose when you do it and to what degree, so having the critical hit cost be a little high for what you get is not a problem to me, and will keep the skill from being overused.

So that's my stance on the 5 to 1/10 to 1 debate. Also if we start it at 10 to 1 and it's deemed too weak, we can always buff it to 5 to 1. This is also true of the reverse but people like buffs more than they like nerfs.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on April 19, 2018, 05:28:45 pm
Well, now that both sides have been argued we could make a poll to see what people think.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on April 19, 2018, 05:29:56 pm
You can't trust these degenerates, they think "Mordhau" is a good name for a skill
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on April 19, 2018, 05:33:11 pm
You can't trust these degenerates, they think "Mordhau" is a good name for a skill

Hey, I wanted Body Strike Blow, don't act like the Democratic process is broken because you didn't get what you want
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on April 19, 2018, 05:33:57 pm
ToO lAtE poll is made
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on April 19, 2018, 05:34:57 pm
Hey, I wanted Body Strike Blow, don't act like the Democratic process is broken because you didn't get what you want
But that's how democracy works! One side wins, the other complains that the democratic process is broken because they didn't get what they wanted, and then we all devolve into cannibalistic anarchy.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: IronyOwl on April 19, 2018, 07:09:51 pm
Hey, I wanted Body Strike Blow, don't act like the Democratic process is broken because you didn't get what you want
But that's how democracy works! One side wins, the other complains that the democratic process is broken because they didn't get what they wanted, and then we all devolve into cannibalistic anarchy.
I didn't even vote and I'm still seriously considering eating you all.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on April 19, 2018, 07:13:03 pm
I like how Irony's avatar seems to be directly responding to SB's statement.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on April 19, 2018, 07:19:35 pm
It's such a good avatar, isn't it?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GiglameshDespair on April 20, 2018, 09:23:51 am
Bit late to add anything but I agree with BMM42's points.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on April 20, 2018, 11:09:47 am
> Tie

Now everyone can be disappointed by democracy!
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Haspen on April 20, 2018, 11:14:54 am
Tis why I resort to good ol' despotism and set the rules the way I like them |v
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Deidei on April 20, 2018, 01:35:16 pm
Looks like I made it a tie again  8)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: USEC_OFFICER on April 20, 2018, 01:37:03 pm
Is this a sign that the exchange should be 15 crit for 2 damage? Straight down the middle, as it where?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on April 20, 2018, 02:39:58 pm
I understand that was a joke but in case someone else doesn't let me explain why that wouldn't work: even though 15 to 2 would create a mean in terms of crit for damage, this would effect the usability of the skill, since you'd need at least 15 crit to hand in order to activate the effect. You'd get very limited use out of it for the first half of first class I'd imagine.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on April 20, 2018, 05:50:42 pm
I mean, you would unless you took a PS for crit and took advantage of supports. A low-level first-class character could easily manage 20 crit or so using a PS, a Slim Sword, and maybe another 5 points from a C-rank support.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on April 20, 2018, 05:52:35 pm
Nobody wants to have to do all that in order to use a class skill.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on April 20, 2018, 06:09:52 pm
The argument was that you wouldn't get much use out of the skill as proposed (15 crit for 2 damage) at low levels. I'm pointing out that you could, quite easily, be using that skill as often as you like right out of the first-class gate.

If someone isn't using crit-boosting PSs or support bonuses because they don't want those things...well, they're never going to be getting a lot of use out of any version of the class skill without using high-crit weapons like the Killing Edge.

Example: In order to use the Merc's new class skill as BMM42 wants it, you absolutely need to cap SKL to get even a single point of extra damage off it. If you don't have critting weapons, supports, or crit-boosting PSs, the skill is basically useless. Face it, if you have a class skill based around crit you need to invest in it somewhat.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on April 21, 2018, 09:40:44 am
I mean, you would unless you took a PS for crit and took advantage of supports. A low-level first-class character could easily manage 20 crit or so using a PS, a Slim Sword, and maybe another 5 points from a C-rank support.

Well that estimate brings one up to 25 crit only, not even accounting for enemy DG, so you're not getting variable amounts to trade. Hence my use of the phrase 'limited use' rather than 'unusable'.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on April 21, 2018, 10:06:08 am
Enemy DG shouldn't be taken into account in the first place. Anyway, even if 15 for 2 is less flexible, you still get more bang for your buck in terms of hard numbers. More damage, and more crit to spare.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on April 21, 2018, 11:13:54 am
Dg already counts for little enough. And counting it from base crit instead of final crit leads to nonsense where an enemy has 20 dg and you have 20 crit, so you generate 2-4 dam for free.

Flexibility matters. If you were offered a choice between 5 to 1 or 10 to 2, you'd take 5 to 1 because they aren't the same even though they're mathematically equivalent.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on April 21, 2018, 11:24:35 am
Those two might be mathematically the same. 10-for-1 and 15-for-2 are not mathematically the same, so it isn't a real comparison.

Anyway, what's the difference between your scenario and an enemy with Fortune? You can't crit them either way, so why does one case get free damage while the other doesn't?

EDIT: I'm gonna suggest we go with 8 crit to 1 MT. It'll make calculations slightly more fiddly, but it's in that golden middle ground between all the suggested trade-offs (well, as close as you can get without involving fractions).
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on April 21, 2018, 12:32:19 pm
Those two might be mathematically the same. 10-for-1 and 15-for-2 are not mathematically the same, so it isn't a real comparison.

Anyway, what's the difference between your scenario and an enemy with Fortune? You can't crit them either way, so why does one case get free damage while the other doesn't?

EDIT: I'm gonna suggest we go with 8 crit to 1 MT. It'll make calculations slightly more fiddly, but it's in that golden middle ground between all the suggested trade-offs (well, as close as you can get without involving fractions).

To answer your question regarding fortune: it doesn't actually reduce your crit to zero, it just doesn't allow a critical hit roll. In that case the skill is a counter.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on April 21, 2018, 12:39:30 pm
I helped!
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on April 25, 2018, 05:35:37 pm
Okay well the ghost of Rapid Strike has risen again to haunt us. Here's the current version of the skill:

During combat they initiate, the unit with this skill can choose to take a 20 hit penalty. By doing so they gain a second attack if they were not able to make one already, as if they were doubling the enemy. This does not effect the target's capacity to double attack this unit.

The skill in this current form does have some drawbacks. If you're already doubling an opponent, you essentially do not have a skill, which can deincentivize speed growth. Also its kind of clunky and inelegant in how the skill works. A couple reworked versions were proposed today.

Alpha: -20 hit on all attacks allows the unit to make an additional attack. This additional attack would do half DAM. This version produces 1.5x DAM compared to not using the skill if the pirate is only capable of a single attack, 2.5x if they double. These calculations assume the pirate does not hit or crit, incidentally.

Beta: The unit takes -15 hit and a 3/4 DAM penalty on attacks they make, and gains one additional attack. This version produces 1.5x DAM on a single attack, and 2.25x DAM on a double.

Either of these options are simpler to implement than the current Rapid Strike. I was a little reluctant at first but the more I considered it the more I liked the idea of version Beta, but that's just, like, my opinion man.

Either of these skills mean that the Pirate is going to burn through their weapons faster and get less value per attack than if they were not using it, but that's another factor to the cost of the skill, the other factors being the hit penalty and damage reductions.

The other skill coming up for discussion is the new Mage skill for the new age, Arcane Barrier.

Alpha Version comes down to thus: The unit with this skill may use their action to expend a QL from an anima tome in exchange for a beneficial effect. This effect lasts until the unit uses this skill again, overwriting the previous buff, is reduced to zero hit points which removes the effect, or is subjected to an effect that would strip buffs from the unit.
Fire tomes grant DEF, Thunder tomes grant RES, Wind tomes grant DR (or eva, this is still under discussion). The exact bonus is based on tome rank.
E and D rank tomes provide a bonus of 1 (or 5 for eva), C and B rank tomes provide a bonus of 2 (or 10 for eva), and A and S rank tomes provide 3 (15 you get it)

The idea here is that the mage can use resources to set up a defensive boost that is capable of persisting for the entire battle if they let it. This is also why the bonus is relatively low, in order to restrict a skill with high uptime from overbalancing anything.

Beta version: arcane barrier: use your action and a ql from a tome to gain a MAG/2 shield with effects:
MT/2 DR if wind
MT retaliation damage for attacks if fire
MT*2 bonus evade if thunder

This is going to be tested in FEF3 according to Solymr. I don't have a lot to say about it right now.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on April 25, 2018, 07:51:30 pm
BOOP BOOP DOUBLE POST

Okay so the old Mount CON affecting weapon WT thing came up again and I think it's about time this gets addressed. Currently, the rules as written are very unclear at first glance how mount CON affects your weapon WT (for anyone confused: It doesn't.), and the AID stat is literally pointless. Also currently, having a high CON score can be a bad thing, as it makes being rescued harder, since you need someone with a larger CON than yours to rescue you.

To this end I have two proposals to fix the issue. I will lead with my preferred option.

Option A -OR- Burn It All Down
We desync CON and AID from the Rescue mechanic entirely. CON becomes solely used to mitigate weapon WT, and AID is just dropped entirely, like me when I was a child. Instead, any character of the same movement type (which is to say on foot or mounted) can rescue units of that same type. Mounted units can rescue units on foot. If there is popular outcry against this idea because wyverns are heavy boys, they can have their own tier above pegasi and horses but I don't personally see the point.

Pros: We stop punishing high CON (its a slap on the wrist but a slap is a slap), and fix the friggin' "but doesn't riding a horse let me swing this 8 foot sheet of steel at people" problem.
Cons: Change is scary

Option B -OR- Aid can pull its own WT
As AID is currently a useless stat, we make it not useless. CON stops being associated associated with the Rescue Mechanic. Aid stays being CON-1, and you need higher AID than your rescue target to rescue them. Mounts effect your AID, not your CON. Pretty simple.

Pros: Finally does something with AID, fixes the 'No, your horse does not let you reload your crossbow any faster' debate.
Cons: Doesn't stop punishing high CON but that's only a CON in relation to the other solution. In a vacuum this is a straight upgrade to the current system.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on April 26, 2018, 01:46:05 am
I thought I already implemented that second option in my book :v
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on April 26, 2018, 05:56:36 am
Rapid Strike: Option A
Arcane Barrier: Option A
CON/AID Debacle: Option B pls
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on April 26, 2018, 07:03:29 am
Rapid Strike: Option B
Magic Barrier or whatever: Option A
Mounted CON/AID: Option A
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Unlurking Sentinel on April 26, 2018, 08:42:52 am
Rapid Strike: Whichever, honestly.
Arcane Barrier: Option B, though I'd rather tie it to rank than to individual tome MT
Mounted CON/AID: Option B
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Chevaleresse on April 26, 2018, 09:49:32 am
BAB here
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on May 01, 2018, 04:26:32 am
Since the opinions stalled a bit I'm making a poll to see the popular opinion. First is Rapid Strike.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Elephant Parade on May 01, 2018, 10:46:04 am
Petition to rename Rapid Strike to Hasty Swing because that actually sounds like something a brigand would use
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on May 05, 2018, 05:54:30 am
Dammit yay

So the first option won (The extra attack deals half DMG. Pirate gets a -20 Hit penalty to all attacks.), let's move on to mage's Arcane Barrier.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on May 05, 2018, 08:05:21 am
Poll got restarted to add an abstain option, pointing this out for anyone who already voted.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on May 14, 2018, 12:08:12 pm
And the Alpha option wins by 1 late vote ;V

Now for the next thing. Troubadours won't be having Physical Training anymore, which means no bonus progression and D ranks for both staves and whatever weapon they pick. To fill in we thought of a new skill:

Healing Flow: When healing an ally with a staff, the unit with this skill may choose to apply this alternate effect. The target recovers 1/3 of the HP based on this unit's normal healing, and recovers the same amount at the beginning of their next two phases.  If a target of this skill is reduced to 0 HP, any remaining healing is lost.

Which means they would have a regen effect for 2 turns, allowing for prehealing and improving the value of higher ranked heal staves. But an idea also occurred that we could give this skill to Priests and give Troubadours Self Healing instead, or a variation of it. The reasoning behind it is that Priest selfhealing results in tankpriests that go into the frontlines to soak attacks, while Troubadours can't afford to use their weapons in case of counterattacks. Switching these would make Troubs into more of a combat medic, which the promotions seem to go for, and in my personal opinion reduce the cheese that comes from priests being able to tank so well.

And with that, poll is up v;
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: randomgenericusername on May 14, 2018, 12:26:58 pm
But I liked Physical Training.  :(
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on May 14, 2018, 12:40:51 pm
Physical training got the axe because slightly higher weapon ranks didn't seem to be doing anything appreciable for the class and the minor progression boost being of little enough note to be a non factor.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on May 14, 2018, 12:44:24 pm
Would have been nice to have an option to keep Physical Training instead of having it decided for us
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Haspen on May 14, 2018, 01:13:16 pm
Would have been nice to have an option to keep Physical Training instead of having it decided for us

Step 1: Grab whichever handbook is most suitable for u
Step 2: Add a spoiler titled 'Changes'
Step 3: Start a new game.

Simples! ;v
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on May 14, 2018, 01:17:28 pm
that’s not what i said
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on May 14, 2018, 04:02:44 pm
Give the poll an option to leave troubs as is, maybe? An option that says "Healing flow sounds terrible, if you must axe Physical Training find something else"?

Hell, how about a "do you even want to change the troub's skill?"
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on May 14, 2018, 04:03:42 pm
The first and the last sound nice.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on May 14, 2018, 05:06:19 pm
Ok I reset poll with more options ;v
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on May 14, 2018, 05:22:27 pm
I voted for option four, and I will tell you why.

The staff classes in general place way, waaaay too much focus on healing staffs. You have the Priest's Self-Healing, the Servant's Live to Serve, and now this proposed Healing Flow. Every single one of these either works best with a Heal staff (Self-Heal, which also works with ailment staffs for removing status effects) or ONLY with healing staffs (the other two). Just about every single priest, maid, and troubadour is going to specialize in healing as a result, unless there is a different character on the same party that is already doing so.

Healing is useful and all, but having three separate classes with three separate class skills all heavily focused on a single subcat is a little extreme. You look at the non-staff classes, and they have skills that are not dependent on any particular subcat. The staff users are an aberration in this regard.

If we seriously want to give the troubadour a new class skill, let's make it focused on something else. For example, did you know that Buff staffs get absolutely no class bonuses until promoted level? Ailment staffs don't get much of a boost either, only being useful for treating a priest's own status ailments. I'm sure we can come up with some better ideas than that.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: USEC_OFFICER on May 14, 2018, 05:36:50 pm
Something like using a Buff staff on two allies at the cost of extra durability damage/whateverit'scalled?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on May 14, 2018, 05:57:38 pm
Regarding the question of whether or not Physical Training needs to be removed:

Physical Training, as a skill, provides a second weapon category to the troubadour on top of their first category. We already have a system for assigning additional weapon categories to a class, and frankly we should be using that instead. This change would result in a minor reduction in weapon availability for the troubadour while allowing them to have a proper class skill that is capable of factoring into their ability to contribute in a tactical discussion.

The sub-ability of Physical Training, additional growths to STR and MAG of 10% each, does nothing to further that goal. While other classes benefit from their class skill more or less immediately, depending on the level of situationalness that such skills are occasionally subject to, the benefits of this bonus growth are both muddy and ever in the future. They never contribute to moment to moment decision making in game terms. While, on average, it represents a bonus of +4 to both stats in the very endgame, I think its very fair to say that this minor contribution does not do enough for the troubadour itself. The troubadour instead is forced to rely on building in very specific ways or relying on specific equipment in order to compete with classes that have better thought out class skills.

Some people have asked: Why healing flow?

Healing Flow was designed to facilitate the possibility of troubadours being able to recover health on multiple targets at a time instead of performing a full heal all at once. This can have the benefits of pre-emptive healing in the case of healing an ally about to enter a fight where they're expected to be damaged but (hopefully) not downed, or to heal someone already in combat who has taken relatively light damage and is expected to take more. Either way, health recovery continues to be a thing turn to turn, which allows the troubadour to either tend to other allies or even attack enemy targets. Obviously this skill has solid applications for troubadours.

Other people have risen the argument: Why not take Self-Healing, and push it somewhere else?

Okay I kind of get where we're coming from with putting Healing Flow on Priests and giving Troubadours Self-Healing because 'priests stick to the rear' and 'troubadours are armed so they do more fighting'. I am not in this camp and I will seek to explain why in as concise a manner as possible while being comprehensive. First off, troubadours do not need sustain any more than a standard combat class. Yes, they will occasionally get hurt, and sometimes they will channel Genji and need healing. This is true of all classes. What is not true of all classes but is true of the troubadour is that our mounted healing class has a mount. They can heal and pull behind the front line away from damage sources, or attack whatever they were planning to attack and pull behind the front line and away from damage sources.

Priests cannot do this. And often, priests will need to move to the secondary line in order to heal tanks or damage classes, putting them in vulnerable range of archers, mages, or any schmuck with a flexible range weapon. This is compounded by the fact that the priest is the only staff class that has no weapon access, which makes them an even more inviting target for any enemy. So the priest has to gormlessly sit there until his next turn before he can slink away from where he's fighting, which is fine because they have self-healing and can recover reasonable amounts of damage provided they survive until their turn. Wait a minute-

(https://i.imgur.com/fG9PKkr.png)

Oh no

So putting Healing Flow on Priests shoves them in the very rear of the party so hard it'll make their teeth rattle. They can't control their engagement space and won't be able to recover damage to their tantalizingly vulnerable torsos short of medicine or another healer. Maybe another priest who'll also be stuck back there for the same reason. On the other hand this makes the Troubadour so self reliant I'm not sure why you'd play any other healer at all. Being able to passively heal and control your engagement space means the only time the troub is going down is if they seek it out by willfully overextending. As soon as their HP drops, they have to retreat back for about a turn before running back out and being a dedicated combat class like everyone else. At least maids have to dedicate a turn to healing an Ally to recover their health.

Why is the new skill focused on healing? Why can't it be focused on ailments or buffs?

Well the short answer is because troubadours will be focused on healing regardless so they may as well get something that they'll actually use. The long answer is that, because sources of healing are limited and because HP pools are shallow relative to damage received from an individual enemy, Healing is super super busted and basically is required to be. This is because multiple units per turn are likely to be damaged. There will almost always be more damaged units than healers as soon as one turn into an engagement with a group of enemies. So a healer needs to be able to heal one ally up as high as possible, usually their HP cap, and move right along to the next suffering warrior. And because otherwise you may as well have another fighter, healing is much, much better than hurting.

Heal does 10+MAG recovery, obviously. Let's point out really quickly that this is an E rank staff. Do you know what other E rank weapons have what is essentially a MT of 10 while still interacting with a damage stat? Devil Weapons, and that's it. Some of the heavier categories get to 10 or above at rank D, but lighter weapons have to wait for as high as B class before seeing what is essentially 10 MT. Mend is double that and no weapon short of Armageddon, which is an S rank tome and is probably going to be thrown out can match 20+STR/MAG.

This may sound like I am pushing for a nerf to healing. I am not. Without major structural changes (nerfing MT across the board or increasing HP or both) healing in its current state is needed for groups to be functional the way we play this game. This is just an explanation of why your healer only ever seems to do healing instead of using buff or ailment staves, and why having a skill focused on either of those things would likely end up being wasted effort.

Anyway the discussion has been moving fairly quickly for a bit and I just wanted to address some questions that have come out of the recent poll.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on May 14, 2018, 06:10:31 pm
I'd like to note, for the record, that the idea of creating a skill applying to Buff or Ailment staffs was merely a suggestion. I'm not wedded to the idea because, like you say, troubadours will be using healing staffs much of the time in any case.

My only purpose for bringing up those other misbegotten subcategories was to point out the massive disparity in the attention healing gets over other possibilities. If every single class that can possibly heal has skills that are dedicated to healing, then things will only get worse. I feel we need to mix things up somewhat, and give units that can choose to fight rather than heal something that will help them in that regard.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Xanmyral on May 14, 2018, 06:41:00 pm
Surprise surprise, the reason they're misbegotten is because literally nobody uses them over heal staffs until you get an overabundance of healers.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on May 15, 2018, 06:22:58 am
Right, because most strategies involve staff users becoming mindless healbots who are wasting their turn if they aren’t doing anything except healing. Which is bad.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on May 16, 2018, 12:23:59 pm
Right, because most strategies involve staff users becoming mindless healbots who are wasting their turn if they aren’t doing anything except healing. Which is bad.

It's a consequence of the system how it is. To combat it you'd need deeper healthpools. Lowered MT across the board could also work but not as effectively.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Culise on May 16, 2018, 06:26:58 pm
Alternatives also include more innate healing and healing items.  If everyone has access to cheap Vulneraries, Concoctions, or Elixirs based on appropriateness for game progression, then the trade-off shifts from whether the healer should be healing or buffing/debuffing to whether the healer buffing/debuffing is worth the injured (or another) player healing themselves instead of attacking.

That, unfortunately, may still be a bit of an open question as well.  Eliminating enemies prevents all the damage they would deal in the future, making attacking pretty darn good (as it should be).  Certain debuffs can temporarily remove enemies and the Again buff is effectively transferring your action to another player, which is better in cases where you can't eliminate an enemy outright. 
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on May 16, 2018, 06:38:33 pm
Well vulneraries (not so much concs or elixirs) recover very little HP, so using them for mid battle recovery isn't very effective, since average single exchanges are going to have around 10 damage dealt to people getting hit.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on May 16, 2018, 06:55:12 pm
"You actually didn't do any damage to me but any damage I did to you will stick, and so will any I do to you next turn when you attack me again"?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Culise on May 16, 2018, 07:00:47 pm
Well vulneraries (not so much concs or elixirs) recover very little HP, so using them for mid battle recovery isn't very effective, since average single exchanges are going to have around 10 damage dealt to people getting hit.
Aye. I included them to consider the early game as well, but poking about, it is true that a single exchange can easily be 7-14 damage on average even at level 1.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: USEC_OFFICER on May 16, 2018, 07:03:20 pm
So would increasing the amount they heal be worth it or not?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on May 16, 2018, 08:11:55 pm
I'm not really sure. Vulneraries already heal the user for about half their HP pool at character generation. The more I think about this the more I think that boosting HP across the board is just the way to go.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on May 16, 2018, 08:21:43 pm
Man, we should run a test game to see how well increased HP pools across the board would turn out in an actual realistic scenario.                                                                                                                                                                    /s
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on May 16, 2018, 08:59:37 pm
Yeah but that'd be a lot of work and a serious long term commitment to test even a simple change to the system. I don't think we can realistically expect someone to do that. (http://www.bay12forums.com/smf/index.php?topic=167428.0)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on May 17, 2018, 05:45:42 am
well that’s just lazy
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on May 17, 2018, 07:34:45 am
And Healing Flow for Troubadours wins V:

Now we're moving to Battle Mage: the last update gave them both Ignis and Imbue Arrow, which is essentially an on-command Ignis that uses two weapon QL and can stack with the regular Ignis. This might be overtuning them from their previous status, so we're making this poll to see if you'd like Battle Mage to be less Ignisy.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on May 17, 2018, 07:45:49 am
I'm against making Imbue Arrow unstackable with Ignis as Ignis one of the few character skills really conducive to late game splits, and making them unstackable would badly neuter it's usage in the late game. That would make it an undesirable choice for Battle Mages, which I want to avoid.

I also want to avoid giving them both Imbue Arrow and Ignis, as Imbue Arrow is already going to give bonus damage to the tune of 8-12 damage per attack, which is more than enough for a class skill. Time and testing will tell if it needs to be reduced, but they clearly do not need both Imbue Arrow and Ignis.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on May 17, 2018, 02:01:23 pm
I'm with BMM42 on this. If a Battle Mage wants to use their Character Skill slot on Ignis, they should be free to do so without worrying about it becoming useless once they are promoted.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on May 17, 2018, 02:02:37 pm
...Imbue is always useless for battle mages on promo because you lose it once you gain access to magic weapons, which is what tomes are?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on May 17, 2018, 02:04:19 pm
Imbue Arrow, not Imbue v;
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on May 17, 2018, 02:05:01 pm
Imbue Arrow doesn’t go in a Character Skill slot??
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on May 17, 2018, 02:09:53 pm
I actually meant to type Ignis. Good lord that was confusing.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on May 17, 2018, 02:10:08 pm
;v
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on May 19, 2018, 01:44:58 pm
Removing Ignis wins! Next poll is a question about Guard.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on May 22, 2018, 05:15:15 am
Guard won't take an action, for now :v

Now for a question about Bounty/Treasure Hunters.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on May 23, 2018, 07:34:16 am
They don't get staves.

Next question is Commanders, this one because rallies are most useful when used at the start of a turn, and that might cause the Commander to fall behind the lines.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on May 23, 2018, 07:42:14 am
Counterpoint: Commanders are unlikely to fall further behind than one turn behind their allies if they choose to focus on their rallies, and rallies are strong enough to make doing so worthwhile.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on May 23, 2018, 07:50:11 am
Affirming statement: Commanders will only be behind their allies if they Rally without moving, allowing said allies to get the jump on nearby enemies with the provided bonus, but somehow manage to cleave through the whole group in on turn and keep going so the Commander has to move first order to reach them in time and repeat the cycle.

Which will almost definitely never happen. :P
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on May 23, 2018, 05:45:24 pm
I'm not sure I understand what is being asked? I mean, Rally is an action. Unless you're mounted (or a thief doing thiefy actions), you can't move after performing an action.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on May 23, 2018, 06:33:46 pm
I'm not sure I understand what is being asked? I mean, Rally is an action. Unless you're mounted (or a thief doing thiefy actions), you can't move after performing an action.

This poll is to determine whether we want to extend that privilege to Commanders performing rallies in the same way thieves get it after stealing/lockpicking.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on May 24, 2018, 07:16:16 am
Alright, with that question answered we must determine what to do with the Rallies themselves. Currently discussion has led us to three options. Please keep in mind that this poll will not be to determine balance, which will be addressed afterward if necessary, but rather to determine what manner of rallies will be available to the Commander.

Option 1: Default
The current version sees the Commander gain new Rallies at set levels.
Spoiler: 1.salt Rally (click to show/hide)

Option 2: Classic
This option was in place on the 1.2 Commander. While there are significantly fewer commands, the Commander has access to all of them as soon as they promote. The commands are also more powerful (excepting the Move order), but have drawbacks relative to their strengths. Further, unlike the 1.salt Rally, all of these commands last a single turn.
Spoiler: 1.2 Rally (click to show/hide)

Option 3: Remix
This option makes some changes to the 1.salt Rallies, removing the level requirement and paring down the list somewhat to restrict the number of options they have. As this is a new option, the values will not necessarily match the 1.salt versions of each respective rally.
Spoiler: New Rally (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on May 24, 2018, 07:25:45 am
Option 2 seems best from a book-keeping perspective; you don't have to remember on-going effects since they all last only one round. I'd propose in the Remix lowering Ready and Aim to one turn, but buffing the bonuses to 20 Hit and 15 Crit.

That being said I don't really mind if Option 3 wins as-is.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on May 24, 2018, 07:36:17 am
Option 2 pls, but we should lower the Hit and Evasion bonuses imo
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on May 24, 2018, 08:53:25 am
I pretty much agree with SC tbh
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: USEC_OFFICER on May 24, 2018, 10:50:10 am
Same. It seems to be the most understandable and enjoyable option(s).
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GiglameshDespair on May 24, 2018, 11:26:00 am
Everyone agrees with SC that option 2 seems best, but option 2 only has 2 votes, one of which is mine.

Hmm.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on May 24, 2018, 11:32:51 am
That's cause they're going for 3, the best of both worlds ;v
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GM_3826 on May 24, 2018, 11:49:48 am
I immediately understood after rereading SerCon's post and realizing that he was voting for a modified version of option 3 (e.g. option 3, but Ready and Aim only last for one turn)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on May 24, 2018, 02:44:54 pm
Exactly. I'm voting for a modified version of 3, like SerCon suggested.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Parsely on May 24, 2018, 04:09:41 pm
I like 1.2, the relative simplicity is really attractive.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on May 25, 2018, 06:14:30 am
Option 3 wins!

Now it's just a matter of the exact bonuses and stuff, but I think the rallies as posted in Blade's post are fine.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on May 25, 2018, 06:53:32 am
As far as I can see, there are basically 2 camps for this set of Rallies: Camp A likes the Ready Aim Fire set up, and Camp B wants 1 turn only buffs. Unless someone has a different line for us to vote down, lets vote based on that.

Spoiler: Option 1 (click to show/hide)

Spoiler: Option 2 (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Culise on May 25, 2018, 05:55:58 pm
I prefer multi-turn effects, even if the effects are weaker, primarily so that rallybots don't have to exclusively rallybot to keep their effects up.  Multiturn effects, especially if they don't stack, makes it easier to do different things in off turns by reducing the opportunity cost.

And that does mean that I'd personally go further than the proposed effects, but of the proposals, that's the one I prefer.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on May 28, 2018, 08:06:34 am
The 3-2-1 option wins, now we move on to Great Knight, because War Horse isn't enough for many people but there's no agreement on what to do with them :v
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on May 28, 2018, 08:43:47 am
My problem with the mitigation of vulnerability for the Great Knight is that it really steps on what makes Paladins good. Apart from that, the Knight already has a purely defensively focused promote, and doesn't need a second. That's why I'm pushing for anti-infantry skill on the Great Knight.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on May 28, 2018, 09:10:30 am
I do like the anti-infantry idea. Armored dudes on armored horses are pretty tough to take down for normal joes.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on May 28, 2018, 05:42:28 pm
With the Great Knight question answered, we are moving on to the Hero.

Lend Me Your Strength needs a rework on multiple levels. Right now it is overly complex, is too easy to keep active, and (by some metrics possibly I suppose you could make an argument for) possibly too powerful. So it seems like there are multiple questions here that are best addressed individually. It's also worth noting that the Warrior skill, Rough and Tumble, has a significant amount of overlap with this skill and changes here will probably be reflected there when we reach Warriors.

Spoiler: Stage 1: Scaling (click to show/hide)

Spoiler: Stage 2: Activation (click to show/hide)

Spoiler: Stage 3: Bonuses (click to show/hide)

Once that's all finished, I would also like to raise the question of whether or not the Hero requires Charisma on top of LMYS. I am of the opinion that they do not, but that can be left until the whole LMYS question has been finished up.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: TricMagic on May 28, 2018, 06:12:23 pm
Quick question, I'm running/Prolouge an FE game with Rtd elements, and I was wondering if there are character/class icons I could use on my maps-

Do you know of any?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on May 28, 2018, 06:31:07 pm
https://www.spriters-resource.com/game_boy_advance/fireemblemthesacredstones/sheet/53755/

This should suffice.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on May 29, 2018, 07:34:32 am
Great Knights now will also get Trample: +3 DMG and +3 DR against unmounted units.

Now moving on to the Hero. Poll is up with issue #1.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on May 30, 2018, 12:19:30 pm
Flat bonus it is! Next poll up.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on May 31, 2018, 02:16:51 pm
From now on LMYS requires 4 allies within 3 spaces. Next question is up.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 02, 2018, 11:15:27 am
It would appear that the people have chosen to allow Heroes to choose between DAM and DR. The current actual benefits up for debate currently are a spread similar to the one they used to have, and an entire mode switch between offensive and defensive stance. If anyone has any other options they wish to champion, it'd be best to post it here or in the mechanics channel in the discord.

Option A: While this unit is within 3 spaces of 4 Allies, they gain +10 Hit, +10 Eva, +2AS, and +2 DAM/DR. The Hero chooses between DAM or DR when they take their action for the turn, and the choice persists until the beginning of their next phase

Option B: While this unit is within 3 spaces of 4 Allies, they gain either +10 hit, +2AS, +2 DAM and +10 Crit, or +10 Eva, +10 DG, +2 DR and +2 AS. The Hero chooses between these two options when they take their action for the turn, and the choice persists until the beginning of their next phase
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 03, 2018, 03:32:07 pm
Poll updated.

The crit/dodge in option 2 has been a bit contentious, the point of that option is that the Hero can choose a package of offensive bonuses or defensive bonuses (sword and shield anyone?).
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: RoseHeart on June 04, 2018, 01:00:26 pm
Thanks again to Sentient Bowtie (http://www.bay12forums.com/smf/index.php?topic=137453.msg7670373#msg7670373) and others that pointed out resources to make my own FE style GBA portraits. I come here often just to find those posts again.

I imagine they would be useful enough that a spoiler marked "sprite resources" in the OP would make sense.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on June 05, 2018, 05:44:09 am
People tend to have the three mug images saved, I think. At least, I do.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Haspen on June 05, 2018, 05:58:29 am
I have downloaded them in 2013 and keeping them on muh computer ever since v:

Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 05, 2018, 07:04:14 am
Having the Hero be able to choose between DAM and DR is flexibility enough, possibly too much considering what bonuses they're already getting but we already voted on that, but having them be able to choose between a suite of offensive bonuses and a suite of defensive bonuses will make them *massively* powerful, allowing them to change to fill specific needs as they arise. For this reason I endorse only the first option where the only difference is in DAM or DR.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Haspen on June 05, 2018, 07:19:14 am
Announcing:

Mini Emblem on Forums. 6 playas, 4 chapterinos. I will butcher Saltbook for this.

In this particular instance, Trainees -> First Class (proboly will happen between Chapters 2 and 3).

So buckle up, Hatkat is coming back to GMing.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 05, 2018, 07:24:34 am
Lend Me Your Strength gives DR or DMG on the Hero's command, as commanded by the masses |v

Now one last poll to see if they get Charisma.

Also: 8V
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 05, 2018, 07:31:32 am
Just a note: LMYS already gives a pretty strong buff to Hero himself, and giving them Charisma to buff a significant portion of their allies puts them, in my opinion, well into the realm of being overpowered. And while Rough and Tumble for Warrior is not currently on the table, it will likely, as it is now, be based heavily on what is available to Heroes through LMYS, but they currently don't have a Charisma analogue. If Hero keeps Charisma, Warrior will need something to be competitive.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on June 05, 2018, 07:49:06 am
Keep in mind if you vote no on this Dread Fighter is likely going to lose Daunt, even though that skill makes sense for them to have. Also, I don't see a problem with just giving R&T a slight buff to make it better than LMYS to make the classes competitive.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 05, 2018, 07:51:10 am
I disagree, I think the benefits that LMYS and Rough and Tumble get are already very strong.

Also Dread Fighter isn't getting any changes, at least until the next version, and even if they did Daunt isn't the only option for skill removal.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Haspen on June 05, 2018, 08:32:36 am
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 06, 2018, 01:26:20 pm
Heroes won't get Charisma, leaving the toteming for someone else :v

Now it's Holy Guard's turn, with the new classes there's an overrepresentation of Anima, so switching Holy Guards to Light instead is an idea.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 06, 2018, 01:28:17 pm
Subnote on Holy Guard getting Light: Doing so would give us a mounted Light class. Just saying.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: USEC_OFFICER on June 06, 2018, 01:29:57 pm
Sounds like an endorsement to me.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Twinwolf on June 06, 2018, 04:49:38 pm
I'm mostly voting for it because I keep thinking they have Light anyway :P
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 06, 2018, 05:23:33 pm
I'm mostly voting for it because I keep thinking they have Light anyway :P

They're called Holy Guards! It just makes sense!
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GM_3826 on June 06, 2018, 05:23:56 pm
They have staves :(
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Culise on June 06, 2018, 10:17:18 pm
I'm mostly voting for it because I keep thinking they have Light anyway :P

They're called Holy Guards! It just makes sense!
Oh, and here I thought their RES/DEF preferred stats just weren't protecting them.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on June 09, 2018, 03:17:08 pm
I will say on the subject of the new poll:

Discord chat was largely a fan of Flare but were somewhat unhappy with the fact that it's just the RES version of Pierce. However, we couldn't really come up with much of anything else, so if you've got a suggestion, please put it in here. ^_^
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 09, 2018, 03:22:43 pm
So there's two big reasons to go with Flare over the current Mage Knight skill:

1. Spear and Magic Helmet is kind of bad for multiple reasons. Firstly, it only works in conjunction with specific equipment, which is bad for obvious reasons. But moreover, it doesn't even do it well, since the Mage Knight still has to deal with the high Weight of Magic Weapons without any weapon skill to reduce it. They can put STR into CON to rectify that issue, but forcing classes to take off-stats to use their class skills has been bad forever.

2. Flare is pretty good! It gives Anima Trainees an end path that is solidly focused on offense, where all other promotions are focused on utility or defense. And we already know it works because it's pretty derivative, which I would say is the only failing of the skill.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on June 09, 2018, 03:26:24 pm
Being derivative isn't inherently a bad thing, though. Plus it gives Anima users a method to fight other high-RES units that isn't "hide behind the rest of your team". It also puts them a little closer to Dark magic in this respect, which already has Luna, Hel, and Dulam for screwing over other mages.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on June 09, 2018, 03:45:50 pm
Why don't we just improve S&MH to rectify that second issue? Say, give C ranks in all physical weapons but limited to the magical variants. Combined with a MK's 9 base CON, that'd give them an effective CON of 11. Not quite enough to use magic weapons (except the Flame Shuriken) without penalty, but several weapons could be used with only a 1-point loss in AS. This is easily rectifiable with minimal STR investment, or even a stat booster or two.

I guess I'm getting massively outvoted here, but I always thought having a class focused on magic weapons was neat, considering how most campaigns are lucky to get even one because most characters don't bother. Way more interesting than Magic Pierce.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 09, 2018, 03:48:51 pm
That could be the next poll, whether to leave SnMH to just allow the use of magic weapons or also give them an automatic 2 reduction to their WT. But for it's own it doesn't really stand as a class skill.

If Flare is enough for them to not need SnMH we could give it to a different, maybe hybrid class.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 09, 2018, 03:53:32 pm
Flare is definitely enough to be a stand alone skill. That's clear enough from Wyvern Hunter having Pierce and nothing else. As for where we'd put SaMH, I suggest the trash because building a class around a specific subtype of equipment doesn't really seem like a good idea to me.

Honestly I'd still like to do a mechanic overhaul on Magic Weapons so we don't need a class tailored to them for them to be desirable in the first place, but that can wait until The Great Weaponing
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on June 09, 2018, 04:03:39 pm
We already do that, though. It's called Live to Serve and whatever the hell we gave Troubadours. We already build classes around using specific subtypes of equipment.

To a lesser degree, while class-unique weapons can be used by anyone in those classes, in many cases they get their best benefit if the character specializes in the subcategory of their class' weapon. It helps them handle the WT of those weapons more effectively.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 09, 2018, 04:07:46 pm
Those are healer classes and they're that way for a reason as an exception to how other classes are built. Not to establish a rule. We've gone over, at length, why staff classes are geared so incredibly heavily toward using heal staves. That doesn't extend outside the scope of healer classes.

Also the difference in a weapon rank is not analogous to a class skill at all.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 15, 2018, 01:50:05 pm
Mage Knights will get Flare from now on. Since it's a great skill they'll only keep the mobility skills v:

Next poll is for Paladin. Wary Fighter: the Paladin can choose on their turn (without spending an action) to cancel follow-up attacks (Brave weapon and Adept bonus attacks not affected) in all combats until their next phase for both combatants.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 15, 2018, 01:54:02 pm
So wary Fighter in this context allows a more generally applicable defensive bonus than nullify does (cancelling follow ups vs cancelling effective damage) and because it can be unimplemented at the paladins discretion they don't get punished for building for speed. And even on those occasions they do build for speed, bases and bonuses for spd on the paladin are not great, so except for anomalous builds, the skill should retain benefits against the fastest classes ie myrms and whatnot
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on June 15, 2018, 02:02:06 pm
Wary Fighter also works against ranged attacks, so if the Paladin feels like they're going to come under a lot of fire that they can't retaliate against they can pop it on to minimize HP losses.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 15, 2018, 02:27:15 pm
SLIGHT NOTE: Wary Fighter as presented heavily favors low SPD while doing nothing for high SPD characters like the first iteration of Rapid Strike, so I'll be resetting the poll with a second option:

Wary Fighter (B): the Paladin can use their action to take a defensive stance. Incoming attacks will be reduced to half damage, but the Paladin loses a counterattack.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 15, 2018, 02:31:51 pm
And even on those occasions they do build for speed, bases and bonuses for spd on the paladin are not great, so except for anomalous builds, the skill should retain benefits against the fastest classes ie myrms and whatnot

I suppose I'll reiterate here.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on June 15, 2018, 05:10:57 pm
why are paladins getting a knight skill
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 15, 2018, 05:23:46 pm
Cuz paladin skills suck v|

Also I vouch for version B so as to not be useless for high SPD paladins.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on June 15, 2018, 06:15:44 pm
 Wary Fighter: the Paladin can choose on their turn (without spending an action) to cancel follow-up attacks (Brave weapon bonus attacks affected, Adept bonus attacks not affected) in all combats until their next phase for both combatants. If the Paladin could naturally follow up on their opponent, they instead gain +20 Evasion.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 15, 2018, 06:58:22 pm
Brave weapon attacks aren't the same as follow up attacks. Also that last clause makes it waaay more powerful than the first version.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 17, 2018, 11:58:38 am
Paladins now get the A version of Wary Fighter for now if Rapid Strike is anything to go by

Now Rogue's Bag of Holding needs a revision in how it works, separated into various singular issues.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 17, 2018, 12:12:45 pm
So the obvious problem of allowing rogues to access the benefits of these sorts of items while they're in the bag of holding is that, in the first part, they bypass the main balancing feature that these items use: specifically, the items take up space you could otherwise use for weapons or medicine in exchange for the benefits given. Obviously if you have infinite storage this stops becoming a problem.

Secondly it allows buff stacking limited only by what the gm decides to give out in terms of buff items, since you can just put it all in the bag and convert your rogue into a shinigami.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 17, 2018, 12:32:27 pm
Well, that's a clear nope to that. Next issue is up.

To be clear this are the issues we're voting:

Can items transmit effects to the rogue whilst in the bag section of the inventory?
Can units apart from the rogue access the bag section of the inventory?
Can weapons be in the bag, not be in the bag, or only weapons the rogue can't use be in the bag?

If anyone else knows a thing that could be misleading or unbalanced, do post :v
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on June 17, 2018, 12:39:25 pm
My general argument for this is that otherwise it basically turns into the rogue always having to move related to everyone else. X person is over there away from an enemy but needs this item. Guess the rogue better go give it to them and not get to attack. Sure sucks for them but oh well! So they turn from a fairly independent unit into needing to always move based on the area they need to be. Whereas if other people can grab from them, it opens up flexibility and lets them move and attack or whatever first and then someone else can come grab stuff from them instead.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GiglameshDespair on June 17, 2018, 02:22:11 pm
They definitely shouldn't get buff item effects that are in the bag of holding, certainly.

Timewise, how much will they actually need to be handing other people stuff, though, relative to the lengths of a map? The stuff people will need most they'll already be carrying. Even if other units can grab items from them, in your hypothetical they're still going to need to be within a short distance of the other for gear to be swapped; their need to be close to others doesn't really change too much either way.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 17, 2018, 02:28:25 pm
Still pretty clear yes, so moving onto the last item.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on June 17, 2018, 02:31:53 pm
It's about move management is my point. The rogue being the only one that can trade out of it means that we can only get one item from the bag per turn essentially. Yes technically we can load things up on one person, but that still has the issue of limiting space, etc. So it forces the rogue to be the one doing the trading and the moving and positioning around other people every single time instead of having the flexibility to have anyone do it. Basically it just nerfs the skill in a way that I think is not good, especially when the Rogue's skills in general aren't huge. Locktouch is nice but niche since not every map will have doors or chests and trap sense is basically useless since the number of times traps have been used is like maybe twice and it was by PCs. So nerfing their one all the time useful skill feels bad.

This also plays into my thoughts on the last one. Not letting them hold weapons basically just makes them an item and medicine carrier. Items that give stats are 99% of the time going to be on people since that's where we want them to be and being a medicine pack mule will basically turn the rogue into a discount healer instead of being able to run off and do their job of grabbing chests, doors, etc. Plus if they open a chest with a full inventory and it's a weapon, that sucks that they have to drop things, etc. It is again a nerf to their skill that feels unnecessarily punishing for the class as a whole.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 17, 2018, 02:33:06 pm
Okay so with everyone being able to access any item held by the rogue, I think that rogues should definitely not be able to store weapons in the BoH. It will effectively turn them into a pack mule much more than it will facilitate the liberation of incidental items.

Allowing them to store anything essentially makes them Supply Lines capable of defending themselves and picking locks, which will prevent that manner of NPC from being used.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on June 17, 2018, 02:37:42 pm
The NPC that has been used like once and you're assuming every game will have a rogue. Arguing that they overlap a role with another class in the game isn't a great argument because not every class in the game is used every game.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Powder Miner on June 17, 2018, 02:39:08 pm
What does "liberation of incidental items" mean?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 17, 2018, 02:51:08 pm
What does "liberation of incidental items" mean?

Stealing shit.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on June 18, 2018, 08:28:13 am
Don’t remind him! Now he’s going to want to remove Supply Lines! :P

Also, I agree, because without being able to steal and hold weapons Rogues are more or less lockpick mules anyway.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 18, 2018, 02:22:02 pm
All weapons can go in the bag :V

We thought about any restrictions but they could be easily worked around by trading so nyeh

Next is a small issue with the Saint.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on June 18, 2018, 02:35:20 pm
Splashover is where if they miss with an ailment staff they can target an adjacent target for like... 5 hit or something like that. One extra distance cost. In case some people didn't know!
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on June 18, 2018, 07:04:39 pm
why would we, saints are only good as healbots
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Lenglon on June 18, 2018, 10:08:39 pm
Wording is vague. Does the change increase or decrease the chance of it working?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on June 18, 2018, 10:18:26 pm
It decreases it. Like if you have a 90% chance to hit and miss, currently the next target you would have an 85% chance to hit. But since that is a little powerful to most folks, the change would make it so the next target has a 45% chance to hit.

Edit: Or something like that, you have to take into account range and the enemy's resistances, etc. This is just a rough estimate kind of deal.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Lenglon on June 18, 2018, 10:21:02 pm
Does anybody actually use the ailment staves?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on June 18, 2018, 10:22:42 pm
Mainly just enemy forces. Player-side staff users are usually (not always, but usually) spec'd into healing staffs because they're more useful to the party. I think Gordon in GoR is an Ailment Staff specialist and, well, you see for yourself how many he actually uses.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Lenglon on June 18, 2018, 10:24:04 pm
So we're talking about nerfing something for being overpowered... that nobody uses because it's underpowered?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on June 18, 2018, 10:27:51 pm
Well, it's not underpowered as such. They could be useful; the problem is that healing other party members is nine times out of ten more useful than inflicting a status effect.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Lenglon on June 18, 2018, 10:29:41 pm
So there needs to be a staff-user class that is BANNED from using healstaves invented at some point? Else we'll never see ailment staves used?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on June 18, 2018, 10:46:12 pm
No. That's completely negating the point of them. And also the point of this. The point of this is that it's extremely powerful especially on enemies since enemies tend to do things that debilitate PCs more than they care about healing their own units. Very selfish in that way.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on June 18, 2018, 11:31:28 pm
Well, that’s because enemies don’t care about self preservation, nine times out of ten. They care about murderizing PCs as fast as possible, with healing as an afterthought if they can get away with it. PCs focus on keeping themselves and each other alive, and killing enemies to support these two goals. Faceless Soldier Dude #4 isn’t going to be much of a loss for the red team vs Saracen Clent, the Soldier With A Compelling Backstory, for the blue team.

But unless you want to make an entire map essentially a fight between PCs and a ton of GMPCs that are enemies this is basically how any given combat in a FEF is gonna go. Hence the omnipresence of heal staves for PCs and ailments for enemies.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on June 18, 2018, 11:40:23 pm
Sure. I never said it was a bad thing. I said it was a thing. I know why but the why isn't super important to the argument of this is pretty powerful in the hands of enemies especially as more GMs include class skills on most if not all enemies.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Lenglon on June 18, 2018, 11:56:50 pm
Well, then as an npc-only skill we need to assess it differently. Does it create interesting/compelling interactions and counterplay? It shouldn't be assessed for balance so much as for gameplay value. Because giving bosses or critical Npc enemies OP tools is par for the course.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Powder Miner on June 19, 2018, 03:30:06 am
It's not really NPC-only, it's just mostly NPC and that makes a world of difference in how it is to be considered. It's simply not been a thing for players because we've been mainly concerned with other things and ailment staves are a rarely explored niche, rather than ACTUALLY being intended solely for NPC use, and going "oh well noone uses this so why even consider the effect it could have in player hands" is somewhat like finding a disused square peg and trying to jam it into a round hole. Now, I'm not sure if it needs to be nerfed or not, but I don't find this a particularly lucrative train of argument, Lenglon.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Lenglon on June 19, 2018, 04:09:42 am
So is it a PC skill that is never used and therefore underpowered, or a NPC skill that isn't being evaluated on balance, and instead being evaluated on gameplay value? You can't have it both ways. Especially when each evaluation done separately gives similar results.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 19, 2018, 05:34:01 am
It is a PC skill that is essentially never used and is probably overpowered regardless of pick rates, since there isn't a direct correlation between what's good and what gets built around.

The issue with the previous iteration was that the ailment saint could get almost as good value from their action on an initial whiff (provided their target had someone adjacent to them) as if they had hit. Despite the fact that it hasn't really been played since, because there are only so many people willing to run these games and they only go so fast, it was noted that the skill is probably overbalanced, so we're addressing it here.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 19, 2018, 08:03:02 am
Penalty increased ;v

Next up is a tweak on the Sentinel's Shield Wall.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on June 19, 2018, 08:07:06 am
For reference, current Shield Wall is +5 DEF (not DR, does nothing against magic) and only +1 AS for every adjacent ally.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 19, 2018, 08:08:12 am
So the current shield wall does very little to benefit the sentinel themselves and does a significant amount for allies, essentially as good as maxed out armored against physical attacks.

Not only does this change resist magic, making things a little less lopsided, it reduces the ceiling for maximum def stacking, which is currently ridiculously high.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on June 19, 2018, 02:26:28 pm
So just to be totally clear on the proposed change:

Adjacent allies get +3 DR
The Sentinel themself gets +1 DR and +1 AS per adjacent ally.

Is that correct?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 19, 2018, 02:38:34 pm
So just to be totally clear on the proposed change:

Adjacent allies get +3 DR
The Sentinel themself gets +1 DR and +1 AS per adjacent ally.

Is that correct?

Yes.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on June 19, 2018, 02:50:26 pm
Sounds good to me, in that case.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 19, 2018, 02:54:59 pm
Sentinel change approved.

Now a Shadow Sword thing. Since Fencer doesn't have sneaking anymore their Shadow Strike skill goes. So here's a change for Marked for Death poll.

New version: As an action, the shadow sword can designate one enemy unit as 'marked'. All friendly units, including the shadow sword, gain 2 DAM, 10 crit, and 10 hit against the marked unit. If the shadow sword reduces their marked opponent to 0 hp, they may choose another target to mark without using an action. If the Shadow Sword is reduced to 0 HP, their current marked unit is no longer marked. Only one unit can be marked at any time.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 19, 2018, 03:00:12 pm
Point of order: people who aren't me wanted the 'ignores terrain' part of shadow sword to remain so we can do a separate poll after this one to address that


New Marked For Death deals with the one and done nature of old shadow sword by restricting initial placement and subsequent placement while also down playing the bonus from the skill slightly. But now you can do it a bunch of times.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on June 19, 2018, 03:00:56 pm
What was the original Marked for Death? For those folks without access to pdfs.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 19, 2018, 03:07:51 pm
What was the original Marked for Death? For those folks without access to pdfs.

The bonuses were +3 DAM and +15 hit and +10 crit, and it didn't cost an action to apply, but could only be applied once.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on June 19, 2018, 03:12:13 pm
Another question: what's the range on this mark? Can the Shadow Sword mark the boss from clear across the map?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 19, 2018, 03:16:21 pm
Another question: what's the range on this mark? Can the Shadow Sword mark the boss from clear across the map?

There is no range limitation on the mark.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 19, 2018, 03:16:39 pm
Yeah, but unless the party is all split up marking from across the map doesn't produce any benefits v:
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on June 19, 2018, 03:18:59 pm
I get that. I just think it should be stated somewhere that the mark has no maximum range, to avoid confusion.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 19, 2018, 03:38:16 pm
I get that. I just think it should be stated somewhere that the mark has no maximum range, to avoid confusion.

I would say that the range is not specified and it not being an attack makes indefinite range the default assumption
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 20, 2018, 03:37:04 pm
New Marked for Death is approved!

Now it's Swordmaster's turn. We gave them an evade bonus equal to the damage they deal in a hit, and now it's being debated if Single Stroke is too much with it.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 20, 2018, 03:49:04 pm
Actually before that we're gonna do a quick question about Faster Than The Eye.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 20, 2018, 03:56:51 pm
So there's essentially two schools of thought here: Permitting highest damage from any attack to turn out, which makes the output of the skill significantly more reliable and reduces the likelihood of the Swordmaster having a dead skill on a phase. It also makes the skill more useful defensively in situations where the Swordmaster can't make an attack on their turn.

Second school of thought only permits damage from the Player Phase, in order to avoid stacking with Leaf on the Wind. This is on the basis that the resulting eva bonuses could go too high to be reasonable.

Of course, giving up one counterattack *does* reduce the output for Faster than the Eye in the first place, and I think its more worthwhile to allow occasional stacking.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GM_3826 on June 20, 2018, 04:28:15 pm
For the record, I voted for option 3, but had I read BMM's post beforehand I would have voted for option 2.

So mentally subtract 1 from option 3 and add 1 to option 2. (It's not worth restarting the poll over, right?)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 21, 2018, 08:56:43 am
Okay so there has been some rather extensive discussion over in the mechanical channel on the discord regarding the possibility of displacing Spy, at the very least from the Archer Trainee promotion path. As a replacement, discussion led us to the following outline.

Hunter
Bow (D), Bow Subcat (C)
Preferred Stats would likely be something along the lines of STR,SKL, maybe? This didn't actually get any discussion
Skill: Flush Quarry- While on Defensive Terrain, the Hunter gains half the defensive benefits of the terrain as offensive bonuses, i.e. 20 eva and 2 DEF/RES becomes 10 Hit and 1 DAM.
Also, if the Hunter hits a target that is on Defensive Terrain, that target loses the bonuses from that terrain until they move.

Promotes to Warrior and Sniper/Assassin

So the outline we've worked up is pretty strong, and really it just needs final approval and a statblock and clean up of the Pref Stats to swap in for Spy for Archer trainees. I just wanted to post this in here so those that don't go in the mechanical channel much could get a look at it before we move forward with anything and share their thoughts. Also this is sort of an interest gauge.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on June 21, 2018, 09:04:59 am
I feel like the concept is pretty good, but wouldn't it be simpler to have the skill actually halve the defensive bonuses of a target instead of buffing the attacker for half? The current way of putting it seems a bit more complicated than necessary.

Also I'm of the opinion that we should leave Archer Trainees able to promote into Spy if they wish, just so the option of using bows as a Spy is present, but still add Hunter to their options. Doesn't affect my thoughts on the class itself, though. Good stuff.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 21, 2018, 09:09:22 am
Well Spies are currently under review for possibly being deleted outright so...

Anyway, the current iteration of the skill allows the skill to be of use if either the Hunter or the Target of the Hunter is not on defensive terrain (but not both at the same time I guess)

Though re-reading how I formatted it that may not be entirely clear so I'm going to edit it.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on June 21, 2018, 09:17:21 am
No more of this. You took Sneaking, you took Conditioning, now you want to take Spies?! What's next, Bandits too?? /s but not really

And ohh okay I got it now. I misread "if on offensive terrain" as "if the enemy is on offensive terrain"; this makes more sense.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 21, 2018, 09:21:43 am
No more of this. You took Sneaking, you took Conditioning, now you want to take Spies?! What's next, Bandits too?? /s but not really

And ohh okay I got it now. I misread "if on offensive terrain" as "if the enemy is on offensive terrain"; this makes more sense.

...Conditioning?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on June 21, 2018, 09:24:45 am
I think the name might have been Physical Training; I mean that Troubadour skill that gave 10% STR and MAG.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 21, 2018, 09:25:28 am
Oh yeah, that bullshit.

I regret nothing.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on June 21, 2018, 09:31:48 am
okay walhart
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 21, 2018, 10:51:48 am
Submitted for the approval of the council:

: Blade's Big Ol' List of Gameplay terms

Map: Refers to all Rounds on a particular set of terrain (notable for the Inquisitor and presumably not much else)
Round: Refers to a full set of Player, Ally, and Enemy Phases. (Notable for status counters and possibly some other things)
Phase: Refers to the either Player, Ally, or Enemy Phase, dependent on the allegiance of the unit activating the skill or what not. (notable for lots of stuff)
Turn: Refers to a unit's opportunity to do what they can within their phase. Is refreshed via performance. (Notable for many many things)

What a unit can do on their turn in this specific order:
Move: The unit can expend any or all of their MOV stat to travel a number of squares or activate an effect dependent on movement.
Trade: The unit can exchange items with adjacent units or equip items in their own inventory. Alternatively, a rescued unit can be moved between characters.
Action: The unit can attack, use an item, Rescue a character, Drop a Rescued character, or perform specific abilities based on their own skill.
Canto: If the unit has the relevant skill, they may use any or all MOV they have remaining to travel a number of squares.

EDIT: The idea here is to standardize some terms for things we have that don't yet have codified terms. This should help in the design space and to prevent misunderstandings of rules. In particular there seems to be a lot of confusion on what performances actually allow, especially in conjunction with the skills of refreshed targets.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Elephant Parade on June 21, 2018, 10:57:48 am
Fully support this. There was a long argument last night over whether Perform grants you "a new turn" or just "a move and an action". The rulebook is inconsistent on that, and it matters for skills useable "once per turn" like Charge.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GM_3826 on June 21, 2018, 11:47:39 am
I support this too.

Is Thief the only Thief Trainee promotion that actually works?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 21, 2018, 12:05:19 pm
I support this too.

Is Thief the only Thief Trainee promotion that actually works?

Well we voted to leave Scavengers as is.

But yes.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 21, 2018, 02:19:43 pm
Swordmaster's Faster than the Eye will now work in any phase. Now we can get back to the Single Stroke thing :v
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 21, 2018, 02:23:25 pm
So Faster than the Eye is about on par with other Promoted Class skills available to classes that have Critical Eye. That being the case, I don't think its appropriate for Swordmaster to get a variant that's almost three times as good.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GiglameshDespair on June 21, 2018, 03:41:31 pm
Mind posting the differences for us lazy souls unwilling to dig up our pdfs?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 21, 2018, 03:52:54 pm
Critical Eye: This unit gains a permanent +5 bonus to their Critical Rate. Their Critical Rate cannot go below 5.

Single Strike: The Swordmaster gains a permanent +15 bonus to their Critical Rate. Their Critical Rate cannot go below 10.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 22, 2018, 06:47:04 am
Swordmaster will keep Single Stroke as it is.

Now it's time for one of the new classes, one that we dubbed Templar:

Light (A/C) and Lance (A/C), they would have Quixotic as their main skill (even though most of the points are still up to debate): on command, the Templar and their opponent would gain a large amount of Crit. This bonus would remain for a full round, and would apply to any enemy that attacks the Templar on their turn. The Templar could maybe also get access to all magic weapons with Spear and Magic Helmet.

The first vote will be to determine if only Soldier promotes to this class (replacing General), or if Ascetic would get to promote to it as well (replacing Inquisitor). This would make both Ascetic promotions hybrid classes.

Edit: actually Quixotic would work only if both combatants are able to attack.

Editsquared: and maybe not actually on command.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 22, 2018, 06:51:01 am
It's my opinion that Ascetic should be barred from promoting to Templar, as doing so would make both of its promotions split class, something we just fixed on Fencer not long ago. I don't see why we would do the same to ourselves now. Having Soldier be the only path to Templar is neither unprecedented or even a problem at all.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GM_3826 on June 22, 2018, 12:43:02 pm
It's my opinion that Ascetic should be barred from promoting to Templar, as doing so would make both of its promotions split class, something we just fixed on Fencer not long ago. I don't see why we would do the same to ourselves now. Having Soldier be the only path to Templar is neither unprecedented or even a problem at all.

I agree. If Fencer promoting to two split classes was a problem before, I don't see why we'd do that with Ascetic now.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 22, 2018, 03:25:35 pm
The Templar is now exclusively Soldier promote.

Now for details on Quixotic. It would give both combatants large bonuses if they're both able to attack, but the activation method is still unclear.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 22, 2018, 03:31:42 pm
Alright so the whole design philosophy behind quixotic is life or death. Victory or Defeat. Heaven or Hell (let's rock). The Templar is gonna run in and either kill the enemy in spectacular fashion, or die in spectacular fashion.

Well not strictly speaking but that sort of evocative design is what we're going for here. Obviously this skill is going to be pretty powerful considering that controlling engagements to limit who can slap whom is a fundamental component of the game. Allowing the Templar to further limit enemy capability by being able to choose whether or not quixotic is in play tilts the balance of the skill too far into the hands of the templar.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Chevaleresse on June 22, 2018, 06:28:37 pm
Agreed with BMM42. It's already not hard for a Templar to securely engage backed up with the rest of their team; not having to worry about the risk when they can't makes the skill too powerful.

Though, I suppose you could find some sort of compromise in making it require a full action (as in, forgoing your attack) to turn it on and off, or some other limiting mechanism.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GiglameshDespair on June 23, 2018, 08:27:07 am
I'm fundamentally against a skill that buffs enemies with no option on the player's behalf.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on June 23, 2018, 09:02:35 am
That's a good point I hadn't considered before voting. I want to change my vote from option one to option two.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 23, 2018, 10:54:38 am
After the switch the result is that choosing when Quixotic is active wins. Next poll determines if this choosing has a restriction.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on June 23, 2018, 11:22:39 am
What if we want to leave it unrestricted and leave the crit bonus at 30? What kind of poll is this?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 23, 2018, 11:34:38 am
Yeah I think the actual bonuses should be a separate issue entirely.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 23, 2018, 11:44:04 am
What if we want to leave it unrestricted and leave the crit bonus at 30? What kind of poll is this?

That's the first option.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 24, 2018, 01:21:08 pm
Quixotic will take an action to switch on and off. Now to determine actual bonuses.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on June 24, 2018, 01:22:11 pm
How does it interact with Fortune?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 24, 2018, 01:24:01 pm
That'll be the next poll. Whether Fortune overrides Quixotic or Quixotic overrides Fortune, and if the DMG option comes on top maybe if Fortune only nullifies the crit part. But the bonuses have to stay the same for both combatants.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 24, 2018, 01:25:24 pm
So after this vote we'll need to determine how Fortune interacts with the skill. Assuming that the skill only provides crit, Fortune will likely need to 'deactivate' when Quixotic is activated.

The other options are likely to be Fortune functioning normally (possibly viable on a damage and crit Quixotic but pretty overpowered if its Crit only), or for the most bizarre version, Fortune and Quixotic interacting so that the enemy has a base critical chance of what is granted by Quixotic that can not be modified.

Anyway I'm pushing for DAM and Crit to avoid having weird skill interaction.

Edit: I got ninja'd bad, send help.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on June 24, 2018, 07:49:33 pm
where’s the option for quixotic granting hit + crit
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on June 24, 2018, 07:50:57 pm
Only in your dreams, apparently.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 24, 2018, 07:53:25 pm
where’s the option for quixotic granting hit + crit

No one suggested it which makes a lot of sense considering that Templar is going to have lance and light, both of which are pretty reasonably accurate but could stand to gain damage.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 25, 2018, 07:13:51 am
+3 DMG and +15 Crit option wins! Now to see how it interacts with Fortune.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 25, 2018, 07:20:12 am
Quixotic at this stage has enough going on in terms of damage that I think its fair for Fortune to not need a special interaction with it, which is what I voted for. If Fortune absolutely cannot be permitted to work normally, I would favor the 'set enemy crit to 15' option instead, so that having Fortune doesn't become a waste if someone wants to use the Templar's abilities.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on June 25, 2018, 09:56:54 am
I have a real problem with Fortune working normally because that's a huge buff to the skill. It completely removes a big chunk of the downside to the skill making it a lot more powerful. I'm pretty clearly going to lose this debate but I still feel like allowing someone to take a good skill and then completely negate the bigger part of the skill is not great since crit has a chance to do a lot more damage than the +3 damage
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on June 25, 2018, 09:57:38 am
Jesus Christ, that many people want Fortune to work normally?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Chevaleresse on June 25, 2018, 10:01:53 am
Worth pointing out that most of the balancing factor around Quixotic is the huge risk factor behind it, and the power of the skill in regard to tanky builds was already highlighted as a potential issue. Allowing Fortune to work normally will make it essentially a must-have for Templar characters, as the only skill that would come close to competing with it in utility would be Vantage, which is cost and therefore difficult to work into a mixed-class build.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on June 25, 2018, 10:17:21 am
Well it isn't cost anymore but yeah. I'm glad someone was able to express my thoughts so much better than I was :v
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 25, 2018, 10:47:27 am
I think I'm gonna remove that last option because it goes against the "equal bonuses" core of the skill :v
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 26, 2018, 08:02:24 am
We'll leave Fortune working normally until we see if it's unbalanced.

Next up is Warrior: should Rough and Tumble be equated to LMYS? Let's start working on that.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 26, 2018, 08:07:19 am
(https://media.discordapp.net/attachments/411274682583482378/461154934197452810/for_example.png)

This is an illustration depicting the number of available spaces for enemies to occupy to activate Rough and Tumble at a 3 tile radius. Note that if a 4 tile radius were to be used, it would cover 40 spaces.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 27, 2018, 09:40:39 am
Okay, with Rough and Tumble tweaked, that finished up classes! Hurrah! Though we may go back briefly to introduce Hunter after other issues are hammered out.

Speaking of: Terrain. There's a bunch of crap about it in the book that gets ignored. Lets have a version we all more or less agree on using.

Here's my proposal.

Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on June 27, 2018, 03:19:41 pm
Two questions.

First, is there a reason you went with DEF/RES all those times instead of a simple DR?

Second, unless Omni-movement got changed recently it only raises the move cost of tiles like Ocean and Mountain by +2. So unless you're intending to give Wanderers a move cost of 7 on oceans (thus making them all but impassable), giving them a move cost of 5 when water-walkers have a cost of 2 makes no sense.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 27, 2018, 03:36:37 pm
Here's my counterproposal for terrains. Since GMs can modify and add their own terrains, I think it's best to leave just the more basic types of terrains down.


On that note, Warrior's Rough and Tumble activates with 3 enemies within 3 spaces now.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 27, 2018, 03:42:35 pm
Two questions.

First, is there a reason you went with DEF/RES all those times instead of a simple DR?

Second, unless Omni-movement got changed recently it only raises the move cost of tiles like Ocean and Mountain by +2. So unless you're intending to give Wanderers a move cost of 7 on oceans (thus making them all but impassable), giving them a move cost of 5 when water-walkers have a cost of 2 makes no sense.

Omni-Movement did get a reword. Any terrain with a MOV cost higher than 1 has its cost reduced by 1 for the Wanderer.

Also yes, DEF/RES is mechanically distinct from DR, because DR doesn't apply to the staff hit formula or critical hits.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on June 27, 2018, 03:49:21 pm
Hold up, in what way does DR not apply to critical hits? It's damage resistance.

I can understand it not applying to staff hit formulas, since staffs don't actually deal damage, but DR should function exactly the same as DEF and RES when it comes to crits.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 27, 2018, 03:54:07 pm
DR applies only to final damage, which would be one step after the multiplication of the critical hit.

Examples:

Spoiler: 2 DR (click to show/hide)

Spoiler: 2 DEF (click to show/hide)

The reason we did this was to widen available design space. Otherwise you may as well replace any instance of DR with DEF/RES. Why would we even come up with a new term if it just worked the same?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: TricMagic on June 27, 2018, 03:56:25 pm
Differences between Speed and AS?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 27, 2018, 03:57:51 pm
Differences between Speed and AS?

AS can be modified by WT on equipment that can't be compensated for by a combination of weapon skill and character CON. SPD can't be reduced.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: TricMagic on June 27, 2018, 04:05:02 pm
(SPD - [Weapon Weight - {CON + Proficiency Bonus}]). Any Negative counts as 0.
Speed
Weapon weight 12  -   {6+3=9}  =  12-9 = 3

So Speed -3=AS

Personal Skill triggers. +2Spd =+2AS
Same result, but Speed is used for more things?

I think this is correct, unless something changed about combat. 
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on June 27, 2018, 04:09:14 pm
DR applies only to final damage, which would be one step after the multiplication of the critical hit.

Examples:

Spoiler: 2 DR (click to show/hide)

Spoiler: 2 DEF (click to show/hide)

The reason we did this was to widen available design space. Otherwise you may as well replace any instance of DR with DEF/RES. Why would we even come up with a new term if it just worked the same?
Because DR is faster and simpler to type or say than DEF/RES? I figured that was implied.

Also there's absolutely nothing I can find in my handbooks about DR being subtracted after Total Damage has already been calculated. Maybe I'm missing something.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 27, 2018, 04:13:50 pm
DR applies only to final damage, which would be one step after the multiplication of the critical hit.

Examples:

Spoiler: 2 DR (click to show/hide)

Spoiler: 2 DEF (click to show/hide)

The reason we did this was to widen available design space. Otherwise you may as well replace any instance of DR with DEF/RES. Why would we even come up with a new term if it just worked the same?
Because DR is faster and simpler to type or say than DEF/RES? I figured that was implied.

Also there's absolutely nothing I can find in my handbooks about DR being subtracted after Total Damage has already been calculated. Maybe I'm missing something.

I'm assuming that you're working with one of the 1.salt releases or earlier. DR was developed as a mechanic during the major review of classes that we just finished, specifically as part of changes to Armored, since we determined that the Damage Threshold (DT) mechanic was terrible. That being the case you wouldn't have a book that has DR in it.

Edit: Yeah Tric, you seem to have it all down.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on June 27, 2018, 04:38:53 pm
Actually, the 1.salt book I have lists DR in the Support section, and in the list of suggested PS effects it includes "1 damage reduction". So yeah, I do have DR in at least one book.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 27, 2018, 04:44:31 pm
Actually, the 1.salt book I have lists DR in the Support section, and in the list of suggested PS effects it includes "1 damage reduction". So yeah, I do have DR in at least one book.

Funnily enough that got brought to my attention over in the chat. I suppose this is the problem with incremental releases, as well as the addition of new terms without them being properly defined.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Praefectus Screptum on June 27, 2018, 05:37:56 pm
I prefer Soly's version, no need to add some sort of secondary effect to -every- single type of tile, plus if the GM wants to they can decide what to do with them. As long as we have the "common" tile stats set down, I think we are fine.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on June 27, 2018, 05:42:01 pm
Soly has the better version, yeah.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 28, 2018, 07:55:27 am
Well, let's put it to a vote then :V
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 28, 2018, 03:33:26 pm
My rules win v:

Now it's time for the Great Weaponing! The general weapon rework is here and the first issue is if Staff and Performance items should or should not have Weight. They aren't weapons per se but they aren't items either, so their WT would factor in differently.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on June 28, 2018, 04:04:01 pm
They should, because that’s how you derive AS?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on June 28, 2018, 04:18:44 pm
You don't really equip them, seeing as how most games have you autoequip an actual weapon to counter.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Culise on June 28, 2018, 08:11:41 pm
Most games, but I was under the impression that it's simply a prevalent houserule unless something changed while I wasn't looking since the last Salt dump.  It makes sense to keep it for players who intend to keep conventional FE rules for staves, or for that matter, use Thracia rules to torture the players to be unique.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 28, 2018, 09:20:29 pm
Most games, but I was under the impression that it's simply a prevalent houserule unless something changed while I wasn't looking since the last Salt dump.  It makes sense to keep it for players who intend to keep conventional FE rules for staves, or for that matter, use Thracia rules to torture the players to be unique.

Well, when you say 'conventional FE rules' I'm pretty sure that only applies to a handful of the games. In fact, most instances treat staves as more of a skill dependent usable item than a weapon. I didn't play Thracia but I am under the impression that it and RD were the only ones to actually do this.

Of course, sometimes prevalent houserules get adopted in later editions of games. I believe that's how the 'at death's door' mechanic in D&D got its start.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Culise on June 28, 2018, 10:52:41 pm
Oh, I didn't know most games auto-equipped weapons when using staves to counter. I could have sworn the GBA games at least...ah, well, perhaps it's been too long since I played those games.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GM_3826 on June 29, 2018, 07:33:30 am
It's more like you can't equip staves, but can equip weapons. So you use a Heal staff on an ally, but as you don't have the Heal staff equipped, and have a Lightning tome equipped, you use the Lightning tome to counterattack after someone attacks you.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on June 30, 2018, 07:40:24 pm
If this is the case, pure staff users and pure performance users have an advantage because their AS is going to be crazy high compared to anyone actually using a weapon.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: TricMagic on June 30, 2018, 07:45:03 pm
That's not exactly a bad thing. They can't attack, so they need the advantages.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on June 30, 2018, 07:46:49 pm
Their advantage is that they are able to use Staves and Performances, respectively. Having double your speed in AS literally at all times because you cannot equip anything with a WT stat is just dumb.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 30, 2018, 07:49:29 pm
That's not exactly a bad thing. They can't attack, so they need the advantages.

Pure performance or Pure Staff classes have enough going on that they don't need to nerf armed performance or staff classes to be worth having, as we've seen demonstrated in various games (with staves at least, since there was only ever one game that included two performers to my knowledge and neither of them got offensive capability until late game).

Having double your speed in AS literally at all times because you cannot equip anything with a WT stat is just dumb.

I don't think that is possible for literally any build. I feel like even a Resolve Samurai with max HP and no SPD procs wouldn't be able to wind up with double their base AS. I need you to explain how you got there.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on June 30, 2018, 07:58:16 pm
I conflated AS’ calculation with Evasion’s and somehow thought the former was SPD x2, so my bad.

But this still makes high SPD healers better than most other classes with high SPD, because the former doesn’t have to contend with WT affecting their AS.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on June 30, 2018, 08:01:35 pm
I conflated AS’ calculation with Evasion’s and somehow thought the former was SPD x2, so my bad.

But this still makes high SPD healers better than most other classes with high SPD, because the former doesn’t have to contend with WT affecting their AS.

Not that most units choose to equip weapons that result in AS loss in the first place, but yeah, I'm not in support of Staff or Performances having weight for a reason.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on June 30, 2018, 08:08:12 pm
...And that reason is exactly what I just said, I assume?

dandy
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 01, 2018, 09:57:52 am
Staves and performances not having WT wins, so it's likely we'll remove that stat from them.

Now for a poll about crossbows since there's been a difference of opinions on where to go with them.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on July 01, 2018, 10:03:38 am
I'm pushing to have crossbows be unable to follow up, combined with a substantial WT reduction and better general stats. To me, crossbows suffer from a similar issue in comparison to druidic. They do some specific things fairly well but outside of those use cases they are badly hampered. My goal in making them single shot is this will allow for better parameters to make them attractive to use even for units that don't put all of their eggs into the crossbow basket.

I think a general buff isn't going to solve the problem, and I think applying STR to weapon WT is a poor idea that could wind up with crossbows needing str as much as any other bow, which invalidates one of the reasons to use them in the first place.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 01, 2018, 10:08:55 am
To be clear about STR to WT, they wouldn't need as much STR to reduce the penalty to 0 as to increase the damage from a bow to crossbow standards, so they wouldn't invalidate having a STR growth, but change it so that it would allow for people that have lower STR to be on par of high STR bow users.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on July 01, 2018, 12:54:40 pm
So I voted for the last option partially cause I don't care but also cause I don't think any of these options will fix crossbows. The can't follow up option will just pigeonhole crossbow characters into tank builds, the str to con option just means you're going to end up using regular bows for basically everything except killing fliers, and the buffs across the board doesn't fix the fundamental problem of crossbows being a gimmick and nothing more, imo. It honestly would probably be better to just scrap them and come up with something new.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Powder Miner on July 01, 2018, 12:58:47 pm
As I discussed in the Discord, I agree — fundamentally altering the relationships of stats to combat is something that strongly damages a weapon category. It pigeonholes builds and either becomes busted once late game happens if you’ve improved a stat’s relationship to combat, or becomes absolute shit if you’ve worsened them, because the way the game is designed to progress takes these normal stat relationships into account.

A category that fundamentally exists by altering stats will not see success. I personally suggest either going with shortbows for piddlier 1-2 range bows, or (and honestly I like this idea more) powerful and heavy but still 2-range composite bows.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Praefectus Screptum on July 01, 2018, 01:46:49 pm
I am against the one-shot thing, that won't be fixing the issue at all. That won't solve the issue related  to damage, even if you boost the MT a tad, you just need to look at other classes and how much damage they can dish out even with rank C-B weapons if they have an okaish STR for their level. So what it currently needs is just a buff to pack a punch and an option to upgrade crossbows, so you won't end up tossing your previous crossbow away every one/two chapters.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 01, 2018, 01:58:18 pm
After the poll and much discussion in Discord I think what's gonna happen with the Crossbow subcategory is that it's going to be changed into a Composite category. Composite bows in general will be heavier and stronger than Recurve while maintaining good accuracy and will mostly be restricted to range 2. There will be a few crossbow weapons among these but they won't make the most of the category to allow for people who spec into this category to have their STR not be useless, with the option to use the fixed MT crossbows if needed.

Thank you all for your contribution ;V
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 01, 2018, 02:13:45 pm
But to be sure I'll make another poll.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on July 01, 2018, 02:46:59 pm
Well, now I know for sure I'll never use future editions.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 01, 2018, 03:11:35 pm
-
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on July 01, 2018, 03:15:49 pm
Sirus: What's your problem with the change? Do you think there's a good way to fix crossbows without this change? What way would you suggest doing that then?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Powder Miner on July 01, 2018, 03:18:20 pm
Well, now I know for sure I'll never use future editions.
It doesn't seem extremely feasible to swear off future editions, which do include the results of the discussions over some of the particularly janky or controversial or broken aspects of the game that you'd be consigning yourself to dealing with if you ran a game, over the replacement of the crossbow category, which barely saw use because its gimmick was fundamentally broken in terms of the progression of the game.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on July 01, 2018, 03:35:22 pm
I think he had previous issues with the changes as well, like Mage Knights not getting magic weapons anymore.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Haspen on July 01, 2018, 03:53:24 pm
I think he had previous issues with the changes as well, like Mage Knights not getting magic weapons anymore.

/me cries dramatically in the corner over this.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 01, 2018, 03:59:33 pm
Since that came up let's hear opinions about this: Magic Weapons having dual rank, meaning for example if a Wind Sword is Thrust/Wind (B), both a swordman with B in Thrust or a mage with B in Wind can use them. This could also mean a difference in how their damage is calculated.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on July 01, 2018, 04:01:10 pm
Ooo, I could support that.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GiglameshDespair on July 01, 2018, 04:14:16 pm
No strong feelings one way or another, really, but I never did like them having using different stats to calculate dam at different ranges.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on July 01, 2018, 04:48:04 pm
I'd support that too. Maybe damage calculation would depend on which subcategory you possess to use the weapon, i.e. the mage uses MAG, the swordsman STR, and a Commander or something could use either?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 05, 2018, 12:59:26 pm
https://www.dropbox.com/s/nsur758hnvz2ysb/sword.txt?raw=1

Prospective sword weapons. Opinions, spellchecking and new gimmicks to add are welcome V:
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on July 05, 2018, 02:42:47 pm
I don’t know what it says because I took one look at it and my eyes started bleeding as a defensive measure
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 05, 2018, 03:18:27 pm
/me takes sb's eyes

i fix
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on July 05, 2018, 10:55:22 pm
Needs more slash
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 06, 2018, 05:07:33 am
Gibe ideas then >:v

Other than "the same but heavier" or antiarmor in slash.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on July 06, 2018, 08:02:21 am
High level slash giving slight speed bonuses maybe
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Swordstar on July 07, 2018, 07:29:58 am
I'm more saying that cause both other categories have more options. So they need balanced either by removing some or by adding some. Don't really care which lol
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on July 08, 2018, 06:43:30 am
Something I wound up thinking about that I figured I'd share here: Why do lances get the only weapons that guarantee follow up attacks? Pilums don't really need to keep their gimmick all to themselves, and I think having more weapons, particularly for swords or axes, that guarantee a follow up could address the strength of speed somewhat.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 08, 2018, 07:32:20 am
Tru, but with pilums we can keep them balanced by keeping them range 2. We could do quick swords or axes but especially for swords they have the risk of falling in either extreme.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GiglameshDespair on July 08, 2018, 08:23:48 am
I'm also OK with weapon types getting a unique gimmick. Helps keep them more distinct from each other.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SOLDIER First on July 08, 2018, 09:53:29 pm
Brave Swords and Brave Axes.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 10, 2018, 05:42:43 am
https://www.dropbox.com/s/35az08gak5tvl55/lance.txt?raw=1

Prospective lances, same as with swords.

Also if someone wants to help make weapon icons do mention.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 12, 2018, 08:59:47 am
https://www.dropbox.com/s/ny5zagc07lgafe5/axe.txt?raw=1

And now axes join the cause
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on July 12, 2018, 03:40:08 pm
I added a quick sword at rank D for slash and put stats in the claymore and durandal.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on August 03, 2018, 09:17:28 am
All weapons (staves and performances not included cause those aren't counted as weapons anymore) are redone! Here's their stats:

Swords: https://www.dropbox.com/s/nsur758hnvz2ysb/sword.txt?raw=1
Lances: https://www.dropbox.com/s/35az08gak5tvl55/lance.txt?raw=1
Axes: https://www.dropbox.com/s/ny5zagc07lgafe5/axe.txt?raw=1
Bows: https://www.dropbox.com/s/9femf7a6lfo5p1u/bow.txt?raw=1
Hidden: https://www.dropbox.com/s/qfleguh13t24oi7/hidden.txt?raw=1
Anima: https://www.dropbox.com/s/29ek1oppcr3jumr/anima.txt?raw=1
Light: https://www.dropbox.com/s/kbj7g9vfqa38umu/light.txt?raw=1
Dark: https://www.dropbox.com/s/oomrn1rjhywydy3/dark.txt?raw=1

Questions, suggestions or other things to note are welcome.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on August 06, 2018, 05:38:00 am
I'm also proposing a new first class to fill the third promotion for Light Trainee:

Spoiler: Hunter / Huntress (click to show/hide)

I also tweaked Ascetic to have 6 CON as well.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on August 22, 2018, 01:30:39 pm
I doubt I'm getting an answer but here's a new list of memory magic skills and costs adjusted for the new weapon lists.

https://www.dropbox.com/s/wfxft9i7amc9fwm/memory.txt?raw=1
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on August 22, 2018, 01:55:14 pm
I think the transport staff options should be more expensive, given their sharply limited usage limit and level of impact.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on August 22, 2018, 02:53:10 pm
How about 20 for teleport (both sage and druid) 24 for warp on sages and 20 for lore masters, and 15 for rescue?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on August 22, 2018, 03:17:53 pm
Actually I feel like the cheapest one should be Teleport since the use cases will generally either put the caster in danger, or be an emergency escape method, and high hp costs could render the second use impossible and the first undesirable. I'd make that 15.

Rescue I feel should be 18 and Warp 20.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on August 22, 2018, 04:50:52 pm
Alrighty then.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on September 20, 2018, 12:29:46 pm
So Laguz mechanics came up again and I think some real progress was made this time. Here's a summary of what we've worked out, though its still in the fairly early conceptual stage.

Laguz do not promote. Laguz have a level cap of 40 instead of 20. Laguz have a Transformation Gauge.
Transformation Gauge maxes out at 15. While untransformed, at the start of their turn, they gain +1 to their transformation gauge, and at the end of a combat, they gain +2 to their transformation gauge. While transformed, at the beginning of their turn, their gauge reduces by 1, and reduces by 1 at the end of each combat.
Laguz may choose to revert their transformation as part of their turn. Laguz automatically revert their transformation if their gauge falls to 0. Laguz may (or may not its up for debate) transform on their turn at any point on the gauge. If a Laguz is attacked at a range they could counter in their base form, and their gauge is full, they will transform before combat begins.
Transformation increases STR, MAG, SKL, DEF, RES, and SPD by an average of 1/4 level, minimum 1. Different variations on the specific fraction per stats that may be chosen at character creation, but will not exceed 1/3 for balance reasons, are under review.
At character creation, Laguz choose one natural weapon (claw, talon, fang, etc). This will scale. Somehow.
There will be three main Laguz variants: Beast, Bird, and Dragon. The primary difference will be in skills and vulnerability. Bird Laguz will have flight while transformed at minimum. Most everything else is up in the air.
Laguz may have lower bases and a greater amount of bonus stats at character creations to allow for variation in relation to the low number of distinct classes.


Aaaand that's pretty much it at the moment.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on September 20, 2018, 03:43:43 pm
So are there Laguz trainees, or will they be stuck having five less levels total than human characters?
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GiglameshDespair on September 20, 2018, 05:34:06 pm
What level does their transformation gauge start at? I assume 0, but...
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on September 20, 2018, 05:38:40 pm
What level does their transformation gauge start at? I assume 0, but...

I would also assume zero, but then again it could start full just as easily. It's still pretty early days with this.

So are there Laguz trainees, or will they be stuck having five less levels total than human characters?

There wouldn't be Laguz trainees but that's a good point. In games that use trainees, Laguz would probably have their level cap raised. I would think.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on September 20, 2018, 07:38:05 pm
Would laguz be completely helpless while untransformed? I mean, from the sound of it a laguz player will either have to wait 15 turns to transform or get into (one-sided?) fights that would probably wind up in a lot of avoidable downing. We already know how lethal FEF combat is/could be considering how many knockdowns occur every map. Forcing players to deliberately sacrifice themselves in order to contribute in any meaningful timeframe will just put more pressure on the healers.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on September 20, 2018, 07:45:34 pm
I liked Laguz having the ability to counter while they are untransformed, but you raise a good point about the timing mechanism.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: USEC_OFFICER on September 20, 2018, 08:19:20 pm
I don't think that people would enjoy being functionally dead weight for half of a mission even if it let them be amazing killing machines for the rest. It might not be fun playing with either, since you'd end up being functionally down a man while that player is untransformed which makes things harder for everyone else.

So it sounds to me like the solution would be to have the transformations be more utility than anything else. It probably goes against their concept a lot but it lets them contribute in fights without being transformed, since they aren't completely handicapped when untransformed. Not as strong but still enough to contribute.

Alternatively just make them equally tanky untransformed. At least so that they can throw themselves against the enemy to increase the gauge and block when needed.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on September 20, 2018, 08:53:00 pm
Giving Laguz a permanent defensive bonus above what other classes get doesn't seem very balanced. They're not any weaker than other classes while untransformed, it's just that they wouldn't have applicable skills or weapons in that time (though as I've stated I would like them to be able to counter while untransformed).

But yeah, Laguz should absolutely spend more time transformed than not, at the very least. One thing could be that in the base stat, the guage builds faster per turn than it depletes while transformed. This would reduce the need for Laguz to put themselves in danger without being transformed.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on October 11, 2018, 05:52:31 am
It's been a long while but there's a new poll related to dances. Changing the influence of enemy RES for their LCK could have it be less biased towards physical units but since usually enemy LCK is low the dances would need less hit to not be always autohits.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on October 24, 2018, 10:53:11 am
I made a poll in the summoner test thread about summon and because I don't want to repeat it here I'll just post the link

http://www.bay12forums.com/smf/index.php?topic=167494.msg7876316#msg7876316
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on October 25, 2018, 03:04:36 pm
Alright so historically Assassinate has been a pretty divisive skill due to a couple of particular attributes that it has. Namely, the capacity to kill any enemy regardless of the user's capacity to cause damage, as well as the low chance to activate it. These two extreme components combine to create a skill that is arguably balanced against other skills, but has a tendency to cause friction.

There was recently some discussion about changes to the skill in terms of balance, as well as a complete overhaul. These are the broader possibilities born from the discussion.

1. unchanged or possible minor number tweaks
2. assassinate requires any or all of (crit, actually dealing damage)
3. assassinate is some sort of doublecrit chance (details pending, though the idea relies on an exploding critical mechanic)
4. assassinate now passively increases critical damage to 4x instead of 3x

Of these options I'm more in favor of the latter two, as it moves away from the instant-kill mechanic to allow for something that is useful more consistently.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on October 25, 2018, 03:19:57 pm
The fourth option is something that v1.3 gave Warriors, iirc, so if it's been removed from them you can still say it was in-game before and was just reassigned. :P
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on October 25, 2018, 03:22:42 pm
It was indeed removed from them! So that's pretty neat and tidy.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on October 25, 2018, 03:27:28 pm
It makes more sense on Assassins anyway tbh, but I'm in favor of also giving them Single Stroke or something similar. Their deal is to be crit machines so you might as well reinforce that.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on October 25, 2018, 03:43:48 pm
I'd say Critical Eye. Mostly because I don't think it's appropriate for Single Stroke to be a skill at all anymore but we had that vote already.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Chevaleresse on October 25, 2018, 04:15:11 pm
I'm in favor of adding critical eye plus option 4. Simple, thematic, cuts down on rolling and gimmicky instakills that fail on everything you'd want to use them on anyway.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GM_3826 on October 25, 2018, 04:17:20 pm
Critical Eye + Option 4 is OK with me.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on October 25, 2018, 04:31:13 pm
I'm in favor of adding critical eye plus option 4. Simple, thematic, cuts down on rolling and gimmicky instakills that fail on everything you'd want to use them on anyway.

I like your argument.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Sirus on October 25, 2018, 04:32:15 pm
I'm in favor of adding critical eye plus option 4. Simple, thematic, cuts down on rolling and gimmicky instakills that fail on everything you'd want to use them on anyway.
If we gotta change Assassinate, this seems like the best of the lot.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: USEC_OFFICER on October 25, 2018, 05:14:54 pm
Critical Eye plus option 4 gets my vote as well, for whatever it counts.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Haspen on October 26, 2018, 02:30:01 am
Either 3 or 4+CritEye would be better than current, yes.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on October 27, 2018, 08:42:37 am
Note: Assassins already had Critical Eye in my book.

If we go for option 4, I think it should be x5 multiplier so as to double the bonus damage from a crit.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SeriousConcentrate on October 27, 2018, 09:17:20 am
Might as well make the poll x4 vs x5.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on October 27, 2018, 09:20:32 am
Might as well make the poll x4 vs x5.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Chevaleresse on October 27, 2018, 10:29:05 am
I support that notion.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GM_3826 on October 27, 2018, 12:04:00 pm
Sure.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on October 27, 2018, 12:29:49 pm
New poll is up.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Solymr on October 28, 2018, 09:27:45 am
Hasn't been a day yet but 10 votes is pretty good.

5x comes out on top so there, no more rolling than needed.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on October 28, 2018, 04:33:38 pm
If there are any terms not already defined by the book that someone can think of, now would be the time to come forward with them so they can get a rigid definition we can fall back on.


We may have removed all skills activated in lieu of movement, so the phrase related to that may be cut.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Haspen on November 01, 2018, 03:20:13 pm
As Solymr is working on the Handbook 2.0, it is time I announce a new FEF: FEF7! (ain't I creative, huh)

It will serve both as a playtest for the Handbook 2.0 as well as way for me to get back into this horrendous time-devouring abomination well-established forum game series.

I plan to include about 4-6 player characters maximum, starting with First Classes and 'maybe' promoting into Promoted Classes by end of the game, and the plot will be a cheesy one of 'young princess deals with conspiracy in standard-fare medieval fantasy kingdom' sort. As you can see, I expect it to be on the short side.

I give no estimate on OOC thread nor what kind of characters I will be seeking (although they most probably will have to be of noble birth) for this particular game.

Because I know some super-thirsty maniacal junkies creative players will already be getting character ideas, I'm posting what lore I already have for the plot-central Kingdom (Angeborten) and several nation-states around. Be warned that there will be updates, erasings and additions on irregular basis in the coming days.

Spoiler: Lore 7 v0.1: Religions (click to show/hide)
Spoiler: Lore 7 v0.1: Nations (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: TricMagic on November 01, 2018, 03:35:41 pm
I will try to get in..
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: randomgenericusername on November 01, 2018, 07:22:32 pm
I'm interested, I have been looking for a FEF to join. Planning to play as a Spy if I manage to get in.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: GM_3826 on November 02, 2018, 09:59:39 am
I'm interested, too. Competition is looking pretty steep, however.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Haspen on November 02, 2018, 12:05:45 pm
Competition is looking pretty steep, however.

Do tell something we don't know :P
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: SirAston on November 04, 2018, 06:08:07 am
As I've said on the Discord, count me in, Haspen.
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Blade Master Model 42 on November 06, 2018, 09:30:47 pm
Spent some time on a first pass for a bunch of fluff for classes that don't have any because they're new for the new rules version.

Comments and constructive criticism are fine. Also if someone who isn't me could be bothered to do some for Hunter, that'd be aces.

Spoiler: floof (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! Looking For Beginner Players!
Post by: Haspen on November 07, 2018, 05:44:19 pm
FEF7 now has its own OOC Thread (http://www.bay12forums.com/smf/index.php?topic=172556.0) to keep discussion/lore updates away from potential clogging of hub thread ;v
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Solymr on November 09, 2018, 01:59:42 pm
The new Handbook has arrived! (https://www.dropbox.com/s/pv8p7hjcixc7ypa/Players%20Handbook%20v2.0.pdf?raw=1)

Edit: Abridged version too! (https://www.dropbox.com/s/g8d98ndnrub4nqa/Players%20Handbook%20v2.0%20Abridged.pdf?raw=1)
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Blade Master Model 42 on November 13, 2018, 11:38:15 am
The Alpha version of the Laguz Handbook is here! (http://www.mediafire.com/file/ubllfelocu99svl/Laguz+Handbook.pdf) Untested! Untried! No involvement at all in the democratic process! This is version 0.5!

Things I want to add before a hypothetical version 1.0:


Hopefully it all turns out well and it can get the community seal of approval.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Sirus on November 22, 2018, 12:37:33 am
I'm going to be on vacation until the 25th. I can't guarantee my ability to post in any games but I will try to do so if I'm needed, or if RP is going on.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Solymr on November 29, 2018, 02:47:29 pm
I updated the OP with the 2.1 handbook (https://www.dropbox.com/s/jruwyxkrofrur9c/Players%20Handbook%20v2.1.pdf?raw=1) that includes a few fixes and will be updated with new images.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Blade Master Model 42 on December 15, 2018, 11:55:57 pm
I made a GM's guide with helpful stuff like prices, pre-built enemies, and general advice. (https://drive.google.com/open?id=1QE4xUAinkHPPUwuqW2PaXSTyiyVBzLJN)
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: USEC_OFFICER on December 16, 2018, 10:08:49 pm
I think that the guide would be a little more helpful if the various classes/monsters/whatever were in alphabetical order or something similar. Maybe divided into first and promoted classes. Other than that it looks pretty good to me. Of course I'm not a GM but it certainly makes me wish that I was one.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Blade Master Model 42 on December 16, 2018, 10:12:09 pm
I might rearrange it for a re-release, but I kept base classes and their promotions together so that you didn't have to jump around if you were referencing both, at least in most cases.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: USEC_OFFICER on December 16, 2018, 10:13:16 pm
Maybe that's something to mark out better then. I didn't quite realize that when reading the entries.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Blade Master Model 42 on February 06, 2019, 07:23:30 pm
The issue of supports and how overwhelmingly good they are has seized my attention again. Here's a proposal to address that.

Alright so my main issue with the current support system is that it's just too good. For the sake of simplicity, lets use the stock example of the book-

At Rank C both Gain: +0 DMG, +0 DR, +2 Hit, +2 Evasion, +5 Crit, +5 Dodge
At Rank B both Gain: +1 DMG, +1 DR, +5 Hit, +5 Evasion, +10 Crit, +10 Dodge
At Rank A both Gain: +1 DMG, +1 DR, +7 Hit, +7 Evasion, + 15 Crit, +15 Dodge

This seems like an awful lot of bonuses to get in combat by virtue of being within 3 spaces of a specific person.

Now, we do not want Support bonuses to be bad. The idea behind them is to create a further incentive for character interaction between (primarily) the players. But the nature of the benefits of the support system as we currently have it in play, I argue, does a poor job of this.
Because only your highest ranking support in range matters, sometimes players will focus entirely on one other partner to the point where opportunities with other characters are lost. Pairing tunnel vision, if you will. If we allow each support bonus to stack, greater inter-party exchange will be incentivized, leading to more shenanigans.

Obviously the current calculation method of bonuses simply won't work for this. However, the main reason for that is that each unit contributes their own affinity bonus to the support. If you simply remove that, there is a significant change to the end result.

Assume Unit A has an anima affinity and is in the endgame and has 3 support Partners- One fire, one dark, and one wind, at A, B, and C support level respectfully. Let us further assume that each support is in range. Here are the benefits that we see using current methods-
DMG: +4.5, HIT: +7.5 CRIT: +30
And here's what it looks like using listed values, but without using Unit A's affinity and benefitting from all partners.
DMG: +2.5, HIT: +10, Eva: +7.5 CRIT: +30

Obviously this is still very good, but it is in the realm of usability. Also, it results in a slightly wider spread of benefits rather than a laser focus, something the balance of this game is highly susceptible to.

This is why I also propose a general reduction to the actual benefits of affinities themselves. The primary method for this reduction will be to bring each affinity selection down from three benefits, to two. Some affinities already have only two benefits, but have stronger values for those they possess. This shall be reduced also.


My proposed list:
Fire: Hit: +2.5, Crit: +5
Wind: Eva: +2.5, Crit: +5
Anima: DMG: +0.5, Crit: +5
Light: DR: +0.5, Eva: +2.5
Dark: DMG: +0.5, DR: +0.5
Thunder: DR: +0.5, Crit: +5
Ice: DR: +0.5, HIT: +2.5
Water: DAM: +0.5, Hit: +2.5
Heaven: Hit: +2.5, Eva: +2.5
Earth: DAM: +0.5, Eva: +2.5

So what probably immediately jumps out at you is the fact that DG is missing as a benefit entirely. I chose to remove it from my proposal for a very simple reason: Nobody wants to have it. We have a character skill that obviates it, and the usefulness of it is debatable, even when in excess compared to critical bonuses. It just made more sense to get rid of it entirely.

In any case, lets revisit that thought experiment from before- a unit benefitting from 3 supports at a time- Fire: A, Dark: B, and Wind: C
DMG: 1, DR: 1, Hit: 7.5, Eva: 2.5, Crit: 20

This gives us a fairly wide spread, and somewhat more reasonable values. I've also included a couple other configurations.
Thunder, Water, Anima
DAM: 1.5, DR: 1.5, Hit: 5, Crit: 20
Heaven, Light, Wind
DR: 1, Hit: 7.5, Eva: 15, Crit: 5
Earth, Wind, Fire
DAM: 1.5, Hit: 2.5 Eva: 12.5, Crit: 15
Anima, Dark, Fire
DMG: 2.5, DR: 1, Hit: 2.5, Crit: 20
Earth, Earth, Fire
DAM: 2.5, Hit: 2.5, Eva: 12.5, Crit: 5
Anima, Anima, Anima
DMG: 3, Crit: 30

So these values are clearly lower, though not much more, than values we had in place for A rank under the previous system, but they are predicated on having 3 specific units within 3 spaces of the beneficiary instead of just one.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: GiglameshDespair on February 07, 2019, 05:05:49 am
I'd say reduce crit to +2.5 as well since crit is king
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Twinwolf on February 07, 2019, 07:07:29 am
I think one change already being floated was something like all supports giving 2.5 crit and dg, so that none of them are the absolutely nuts level of crit two 5-crit supports could be and so dodge supports aren't dead draws?
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Blade Master Model 42 on February 07, 2019, 08:24:04 am
Honestly reducing crit as well is probably a good call, since supports, for whatever reason, historically have had a backwards relationship with crit values where they're way higher than other values proportionally. I just wasn't sure about doing that as part of this first draft proposal.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: xelada on February 08, 2019, 03:37:59 pm
One thing to keep in mind: mathematically crit can have twice the effect as hit; +1 hit gives you  a 1% chance to do +100% damage (the difference between a miss and a hit), while +1 crit is a 1% chance to do +200% damage (the difference between a normal hit and a critical hit).
However that is assuming you are combining the hit and crit roll, if you separate them then then crit becomes less valuable, to be precise, the 1% is multiplied by your hit rate so if you have a 60% hit rate +1 crit gives you 0.6% to do +200% damage.

Assuming we are balancing around separate rolls then I'd say between +1.5 and +2 crit per support level is a good number (if we are balancing around a combined roll then 1.25 is probably best).
+1.5 crit and +2.5 hit give an equal amount of value around 80% hit chance (83.3% to be more precise).
+1.75 becomes equal around 70% hit chance (71.4% to be more precise)
+2 become equal around 60% hit chance (62.5% to be exact)
The number you want to use depends on what the "average" player hit rate is expected to be.

Dodge unsurprisingly works the same, but something to keep in mind the fact that the breakpoints key to enemy hit rates, so +1.5 crit and +2 dodge might be equally valuable due to the fact enemies tend to have lower hit rates.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: GiglameshDespair on February 08, 2019, 04:05:50 pm
One thing to keep in mind: mathematically crit can have twice the effect as hit; +1 hit gives you  a 1% chance to do +100% damage (the difference between a miss and a hit), while +1 crit is a 1% chance to do +200% damage (the difference between a normal hit and a critical hit).
However that is assuming you are combining the hit and crit roll, if you separate them then then crit becomes less valuable, to be precise, the 1% is multiplied by your hit rate so if you have a 60% hit rate +1 crit gives you 0.6% to do +200% damage.

Everyone I know of rolls separately for hit and crit.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Solymr on February 08, 2019, 05:56:14 pm
Yeah, I stated it in the latest handbook cause of the mathematical effects didn't seem fair.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: SOLDIER First on February 08, 2019, 06:40:56 pm
+1% Crit is +1% chance for extra damage regardless of whether you roll one die or two, though?
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Lenglon on February 08, 2019, 07:09:03 pm
+1 dmg is a 5% increase in damage assuming a previous damage value of 20. value decreases if you have more damage. breakpoints depending on enemy hp, values in between the breakpoints are meaningless.
-1 dmg is a 5% decrease in damage taken assuming a previous damage value of 20. value decreases if you take less damage, again, a breakpoint-based stat, where sometimes one point is the difference between taking 2 hits to take out or 3.
+1% crit is an average of +2% damage, value decreases if you have less hit, value increases if you have more crit. non-breakpoint based stat, so every single point makes a difference, but none of them make giant differences

+1% hit is a HIGHLY variable value, if you only had a 20% hit chance before (almost never happens, but showing extremes) then it's a +5% increase in damage on average
however, if you had an 80% chance to hit, a +1 hit is worth 5% decreases in chance to miss. this would also apply to crit, but typically crit doesn't reach the extremely high values that hit often does unless someone builds specifically for it, and even then they need full hit to get reliability out of having full crit.

at high hit chance values that are sub-overflow-point (100%) then hit is actually super valuable in terms of reliability, removing risk from a number of engages, because you can KNOW that you'll hit, and take out, your opponent before they can swing back. making +hit actually a defensive stat.

I don't really have an opinion on the change crit given by support discussion, just making sure people don't underestimate the value of hit, cuz comparaing stats based on +%dmg isn't accurate.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Gaterhyme on February 08, 2019, 09:12:06 pm
+1% Crit is +1% chance for extra damage regardless of whether you roll one die or two, though?

Not sure this really matters too much since everyone uses two dice, but wanted to try to help clarify: crit is usually conditional upon hitting, which is what rolling two dice accomplishes.

Example:
If you have 50% hit and 10% crit and roll one die, the outcomes are:
You hit normally 40% of the time. You hit and crit 10% of the time. You miss 50% of the time.

If you have 50% hit and 10% crit and roll two dice, the outcomes are:
You hit normally 45% of the time. You hit and crit 5% of the time. You miss 50% of the time.

So the +1% Crit (and crit/crit bonuses in general) is more potent if you only roll once.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: SOLDIER First on February 08, 2019, 09:30:51 pm
rolling one die still sucks
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Blade Master Model 42 on February 08, 2019, 09:43:22 pm
The main problem that I have with the one roll method is that it syncs hit and critical in a way that doesn't really make sense, and leads to needing weird subrules to deal with.

Sometimes crit values get really, really high, to the point where they can exceed your final hit value. Let's say your character has a hit rate of 50 against a given enemy. Let us also assume through, lets say wrath and a killer weapon and probably a personal skill, that they've managed a final crit rate of 50 against that same enemy. Under a two roll system, you have a 25% chance to crit. Under a one roll system, you have a 50% chance. Because your hit chance is equal to your crit chance, any hit is a crit.

One subrule that I saw to address this issue in the past that, thankfully, no one used, was situations involving more crit than hit were solved... by rolling twice. So if we go back to the scenario presented and add a support partner who gives you +5 crit, your actual odds to crit your opponent drop by almost half. Ouch.

Luckily no one actually does the one roll method as far as I know.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: xelada on February 08, 2019, 11:48:00 pm
You are right, looking at % increases is probably not best, it easily becomes messy, and calculating the values requires comparing the stat before and after applying. Average Absolute Change (or AAC) is better IMHO.
+1 damage gives an AAC of (1*hit/100)+(2*crit/100) which equals [hit + (2*crit)]/100; #don't forget it increases damage from crits as well as regular hits
+1 hit gives an AAC of damage * 1/100;
+1 crit is where things get interesting: it has an AAC of (2*damage/100)*(hit/100).
You might notice that the crit AAC formula contains the formula for, this simplifies attempts to balance because instead of having to figure out if damage/100 is greater than (2*damage/100)*(hit/100) it can simplify to 1 >? 2*hit/100 (which can further simplify as "hit <? 50").

These three formulae can be used to check when two things are worth an equal amount.
To show this, lets compare +2 Strength (or Magic) to +2 Skill (technically this is +X Strength vs +X Skill):
First we break it down into its effects: 2 damage = 4 hit + 1 crit
Then we convert: 2 * [(1*hit/100)+(2*crit/100)] = [4*(damage*1/100)] + [(2*damage/100)*(hit/100)]
2*(hit + 2*crit) /100 = (4*damage + damage*hit/50)/100
2*(hit + 2*crit) = 4*damage + damage*hit/50 =(4+ hit/50) * damage
hit + 2*crit = (2+ hit/100) * damage

That is a non-trivial amount of algebra, so let us use it in practice: a unit with 50 hit and 5 crit against their enemies is choosing between a Energy Ring and a Secret Book, when should they choose each? If we sub in we get:
50 + 2*5 = (2+ 50/100) * damage
50 + 10 = 2.5 * damage
damage = 60/2.5 = 24
So they should use the Energy Ring if the damage they do to their enemies is less 24, the Secret book if greater, and either if at exactly 24.
If you don't want to remember the full "hit + 2*crit = (2+ hit/100) * damage", a good rule of thumb is that Skill and Strength/Magic about as good as one another when your hit is between 2 and 3 times your damage; adding twice your crit to your hit if you want to be more accurate.

***

You are correct that high hit makes it easier to make plans, however it is worth remembering even with the same average damage a high damage low accuracy can be better/faster in some circumstances.
To explain: lets say you have a weapon that has a 100% chance to do 10 damage, and another that has a 25% chance to do 40 damage; both have the same average damage of 10 per attack, but how long will it take them on average to defeat an enemy with 40hp? For the first weapon it comes out to 4 attacks needed, but what about the second weapon? The answer is actually about 2.4 attacks! This is because of how compounding probabilities work; the probability that you will need more than 1 attack is the same as the chance to miss, which is 75% (100%-25%), the chance to need more than 2 attacks is 56.25% (75% * 75%), and so on. In fact the probability the second weapon takes longer than the first is only around 26%.
This (statistically probable) faster win has knock on effects, it frees up other people to use their actions on other foes, it reduces the number of counter attacks taken, etc.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Lenglon on February 09, 2019, 01:53:28 pm
Yeah, i see how when looking at a single enemy, if you have a 4-roll-set of miss miss hit miss, then that last miss gets lopped off. But lets give that same enemy 41 hp instead of 40. The *smart* move is swap weps after the first hit lands, but lets be stupid here and stay on the same wep the whole time.

Your analysis is pretty good, but your formulae dont take into account the breakpoint nature of +dmg. Sometimes it does absolutely nothing, sometimes it makes a huge difference. Average absolute change is a nice stat, but it still at the end of the day is a %dmg stat, not a swingcount stat. And swingcount is what actually matters.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: RoseHeart on February 23, 2019, 01:03:19 am
I am making a game (http://www.bay12forums.com/smf/index.php?topic=172947.0) with cross-forum achievements for other games. Is this one reasonable?

Quote
RED PAINT: Won a chapter in Fire Emblem on Forums, where there were 3 times as many enemy NPCs as PCs.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Blade Master Model 42 on April 14, 2019, 05:12:16 pm
So recently there's been discussion around Ailment staves, particularly following the buff received to Buff staves to make them more attractive (specifically we added 1/2 MAG healing to each buff effect). Ailment staves cannot be augmented in this way, and are clearly less than effective... when used by players.

As veterans in particular are painfully aware of, enemies equipped with ailment staves are particularly dangerous. Though it would be more correct to say that enemy formations containing ailment staves are particularly dangerous. What makes them so bothersome is their interaction in the action economy. Because its very simple, with their extended range, to place enemy ailment staff users in positions where they can target players despite being part of a separate enemy group to the one that they're fighting, leaving them a handful of turns, uninterrupted and unmolested, to layer status effects on player teams.

Because players seldom have the opportunity to split into discreet battle groups, particularly while retaining effectiveness, and the use of ailment staves ties up resources for healing, as well as generally being outnumbered by enemies, ailment staves are simply more valuable to enemies than they are to players.

Following some discussion in the mechanics channel on the discord, we're considering making changes to the staff formula.

The current calculation for staff hit is as follows: Staff%= Staff hit + [(User MAG - Target RES) * 5] + SKL -(Distance between user and target x2)

Due to the way this is calculated, distance is almost a nonfactor- at maximum staff range under normal circumstances, the range penalty caps out at 30. Because its such a minor factor, ailment users (usually enemies) are capable of standing at the edge of their casting range and send out spells to harass their targets (usually players) with a very slight penalty. The calculation is also heavily weighted to MAG for accuracy, which means that (generally) physically oriented classes are much more vulnerable to ailment attacks. It also leaves SKL as nearly a dead stat for Saints.

After crunching some numbers, and checking a couple different variations, we've worked out an alternate calculation to use: Staff%= Staff hit + [(User MAG - Target RES) * 3] + (SKL*2) -(Distance between user and target x5)

This change would accomplish a couple of things- Firstly, and most importantly, it causes extreme fall off for staff accuracy at long ranges, and is essentially an indirect nerf against enemy ailment users. Second, by increasing the role that SKL plays in staff accuracy and somewhat reducing the reliance on MAG/RES interactions, staff accuracy gets slightly more consistent against different builds.

Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Chevaleresse on April 15, 2019, 11:51:14 am
I wanna point out that the hit/crit rate calculations in the prior example weren't being done properly. You need to multiply crit by hit to get a "true" crit rate if doing a one-roll method; the correct way to do that is mathematically identical to the two-roll method as discussed long ago in the mechanics example.

I support the staff hit changes.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Gaterhyme on April 15, 2019, 12:17:35 pm
Not sure which example you're referring to, but the calculations I showed for one roll were based on the original handbook's suggested formula for rolling hit and crit using one roll. If I remember correctly from earlier in this thread, the rationale Cecil gave was that it didn't feel fair to him that a low roll on the hit die was wasted when it came to rolling the crit.

You're correct that this doesn't result in the true crit rate where crit should be conditional on hit, and I think it's generally agreed at this point that we're sticking with two rolls.

The alternative correct one roll calculation you bring up sounds okay as well, though I wonder if the multiplication of hit times crit causes the loss of granularity. If my hit is 50 and my crit is 41, rolling two dice allows me to crit if I roll exactly 50 on hit and 41 on crit. But if I use one die and multiplication, I won't be able to roll exactly 20.5, so my chance of critting seems the same as if I had 50 hit and 40 crit.

Re: staff hit change, no particular opinion from me here.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Blade Master Model 42 on May 12, 2019, 05:16:57 pm
While discussing character skills, the possibility of several skills essentially getting two versions (free and cost) was floated. Here's some ideas pertaining to that, more being edited into this post over time until I finish my first pass. Done.

Pros: More variety, allows people to take weaker versions of certain skills if they don't want to give up progression.
Cons: Almost definitely more confusing, and some skill alts might get a little weird.

Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: GiglameshDespair on May 12, 2019, 05:29:49 pm
Awareness was already excessively good. That awareness+ is so OP as to be laughable
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Blade Master Model 42 on May 12, 2019, 05:33:49 pm
Awareness was already excessively good. That awareness+ is so OP as to be laughable

I would personally consider Awareness to be a bad skill, but mostly because of the current environment in which the game is generally run, I.E the vast majority of enemies not having any skills to be aware of.

But fair enough.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: xelada on May 14, 2019, 09:30:25 pm
Maybe Awareness+/Nihil+ should be "When entering combat, negates enemy Character Skills, Class Skills, and Personal Skills (but not Faults) for one full turn" or something.
Stronger than base without being too much more powerful.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Blade Master Model 42 on May 15, 2019, 07:54:45 am
That's probably a significantly better version.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Solymr on May 15, 2019, 05:10:16 pm
I made a new poll about Resolve. I don't think the current 50% increase to important stats is very balanced, my opinion is that a flat bonus like Wrath would be a good option.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Sirus on May 15, 2019, 05:50:54 pm
If you make it a flat bonus then it needs to be changed to a Free skill. No question in my mind. That 50% bonus only becomes really good if you invest heavily in those stats, and when you already have less progression to work with it can leave your character in a lot of trouble.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Chevaleresse on May 15, 2019, 06:04:01 pm
The only issue with the current Resolve is that it has a bad power curve - it's not very good early and potentially somewhat overpowered at endgame. However, it's fairly balanced for the majority of the game, and many other Character Skills (e.g. Ignis, Luna, etc) have a similar curve, and I don't see anyone proposing changes to those.

Not only is it cost, it is a skill that activates at low health and encourages investing in offensive stats, giving it poor uptime overall.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Blade Master Model 42 on May 15, 2019, 10:47:32 pm
The main problem with making resolve a flat bonus is that it's going to have a significantly steeper impact than wrath does, at least in my opinion. Critical rating is a secondary concern contingent on already hitting your target. Resolve traditionally enhances several factors that come into play before critical does, mostly hit and Eva but obviously AS as well. And crit, to a lesser degree.

Changing it to a flat bonus to hit, Eva, and AS (leaving out critical just to avoid stepping on wrath) is going to make it much more powerful averaged across the course of a game, more or less depending on what sort of modifiers it is given.

I know the variant replacement in fh2 is 20 hit/Eva, 5 DAM and 5 AS. Assuming that a replacement flat bonus is based on that, it is ludicrously strong compared to current resolve. The AS bonus could be met at 10 speed, but the hit and evasion bonuses would require you to have 20 in skl and spd with current resolve. From there the difference is in crit vs damage and 5 damage stacks up against the maximum 7 crit from current resolve pretty favorably. Even if you drop the damage bonus, that's a pretty hefty bonus at trainee and doesn't really fall off until arguably the very late game.

Lastly, a flat resolve bonus wouldn't necessitate investment in spd or skl, which would likely result once more in gimmick builds a la Efa that drop spd and skl in favor of long term survivability to improve uptime and get incredible mileage from the flat bonuses.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Blade Master Model 42 on June 14, 2019, 11:26:54 am
Alright so the spy class has been a contentious topic for a long time for a couple reasons, mostly their sort of strange weapon allocation issue and skills that ranged from awful to bad. Assassin carried them for a long fucking time but it's time the rubber met the road.

Shortly we'll be polling whether or not to remove spy and replace it outright with a new class. As Master Spy is intertwined with spy, it would similarly go, and the new class would receive a new promotion. Here are the deets:

Quote from: Spy Reckoning
Spy removed, and replaced with Outlaw: D bows, D hidden, promotes to assassin and vigilante

Vigilante: b sword cat, b bow cat, b hidden cat, c sword c bow c hidden

Master Spy: gone

Assassin: instead of being a single weapon s rank class, assassin changes to A/A hidden bow since master spy is no longer squatting on that niche.

The exact skills for Outlaw and Vigilante won't be voted on until the next poll (assuming they win) and are up in the air but the frontrunners are:

Sidearm: the really dumb skill on archers in 1.3 is significantly less dumb on a class that can actually use the weapon in question, and hidden is no longer part of the weapon triangle so it doesn't need a no wtp clause to avoid accidentally putting the user in more danger than they already were.

The tldr for those who aren't already familiar: this would let them counter with a hidden weapon if they get attacked while equipped with a bow

The other skill idea was to convert unspent move directly into damage, capped somewhere between 3-5 damage at first class and uncapped if it goes onto vigilante.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: TricMagic on June 14, 2019, 11:33:57 am
I think that renders the only S Rank dagger class the Rogue though.

Also, do Outlaws currently have a Subcat specialty?
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.0 has arrived!
Post by: Blade Master Model 42 on June 14, 2019, 11:43:00 am
Many weapons only get one class that S ranks them, so that's not a big deal I think.

And no, first classes with two weapons don't specialize until promotion.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Solymr on June 17, 2019, 03:11:28 pm
With 6-9 votes Outlaw wins! New poll is up.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Blade Master Model 42 on June 17, 2019, 03:33:39 pm
So some veterans may note that this is a rerun of an old skl we took off archers. It is. However there are a few factors at play here that make it significantly less terrible.

Firstly, Outlaw has access to hidden weapons where Archers do not. Second, hidden weapons are no longer part of the sword category and don't present any weapon triangle shenanigans that need to be worked around.

Also maybe now you can switch to bows too? I dunno, we'll see how the poll goes.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: TricMagic on June 17, 2019, 03:36:28 pm
Only longbows work at range 3 though. Likewise, there is the Pinwheel in the Hidden class that also works at that sort of range.

More specifically, the Pinwheel is 1-3 range, and is a B rank weapon in the Knife Class. While only longbows actually work in the 2-3 range.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Blade Master Model 42 on June 25, 2019, 03:33:04 pm
For those who haven't seen or otherwise weren't aware, I'm working on finalizing the first realized set of Third Tier rules for this game system. Part of that is going to be retouching a few skills/classes as I get closer to running Legacy Emblem after one of the games I'm currently running ends, but until then this is going to be a consistent work in progress.

It's a lot of work though and in some areas I am just exhausted of ideas, particularly for additional 'heavy weapon' types, which would be swell to have, and class fluff. I've set the settings for the google doc I'm prototyping in so people can leave comments, so feel free to drop any ideas you want to share in there.

https://docs.google.com/document/d/1c6FHBwh8Mho-AdIz9brCAYbSLyPM_UFtq6kQS6pOApA/edit?usp=sharing
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Solymr on June 26, 2019, 02:24:23 pm
Due to the closeness of the poll and the ambiguous wording of Sidearm I'm restarting the poll with various different options.

The option of unused MOV to DMG will probably move to Vigilante, along with a modified Sidearm since they get swords too probably.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Praefectus Screptum on June 28, 2019, 06:32:08 pm
I still think the reworked Spy skill(Sacrificing damage for crit ratio) had plenty of synergy with Assassin's crit multiplier, so even if Spy gets cut out, that skill could go somewhere. And at least for now, hidden weapons are very underwhelming, so can't really give my opinion on slapping it on Assassins (Instead of being able to pick between S bows or S hidden).
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Solymr on July 02, 2019, 07:21:35 am
Outlaw's Sidearm skill will be as follows:

If the Outlaw is attacked from outside their equipped weapon's range, they automatically equip the first weapon from a different category that they can counterattack with if they have one in their inventory.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Blade Master Model 42 on July 06, 2019, 02:42:34 pm
Quick thread bump to draw attention to the tied poll.

Also after Legacy FEF I plan to do another fef with some rule changes, and I was wondering what other additional changes people might like to see for a game that's themed around doing Tellius stuff.
The main things I have planned right now are:
Shove: Unmounted units can Shove using their action. Shove can only affect allies with a lower CON, and pushes the target one tile away from the user.
Smite: Free Character skill that allows users to Shove any target regardless of CON and optionally Shove targets they could target normally two spaces instead of one.
Knight Trainee: new trainee that could have access to one of any of the three main physical weapons. Promotes to Knight and Forerider (name subject to change)
Forerider: New mounted class, has access to one of the three main physical weapons. Skill: Press Forward During the first combat of a phase they participate in, the Horseman gains a bonus according to their interaction with the enemy's weapon.

Weapon Triangle Advantage: The Horseman gains +4 damage to their first attack in the combat.
Weapon Triangle Disadvantage: The Horseman gains +3 DEF/RES against the first attack made against them in the combat.
No Weapon Triangle Interaction: The horseman gains +10 hit/eva for the combat.

Promotes to Great Knight and a new class, Silver Knight

Silver Knight: New mounted promoted class, will have S rank for one weapon. Skill: Onward: Unmounted allied units that begin their phase adjacent to the Silver Knight gain +1 MOV

Please note that I'm not pushing for any of these changes to the base game, I'm just wanting to see what other stuff that's either from Tellius or is Tellius inspired that people might want to see in that game. (Laguz notwithstanding, that's its own thing)
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: RedMageCole on July 06, 2019, 04:25:47 pm
@BMM42: I'd love to see some of those changes in a Legacy FEF, honestly. I'd particularly love to try out Forerider -> Silver Knight, sounds like a really fun class.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Blade Master Model 42 on July 06, 2019, 06:33:22 pm
Eh, maybe, we'll see. Legacy Emblem is more intended to be a Last Ride for classic characters from old games, so adding new classes for that seems... Kind of like an odd choice? But I'll think about it.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: RedMageCole on July 06, 2019, 07:46:17 pm
Ah, sorry, I misread your last post; I read that you were doing it as a Legacy FEF, not after a Legacy FEF.

This is why I prefer Discord, now my dumb mistake is ingrained into the thread forever, especially being my first actual post, good job me
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: IamanElfCollaborator on July 07, 2019, 02:46:12 am
Elf's Untested, Unconventional and Unarmed Supplement (USE AT YOUR OWN RISK) (https://drive.google.com/file/d/1PbFSeFA8q3roFcJyMkJTIBve9iNE5Jl_/view?usp=sharing)
Lemme just casually plug this here. This is the culmination of two weeks of work (and some discussion on the Discord) and is a) so far in the alpha stage as to possibly need a lot of overhauling and b) very, very untested. The supplement contains:

- Fist weapons (Claws, Cestus and Gauntlet)
- Whip weapons (Leather, Metal and Rod)
- Trick weapons that operate effectively as subcategories of Sword/Axe/Lance (Gunsen/Nunchaku/Scythe)
- Classes that wield Fist and Whip
- Items and Weapons to properly integrate the supplement with core mechanics

Hopefully, sometime in the future I can actually get around to testing the new toys I made in this thing and seeing if I didn't absolutely cock up all the numbers.
EDIT: Caught some typos and some glaring errors.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Solymr on July 10, 2019, 08:27:38 am
I've dawdled enough about this, here's the new Outlaw tree, substituting the old Spy tree.

Outlaw:

Promotes from: Archer Trainee, Thief Trainee
Promotes to: Assassin, Vigilante

Bow (D), Hidden (D)

Skills: Lockpick, Vision, Sidearm
Sidearm: If the Outlaw is attacked from outside their equipped weapon's range, they automatically equip the first weapon from a different category that they can counterattack with if they have one in their inventory.

Pref. Stats: SKL, LCK
Bases: 19 HP, 4 STR, 0 MAG, 6 SKL, 3 LCK, 2 DEF, 1 RES, 7 SPD, 6 CON, 5 AID, 6 MOV
Promotion Bonuses: +2 HP, +2 STR, +2 SKL, +2 SPD, +2 CON, 6 MOV

Assassin:

Same as the previous assassin save two important changes: Bow Subcat (A), Bow (C), Hidden Subcat (A), Hidden (C) and they get the previous Spy's Vital Strike skill.

Vigilante:

Bow Subcat (B), Bow (C), Hidden Subcat (B), Hidden (C), Sword Subcat (B), Sword (C)

Skills: Lockpick, Vision, Ambush Strike, Always Prepared
Ambush Strike: When attacking the Vigilante does bonus DMG equal to unused MOV.
Always Prepared: The Vigilante can designate a backup weapon in addition to their equipped weapon. If the Vigilante is attacked from outside their equipped weapon's range, they automatically equip the backup weapon and viceversa.

Pref. Stats: SKL, SPD
Promotion Bonuses: +3 HP, +1 STR, +2 SKL, +3 LCK, +3 SPD, +2 CON, 7 MOV
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: SirAston on July 10, 2019, 09:47:10 am
Knight Trainee: new trainee that could have access to one of any of the three main physical weapons. Promotes to Knight and Forerider (name subject to change)
Forerider: New mounted class[...]

I could be wrong, but last time I checked, we've been making some efforts on the Discord server to remove Cavalier from the Soldier Trainee line (and replacing it with another class) because going from foot Trainee class to mounted First class is very unpopular?

I'm aware it's not something that would be included for the core rules. Just a word of warning.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Blade Master Model 42 on July 10, 2019, 10:33:33 am
Knight Trainee: new trainee that could have access to one of any of the three main physical weapons. Promotes to Knight and Forerider (name subject to change)
Forerider: New mounted class[...]

I could be wrong, but last time I checked, we've been making some efforts on the Discord server to remove Cavalier from the Soldier Trainee line (and replacing it with another class) because going from foot Trainee class to mounted First class is very unpopular?

I'm aware it's not something that would be included for the core rules. Just a word of warning.

Rider trainee has enough promotes as it is, so I'm not going to shove it in there, and this way Knight Trainee has more than one promo.

It's just for one game anyway, unless people end up liking it a lot.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Solymr on July 23, 2019, 01:14:42 pm
New poll on the concept of DR since people keep finding about what it actually does and deciding they want to change it immediately.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Blade Master Model 42 on July 23, 2019, 01:41:26 pm

That aside I think renaming it would be prudent, given the initials are the same as for Defense and Resistance, and that has contributed to the confusion.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Swordstar on July 24, 2019, 09:15:49 am
Mage Knight skill is Flare.


 :P
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Chevaleresse on July 24, 2019, 10:37:40 am
Just noting that my thoughts are the same as BMM42's.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Haspen on July 24, 2019, 11:45:53 am
If we change it to the 'before crit' then we might as well just double the DEF/RES values because 1 DR will always be better than 1 DEF or 1 RES ;v
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Solymr on July 24, 2019, 12:25:00 pm
Having it before crit will mean removing DR as a separate thing, it will be bonuses to both DEF and RES.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: IamanElfCollaborator on July 24, 2019, 12:38:15 pm
Yeah, effectively you might as well change all the skills in the game that add DR to instead add DEF/RES if it was kept before critical hit calculations.

EDIT: Never mind, had to go rethink what I said here and I wasn't quite accurate.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Sirus on July 24, 2019, 03:52:42 pm
How many neck-and-neck polls in a row is this, now? :P
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: TricMagic on July 24, 2019, 04:18:14 pm
Keep in mind that if that happens, we may get enemies that are next to impossible to harm.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Blade Master Model 42 on July 24, 2019, 04:32:46 pm
Keep in mind that if that happens, we may get enemies that are next to impossible to harm.

Enemy balance isn't going to be ruined by the addition of a defensive mechanic.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Solymr on July 24, 2019, 04:53:51 pm
A defensive mechanic that already existed before :v
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Solymr on August 06, 2019, 09:42:58 am
DR will stay a separate thing by 8-7 vote.

Now I wanted to probe the opinion on the Mage skill Arcane Barrier. It was theorized before the new Wind subcategory so the effects each subcategory has is a bit outdated now. At the very least we want to make it so it provides DR regardless of tome used and slightly buff the amount it gives. But while we do that might as well ask if any other alternatives on its working are preferred.

You'll notice one of the options is switching with Scholar's Assessment. I thought of this since Scholar promotes to either a defensive class (Baron) or a jack of all stats (Virtuoso), while Mage promotes to a pure offense class (Mage Knight) and an offense/support class (Sage), so it may fit better for people going Scholar than Mage. If the switch happens Virtuoso might get a slight tweak in their class skill as well.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Solymr on August 18, 2019, 01:24:21 pm
Scholar and Mage will switch skills in 2.3, and it will probably reflect on Virtuoso.

Now for a completely different poll: we've noticed the lockpicks are a bit of a drag to keep in mind, personally I have forgotten to give them sometimes and just resorted to giving them out whenever they're needed. So the idea here would be making it so lockpicks as item disappear and units that could use lockpicks just have to use an action to unlock stuff (like Rogue currently does).
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: xelada on August 18, 2019, 08:32:05 pm
The more recent games do away with Lockpicks in favour of the ability Locktouch, and I think it's an improvement.
Lockpick management is less interesting than weapon durability, something that some GMs here discard (admittedly, mostly for enemies)
If we really want a "better" lockpicking class, we could give it canto after unlocking, and/or have unlocking be a free action.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Swordstar on August 18, 2019, 08:58:12 pm
I don't love taking away one of Rogue's skills when their other one isn't spectacular. Are we going to give them anything else?

Also, thieves already get canto after stealing or using lockpicks.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Solymr on August 19, 2019, 02:30:54 am
Rogues having unlocking as free action or them getting Critical Eye are options on the table.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Haspen on August 19, 2019, 08:54:31 am
them getting Critical Eye

hisssss
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Solymr on August 19, 2019, 03:47:12 pm
So now every Lockpick unit doesn't need an actual lockpick. What do we give Rogues?
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Blade Master Model 42 on August 19, 2019, 03:57:42 pm
Quote from: me but on discord
4:52 PM] BMM42: I voted for Loot and Run because having Steal become a sub ability to Mug is kind of weaksauce and I'm not about that. I'd rather make Stealing itself more good by having it cause nyoom
[4:53 PM] BMM42: Critical Eye is fine, but Rogue is the utility promo so it's kind of odd for them to get a combat centric ability when we have other options availble
[4:54 PM] BMM42: And really, to me, Mug would be uninteresting in practice
[4:55 PM] BMM42: Why steal when you can steal and do damage?

Also Hatkitty suggested the name "Loot and Scoot" and I'm all about that.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is in the works!
Post by: Unlurking Sentinel on August 19, 2019, 04:40:15 pm
Alternatively, I suggest "Highway Robbery" as a name for Loot & Run.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is here!
Post by: Solymr on September 14, 2019, 01:38:05 pm
Rogue will get Loot and Run Scoot and now the Handbook 2.3 is finally done!

Get your units here:
Normal book: https://www.dropbox.com/s/df0xrgdkvkmk359/Players%20Handbook%20v2.3.pdf?raw=1
Abridged book: https://www.dropbox.com/s/n89le2l97u53ju7/Players%20Handbook%20v2.3%20Abridged.pdf?raw=1
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is here!
Post by: Blade Master Model 42 on September 18, 2019, 05:04:59 pm
GM Guide updated for 2.3 (https://drive.google.com/open?id=1pmK8CQ47SD51qbR-3TSeIrdwGrfOgDkp)

New features include full stat tables for every class, first, promoted and monster, an expanded section on weapon building following the methods used for 2.3, and a section on enemy behavior.

Also a Third Tier Expansion (https://drive.google.com/open?id=1RgwVzO_7lVCxH_sVBYjAKc-GLavurRdJ)
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is here!
Post by: Solymr on November 02, 2019, 09:00:03 am
Roadmap for version 2.4:

If anyone thinks of anything else to add let us know. There'll probably be some help needed for class fluff.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is here!
Post by: Solymr on December 01, 2019, 07:29:34 am
Right, enough time has been spent doing nothing. For the first issue for new version, HP caps are on the chopping table due to HP being on a different scale than the rest of stats.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is here!
Post by: Solymr on December 04, 2019, 03:01:05 pm
HP caps are now removed! Please stand by for next poll.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is here!
Post by: Solymr on December 07, 2019, 11:56:29 am
Next poll is up, regarding the value of HP in bases/promo bonuses.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is here!
Post by: Solymr on December 14, 2019, 03:49:55 pm
HP is now half points when considered for bases/bonuses, meaning trainees will have to accomodate to 30 points total in bases. Except maybe the thief trainee since they have +1 base MOV, so they might need a nerf to the other stats. Poll to ask how many points should they get off for this extra MOV.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is here!
Post by: Blade Master Model 42 on December 14, 2019, 04:19:04 pm
Just a quick reminder: +1 MOV is a character skill.

Also wanted to break up the line of Soly posts a smidge.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is here!
Post by: Powder Miner on December 14, 2019, 04:37:00 pm
Ain’t like we have a spate of broken thieves — the fact that they’re not very offensively oriented and the  nature of thief skills means that a lot of thief time can be spent more or less doing nothing — which I think a 3 or 4 nerf would cause to happen
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is here!
Post by: Culise on December 15, 2019, 12:16:47 am
Ain’t like we have a spate of broken thieves — the fact that they’re not very offensively oriented and the  nature of thief skills means that a lot of thief time can be spent more or less doing nothing — which I think a 3 or 4 nerf would cause to happen
Aye.  I'm not exactly seeing the need for a thief nerf.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is here!
Post by: SOLDIER First on December 15, 2019, 12:31:56 am
Quote from: Poll
5 votes for no nerf, 5 votes for nerf of -2

Perfectly balanced, as all things should be.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is here!
Post by: Sirus on December 15, 2019, 01:29:29 pm
Sure ain't balanced now.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is here!
Post by: SOLDIER First on December 15, 2019, 08:29:13 pm
democracy working as intended
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is here!
Post by: Solymr on December 16, 2019, 07:58:38 am
Poll sez +1 MOV classes don't get nerfed bases.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3 is here!
Post by: Haspen on January 25, 2020, 09:04:37 am
FEF4Re (http://www.bay12forums.com/smf/index.php?topic=175412.0) will be a thing in aboot two weeks, for all those who liked that one worldjumping plot ;v
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: Solymr on January 30, 2020, 10:30:26 am
New handbook 2.3.1 is released! Only changes are class stats, both base and promo bonuses, because there's a few new games happening so might as well get the changes currently done out.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: Blade Master Model 42 on January 30, 2020, 06:43:34 pm
So currently, the Bishop's Sanctuary skill is very bizarre in terms of how it interacts with HP dependent skills but mostly makes them really very good. Like too good. Here's a potential replacement that was come to in the Mechanics channel, vote pending.

The Bishop can use their action to give 5 DR to an adjacent ally for 2 rounds. Only one ally can benefit from this effect at a time. Applying Sanctuary to another ally removes it from the first, and applying it to the same ally resets the duration.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: Solymr on February 05, 2020, 04:09:15 pm
Poll seems to be very in favor of new Sanctuary so that's what Bishops will get from now on.

Now onto the Saint: Transfer Might is a very unique skill but it's not enough by itself, which is why Staff Specialization was added. However "specialization" isn't really useful or interesting if everyone goes Heal so a few changes to these skills have been devised.

Transfer Might could be upgraded to Sacrifice: the Saint can transfer up to 5 points of any stat to an adjacent ally, lasting until either the ally or the Saint go down with no limit in allies.

Staff Specialization could be upgraded to Staff Mastery: the Saint can use two staves (or the same staff twice) in their turn.

If Staff Mastery isn't used, Staff Specialization would be removed in favor of leaving just the Overheal part of it for every Saint.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: Blade Master Model 42 on February 05, 2020, 04:23:00 pm
Allowing saints to consistently use staves twice per turn is a huge increase to their action economy, and I'm strongly opposed.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: TricMagic on February 05, 2020, 04:30:48 pm
Perhaps make it that you can't target the same target with both casts? And having to do so at once, so that ends your turn afterward.

Personally, Ailments for Saints are very low-tier, as it can only occur once in a map.

Quote
Staff Mastery: The Saint can target two different targets in range with a single Staff. This costs 2 QL instead of 1.

This gives a clear bonus while not completely breaking things. And higher tier staves with more range have less QL, so you do need to be careful with them. Though it also makes enemy Saints very deadly with an Ailment Staff. Perhaps tie it to the staff the Saint chose to specialize in?

As is, Ailment Staves are rather sad for any Player Saints to use.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: Solymr on February 05, 2020, 04:32:10 pm
I reset the poll to add a new option.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: TricMagic on February 05, 2020, 04:39:10 pm
If we are talking about opening it up, can the Ailment Option's Map Limit be removed? Splashover is kinda weak as is.

Maybe limit it to the saint's Level, With Level 1 Saint having one use of splashover per map, and each 5 levels granting them another? Granted, I see the issue of balance in the first place.

Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: Blade Master Model 42 on February 05, 2020, 04:47:19 pm
It's really hard to balance ailment staves compared to other kinds, as they are essentially an attack action, non standard as it may be.

Staff Mastery as you have it would be less abusable at least since you need to stick to one effect, so I definitely like it better than two staff uses straight up.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: Solymr on February 05, 2020, 05:01:04 pm
Poll reset again for new choices to limit Staff Mastery to one single staff used twice.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: TricMagic on February 05, 2020, 05:09:56 pm
A curt reminder that if someone Picks the full unlock, some GM may decide to give a Saint Poison and Sleep Staves and use both on you. at once.

Honestly, limiting it to one staff being used twice makes sense.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: Haspen on February 05, 2020, 05:16:58 pm
A curt reminder that if someone Picks the full unlock, some GM may decide to give a Saint Poison and Sleep Staves and use both on you. at once.

/me takes notes.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: Powder Miner on February 05, 2020, 11:36:39 pm
What exactly does "unlock Staff Specialization's three skills for everyone" mean? I agree that the Staff Mastery action economy would be fairly nuts, and would be fine with upgrading Transfer Might, but don't want to take an icepick to the frontal lobe of Staff Specialization and make it heal-only either.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: Solymr on February 06, 2020, 04:59:21 am
The three skills would be Overheal when using Heal staves, Double buff when using Buff staves, and Splashover when using Ailment staves.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: Solymr on February 11, 2020, 04:57:40 pm
I think it's pretty clear people want the new Sacrifice as an upgrade to Transfer Might, but it's not as clear what to do with Staff Specialization, so I'll make another poll just for that.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: notquitethere on February 11, 2020, 05:26:15 pm
Anyone got a link to the latest version of the Fire Emblem Character Creator for making portraits (if there is such a thing)? The download for V8 seemed broken, but I was able to download V2 (assuming it was even the same program).

This is what the one I was using looks like:

Spoiler (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: TricMagic on February 11, 2020, 05:28:01 pm
I never managed to get that thing to work in the first place. So maybe add a guide on it too.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: Solymr on February 11, 2020, 05:32:52 pm
Try asking in our discord, I know I have seen it around somewhere and other people might have it+tips on how to use it and make your own.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: notquitethere on February 11, 2020, 05:47:04 pm
I never managed to get that thing to work in the first place. So maybe add a guide on it too.
Huh, well the one from this link  (https://drive.google.com/file/d/11f6SnlF1ALMyknrPMCjwW29xesfQ2lDd/view)worked just fine. I downloaded and double-clicked the jar file and it loaded straight away.

I see that there's also a github project  (https://github.com/cyaggi/CharacterCreatorRelease/)for the same thing.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: TricMagic on February 11, 2020, 05:56:39 pm
Jar jar jar, what even is a .jar file.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: notquitethere on February 11, 2020, 06:01:16 pm
Jar jar jar, what even is a .jar file.
Seems to the Java equivalent to a .exe. It's a program that runs when you open it!
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: TricMagic on February 11, 2020, 06:01:47 pm
Not for me given I have no java software..
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: notquitethere on February 11, 2020, 06:14:28 pm
Depending on your computing environment, it's not difficult to set up, you just download java (https://www.java.com/en/download/).
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: Solymr on March 04, 2020, 09:48:17 am
It's about time I got off my ass with the poll, and so from now on Saints will have Sacrifice and Staff Mastery, limited to two uses of one staff in one turn.
Title: Re: The Fire Emblem on Forums Hub! Handbook v2.3.1 is here!
Post by: Solymr on March 04, 2020, 10:36:58 am
Also, in games where gold may not be a thing, Scavengers will have a different skill:

Top Off: When the Scavenger reduces an enemy to 0 HP in combat, they may regain one use on a consumable item in their inventory, excluding Elixirs. If the Scavenger has no consumables in their inventory below max uses, they instead gain a 1/3 vulnerary in an open inventory space if there is one.
Title: FEF Calculator V1
Post by: notquitethere on March 09, 2020, 12:39:47 am
Fire Emblem on Forums Calculator

I have made a prototype of a Fire Emblem Calculator, and I need your help in testing it.

So far I have implemented:
- Character creation to trainee level
- Freeform character editing
- Importing and exporting character sheets
- Most character skills
- Terrain
- Various effects from dancing or items
and, most importantly:
- Battling!

The battling system pits an attacker vs a defender, you make both beforehand with the character creator, or import other people's creations. This test version has one character sheet included and a few enemy templates. V2 will have more.

Here is the file.
 (https://drive.google.com/file/d/1SAQLMrjT_0NUdpzXvnCztNE5WBOI2f2G/view?usp=sharing) It's currently a gblorb, which you'll need a glulxe interpreter to run. Download info for a windows interpreter can be found here (http://www.davidkinder.co.uk/glulxe.html). Info on interpreters for other systems can be seen here (http://www.ifwiki.org/index.php/Glulx#Status_of_Interpreters). I'll look to upload a web version of V1 in the next few days so people can try this out in their browser of choice.

The project is on github, (https://github.com/notquitethere/FEF) if you would like to make your own fixes and changes, feel free to make pull requests! You'll find the source code and instructions for compiling it yourself.

Testing

If you do test it, please fill out the test spreadsheet (https://docs.google.com/spreadsheets/d/1eXZYu3kONT8PBdo3ltZgErlC8QwGzJCTh8yqeCmvIAQ/edit?usp=sharing). It has a sheet which lists a number of tests that need to be performed to test the current features, and it has a sheet for describing bugs you come across. I've gone ahead and put in some known issues to start. (I've made the sheet public because I trust that you're all good eggs, please don't sabotage it. I have copies so no real harm if it does get messed up.)

Look for a feature that hasn't been tested yet and give it a try and write up what you experienced and any issues. When you come across bugs and missing features, list them on the bug page. Skim over the existing bugs to make sure you're not making a dupe.
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator beta is out!
Post by: Solymr on March 09, 2020, 09:38:05 am
So Merc's had Mordhau (exchange final crit for damage at 5:1 ratio) for a while and it may just not be useful enough, so an alternative to it could be Alpha Strike: +3 DMG and +10 Crit against enemies at full HP.
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator beta is out!
Post by: Unlurking Sentinel on May 18, 2020, 04:50:15 pm
Oh yeah, forgot to make the announcement in here: I'm running Final Fantasy Emblem on Forums (http://www.bay12forums.com/smf/index.php?topic=176417.0) now! It uses a disgustingly custom handbook, a mistake 13 months in the making. Signups last until June 7.
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator beta is out!
Post by: TricMagic on June 10, 2020, 05:29:55 pm
A Treatise on Affinity Buffs to bring Affinities more Value in an Animae Dominant Support-Game.

Light and Dark, +2 DG.
Thunder, +2 Crit.
Ice, +1.5 Evade.
Water gets +0.5 Hit/Evade.
Heaven gets+ 0.5 Evade.
Earth gets 0.5 Hit.
Heaven and Earth may also receive a modification to +2.5 Crit/DG instead of 5 DG. (Due to talk of enemies not having high enough Crit for so much DG to matter in most cases)

On it's own, not much, but the .5s fit with other Affinities. While not boosting them too far with what they already have.
Light and Dark are counterpoints, so granting them a bit of DG does boost them to be near Fire, Wind, and Anima.
Thunder, like the spells tend to have a bit of crit. Thunder is a bit more focused on DR/Evade/DG though, so maybe 2.5 crit? 2 seems balanced enough though to make it a valid pick.
Ice is Defensive with 1.0 DR, so adding 1.5 Evade seems logical enough to boost it a smidgen. Also works with other evade supports.
Water is a jack of all, so .5 Hit/Evade is decent with it's .5 Dmg/DR. Kinda boosts it to be the anima of Jack-of-all-Trades, cable of supporting with anyone.
Heaven/Earth get .5 in either evade/hit, respectively. This means they can better support with other affinities while maintaining their specialties. *One might also consider messing with their DG to 2.5 Crit/2.5 DG.*

In this manner, supports tend to give a positive bonus no matter what the combination. So Anima is no longer as valuable all round due to the other affinities having received minor buffs which combine well with each other.


Heaven and Earth for example are complimentary granting 6 Hit/Evade and 5 Crit/Dodge.

Dark and Light each grant minor DG along with their normal bonuses. This makes them more valuble to pick.

Ice gets more defensive with the added Evade, which pairs well with Wind and Dark.

Thunder's is simpler, just adding a bit of crit to it's DR/Evade/DG. It works with Light for balence, and Water, which now can grant +3 Evade rather than the 2.5 Evade it would grant before. And +1 Hit too on the second support.(Kinda a weak pairing.) It can also choose to pair with Ice, which is a very good defensive pairing now thanks to Ice's 1.5 Evade and granting DR.(Which describes the main focus, making combinations better as a whole rather than focu entirely on Crit-supporting.) Whcih brings up Wind as a valid option, with the crit buff to Thunder and the Eva already present.

Water now has +0.5 DMG/DR/Hit/Evade, and +5 DG. 0.5 Hit/Dodge is extremely minor, but makes Water the best for overall pairigs. The only one it doesn't entirely get along with is Anima's straight DMG/Crit, only granting straightforward bonuses at B and S rank.. (That is where the beauty of it comes in, since stats can end up with .5 Hit/Evade left over, which would normally be rounded down.)  For the others, Water works with Fire/Wind/Light/Dark/Thunder/Heaven/Earth. A rather large buff, but also a very small one. Jack of all, master of none.

Heaven gets +0.5 Eva, Earth gets +0.5 Hit. (Likewise, 2.5 Crit/Dodge being their new numbers, with agreement) For the ones mentioned, it mostly translates to a buff on an Affinity that may not be of use. Such high Hit/Evade is useful, sure, but compared to the others which recieved a buff, receiving a buff meant to work with other Affinities is a no brainer. They fit with those that have a +.5 in that stat, respectively.

For the Crit/DG modification that would need discussion. It would make them the most overall effective Affinities for support, supplanting Anima in some ways due to being good for either connecting or evading hits. Balanced, useful Affinities. Not that this would be a bad thing thematically. Earth Seals and Heaven Seals come to mind.
However, compared to other buffed Affinities and existing Affinities, they all have advantages now in their own ways. And all work in Supports.


Notes
This is mostly in thought that Anime(Anima) is dominating the Support Game. So, rather than just making a patch job of granting +2.5 Crit/Evade to all(even the purer defensive affinites), I thought of how to buff them to make the others have better Value in the Support Game. Fire, Wind, and Anima were fine, especially Anima. Giving Buffs to the others now means that Anima is not the Be-all/End-all choice.
Supporting Characters now have options other than just picking Anima(or other Crit boosters) to help out damage dealers deal damage. Defensive Characters have better options. And Offensive Characters have more options. Rather than all Affinities becoming alike, all Affinities grew closer to each other, better able to work with each other. More Unique Supports can occur as a result.

Looking at them, Light and Dark seem a mishmash, but now more so with the DG. So they are definitely Unique picks. More a result of a note that enemies don't tend to have high crit rates, so for the average PC, Dark and Light are useful options rather than full DG if you don't want to deal with stray crits. Heaven and Earth would also do that if they get modified to 2.5 Crit/DG, though with a different focus with Light/Dark still having Crit. Thunder meanwhile has added 2 Crit to it's 5 DG.


Think that's about all my rambling, are they decently thought out buffs? A lot more random in the middle than the Half +5 Crit / Half +5 DG, but that isn't a bad thing with Anima around in the current Support Meta. A good deal better to defensive and support builds than 2.5 Crit/DG on all affinities though. Far too sameish while not adding options other than Anima and occasionally Ice..
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator beta is out!
Post by: Blade Master Model 42 on June 10, 2020, 07:58:11 pm
While I would normally advocate for buffing instead of nerfing, I'm of the opinion that Supports are already disgustingly powerful. It represents an avenue of power that doesn't have a counter, broadly, for the enemy side, and that being the case I think reducing the power of all affinities would be prudent, rather than bringing everything up to the level of Anima.
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator beta is out!
Post by: Haspen on June 11, 2020, 04:27:32 am
Hard no to boosting already too strong of a system.
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator beta is out!
Post by: TricMagic on June 11, 2020, 07:17:39 am
Then would a Debuff work to reduce Crit/DG to 2.5 or 3? Or just Crit. That would make Anima and the other crit options less powerful, while DG has been noted as too much already and isn't as affected.
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator beta is out!
Post by: Blade Master Model 42 on June 11, 2020, 08:19:42 am
I'm less concerned about the Crit/DG contribution overall, as its one of the only places to get it in appreciable amounts. But the damage, hit, and evasion are pretty impressive in terms of what you can get.

I would like to see a move away from values that aren't whole numbers though, just because it means some combinations are pretty bad because they lose a chunk of their value. If I were to rebalance Affinities based on my own sense of where things ought to be (without changing how the system works, per se), it would look something like...

Fire: +3 Hit, +5 Crit
Wind: +3 Hit, +3 Eva, +3 Crit
Dark: +3 Eva, +5 Crit
Heaven: +3 Hit, +5 DG
Earth: +3 Hit, +3 Eva, +3 DG
Thunder: +3 Eva, +5 DG
Water: +5 Crit, +5 DG
Anima: +1 DAM
Ice: +1 DEF
Light: +1RES


So what we get is, in addition to an overall reduction in power, an expulsion of cases in which pairing certain affinities together is suboptimal at all ranks but B.



Title: Re: The Fire Emblem on Forums Hub! FEF Calculator beta is out!
Post by: Powder Miner on July 23, 2020, 02:36:25 am
For Discipline:
Thunder (B)
For Memory Magic:
Level 1 (I think I already chose this one but fuck looking for it): Heal
Level 3: Primer Bolt
Level 5: Lightning, I suppose (RIP Druidic Magic)


THIS ISN'T THE FEF3 THREAD
WHAT THE FUCK IS WRONG WITH ME
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator beta is out!
Post by: Solymr on July 25, 2020, 04:07:34 pm
The new Alpha Strike: +3 DMG and +10 Crit against enemies at full HP will be the Mercenary's skill from now on.

Now it's time to look at Duke Knight's Momentum: For every 2 spaces traversed, the Duke Knight gains a +1 AS bonus and a +2 DMG bonus. This bonus resets to 0 at the end of their turn, even if they haven't made an attack. This forces the Duke Knight to use their full MOV to charge in to make the most out of it. There's some alternate skills that offer bonuses without leaving them in the middle of the fray with nothing.
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator beta is out!
Post by: Blade Master Model 42 on July 25, 2020, 04:15:27 pm
As noted above, the primary issue with Momentum as it currently exists is that it endangers the user pretty badly if you want to get the most out of it, since you don't have leftover mov with which to meaningfully withdraw when you commit to an attack. The options above address that issue in two distinct ways: lower the requirements to get value out of Momentum, thus leaving more movement to play with afterward, or giving a different bonus afterward to mitigate the risk the Duke Knight prevents to themselves.

I favor the latter. Any of the other options that follow the principle of the first solution do solve the problem of capacity for withdrawal, but also lower the barrier for maximum power on Momentum, making the turn to turn offensive power of it much greater.
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator beta is out!
Post by: SOLDIER First on July 25, 2020, 11:31:02 pm
Maybe convert all or some of the bonus damage into DR or Evasion on the enemy phase?
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator beta is out!
Post by: Solymr on July 28, 2020, 01:40:33 pm
The option to convert the AS bonus to DR after the DK's phase ends wins!

Then it's memory magic and after that only fluff remains to be done.
Title: Re: The Fire Emblem on Forums Hub! Handbook 2.3.2 is out!
Post by: Solymr on August 03, 2020, 09:43:31 am
After fixing memory magic on our own the version 2.3.2 of the Handbook is out! Check it out in the OP.
Title: Re: The Fire Emblem on Forums Hub! Handbook 2.3.2 is out!
Post by: Haspen on July 03, 2021, 07:01:58 pm
FEF9 will be a thing soon-ish.

Probably matter of weeks.

Quote
00:47] ctako of the awooo~: Basic lore in one sentence?
[00:50] Cthuwu: 3 kingdoms founded by 3 crusaders of white dragon goddess lived in peace for some 500 years but now there's trouble in provinces and one of kingdoms is behaving fishy

Also, I painted a map a la 80s macintosh, come enjoy the contrasty:

Spoiler (click to show/hide)

And here, barebones snippets of kingdom lore:

Spoiler (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! Handbook 2.3.2 is out!
Post by: Solymr on July 04, 2021, 02:47:23 am
Also might as well mention that Gates of Rundum (http://www.bay12forums.com/smf/index.php?topic=136449.0) is (technically) complete! Conglaturation!
Title: Re: The Fire Emblem on Forums Hub! Handbook 2.3.2 is out!
Post by: Haspen on July 04, 2021, 03:49:55 am
FEF9 is looking for players now (http://www.bay12forums.com/smf/index.php?topic=178699.0)
Title: Re: The Fire Emblem on Forums Hub! Handbook 2.3.2 is out!
Post by: Praefectus Screptum on July 08, 2021, 01:29:05 am
Now I am technically in the immortalized crew. And what a ride it was.
Title: Re: The Fire Emblem on Forums Hub! Handbook 2.3.2 is out!
Post by: SeriousConcentrate on July 08, 2021, 02:06:26 am
Congratulations, Praef!
Title: Re: The Fire Emblem on Forums Hub! Handbook 2.3.2 is out!
Post by: Haspen on July 08, 2021, 05:18:43 am
Technically, he could score two achievements; for completing a FEF, and for longest-running FEF.

CONGRATURATONS! A WINNER IS YOU!
Title: Re: The Fire Emblem on Forums Hub! Handbook 2.3.2 is out!
Post by: Takosher on August 16, 2021, 07:16:03 pm
Recruiting for Lunatic Advance (http://www.bay12forums.com/smf/index.php?topic=178904.0)
Title: Re: The Fire Emblem on Forums Hub! Handbook 2.3.2 is out!
Post by: IamanElfCollaborator on October 19, 2021, 08:13:45 am
ayo it's a new elf fef
Demon Soul Saga is recruiting, looking for 7 players, more information on the Discord. (http://www.bay12forums.com/smf/index.php?topic=179108.0)
Title: Re: The Fire Emblem on Forums Hub! Handbook 2.3.2 is out!
Post by: Praefectus Screptum on October 19, 2021, 08:31:39 pm
Need feedback of folks about this; if I should include Elf's classes/combat arts stuff in GoR 2 or not. The reason behind that is adding more variety, especially on the human side as I will just be adding a few and focus on the monster classes. PS: The reason Gnosis isn't included is because GoR2 will have its own system; the elemental essence system. It will be similar to the Gnosis system, more details can be seen here. (https://pastebin.com/XBPwHUfh)

For clarification/easy access:
Elf's Combat Artes (https://www.dropbox.com/s/tf6iu5lu54zskv6/Combat%20Arts%20%28ALPHA%29.txt?raw=1)
Elf's class/weapon supplement (https://www.dropbox.com/s/j1kbofuz2um0zfz/Elf%E2%80%99s%20Untested%2C%20Unconventional%20and%20Unarmed%20Supplement%20v0.80.pdf?raw=1)

Vote if possible, thank you! (https://strawpoll.com/hjbbxppsu)
PS: Had to reset the poll due to some wonkiness, apologies for the inconvenience.
Title: Re: The Fire Emblem on Forums Hub! Handbook 2.3.2 is out!
Post by: IamanElfCollaborator on December 18, 2021, 03:40:53 pm
What FEF shall I run next? (https://strawpoll.com/kh3778psu)
because i have too many ideas
and all of them are good
maybe
iunno lmao
Title: Re: The Fire Emblem on Forums Hub! Handbook 2.3.2 is out!
Post by: IamanElfCollaborator on December 30, 2021, 06:37:16 pm
oh right i forgot to update this
poll is closed, vrmmo fef 2: electric boogaloo won
so keep an eye out for that i guess

technically gibe loods won but this is a bring your own loods game
Title: Re: The Fire Emblem on Forums Hub! Handbook 2.3.2 is out!
Post by: USEC_OFFICER on December 30, 2021, 08:28:53 pm
Of course. It's not a proper MMO without players awkwardly erping somewhere.
Title: Re: The Fire Emblem on Forums Hub! Handbook 2.3.2 is out!
Post by: IamanElfCollaborator on January 08, 2022, 04:00:35 pm
oh right because i forgot and also for anyone who somehow hasn't joined the FEF discord yet
vrmmo fef 2 electric boogaloo (http://www.bay12forums.com/smf/index.php?topic=179425.0)
(or: rebel impulse i guess)
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator v0.3 is out!
Post by: Solymr on May 07, 2022, 01:32:52 pm
I've decided to make a calculator in PowerShell:

https://www.dropbox.com/s/40q4082wx2trvlk/Calculator%20v0.3.ps1?dl=0 (https://www.dropbox.com/s/40q4082wx2trvlk/Calculator%20v0.3.ps1?dl=0)

Download the script file, then right click and execute with PowerShell to open the GUI.

This version lets you:
-Save and load sheets for both characters and weapons
-Roll a battle between an attacker and a defender
-Add modifiers to both combatants

More coming later
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator v0.3 is out!
Post by: Sirus on May 07, 2022, 02:51:39 pm
Solymr is a gentleman, a scholar, a steely-eyed missleman, and just all around awesome.
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator v0.6 out! Battle calc complete
Post by: Solymr on May 23, 2022, 02:38:36 pm
FEF Calculator v0.6:

https://www.dropbox.com/s/voog6eerrvol1in/Calculator%20v0.6.ps1?dl=0
https://www.dropbox.com/s/gmx5rzjhlgxfotf/rolling.gif?dl=0

This version now has a complete battle calculator! Future features include rolling levels and managing campaign folders.
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator v0.3 is out!
Post by: TricMagic on May 23, 2022, 02:53:39 pm
FEF Calculator (and more incoming) v0.5:

https://www.dropbox.com/s/lrgfkdqkkkiutld/Calculator%20v0.5.ps1?dl=0
https://www.dropbox.com/s/gmx5rzjhlgxfotf/rolling.gif?dl=0

This version can:
  • Roll combat between an attacker and a defender and track the amount of HP each has during the combat, stopping if one reaches 0 HP.
  • Add various modifiers to each combatant, as well as specials such as modifiers that change depending on current HP status or Character Skills.
  • Save and load sheets for characters and weapons, which also saves the specials.
  • Keep a history of past rolls up to 10 combats.
  • Change various contributions for combat formulas such as crit multiplier separate for each combatant.
  • Add a funni gif that rolls when you click the roll button and can be customized.

This version can't (yet):
  • Switch stats between attacker and defender with the click of a button.
  • Actually take into account most Character Skills listed in the specials (though they can be saved).
  • Roll level ups.
  • Rig rolls for maximum huehuehue.

Spoiler: Preview (click to show/hide)
In which all FEF GMs bow down to the great Solymr. 3 cheers!
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator v0.5 is out!
Post by: Sirus on May 23, 2022, 05:20:06 pm
Hip hip, huzzah!
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator v0.5 is out!
Post by: notquitethere on May 23, 2022, 05:38:43 pm
I know from trying to implement my own calculator that it's a big undertaking for one person, so well done!
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator v0.6 out! Battle calc complete
Post by: Solymr on June 02, 2022, 03:35:34 pm
FEF Calculator v0.6:

https://www.dropbox.com/s/voog6eerrvol1in/Calculator%20v0.6.ps1?dl=0
https://www.dropbox.com/s/gmx5rzjhlgxfotf/rolling.gif?dl=0

This version now has a complete battle calculator! Future features include rolling levels and managing campaign folders.
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator v0.6.1 out!
Post by: Solymr on June 10, 2022, 05:08:40 am
FEF Calculator v0.6.1:

https://www.dropbox.com/s/9jc5uf4omj5reka/Calculator%20v0.6.1.ps1?dl=0
https://www.dropbox.com/s/gmx5rzjhlgxfotf/rolling.gif?dl=0

Added specials to modify final damage dealt and taken.
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator v0.6.1 out! Battle calc complete
Post by: Solymr on June 15, 2022, 04:32:43 am
FEF Calculator v0.6.2:

https://www.dropbox.com/s/ct4wzxw36kk4u4y/Calculator%20v0.6.2.ps1?dl=0
https://www.dropbox.com/s/gmx5rzjhlgxfotf/rolling.gif?dl=0

Smol update to make it so the save dialogs automatically set the name as the one in the respective name box.
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator v0.6.1 out! Battle calc complete
Post by: IamanElfCollaborator on June 15, 2022, 04:37:59 am
Because I just realised I hadn't done this yet.

Elf's Supplemental Shenanigans Corner:
Major Works:
Player's Handbook 3.Elf (https://www.dropbox.com/s/bozcx649kcn1i0r/Players%20Handbook%20v3.Elf.pdf?raw=1) -- My own personal fork of the Player's Handbook, hopefully maintaining a level of parity with the main Player's Handbook.

Untested, Unconventional and Unarmed (https://www.dropbox.com/s/fe9d79fh2rr6eqy/Elf%E2%80%99s%20Untested%2C%20Unconventional%20and%20Unarmed%20Supplement%20v1.1.pdf?raw=1) -- My expanded class supplement, designed to add a glut of new classes, skills, weapons and mechanics. Designed to work with 3.Elf, but it will work with 3.0 with some conversion.

Gun-Totin', High-Falutin' (https://www.dropbox.com/s/uure64ye46tt7mb/Elf%E2%80%99s%20Gun-Totin%E2%80%99%2C%20High-Falutin%E2%80%99%20Firearm%20Supplement%200.6.pdf?raw=1) -- My gun classes, designed to add some gun-wielding fantasy flavour. Same deal regarding compatibility with 3.0/3.Elf. This supplement is currently under preliminary testing.

Manakete Shenanigans (https://www.dropbox.com/s/55kirdq5diwf57a/Elf%E2%80%99s%20Manakete%20Shenanigans%20Supplement%20v0.2.pdf?raw=1) -- Exactly what it says on the tin, this supplement adds Manaketes to the game. Same deal regarding compatibility It is now compatible, tentatively, with 3.0 and 3.Elf. This supplement is currently untested; use at your own risk.

Mainline Game Canon Supplement (https://www.dropbox.com/s/u7rvf1rxxf9ycks/Elf%E2%80%99s%20Mainline%20Game%20Classes%20Supplement%20v0.95.pdf?raw=1) -- A sort of supplement-lite, containing some excised classes from 3.0 and some canonical classes such as Oni Savage and Transporter, along with some packaged and popular Character Skills. For the GM that wants some additional spice, but isn't interested in something as insane as my main works.

GM Survival Guide (https://www.dropbox.com/s/2y25iq2sus5fma2/Elf%27s%20Declassified%20FEF%20GM%20Survival%20Guide.pdf?raw=1) -- A guide to any aspiring GM to learn how to GM a game of FEF. Compatible with the main PHB, as well as my own.
-- GM Supplement Guide (https://www.dropbox.com/s/34uodvsfx0a6xhx/Elf%27s%20Declassified%20FEF%20Supplemental%20GM%20Guide.pdf?raw=1) -- A guide to any aspiring GM seeking to use any of my supplements. Compatible primarily with 3.Elf, but 3.0 is also doable.

Minor Supplements:
Combat Artes (https://www.dropbox.com/s/tf36verwwjzk3gx/Combat%20Arts%20%28Fire%20Emblem%29.pdf?raw=1) -- This implements the Combat Arts mechanic from Three Houses into FEF.

Freeform Character Creation (https://www.dropbox.com/s/zhwr6r6e9rtwh20/FEF%20Freeform%20Development%20System.pdf?raw=1) -- This implements a freeform character creation for games that want to remain classless, based on swordstar's work in Gates of Tardore.

Spells (https://www.dropbox.com/s/5xm2rnxsmkze8jl/Spells%20%28Fire%20Emblem%29.pdf?raw=1) -- This implements a QL/Tomeless magic system as used in Demon Soul Saga, now altered to allow it to fit vanilla FEF.

---More content coming soon---
Title: The Fire Emblem on Forums Hub! FEF Handbook v3.0 is out!
Post by: Solymr on June 17, 2022, 09:39:18 am
Player's Handbook v3.0 (Solymr version) (https://www.dropbox.com/s/v2k7zwjag3jzw5d/Players%20Handbook%20v3.0.pdf?raw=1) and Abridged Handbook v3.0 (without fluff and images) (https://www.dropbox.com/s/5bb937dedo6wv27/Players%20Handbook%20v3.0%20Abridged.pdf?raw=1)

The Handbook v3.0 is here! Major changes include the yeeting of weapon subcategories and the introduction of Weapon Experience, and the addition of a few new classes.

Spoiler: More changes (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! FEF Handbook v3.0.1 is out! (Sorta)
Post by: Solymr on June 21, 2022, 02:43:57 pm
Abridged Handbook v3.0.1 (https://www.dropbox.com/s/w9pwhvuneh64fg9/Players%20Handbook%20v3.0.1%20Abridged.pdf?raw=1)

Small update to the Handbook with a few more tweaks. Only Abridged version for now as full will include new fluff.

Spoiler: More changes (click to show/hide)
Title: Re: The Fire Emblem on Forums Hub! FEF Handbook v3.0.1 is out! Calculator also here.
Post by: Blade Master Model 42 on June 22, 2022, 04:58:43 pm
https://drive.google.com/file/d/1mMsp6lvBl4v3bJsSXPW7XX_2cgX-dLPy/view?usp=sharing

Book variant from ya boi.


Matching GM Guide timeline is tbd it really just depends if I feel the need to do it.
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator v0.6.3 out!
Post by: Solymr on June 25, 2022, 08:59:11 am
FEF Calculator v0.6.3:

https://www.dropbox.com/s/acge1dbe3bhy6rj/Calculator%20v0.6.3.ps1?dl=0
https://www.dropbox.com/s/gmx5rzjhlgxfotf/rolling.gif?dl=0

Fix to specials applying bonuses too much or not applying at all.
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator v0.6.3 out!
Post by: Solymr on June 27, 2022, 01:28:56 pm
FEF Calculator v0.6.4:

https://www.dropbox.com/s/fvisnqbxzostgqj/Calculator%20v0.6.4.ps1?dl=0
https://www.dropbox.com/s/gmx5rzjhlgxfotf/rolling.gif?dl=0

Added specials for Critical Eye/Single Stroke, Aegis/Pavise, Great Shield, Pierce and Flare.

Next up: campaign manager tab (what that exactly entails to be decided) and level roller.
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator v0.7 out!
Post by: Solymr on June 29, 2022, 01:57:44 pm
FEF Calculator v0.7:

https://www.dropbox.com/s/vz0dlpq2oaid8x0/Calculator%20v0.7.zip?dl=0

Made everything into a neat little zip with links to directly start the calculator with no console windows either in light on dark mode. Also optimized the code so it takes around half the size.
Also the saving and loading system (as well as switching combatants button) is slightly tweaked and takes into account advanced formulas, so you're gonna have to resave your files.

Next up: campaign manager tab (haven't even started yet) and level roller.
Title: Re: The Fire Emblem on Forums Hub! FEF Handbook v3.0.1 is out! Calculator also here.
Post by: Solymr on June 30, 2022, 05:04:39 am
I have updated the previous zip to fix the links and further optimize the script. Pls redownload.
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator v0.7 out!
Post by: Solymr on July 03, 2022, 02:07:53 pm
FEF Calculator v0.7.1:

https://www.dropbox.com/s/wtibgpg1un5275o/Calculator%20v0.7.1.zip?dl=0

As it turns out I bungled up the battle stats code so I fix.
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator v0.8 out!
Post by: Solymr on July 07, 2022, 02:12:56 pm
FEF Calculator v0.8:

https://www.dropbox.com/s/w2nui924jggzs16/Calculator%20v0.8.zip?dl=0

Added a level roller. Soon it will be feature complete.
Title: Re: The Fire Emblem on Forums Hub! FEF Handbook v3.0.1 is out!
Post by: Solymr on July 08, 2022, 04:24:03 pm
Player's Handbook v3.0.1 (https://www.dropbox.com/s/8o4d4exz8txh56z/Players%20Handbook%20v3.0.1.pdf?raw=1)

Now with fluff for all classes! Also some tweaks to First Class bases to make them fit with Trainee + Promo bonuses.
Title: Re: The Fire Emblem on Forums Hub! FEF Handbook v3.0.2 is out!
Post by: Solymr on July 14, 2022, 06:13:15 am
Player's Handbook v3.0.2 (Solymr version) (https://www.dropbox.com/s/iubca1gwpnbtiy0/Players%20Handbook%20v3.0.2.pdf?raw=1) and Abridged Handbook v3.0.2 (without fluff and images) (https://www.dropbox.com/s/9rlrs1tp1aeur5v/Players%20Handbook%20v3.0.2%20Abridged.pdf?raw=1)

Memory Magic has been changed to something a bit more flexible and less outdated.
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator v1.0.1 out!
Post by: Solymr on September 20, 2022, 05:53:35 am
FEF Calculator v1.0.1:

https://www.dropbox.com/s/p3dlg7zpphs32gx/Calculator%20v1.0.1.zip?dl=0

I forgot to add the button to send as defender/attacker .<'
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator v1.0.1 out!
Post by: Solymr on October 23, 2022, 02:25:34 pm
FEF Calculator v1.0.1:

https://www.dropbox.com/s/p3dlg7zpphs32gx/Calculator%20v1.0.1.zip?dl=0

I forgot to add the button to send as defender/attacker .<'
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator v1.0.1 released!
Post by: IamanElfCollaborator on November 29, 2022, 06:50:12 pm
Ya boi might put together a little poster for the 10th anniversary of FEF coming up next year. Go vote here (https://forms.gle/jUoebYXs9u22ewFj7) for whichever FEFs you want to see on it. More details on the Discord.
Title: Re: The Fire Emblem on Forums Hub! FEF Calculator v1.0.1 released!
Post by: IamanElfCollaborator on November 30, 2022, 07:26:19 pm
And now we have a FEF representative write-in poll (https://forms.gle/2D4f1JtCFNfWkW169) as the earlier poll got a LOT of responses.
Title: Re: The Fire Emblem on Forums Hub! 10 Years of FEF!
Post by: Solymr on April 14, 2023, 08:58:30 am
The FEF poster is now complete and in the OP ;v
Title: Re: The Fire Emblem on Forums Hub! 10 Years of FEF!
Post by: IamanElfCollaborator on April 14, 2023, 09:13:48 am
wao doing gods work
Title: Re: The Fire Emblem on Forums Hub! 10 Years of FEF!
Post by: USEC_OFFICER on April 14, 2023, 10:11:51 am
Hopefully we get at least ten more years of FEF.
Title: Re: The Fire Emblem on Forums Hub! 10 Years of FEF!
Post by: Haspen on April 14, 2023, 10:20:41 am
I am so proud of you all.
Title: Re: The Fire Emblem on Forums Hub! 10 Years of FEF!
Post by: Culise on April 15, 2023, 09:32:08 pm
Nicely done, and congratulations on a full decade.
Title: Re: The Fire Emblem on Forums Hub! 10 Years of FEF!
Post by: Sirus on April 15, 2023, 10:42:31 pm
Here's to another ten years!
Title: Re: The Fire Emblem on Forums Hub! 10 Years of FEF!
Post by: Solymr on May 06, 2023, 06:36:17 am
I updated 3.0.2 to include Thief's Toolset (now with Steal) and option for WEXP-less classes.

This small update caused the loss of several hours because of Word shenanigans.
Title: Re: The Fire Emblem on Forums Hub! 10 Years of FEF!
Post by: Solymr on May 18, 2023, 01:38:06 pm
At long last, the Manakete Supplement is here:

Manakete Supplement v1.0 (https://www.dropbox.com/s/7h0m4mnkj5749xh/Manakete%20Supplement%20v1.0.pdf?raw=1)

How they work:

That's it really .<.
Title: Re: The Fire Emblem on Forums Hub! 10 Years of FEF!
Post by: Solymr on May 20, 2023, 03:53:42 am
I updated the Manakete book with the Manaless option for less OP Manaketes ;v
Title: Re: The Fire Emblem on Forums Hub! 10 Years of FEF!
Post by: Solymr on September 19, 2023, 02:46:21 pm
I have also decided to make a map manager in Powershell:

https://www.dropbox.com/scl/fi/s19ev6k2fwq4j589whc3j/Map-Manager-v0.5.ps1?rlkey=dxn4dfhhvfk1yghee28xdy1ih&dl=0 (https://www.dropbox.com/scl/fi/s19ev6k2fwq4j589whc3j/Map-Manager-v0.5.ps1?rlkey=dxn4dfhhvfk1yghee28xdy1ih&dl=0)

Download the script file, then right click and execute with PowerShell to open the GUI.

Map Manager v0.5 lets you:
-Create a map from a background file, headers and the specified parameters.
-Add units to the map either by dragging sprites onto the map or by saving a unit with a tile selected.
-Said units have a name, map sprite, team affiliation and moved/not moved options for now.
-Units can be moved around the map or dragged off it to delete them.
-The map can be saved to a txt file for later loading or printed directly into a png. In the printed map, sprites larger than tile size are drawn properly over others.

Future features include:
-Counters for how many units (allies/enemies/any) are within 1, 2, 3 or 4 spaces for various skill purposes.
-Adding status effects with sprites to a list to overlay their icons over unit sprites and keep track of them.
-Adding auras of various sizes to attach to units, whether drawn or not (including supports).
-Adding a list to see which auras the selected unit is under.
-Terrain definition with bonuses and MOV costs.
-Integration with Calculator.
Title: Re: The Fire Emblem on Forums Hub! 10 Years of FEF!
Post by: RoseHeart on September 20, 2023, 08:49:52 am
Congrats on 10 Years!
Title: Re: The Fire Emblem on Forums Hub! 10 Years of FEF!
Post by: Solymr on September 20, 2023, 01:54:47 pm
FEF Map Manager v0.6:

https://www.dropbox.com/scl/fi/mnrsg7toiy9br2b4tjjbl/Map-Manager-v0.6.ps1?rlkey=7bh0x9bh6cbsmixdzaj6j8hmy&dl=0

Now grayscales units that have already moved and counts how many units/allies/enemies are in range, depending on the selected unit's team.
Title: Re: The Fire Emblem on Forums Hub! 10 Years of FEF!
Post by: Solymr on September 21, 2023, 01:17:10 pm
FEF Map Manager v0.7:

https://www.dropbox.com/scl/fi/8spxc22gnyr6bzcg5nf68/Map-Manager-v0.7.ps1?rlkey=y1y8dbtmi8bg9mnyi23v1d9ee&dl=0

Added status features and moved UI stuff that will become functional probably tomorrow ;v
Title: Re: The Fire Emblem on Forums Hub! 10 Years of FEF!
Post by: Solymr on September 22, 2023, 05:45:27 am
FEF Map Manager v0.8:

https://www.dropbox.com/scl/fi/1qm1jhm9gem59d8tjbcg5/Map-Manager-v0.8.ps1?rlkey=zm4wx0ni5rwwlr6i43fxnqtrm&dl=0

Auras now added which means this can now print complete maps.
Title: Re: The Fire Emblem on Forums Hub! 10 Years of FEF!
Post by: Solymr on September 26, 2023, 11:13:14 am
FEF Map Manager v0.8.1:

https://www.dropbox.com/scl/fi/ldxvvyvttohtggxhh53tm/Map-Manager-v0.8.1.zip?rlkey=9mgomhnz128krmtvr1fa5hhnh&dl=0

Fixed auras being printed twice and reloaded on every move which caused slowdown. Also packed with a link to start it directly and my headers, auras and status icons ;v