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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.
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.I like this idea.
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.
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.This seems like a good idea. Gives knights something useful, without making it overpowering.
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.
So Armoured with 2 base + 10% of DEF seems good?I like both. Notionally, magical damage would be countered by adding 10% of RES instead, but they tend to get terrible RES.
Only for physical damage or both?
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
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.
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.
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.
If they get only range 2, should they keep the double attacks?
I think in melee, you'd just pull out a new one.
Maybe they don't get double attacks in melee? I dunno.
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 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.
@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.
Except the hidden blade. Wouldn't want assassins to have range assassinationing.
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?
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.
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.
Wait, why would Miracle be unchanged? Since people can be revived anyway, it's a bit weak right now anyway.
How about making Luck not a dump stat by simply making all single stat chance skills have stat+LCK chance to activate?
Just make it like Assassination, where the chance is capped at 40% or something?
Just eliminate Miracle altogether? I dunno.
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.
You're all mixing shit up.I wanted to separate character and class skills before it was cool.
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?
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?
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?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
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...
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*
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?
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.
Wyvern Rider:Shouldn't that be 'Lances and swords' since they anti air(and most flyers hold swords and lances)?
Ironscales: +5 DEF against Axes and Swords, effective damage from Thunder (on top of Bows and Wind).
Lances have pointy ends ideal for poking through tough skin, just like arrows do :PAh, now I'm in the right mindset.
Swords and Axes on other hand are slashing~
Spoiler: FEF3/NEF3 revisions so far: (click to show/hide)
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.
We try to ignore that the class changes in 1.22 exist, to be honest. It's better for our collective sanity.
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.
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.
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?
Ernest's superclass was based on Master Spy.
Ernest's superclass was based on Master Spy.
Really? I assumed it would have been based on assassin. Since, you know. Murder Blade.
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
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.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
I think that was already happening for most of the class pictures. Very little of it looks like the official art.The problem there is that artists' commisions aren't free, or even cheap.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
...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.
Not to mention there's easily forty to fifty some classes.
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.
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
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
Oh well first classes got one vote let's do that :P
Who voted for something different without saying what it issssssss
Who voted for something different without saying what it issssssss
Two did it.
And theres some species that act more like bards
Laguz seem more like Manaketes than a whole nother race of playable characters :V
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.
[url=link here]text here[/url]
...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 ;)
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.
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.
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
What about mages/axemen with throwing axes/lancemen with javelins?
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.
GMs don't like rolling a lot of numbers. They're lazy :VGuilty as charged.
GMs don't like rolling a lot of numbers. They're lazy :VGuilty as charged.
That and track the ten million variables for every fight.
Btw is any of you going to make these changes active on your games?
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.
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.
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.
huehuehuehueMight 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.
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.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.
Plea to the GMs: give enemies more items to steal plz
Plea to the GMs: give enemies more items to steal plzIf I had a thief, I would, but since an Scavenger lack steal, it needless busy work.
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:
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
Except with crossbows. Your point?
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.
What about the ability to 'teleport' once per battle? Like a 'I was really here all along!' thing?
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.
Seconded.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.
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).
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? :VCaltrops are easy to carry and set. Plus crossbows deal direct damage.
I would say Assassins just get to keep what Spies can do, but Master Spies get better traps.
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.
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.
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.
Why do they need magic tomes?!
They need DEF and RES shredding traps, paralyzing traps and maybe STR and MAG reducing traps.
Why do they need magic tomes?!
Also, I suggest that Rogues and Spies get a skill to detect enemy traps. Also also, I suggest Rogues get a Disarm Trap skill.
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.
They could step on it and like, lose all MOV on a frantic, instantenous disarming before it goes off under their feet :P
@Blade: what does Silence do again? :VIt stops you from using any type of magic.
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
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 (does this mean one shot?). Enemy units that enter this square suffer -20 hit and evade for 3 turns. Affects Fliers.
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.
Nauseating Gas: Target takes -3 DEF and -5~10 EVA for 3 turns.
MagiConductive Water: Target takes -3 RES and -5~10 EVA for 3 turns.
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/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.
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.
Glue: Persistent. The move cost of the tile increases by 3. Doesn't affect fliers.
Keep in mind berserks attack anyone, not just their own.
Also disable only for 3 turns then.
Recap of all proposed traps:
<snip>
Did I forget anyone?
So... Who doesn't like the spy traps? What complaints do you have?
Oh come on man >.>
Fog of war wouldn't be worse work though?
Entirety of Thief Trainee tree has Lockpick skill as far as I understand the badly written handbook.Spoiler (click to show/hide)
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.
...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.
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.
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.
Now for something else: does anyone feel like the Mercenary's special should be changed?
I didn't remember you changed it, so the handbook I meant.
Maybe max 2 allies?
Noice tree. Can I use it for the handbook?Totally made my day by asking me that. 'Course you can! :D
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.
Fencers were also in talks to receive a third promotion, specifically Swashbuckler.There was? I don't recall, but it does make sense.
The vote is pretty lopsided. I have no objections.Agreed.
Technically it is the first first class to get 3 Promoted class options if we agree on Hero/FK/Warrior combo.Yeah, the way the poll is phrased....
Only trainees have three First class options, so you're kinda getting into new territory there :P
Actually, it might be better to address all promotion changes at once.Agreed.
One option is to give every class 3 promotions. Might have to make up some classes, but hey
lets discuss this.
HOW 'BOUT THEM FENCERS EH
Dread Pirate
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)?QuoteDread Pirate
What is this magical thing I see before me.
Cavalier can promote to Paladin, Duke Knight, and Great Knight.
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 :PTenebra shakes his hoof at you.
That's why I made Pegasi Riders turn into Pegasi Valkyries and Troubadours turn into Horse Valkyries in FEF2 onwards :PTenebra shakes his hoof at you.
That's why I made Pegasi Riders turn into Pegasi Valkyries and Troubadours turn into Horse Valkyries in FEF2 onwards :PThis should make it in the new rules too. I forgot about it :V
Why don't we like flying for troubadours? What'd they ever do to you?
Seems to me like they should fly no matter their starting class. Like, I dunno, Valkyries?
Just Saiyan.
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
That actually makes a lot more sense. Rider trainee: choose your ride between regular hoars, flying hoars and monster hoars.
That actually makes a lot more sense. Rider trainee: choose your ride between regular hoars, flying hoars and monster hoars.
Nomads should not promote from rider trainees. Let's have wyvern riders fill that spot.
Wyverns bro :V they have thunder weakness so monsters they are.
Nomads should not promote from rider trainees. Let's have wyvern riders fill that spot.
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.
I thought you meant something completely different and I was about to get upset about the whole riding skills thing again.
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.
So votes are actually 4Y 3N?Well, they were when you posted that :P
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).
What a cluster-fuck that all is.
Allow choice upon beginning of each mapLol
I doubt anyone would pick that option for any reason other than to troll us...Allow choice upon beginning of each mapLol
Please excuse the double-post, but I have a question concerning Personal Skills.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.
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?
Another question is, headcounts are OK for the Hero?
Allright, the polls are open.nope, they're not
I voted 'no' because I don't see any need to fix these :P
I voted 'no' because I don't see any need to fix these :P
You replaced Lend Me Your Strength with Charisma!
*flails*
It's flat +5/+5 and +10 back to the merc >_>
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.
I voted 'no' because I don't see any need to fix these :P
Sounds good to me. Trying to figure three for everyone sounds like too much hassle for what gain?
Change is addictive, trust me I know.
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.
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.
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
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.
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.
One class shouldn't have more promotion options than others.
A bard can double the combat potential of four allies a turn. One unit does that, and they can every turn.
I'd like the tie resolved when I wake up, else I might just say fuck it and break it myself :VConsidering you're part of the community, I think you should vote regardless.
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.
Still in favor of giving Fighters Defiance and giving Warriors Rough and Tumble.
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):Instead of fighter hero it would be Warrior and the numbers need some tweaking.
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
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?
In any case, if we give Bandits extra Strength, we'd have to take something away.
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.
Why doesn't this have its own forum yet?
More seriously, why is this game so incredibly popular that it spawned so many offshoots?
We had a discussion about the possibility of a subforum, but most were adverse to the idea.
eping think it's too late. Fighters seem to be keeping conceal.
For some dumb reason.
We're making a new PDF once everything is covered, right?
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.
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
Does any GM here use ballistas?
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.
Change a Sniper's special to arced shot, and they can increase their range infinitely
infinitely
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.
We still need to finish first classes. Once we finish the Axe tree restat, what's left for first classes?
-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.
Since the votes are quite clear I can advance on this poll? Who wants me to change it?DO EEET
DU EET NAOSince the votes are quite clear I can advance on this poll? Who wants me to change it?DO EEET
-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.
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.
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.
I like Called Shot better. Even if I wanted it to be called Overwatch :P
I'm assuming the attack wouldn't get countered?
And would that waste the enemy's attack or they just get 2 attacks in a row?
Welp I guess that's the archer's choice to activate it or not.
Defintelly better than not attacking at all.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.
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.
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.
...Expound. How are Dismounted Cavaliers better than their fellows?I assume it's because they get access to swords alongisde lances, even while dismounted.
Also, mounted units are vulnerable to the soldier tree and any weapon affected against horseback units.
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.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.
So what. They aren't that great that they need a nerf instead of the foot soldiers getting a little love.
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
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.
@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.
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.
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.
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.
IMO the Overwatch style of special is pretty unique and cool.
I would just like that it didn't apply to ballistas.
...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.
...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.
Why do people want a new special for Archers but not Fighters? :xFighters are, if not balanced, then reasonably close to balanced against their peers, the bandits and pirates.
Like it originally was, you mean? :P
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.
how many enemies get thrusting weapons?I like this idea. Fencing swords were invented for the explicit purpose of trumping other sword-users in a swordfight, after all.
Maybe when using the same weapon type. You know. Fencing is sword v sword.
Xan, what do you think of Fencers trumping whatever subcategories they're using at the time?
Both options are yes.WHOOPS SLIPPED
And if we give them a new special, no more pillar dodging. They can keep reduced move costs for pillars though.
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.
As a note, sword users kinda have that anyway since there's Swordbreaker and shit.how many enemies get thrusting weapons?I like this idea. Fencing swords were invented for the explicit purpose of trumping other sword-users in a swordfight, after all.
Maybe when using the same weapon type. You know. Fencing is sword v sword.
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?
/slowpoke
I don't like Sneaking too much because 1) teleporting shenanigans 2) forces GM to adapt map to fencer.
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.
I'll pontificate on my ideas once I get done with dinner after work.
People promoting from Troubadours presumably get a second Physical Training, is all, I believe.
I think just plain old normal range increase is fine.
I thought we already went over this and it was thought that the other proficiency just doesn't get upgraded. :V
if you wish to take a peak.
And staffs have weight now.
You amurrikans and your mountain-thievery. Hmph!
A necessary change.
Staves use MAG for something, so you can't take Imbue.
I'm personally happy with the current rules we have with staffs, honestly.
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.
I said before that I assumed it could be used at the range any of the weapons chosen allowed :v
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.
You just said they would be able to CHOOSE.
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.
>: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.
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 combatThat'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.
Well, that's why we decide the exact correct interpretation first, then write it up so it can't be misinterpreted.
Someone will still manage to misinterpret it. Possibly on purpose. It's occasionally called Munchkin-ing.
Sleep, poison, silence, Paralyse, Berserk and Stone.
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
Poison lasts for four turns, as a note. Well, going by 1.22. A good chunk is three though.
We've been ripped off!
Also I thought stone caused enemies to get bonus crit against stoned guy?
K sleep can be slapped out of.
Why not make it flat +25 crit against stoned guy. Because negative dodge math too hard.
So it's dependant on luck to determine how good it is? I dun like it.
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.
...do we need stone? I don't like it and it doesn't seem to rightfully have anything paralyze doesn't.
Also staves too accurate is an impression ledt by GMs that overstat enemies :PI disagree, Edwin had strong hit rates with his staves despite rolling like shit.
How did Haspen calculate staff% on his games?
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.
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.
Is that a no :v
Btw can you show us your class flavor?
Now for a little something something for Berserkers.
And btw, FALLOUT EMBLEM IS COMING.:o
Steal Weapon is apparently too op.
And btw, FALLOUT EMBLEM IS COMING.:o
I demand a save place(I'm assuming Solymr is the gm for that.)
WHAT NO
It's a passive that activates when landing the killing blow.
I feel we'd save time if we just voted on accepting Haspen's house rules whole sale.
@BMM: Oh yeah, they were. Sorry about that, forgot.
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.
You did say 'whole sale'...
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
No :P
Ok maybe after Bounty Hunter. But I'm using all this in Fallout Emblem so I want to get this ready.
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.
Since they're supplementary stuff they're best left for later :-X
Problem is how many and how to promote to them.
That's a lot of classes.
: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.
But communal EXP is in the book :I
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...
Do you count both hit and kill exp on the same attack?
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.
I guess they wanted a thief promote to have that ability and couldn't figure out a different one for bounty hunters?Yeah, that acutally makes more sense to me too. I'm all up for switching the abilites of the two classes around.
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?
Why not just change their names? :VSo what? It's the same end result anyways. :P
No wai :I
If you change abilities you end up with a first class with an OP ability.
....I though Scavenger was a promoted class, not a first class. My bad :PNo wai :I
If you change abilities you end up with a first class with an OP ability.
That you do.
We could change Bounty Hunter to Treasure Hunter :v
So with the wyvern knight, we're going under the assumption of assuming Haspen's fix for Nullify?
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.
-snip-
-snop-
Btw in Fallow Emblem I'm going to use all of this.ftfy
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:
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.
Time to officially swap to fixing character skills.Didn't we say we were renaming Scavenger to Bounty Hunter and Bounty Hunter to Scavenger?
Right after we vote on changing the name of Bounty Hunter to Treasure Hunter. It works so well!
Time to officially swap to fixing character skills.Didn't we say we were renaming Scavenger to Bounty Hunter and Bounty Hunter to Scavenger?
Right after we vote on changing the name of Bounty Hunter to Treasure Hunter. It works so well!
Well it's mostly because its promotion item is TREASURE MARK.
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.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.
Then why not make it both in one attack, SKL% chance and cost?
Then it's just Lords choose between Heroic Potential or Aether.
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.
Seems like it would be most useful for enemies that for actual players.
I think we should leave these two alone because it's very hard to make them work without intervention of the GM.
Just because it's only good against bosses doesn't make it bad.
Say that to Ursa.
Just be careful with the long range equipment then.
Yes, I'm well aware. Can't go in, can't go out, but it can go around/over quite nicely.
Hills already get their penalty removed for bandits :V
I consider it good practice to read the class that you're editing before you edit them.
Yeah, it's stated that only flying or units with mountain walk can traverse them. Only the latter actually benefit though.
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.
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
I think free medicine should at least cost an action in the middle of a dangerous battle :V
I want Nullify to nullify one of the character's weakness type (flying, armored, horseback, etc).
Making it from 3x to 2x makes it worse for everyone :V
But great knights and wyverns are the only ones with two weaknesses are they're built like tanks anyways :x
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.
Thunder tree is already Monster effective.
Thunder tree is already Monster effective.
Wyvern =\= monster.
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.
Why do you want to take monster effectiveness out? >:V
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.
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.
But great knights and wyverns are the only ones with two weaknesses are they're built like tanks anyways :xAs someone playing a Pegasus Rider, I just want to let you know that you have some reading to do.
Soldiers deal effective damage against Mounted.
Wyvern =\= monster.
They've already got the dragon category and wyrmslayer yeah.
Page 107, under effective damage in 1.20. I'd quote it but phone. Think that's rather decisive, no?
Random note, effective damage in 1.22 got need to x2, just noticed this.
Darnit, my bad phone post got quoted before I could fix it.
Okay, yup. My bad, I misspoke. Soldiers get bonuses against Mounted units.Soldiers deal effective damage against Mounted.*FWEEEEEEET*
No. No they don't.
Okay, yup. My bad, I misspoke. Soldiers get bonuses against Mounted units.Soldiers deal effective damage against Mounted.*FWEEEEEEET*
No. No they don't.
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).
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.
I'm kinda with BMW here.don'cha mean BMM? :P
Phew. 20 Threads... We could blot out the front page if we all posted simultaneously. O.o
You lot might want to consider that you have a problem.People who play Dwarf Fortress have a problem... because they play Fire Emblem.
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.
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!
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.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.
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.
...We could open it to general vote. Change the current topic to Subforum, and make the options yes, no, and don't care.Spoiler: List of active FEF threads. Plus FEF2, since that's coming back. (click to show/hide)
Do you think we should put the deader games in the list just for the sake of record keeping?
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.
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
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?Oh... I believe it's Cecil.
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.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.
DOUBLE POST BECAUSE IMPORTANT PM JUST ARRIVEDHi! 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?Oh... I believe it's Cecil.
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.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.
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.
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.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.
-le gasp-
What
WHATWHATWHATWHAT
OH MY GOD. THE CREATOR OF THE ORIGINAL BOOK IS IN CONTACT? OH MY SHIT.
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.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.
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.
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...
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?
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?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 uwuSirus, 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.
@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.
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
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
Haspen, Pierce was the suggested new passive for wyvern hunters :V
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.
Toady One says that he is somewhat hesitant to have a subforum named after a Nintendo IP. What's your response?
-v(O_o)v-
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.
I can see why he'd be hesitant though. We do NOT want some lawyers coming in to shut the forum down.
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?
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).
This makes perfect sense to me. No punishing players who join late, nor making trainees even weaker than they already are.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?
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.
:OI like that idea, since it keeps some further connection to FEF.
How about we name it The Further Journeys, like in the handbook?
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.
Still at the top of the page where everyone sees you before any of the games on FGRP?
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.
[15:25] Hatkitty Name: Further Journeys | Description: Series of forum games based on Fire Emblem tactical series
Quote[15:25] Hatkitty Name: Further Journeys | Description: Series of forum games based on Fire Emblem tactical series
^Haspen has good idea.
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.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.
Then there shall be no subforum, easy! v:Well, that'd be my vote. :x
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.
Other fora have provably shown that said legal issue is not likely to actually come up.
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.
Poll is the FG&RP board community at large, discussion is mostly made up of us FEF players.
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.
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.
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.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
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.
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.
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.
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.
How about every 10 HP over 10 HP?
When the cap on HP is 60 and no one has reached that cap yet it becomes quite significant.
You make Raquel sad. There's a reason for that 80% growth rate in HP.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.
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.
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.
*shrug* I dunno, do you have a better idea? :P
Reverse Musou with DEF instead od DMG counts as better? :V
and something else I don't remember.
Staves and dances right?
Meanwhile, any ideas regarding Falcoknights, Warriors or Swashbucklers are welcome.
So we aren't going by the book's ailment length?
Considering the troll option has five votes, I'm guessing:Myan~.
1) Solmyr
2) Solmyr's cat
3) Solmyr's other cat, and
4) Solmyr
Considering the troll option has five votes, I'm guessing:Myan~.
1) Solmyr
2) Solmyr's cat
3) Solmyr's other cat, and
4) Solmyr
Duration and damage of poison.
What to do about sleep/paralyze/stone.
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.
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.
Name | Effect | Duration | Rank |
Poison | Deals 1-5 damage. | 5 turns | (E) staff; (D) dance |
Sleep | Can't move or act. Attacks are autohits. | 3 turns or until first hit | (E) staff |
Silence | Can't cast magic or use staves. | 3 turns | (C) staff |
Paralyze | Can't move or act. Attacks are autohits. | 3 turns | (C) staff; (D) dance |
Berserk | Automatically attacks closest enemy. If no enemies in range attacks closest ally. If no one in range moves towards closest unit. | 3 turns | (B) staff |
Stone | Can't move or act. Attacks are autohits with +30 crit. ? | 3 turns | (B) staff |
Fear | Can't initiate combat. Must move away from enemies. If defensive terrain is in range must go towards it. ? | 3? turns | (B) dance |
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.
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.
Agreed. If I had it my way only Crush and Club weapons, maybe magic, could hurt Stone'd characters. :PIf you follow the Radiant Dawn rules, Stone grants +10 DEF.
Name | Effect | Duration | Rank |
Poison | Deals 1-5 damage. | 5 turns | (E) staff; (D) dance |
Sleep | Can't move or act. Attacks are autohits. | 3 turns or until first hit | (E) staff |
Silence | Can't cast magic or use staves. | 3 turns | (C) staff |
Paralyze | Can't move or act. Attacks are autohits. | 3 turns | (C) staff; (D) dance |
Berserk | Automatically 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 |
Fear | Can't initiate combat. Must move away from enemies. If defensive terrain is in range must go towards it. ? | 3 turns | (B) dance |
Note about the third option: if Paralyze gets turned into Addle, do you mind Stone turning into Paralyze for balance?
Thief trainees getting 5 MOV
Status healing staves appropriate to their rank
Motion to give Wyvern Riders/Hunters axes instead of swords?
Motion to give Wyvern Riders/Hunters axes instead of swords?
I'd like to note that there actually aren't very many classes that mix swords and lances.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.
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.
...Let them choose between the two? Seems the best idea to me for now.Taricus has a good idea here, I think.
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).
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.
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).
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.
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.
New Poll and stuff. Apparently Saints are a really divisive thing if the IRC debates were anything to go by.
I kinda wanna suggest a char skill:
Vendetta, Cost, gives effective damage against a class
I thought they were going to get those other skills based on Staff specialization :V
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.
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.
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.
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.
Overflow, Splashover, Doublebuff are the better ones. :|
Any ideas for Buff specialization? I'll be changing the poll tomorrow.
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.
[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
And the planned change to Bag of Holding makes it even more uselessest.
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)?
Except Bag of Holding as for now doesn't allow you to hold weapons once you go over 5 items :IAnd 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.
I... don't think so? It seems to me that the new weapon would just displace an item into the bag of holding space.Except Bag of Holding as for now doesn't allow you to hold weapons once you go over 5 items :IAnd 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.
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.
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?
Were awareness and parity made while keeping in mind that enemies would keep 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?
The problem is... Rogues don't have much need to carry around that many items.Keep in mind that rogues can
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.
I'm shuddering at flipping a coin every time a unit passes a grass tile.
What's with taking useful stats away from classes in exchange for CON? O_o;
No. Just no. Falcoknights need that STR.
Also question for Cecil: why the removal of Forest Knight in v1.22?
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?
Cecil, can we get a bit of explanation what exactly Trumping does with druidic magic?
Actually, it was that, or "Effective Against the one it beats, WTD against the ones it doesn't."
Because they have pretty low everything elze?
Because they have pretty low everything elze?Even then, they have 4 strength and 6 skill, which you know, is decent for starting stats.
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.
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?
Name | Rank | Rng | Wt | Mt | Hit | Crt | Ql | Bonus |
Sun Lance | (A) | 1-1 | 16 | 12 | 80 | 0 | 20 | Effective vs Horseback |
Silver Lance | (A) | 1-1 | 14 | 14 | 75 | 0 | 20 | |
Wind Lance | (S) | 1-2 | 18 | 14 | 90 | 0 | 15 | Use MAG stat. Acts as Anima and Lance |
Silver GrtLance | (S) | 1-1 | 20 | 16 | 75 | 0 | 15 |
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)
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?
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?
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.
And that's why new Ancient Gamble is a million times better.
Maybe Ancient Gamble should just add Str or 2x Str to crit?
[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. :/
Also, how was Physical Training going from Troubadour to Mage Knight supposed to work, might we ask?
Bardwhich 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:
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.
Bards and Dancers have a very different way of affecting theWhich one is correct?
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.
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.
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
Cant two performer just walk round and keep buffing each other and give everyone infinite turn?
Cant two performer just walk round and keep buffing each other and give everyone infinite turn?
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.
Sheila has been preformed for twice. Once by each performer in the group.
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
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.
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 like it. My only comment would be maybe widening the vertical roads a bit, they're a lot narrower than the horizontal ones.
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.
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.
>:[
Also question for Cecil: the dances that don't have dance% on their description are meant to hit every time?
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.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.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.
Levitation: Priest, Monk, Mage, ShamanWouldn't units promoting from those classes also have Levitation/Mounted?
Some form of mount: Cav, Wyvern, Peg, Troub, Nomad
Cecil, can classes that use staves counterattack with any weapons they might have even if they used their staff to heal?
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.
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
@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? :PWait, who said anything about using the staff as a weapon? ???
@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? :PWait, 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
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
Only if L+R+Select is done first or you've saved the game state prior to doing this.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
-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.
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.
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.
Why :v
You need SOME sort of anti-magic class. What else is there? :PWhy :v
Why you're making anti-magic riders outta flying stretchers? v:
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? :PWhy :v
Why you're making anti-magic riders outta flying stretchers? v:
You need SOME sort of anti-magic class. What else is there? :PWhy :v
Why you're making anti-magic riders outta flying stretchers? v:
Anything with lots of STR and SPD to double-wham them? :P
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*
You need SOME sort of anti-magic class. What else is there? :P
If we hadn't already decided against it, I'd suggest Inquisitor as a created class for a true mage-hunter.
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.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.
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.
Also voting for 3dam1res
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.
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:
Next thing will be Memory Magic:
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?
Sage gets Warp and Lore Master gets Rescue :P
Would you agree to Lore Master getting Physic? :v
Would you agree to Lore Master getting Physic? :v
Of course.
Would you agree to Lore Master getting Physic? :v
Hell no.
Nyet.
Glad to hear.Would you agree to Lore Master getting Physic? :v
Hell yes.
Duh.
I'm with the crowd on this one.
snip
Why add another new class? Just give Sages their S-rank and be done with it.
...whut?
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
Oi remember the talk we had a while ago about making a new promotion for sages?
Remember how that went? :v
Wizard sounds like a bit of an odd title though... How about Archmage, or something like that?
Wizard sounds like a bit of an odd title though... How about Archmage, or something like that?
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.
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 healthRem brought it up in IRC so I thought I should say somefin.
Quote from: OPMiracle: 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: HandbookMiracle: 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 healthRem brought it up in IRC so I thought I should say somefin.
Yeah what Swordstar said, that's all I meant.Quote from: OPMiracle: 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: HandbookMiracle: 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 healthRem 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.
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"
Wh-what? Why? What? What for you bury me in the cold, cold ground?
I just realized that there's a Characters section on the trope page. It will be the longest character list ever :DTrouble is only FEF1 has any of the characters listed.
The page has been up for less than a day, give it time.I just realized that there's a Characters section on the trope page. It will be the longest character list ever :DTrouble is only FEF1 has any of the characters listed.
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 :/
._. if this is about the credit for the rulebook I wasn't sure what to call you sorry. I'll go fix that.
I propose that after Memory Magic, we tackle magic weapons/possible kinetic tomes.
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.I need a specific theme .-.
Speaking of the book, version 1.3 should go live some time this week.
Hmm. I do like this - both keeping Aptitude around and adding a new Blossom, I mean.+1
Added the thing to the list.ART TAKES TIME D:<
Btw we still haven't got any submission for art :v
We're also not a terribly arty group.:I
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
:IWe'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
-Snip-
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.
Btw we still haven't got any submission for art :v
ART!ART.
(http://i.imgur.com/E7FUWmX.png)
ART!
Also people dont like sidearms for Archers v:/me shoots Solymr with her bowgun.
Also people dont like sidearms for Archers v:/me shoots Solymr with her bowgun.
We can now attack in melee! :D
Meh, it can at least get archers WTA against Axe-users.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.
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.
Meh, it can at least get archers WTA against Axe-users.
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.
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.
Actually, they can if my reading is correct.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.
If they are attacked in melee while equipped with a Bow (except for a Crossbow), they can choose to counter attack with the Sidearm.
Actually, they can if my reading is correct.QuoteIf they are attacked in melee while equipped with a Bow (except for a Crossbow), they can choose to counter attack with the Sidearm.
Which is why it seems that many people do not approve of that rule :vActually, they can if my reading is correct.QuoteIf 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.
Anyone here play Space Empires/Master Of Orion?Space Empires IV casual player here o7
Cause there has been talk about a game based on those and maybe people are interested :v
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
-snip-
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.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.
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?
HP doesn't mean much when you don't have jack for DEF/RES to back it up :vSamurai-san disagrees with you.
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.
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
Also did you think of making the Combat Medic promo the actual Combat Medic class (Nomad Medic) and rework the Medicine Man passive.
Transmuting ingredients for gold and viceversa :P
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.
I'm narcissistic enough that I'll jump on that, if no one else will and if you'll take my request. :PAny weapon? Gotta specify anything you want me to draw him with.
(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: DescriptionAs 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.
e: That sounded a bit mean. I'll try and make it up by offering to draw someone's character.
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?
Chris basically had a gravity knife (http://en.wikipedia.org/wiki/Gravity_knife)
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?
And why roll one number for both hit and crit?
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?
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.
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.
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."
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.
...did someone seriously call in Toady for that? Thats... wow.
/me facepalmsSolymr called Toady in.
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.
Judgement
Weapon Might
Crits
Critical Eye
Assassin
Free stats
This Will Be Useful: When the Scavenger lands a killing blow, the Scavenger gets +10 hit/def until their next phase.+10 DEF? Do you mean Evade?
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.
Yes, he means Evade.This Will Be Useful: When the Scavenger lands a killing blow, the Scavenger gets +10 hit/def until their next phase.+10 DEF? Do you mean Evade?
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.
Yes, yes I do.Yes, he means Evade.This Will Be Useful: When the Scavenger lands a killing blow, the Scavenger gets +10 hit/def until their next phase.+10 DEF? Do you mean Evade?
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.
What exceptions? Haskitty's favorite FEF1 yaoi ship? :P
Bi ain't gay :PWhat about Chris/pile-of-dust (Prixima)? He is bi, after all, and he even got her flowers. ^_^
Besides he has no pairing unless you count Ernest(corpse).
Almost didn't recognize you with the new avatar, Culise. XDI 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. :PAlmost didn't recognize you with the new avatar, Culise. XDI keep mistaking her for Twi because she used to have a twirling animu avatar.
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.
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
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
So, I have some games from the latest Humble Bundles that I don't really want. Any fellow FEF'rs interested inOsmos, Super Hexagon, Zen Bound 2, Critical Mass,Zombie Tycoon 2, orOver The Top Tower Defense?
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)
Sounds like a good skill to me.Civ III please? :D
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)
Gasp, a wild Dwarmin have arrived!
:P
What a mysterious hat.Me and GiglameshDespair have concluded that the "hat" is actually an alien life form.
Some random FEF sprites I made for practice.Spoiler (click to show/hide)
Some critique would be appreciated. :3
*Teleglitch: DMEI'd like one of this C:
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.
- 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.
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.
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.
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.
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.
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.
But nobody uses Dragons regularly and Monsters/Undead have Anima subcats vs them :v
That... is a significant drop in power and I'm not a fan. :/
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'.
I'd rather make it drop at the start of the player phase on exchange of not using it for some turns.
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
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.
Just like Inquisitor's Benediction, right?
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
That's the enchanter's gimmick: performing and buffing at the same time.
I think the performers are good as they are. As long as it's limited to 1 per game.
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.
We got one of the Dancer's items in FOE's game, iirc.
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.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?
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)Spoiler: Notes on Promoted Classes (click to show/hide)Spoiler: And finally, some minor notes on flavor (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.
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.
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.
"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.
"Effective" Damage[/quote]
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.
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.
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
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
"Getting." More like "taking the spot because no one else wanted it and Blade wanted to have one." :V
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.
I vote for gunin's idea.+1
That makes more sense and doesn't require creating a whole new point buy system.I vote for gunin's idea.+1
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
Sheb were looking for games. Sheb's joined my XCEF game, but that's not proper FEF.
Sheb were looking for games.
Sheb
Just gonna drop this off here... Hum de hum...Spoiler (click to show/hide)
Weep and despair.
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?)
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...
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*.There's no gender restriction for any classes.
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?
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*.There's no gender restriction for any classes.
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?
Also, that's Amelia :P
Can Male characters be Pegasus Knights?
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.
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...
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.
^This, UXLZ. People can use simple tools and make customized originals :3Unfortunately 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 :3Unfortunately 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.
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).
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.
Also, please define 'someday soon'? >_>...Weekend. Ish ._.
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.
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.
If the games you're joining are actively accepting new players then the wait list shouldn't be too long.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.
I'll probably end up joining two or three to get around the glacial pacing of turns.
Glorious FE 6/7 artstyle master race (with an option on FE8 :p) reporting in.
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
Is Roy's animation really that bad..? There are better ones, but I don't see what makes it actually terrible.
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?
I think he means something like the transition from FF6 to FF7.
Dem blocky models :v
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
Final Fantasy 6 and 7 yo :vI 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.
Server: irc.darkmyst.org
Channel: #feftalk
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
Same here. Try to be careful and not make them too strong, though. :v
Can you note what's the WT, MT Hit and Crit columns? Especially WT and MT since they can easily get confused.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.
Also did you check 1.3 weapons? Pilums have only 2 range to nerf them for their double attack.
I'm assuming ballistic in this case means it is meant for throwing.http://en.wikipedia.org/wiki/Ballistic_knife
I'm assuming ballistic in this case means it is meant for throwing.http://en.wikipedia.org/wiki/Ballistic_knife
I'm assuming ballistic in this case means it is meant for throwing.http://en.wikipedia.org/wiki/Ballistic_knife
Bolded for relevant emphasis.
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.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.
Edit: Also, make sure you guys give your approval or disapproval (In case of disapproval, explain why so I can fix the mistake).
PTWOff the top of my head, BMM42 is planning a non-first-come-first-served game. VRFEF.
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?
I cannot tell the weapon's stats because his imperial descendant in FEF2 will wield it - so you gonna find out anyway.
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)Oh, that should come in handy someday.
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.
Erm, does that use Excel?
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.
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?
And what about bards? 2 actions is still better than 1.
And what about bards? 2 actions is still better than 1.Can I add that to my draft?
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.Yes to this.
It's definitely a better solution than arbitrarily keeping them from performing every other turn.
When Cecil disappears, he disappears for a WHILE.
-snip-
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).
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
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.
Use items, use performance items, stand bravely in front of enemy arrows?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?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.
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?
If nothing happens soon I may just say "screw it" and start up my own FEF. In maybe a week or so.
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?
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.
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.
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)
Yeah, but I think most GMs would graduate you from iron eventually.
>_>
Tileset oh tileset, where oh art thou tileset?
The one that VRFEF's gonna use, and the one that FOE's usin'.
I think Caellath said she was maybe down in the dumps on irc a while back.:(
Yeah, I liked her. :-\I think Caellath said she was maybe down in the dumps on irc a while back.:(
That's a shame.
Yeah, this thread rises and falls. Usually falls.
SOLY, ADD MAH FEF TO THE TITLE PAGE. >:C
She isn't dead.+1 knowing her.
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.
Where exactly do people get that tileset?
BMM42's Virtual Reality Fire Emblem on Forums is currently accepting applications, in case anybody didn't notice.
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.
FEF5 Discussion and stuff thread (http://www.bay12forums.com/smf/index.php?topic=153456.0)You're a madman. A MADMAN
[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~
(There are also how many people currently trying to get one of those spots?)...Wait, how many are trying to get a spot?
/me is shot
Naw, SB should totally sign up for it.
They can equip any weapon. Weight stuff depends on build and weapon, aka not easily plotted out.
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?
* 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
Yeah? Well I (and most people I think) have an allergy to manually typing in 168 individual download links :P
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 :vSeriousConcentrate, the venerable.
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.
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:
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:
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:
This filled me with GREAT DETERMINATION. c: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
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.
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."}QuoteFollowed 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: Class/Enemy/Item?/Mechanic Changes (click to show/hide)Spoiler: Terrain Details (click to show/hide)Spoiler: Game Aspects? (click to show/hide)
Game aspectsI was more thinking [RNG: 1 is best] due to how everyone can use them, not considering the possible cost and such.
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.
{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
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.
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.Spoiler: Rule alterations. Check here before creating your character. (click to show/hide)
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 LoreLink to World Lore pastebin (http://pastebin.com/Sa3DcY3T)Spoiler: A Map of the Local Area and the Surrounding Countries (click to show/hide)
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
That's... honestly a lot more sex slavery I expected from a Fire Emblem game. Just putting that out there.
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?
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
FEF6 basically confirmed. (http://pastebin.com/6SLUVKg0)Yus.
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.
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
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!
...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.
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?
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!
Unless someone makes them, no, she shall not :PCorrect but it's always better to imagine it will happen or it never will.
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
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.
1) That didn't really answer - will there be a pegasus equivalent in classes? Will ordinary horse be replaced too, then?I now notice my unspecifity in reality, compared to my specificity in my thoughts. I am enlightened by your constructive criticism! :))
[...]
4) Define "unorthodox actions".
I'm gonna drop this here.Spoiler: Classes (click to show/hide)Spoiler: Amount//That bird-thing (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 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:}
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?}Spoiler: Thoughts (click to show/hide)
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.
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
-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.
Oh, I'm more debating with Twin than you :PThisis me being fatigued x-x i need sleep and hugs.
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.Dawww, no problem. :3
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?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.
The world map thing sounds interesting. Good luck refining everything out.Spoiler: On Cohorts; additional game aspects here (click to show/hide)
> @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.
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.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
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.I don't really go in there, but this makes me sad.
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.
My laptop seems to be dying so I might not be around much for a little bit.
(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
(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
(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
Maybe they could ride pterodactyls?
Well, with dinosaurs straight out of the lost world, the stage is already set for ray guns and jetpacks...
Have we found fef6?
<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
Have we found fef6?
FEF6 is FEF1/2 midquel. FEF7 was... Neigh Emblem.
<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
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.
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.
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.
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'.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?
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).
._.; 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.)
Aren't Recurve bows designed to have RNG of 1-2, and are a category (just like crossbows) in itself? o_O._.; 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.
In my ongoing quest to find us an archer skill that everyone can agree is useful, thematic, and appropriate for the class levelIf 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...
Aren't Recurve bows designed to have RNG of 1-2, and are a category (just like crossbows) in itself? o_O._.; 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.
...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.
Aren't Recurve bows designed to have RNG of 1-2, and are a category (just like crossbows) in itself? o_O._.; 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.
...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 levelIf 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).
Oh. :-XAren't Recurve bows designed to have RNG of 1-2, and are a category (just like crossbows) in itself? o_O._.; 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.
...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
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.
(16:18:13) Hatkitty: it was 'enemies of the Archer gain maximum of 5 Evasion bonus from all terrain.'
(16:20:36) Hatkitty: Solymr: my snipers had +1 max.range in FEF1; guaranteed 85% hit in FEF2 to 5.
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.
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.
Courtesy of the FE topic in general discussion, I present to you!Truly astounding.
http://lparchive.org/Fire-Emblem-Different-Dimensions-Ostian-Princess/
Go read, its so bad its hilarious
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.
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]
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!)
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.
i swere on me mumMya~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.
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.
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
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
(20:05:26) Hatkitty: http://pastebin.com/1Vx6rFee FEF6 proto-lore
(20:05:37) Hatkitty: enjoy the bloodshed and carnage therein .<'
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.Ah, seriously? I thought I was the only one who said that, and only as a joke.
<Formido> FREEEEEEEDOM
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.
New setting with 1.3? Wooooooo! \o/
Imma make a swashbuckler, it'll be fun :3
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.
Hey now, Sentinels are kick-ass.
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.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.
Yeah, but no camel riders tho v;Boooo to alchemists, keep camel riders :X
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 PPThat would sound to me overly fussy and overly specific.
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
I like GUNI's random comment in there :PWell they did. :V
I use Mappy, others presumably Tiled.
If you're determined though, even MSPaint is enough.
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
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?I use GIMP, which is completely free.
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
As always, I recommend ASEPRITE for mugging and spritework. It's basically what the program was designed for.
good ole MSPaint, baby
As always, I recommend ASEPRITE for mugging and spritework. It's basically what the program was designed for.This. I use ASEPRITE for everything.
Seems like an unnecessary change to me as well.
Sighted In: If the unit with this skill attacks a unit they attacked the previous round, +15 hit and +1 DAM
?I'm afraid it's time to put the shaker down, friend. (http://i.imgur.com/8XFzN48.jpg)
(http://www.norcalepiscopal.org/Websites/newnorcalepiscopal/images/Resource%20Centers/AdminandFinance/Wellness/salt.jpg)
So you may all not be aware, but I've been working on a FEF website for the past week and a half.I know the conversation has moved on somewhat, but damn this is cool.
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
RulesCalculator
- 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.
Mugs
- Make it not broken. I'm using JavaScript for all the calculating of inputs and it's not very easy. Progress is slow.
- 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.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.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. ;-;
Done.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.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. ;-;
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:
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.
Not sure if good yo or bad yo.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 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.
‹CrickEt› maybe there should be overkill penalty, like, people's HP goes negative when being downedIt 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.
‹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
As requested:I assume that's supposed to be for archers? I think it'd be a good secondary ability for archers.
Lucky arrow: +30 hit, once a map
Yeah.As requested:I assume that's supposed to be for archers? I think it'd be a good secondary ability for archers.
Lucky arrow: +30 hit, once a map
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!";
}
}
}
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.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.
Those are both terrible specials which only serve as punishment for choosing these classes :l
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.
Finish Dark Souls Emblem and then we can talk, mister |vI intend to finish that first, yes.
More seriously, I'm not sure if 50% Progression is worth starting with one in every stat but HP and CON/AIDI might have been a little harsh with the Waste of Skin.
Finish Dark Souls Emblem and then we can talk, mister |vFinish FEFs 3-6 and you can talk
Finish Dark Souls Emblem and then we can talk, mister |vFinish FEFs 3-6 and you can talk
I finished FEF 1-2 therefore I can talk all I want, scrub v|but not 3-6
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.
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
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
Yeah. Either way I have a lot of crying ahead of me. Wonderful.
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.
... the Brothers of the Sun and the Sisters of the Moon, ...
/me will pray for USEC so this might actually survive past first few chapters ;v
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?!
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?
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.Would agree with all of this, actually.
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
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 exampleI still don't really like it.
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 firstThis is all very true.
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.
The advantage of a split class is flexibility.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.
The advantage of a straight class is power.
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.
The advantage of a split class is flexibility.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.
The advantage of a straight class is power.
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.
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?
Can we just... Maybe come up with something other than horse archer? That's the only one that really bugs me >_>
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.
How do you get Armored as a Wyvern Rider? I'm pretty sure that's a Knight thing.Wyvern Knight gains Armored.
How do you get Armored as a Wyvern Rider? I'm pretty sure that's a Knight thing.
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.
I think they shouldn't be weak to wind but weak to thunder which seems to be general accepted thing
- 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.
Yeah, it looks like, well, plastic, rather than metal, to me.Aren't you just a ray of sunshine.
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.
It's pretty good except for the stone path. I legitimately thought it was a wonky river for a bit.
It's pretty good except for the stone path. I legitimately thought it was a wonky river for a bit.
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)
What doors are shut or open?
What doors are shut or open?
Is green door some special shop place?
Are the fences(?) passable?
I have the basic idea for my maps bouncing around in my head, but transmitting them topaper1s 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.
It also looks a little strange that all the vegetation is concentrated in the corners of the tiles.
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.
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.
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.
Except I'm the worst at everything ever so probably better to ask another spriter.
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.
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.
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 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'.
That could really do with some shading.
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?
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.
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.And you are coming off as a jackass. Instead of bothering someone about their decision you should let it go.
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.
Hey friends! I have a friend who does some pretty awesome art who is currently open to taking commissions for anyone that can pay :POlord my eyes .-.; that's so hhhhh in my art loving part of my brain that woooow. :-[
Here's an example of what he does:[...]Spoiler: Niamh (my FE:AR character) (click to show/hide)
If you're interested, PM me and I'll get you price info as well as contact info if you're still interested
-snip of glorious things-
You can use paypal! It converts your silly money into the silly Canadian money he uses
You can use paypal! It converts your silly money into the silly Canadian money he usesI 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!
I'll check and see if there's another way!
I'll check and see if there's another way!
SerCon gibes you money, you send money to friend, voila :P
-awesomesnip-Well...damn. I almost want a group shot or something but I've never commissioned art before :/
-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)
I'm not sure I still have the mugs.
Hmm.
If you do plan to resurrect your game, I'd suggest a reboot.
Um, I'm back. Hi.YOU! :D WELCOME BACK!
I'm not sure I still have the mugs.
Hmm.
If you do plan to resurrect your game, I'd suggest a reboot.
I like the idea of a reboot.
Those of us in the previous one get reserved slots? :P In any case let us know when it goes up.
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?
"Image not found or was removed."
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.
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.
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?
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.
i have no idea what you meanIt'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.
Tone is hard on the internet >.> that was supposed to be sarcasm, i knew what you meanti have no idea what you meanIt'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)
i have no idea what you meanIt'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)
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 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.
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.
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
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.
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?
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?
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)
For example, Bandit promotes to Oni Chieftain instead of Berserker
For example, Bandit promotes to Oni Chieftain instead of Berserker
I'd suggest mountain warrior there since Berserker is an actually desired class :v
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
GK still has 7 MOV which is the same as Wyvern Knights/Hunters tho.wyverns can also, yknow, fly
-snip of neat-
-snip of neat-
How many more left, Blade? :P
How does sea and sky reflect... huh v:??
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.
Every time a game opens up, it gets so many hits it says Signups Closed before I get home from work.
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.
Heads up for everyone one, my computer is in the shop so I'm stuck on phone until further notice
/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
[snip]Hum, regardless of lacking contact--if ever anyone can give persistent support, please do so :O
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)
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.
Welp, the curse of the FH shamans is real.True.
RIP FEF4, too, potentially. =(
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.
Also, I have some old design documents for such a program if you'd like to see them.Couldn't hurt.
What was challenging about it? It's just a few calculations plus an RNG, right?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?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.
...plus four hundred situational special abilities, but still.
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.
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
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.What was challenging about it? It's just a few calculations plus an RNG, right?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.
...plus four hundred situational special abilities, but still.
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: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.
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.I could use the practice, count me in too.
@Shoruke: No point in starting from scratch, right? How about a collaboration?
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.
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: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.
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.
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.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.
Fef: it's a silly system.
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.
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.
No one has ever succeeded in making a FEF calculator!Well SOMEONE programmed Fire Emblem, didn't they?
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.
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.
...plus four hundred situational special abilities, but still.Yeah, that's kinda the big one.
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.
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
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.
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.Well, you could always reboot vrfef... :P
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.
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.
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
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.
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.
// 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];
}
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.
I'll probably at least check the OOC thread and contemplate putting a character sheet together.
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?
So what will the players be?
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
No, don't. Recycling characters kills Emblems. Broken Circle had Ashlyssa and Jasmine and it died before it even got one chapter. :V
Think BMM was planning on knight ftrWell, then that's where the "or maybe a Myrmidon" part comes in :P
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)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)
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.
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
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!)
Sniper4 versus Vandertz: 119-48= 71 Hit Rate. Roll: 38, Hit!This style, or something different?
45-17= 28 Damage!
Druid3 versus Yvain: 105-20-33= 52 Hit Rate. Roll: 79, Miss!
(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'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!
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.
augh, someone please convince me that posting a signup for castlefef is a bad idea, i'm already overstretchedWait a couple days and see if it gets flooded with requests, or if it looks to be shorthanded / just barely full.
OK, here's what I got.Oooh, I like it. It's perfect, thanks.
(https://dl.dropboxusercontent.com/u/59151152/Work/S34N1CPegRider.png) (https://dl.dropboxusercontent.com/u/59151152/Zips/S34N1CPegRider.zip)
@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
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.What he's trying to say is if you're lazy and preoccupied you might as well be dead.
We are however lazy and preoccupied, which is sort of the same thing.
I should build a bunker.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.What he's trying to say is if you're lazy and preoccupied you might as well be dead.
We are however lazy and preoccupied, which is sort of the same thing.
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'?
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
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
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
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
Ditto.
For whatever it's worth, I agree.
Thinking again about my potential monsterfef.you mean your second 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
Things seem good, including Flame Claw (which basically seems like discount Tome ranks, not bad at all).Drake is another word for dragon, generally a younger one.
Although Dragonling -> Something not a dragon seems a bit... silly. :P
If I'm reading this correctly, dragon claws have QL?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,
...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.
if it bites you and you die it's venomous not poisonous
If you post it and I don't care it's every single post you have ever made:P
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
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.
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. :PAll 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
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.
Best to just get the link to 1.3, no one really uses 1.2 anymoreErm, the game SC linked uses 1.2...
Donut worry, I just replaced the links v;Thank you very much.
I also replaced the FEF1PDF while I was at it :V
That game's really old though I think?Over three years since the OOC op, yeah.
That game's really old though I think?Over three years since the OOC op, yeah.
In danger due to global warming?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 '<.
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.Do people want me to put in this?
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.
Support stuff is split between front and end of the doc
Weapons in starting list have different stats to weapons in tables
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.
The ranks needed weren't lining up with Assassin weapon ranks, but I changed Assassin and hidden stuff was k
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.
So diggers have cut through my internet cable
I literally just don't know when I might be back online properly.
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
It's Wooden Sword.
Give it 1 or 2 MT max.
but it's a crush weapon
you can sharpen a wooden object too :v
Ayy so any updates on that calculator thing? :vI 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:
I really like the application idea.
I was just forlornly staring at the GitHub as a matter of fact.What a coincidence!
- How do I import/export sheets on a desktop app? (Probably not too hard but I need to do research.)-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.
- 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?
Ayy so any updates on that calculator thing? :vMight as well mention the specific status of what we currently have.
axes... using speed as its damage attribute...
I think that would make speed wretchedly overpowered.axes... using speed as its damage attribute...
Holy shit, now there's a unique weapon idea.
I think that would make speed wretchedly overpowered.axes... using speed as its damage attribute...
Holy shit, now there's a unique weapon idea.
Cheese's avatar is perfect for his post. XDWhich one was it? Mine's on a rotator, so there are a bunch.
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.
Reading earlier FEF games (especially the numbered ones by Haspen) is a good start. There are some over on Serene's Forest, too.
First post of this thread has FEF1 in pdf format if you'd rather read that :v
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
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 :( )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).
Also what games are looking for players? maybe i will join one if they accept complete newbies that have no clue about everything.
I feel like FEF would benefit from a discordEh.
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
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
I personally won't be doing it; too much effort.
Ditto-er.I personally won't be doing it; too much effort.
Ditto.
Choice scarf ditto.Ditto-er.I personally won't be doing it; too much effort.
Ditto.
Heyo freeform. Sorry you came back during something of a dry spell.
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.
^^This.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.
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.
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
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.
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.
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?
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?
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
stuff
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:
guise help I can't find the thing with shurikens, darts and knives someone (I think Furtuka) made
Where have our spriters gone D:Into hiding.
Just logged on to check and it doesn't seem down.
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)
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.
(http://i.imgur.com/TPZPk8W.png)
The laziest recolor. Pretty sure it's tied for that honor, but still.
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)
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?
- 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.
- 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.
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.
Things I want to change in my handbook that I don't have a definite answer about: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.
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 soHold 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 turnThat'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 offDid 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.
- 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
.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.
- 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.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.
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.
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
Here's the idea I had for Battle Mages:Quote from: Imbue ArrowOnce 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
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.
Well, when you put it that way, a bit of extra DR is preferable to increasing crit just by not dropping your shield.+1
Ye, if you still to that ability at least change its name. Like Thousand Spears or something that doesn't sound defensive.
Being able to recover half the HP you heal...that's very very powerful in the right circumstances.
Your link's broken dude. >.>Fix'd, and thank you for mentioning it.
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?
-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 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
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.
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.
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?
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.
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.Could anyone help me with the mug please? I don't have access to a computer and my art skills are crap. :(Spoiler: Still need a mug, post edited (click to show/hide)
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.
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...?
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.
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.
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.
I mean, if you're that desperate, you could just use the ones used in the fire emblem games themselves.
There are a lot to choose from.
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.
Barons don’t have a massive weight penalty on their higher ranks of weapons.
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.
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.
...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.
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.)
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.
...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.
...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.
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.
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.
Well I'm kind of addressing the tanky mage thing with the Ascetic class, so that's no longer an entirely unfilled niche.
I would posit that one class does not a niche fill. :P
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.
It would probably make more sense for them to be, hypothetically, Anima/Lances or somesuch.
You can't trust these degenerates, they think "Mordhau" is a good name for a skill
Hey, I wanted BodyBut 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.StrikeBlow, don't act like the Democratic process is broken because you didn't get what you want
I didn't even vote and I'm still seriously considering eating you all.Hey, I wanted BodyBut 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.StrikeBlow, don't act like the Democratic process is broken because you didn't get what you want
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.
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).
Would have been nice to have an option to keep Physical Training instead of having it decided for us
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.
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.
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.
I'm mostly voting for it because I keep thinking they have Light anyway :P
Oh, and here I thought their RES/DEF preferred stats just weren't protecting them.I'm mostly voting for it because I keep thinking they have Light anyway :P
They're called Holy Guards! It just makes sense!
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
What does "liberation of incidental items" mean?
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?
What was the original Marked for Death? For those folks without access to pdfs.
Another question: what's the range on this mark? Can the Shadow Sword mark the boss from clear across the map?
I get that. I just think it should be stated somewhere that the mark has no maximum range, to avoid confusion.
No more of this. You took Sneaking, you took Conditioning, now you want to take Spies?! What's next, Bandits too?? /sbut 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.
I support this too.
Is Thief the only Thief Trainee promotion that actually works?
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.
What if we want to leave it unrestricted and leave the crit bonus at 30? What kind of poll is this?
where’s the option for quixotic granting hit + crit
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.
Differences between Speed and AS?
DR applies only to final damage, which would be one step after the multiplication of the critical hit.Because DR is faster and simpler to type or say than DEF/RES? I figured that was implied.
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?
DR applies only to final damage, which would be one step after the multiplication of the critical hit.Because DR is faster and simpler to type or say than DEF/RES? I figured that was implied.
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?
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.
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.
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 rulesto torture the playersto be unique.
That's not exactly a bad thing. They can't attack, so they need the advantages.
Having double your speed in AS literally at all times because you cannot equip anything with a WT stat is just dumb.
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.
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.
I think he had previous issues with the changes as well, like Mage Knights not getting magic weapons anymore.
What level does their transformation gauge start at? I assume 0, but...
So are there Laguz trainees, or will they be stuck having five less levels total than human characters?
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'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.
Might as well make the poll x4 vs x5.
Competition is looking pretty steep, however.
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.
+1% Crit is +1% chance for extra damage regardless of whether you roll one die or two, though?
RED PAINT: Won a chapter in Fire Emblem on Forums, where there were 3 times as many enemy NPCs as PCs.
Awareness was already excessively good. That awareness+ is so OP as to be laughable
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.
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[...]
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.
Keep in mind that if that happens, we may get enemies that are next to impossible to harm.
them getting Critical Eye
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?
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 happenAye. I'm not exactly seeing the need for a thief nerf.
5 votes for no nerf, 5 votes for nerf of -2
Staff Mastery: The Saint can target two different targets in range with a single Staff. This costs 2 QL instead of 1.
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.
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.
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!
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
FEF Calculator (and more incoming) v0.5:In which all FEF GMs bow down to the great Solymr. 3 cheers!
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)