Enchelion Derabdur
First Post
I'm glad to see this is still going, I cant wait to see the other jobs.
Are you using a similar mechanic for all the classes, so that, for example, a Black Mage would earn 2 HP per level (1/2 static down of D4), or is it less strictly based on 3E than a true cross corelation? Given the sheer number of classes, and your "heavy HP" class is set at "5", then there doesn't seem to be much "room" for a wide variety of HP. Is this one of the class features, then, that will not be earned at each level-up?
Another "side" question regarding thoughts on BAB; in the FF VGs, White Mages fought (pysically) about as well as their Black counterparts, which is quite unlike the DnD assumption of warrior-preists who are better than scholastics (mages), but not quite up to par with warriors, giving them a mid-range attack ability. Are you going to follow the D20 assumption, or stick to the more appropriate (imho anyway) "poor" bab system for the White Mages (or like UA's variant cloistered cleric)?
Will you be including methodologies for tweaking/dialing your system? Like a 'how to make a new job' or a 'appropriate new concepts' section?
Though if the "and" should be "as", it would follow with what I understand of the rest of the intent of the system. 'Course, I may have just missed something somewhere.If, on the count of 12, he then performs a standard action and a wait...
It makes sense, though I am a little confused in your example where the char took a standard action, and then also took a "wait"
Anyway, I'm already re-invisioning a part of that sheet into an initiative tracking sheet, where the players would track their overall initiative with some sort of tokens, which they would shift up and down as they perform actions. This way, they can keep it live (and not have to re-write their init every action, just slide a token to the appropriate slot..), and still be simple (and fast) enough for play.
Any idea where you anticipate or designed a top limit on possible initiative ranges? Is a 100 or higher possible even at the highest levels?
If the additional actions are based on a -20 modifier, why did you designate the "Full Round Action" as being only a -10 initiative modifier?
I guess the issue is, especially for the waits, when does the init modifier take effect (beginning of round, end of round, at the modified init rank)? In most cases, an init expenditure obviously takes effect instantaneoulsy/simultaneously at the action; but in the case of the forced waits it seems a bit less cut and dry to me.
Is it through this initiative system that you intend to implement certain grey magic effects? Haste and Slow seem pretty obvious, but how about "Stop" (assuming that you will have that spell)? If so, how will it manipulate the system? Will it be a base -100 (or whatever) mod to init, forcing the char to wait until they are back to a positive init; or simply disallow any actions (including and especially "wait") until the duration of the spell is over?
True enough. My question was aimed at the very loose relationship caused by the basic relationship of definitions. Typically (from what has been defined so far), a full round is, effectively, a 20 point initiative time-frame (abstractly, not looking at literal time correlation) which can be expanded due to modifiers, but still have a "natural" state of 1-20. As such, my first impulse would be to consider a "full round" action to take up (as it were) a full initiative round, ie 20 points. It was not as though the concepts were analogous, but somantically linked by the terminology used. However, I later saw that the 10-point "cost" for a "full round" action made more sense (though I can't recall exactly why at this point.. I really should write this stuff down) both thematically and mechanically. I would have dropped it, but I don't really like to go back and edit posts (habit formed on other boards where you have a short time limit to edit, and can't if the post was responeded to). The second assumption spawning the question was the 3E "refocus" action, which grants a +20 to initiative due to the character taking the time to "wait" one round to re-establish their init.The two modifiers are kind of unrelated.
Was just a thought. The only reason for it would be to simulate the ability of certain characters being able to resist those types of effects more; but such is not really (that I could ever tell) an accurate reflection of the spirit of magical effects in FF. Basically, if you wanted your fast character types to be able to shrug off time effects better than your slower characters, the massive modifier system would be useful (if not simpler), especially if they rolled init every round (getting both the "wait" benes and their init mods to "shake it off").Though the idea of granting massive negative initiative is interesting, and might at least give the player something to do while he waits for the effects to wear off.
Right, got that...A character with a 16 initiative who takes a full-round wait on his first turn will now have a 26 initiative, giving him a second turn on 6. Not next round -- this round.
Ok, I got the idea that if he then waits with his second action, he restores/maintains a base init of 26; where I am getting lost is in the "attack and wait" part. Assuming he attacks on "6", would not this immediately reduce his init, thereby ending his actions this round, or is it because he still has an effective init of "1" (6-5=1) that allows the "wait" action to occur now, and wash the attack's init mod?So when 6 rolls around, he can take his second turn. If his second turn is an attack and a wait, his score remains 26