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Final Fantasy Zero: Design Diary continued
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<blockquote data-quote="I'm A Banana" data-source="post: 2572752" data-attributes="member: 2067"><p>Check the main page; there's a design diary article up. There might be another...some day...if it's ever approved. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> </p><p></p><p></p><p></p><p>Attack Score = BAB for most purposes. You add it to a d20 roll, and if you exceed the enemy's AC, you damage them. </p><p></p><p>Resistance = Saves for most purposes. The FF games have a unified saving throw against magical effects, so there is only one type of Resistance, which magical classes are better at than physical classes. You add your Wisdom bonus (so it works like a Will save) to rolls with it to beat your enemy's DC to lessen or entirely resist magical attacks. It also often works as sort of a magical DR.</p><p></p><p>Magic = "caster level" for most purposes. It's used to determine the power of spells you cast, as well as what level of spells you can cast. Magic helps solve the "multiclassing spellcasters" problem of d20, and gives knights and samurai a way to learn the occasional magic spell through a feat or treasure ability.</p><p></p><p>Defense = Two numbers: one adds to AC, one adds to DR. The DR you get from Defense applies against all physical attacks; the AC is an armor bonus that stacks with worn armor (which now just comes in four categories). Armor grants additional AC and DR. In general, this means FFZ characters and creatures will hit more often (reflecting the fact that you rarely miss in the games), but do less damage (reflecting the Armor-lessens-damage mechanic in the games). </p><p></p><p>All of these stats increase by level. I wanted to use one progression chart, but if I was going to stay balanced with the core, I couldn't use the same progression for Resistance that I could with Attack (for instance). But all have *some* progression, and some variation...there's now a Medium-level Resistance bonus, for instance (instead of just "good" and "bad" saves). </p><p></p><p>Right now in my writing, HP and MP are also set numbers, but I'm not sure if I want it that way in the end...</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2572752, member: 2067"] Check the main page; there's a design diary article up. There might be another...some day...if it's ever approved. :D Attack Score = BAB for most purposes. You add it to a d20 roll, and if you exceed the enemy's AC, you damage them. Resistance = Saves for most purposes. The FF games have a unified saving throw against magical effects, so there is only one type of Resistance, which magical classes are better at than physical classes. You add your Wisdom bonus (so it works like a Will save) to rolls with it to beat your enemy's DC to lessen or entirely resist magical attacks. It also often works as sort of a magical DR. Magic = "caster level" for most purposes. It's used to determine the power of spells you cast, as well as what level of spells you can cast. Magic helps solve the "multiclassing spellcasters" problem of d20, and gives knights and samurai a way to learn the occasional magic spell through a feat or treasure ability. Defense = Two numbers: one adds to AC, one adds to DR. The DR you get from Defense applies against all physical attacks; the AC is an armor bonus that stacks with worn armor (which now just comes in four categories). Armor grants additional AC and DR. In general, this means FFZ characters and creatures will hit more often (reflecting the fact that you rarely miss in the games), but do less damage (reflecting the Armor-lessens-damage mechanic in the games). All of these stats increase by level. I wanted to use one progression chart, but if I was going to stay balanced with the core, I couldn't use the same progression for Resistance that I could with Attack (for instance). But all have *some* progression, and some variation...there's now a Medium-level Resistance bonus, for instance (instead of just "good" and "bad" saves). Right now in my writing, HP and MP are also set numbers, but I'm not sure if I want it that way in the end... [/QUOTE]
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