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Final Fantasy Zero: Design Diary continued
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<blockquote data-quote="jeffh" data-source="post: 2582121" data-attributes="member: 2642"><p>Hmm. Personally I've always thought a bell-curved roll mechanic or possibily a die pool would better reflect FF mechanics than a system like d20. Most abilities in the FF games I've played are VERY reliable, including regular attacks. You don't really get that feel with 1d20 + mods. (Have you seen the old, old document on how FF4's combat mechanics work? It's basically an opposed-roll die pool system using percentile dice. It would be a nightmare to try to do exactly in tabletop conditions, but a simplification of that would seem like the way to go to me.)</p><p></p><p>That's one thing I didn't like about the Returner RPG, too. Mind you, I can see how a percentile mechanic would appeal to someone coming in from, say, FF Tactics, which I'm only starting to play now believe it or not. </p><p></p><p>Having said that, what I've seen seems well put together for one guy working without so much as an editor, and I look forward to seeing more of it.</p><p></p><p>One thing I'm curious about - in most of the FFs I've played, random encounters take up a buttload of your time and are the main way you advance. There are tons of little wear-you-down fights, even more than in D&D. FFT is the main exception - that one fits most of your description, and most of the fights are RUGGED too - but even that has random encounters.</p><p></p><p>So I'm curious why you are taking, as far as I can see, exactly the opposite tack with FFZ. Have more recent FFs abandoned that model? Or is there some other reason behind that decision? I'm not saying it's a bad decision, I'm just curious as to the reasoning. (It may be relevant here that I play most of my FF through emulation so I'm a generation behind, technologically speaking.)</p></blockquote><p></p>
[QUOTE="jeffh, post: 2582121, member: 2642"] Hmm. Personally I've always thought a bell-curved roll mechanic or possibily a die pool would better reflect FF mechanics than a system like d20. Most abilities in the FF games I've played are VERY reliable, including regular attacks. You don't really get that feel with 1d20 + mods. (Have you seen the old, old document on how FF4's combat mechanics work? It's basically an opposed-roll die pool system using percentile dice. It would be a nightmare to try to do exactly in tabletop conditions, but a simplification of that would seem like the way to go to me.) That's one thing I didn't like about the Returner RPG, too. Mind you, I can see how a percentile mechanic would appeal to someone coming in from, say, FF Tactics, which I'm only starting to play now believe it or not. Having said that, what I've seen seems well put together for one guy working without so much as an editor, and I look forward to seeing more of it. One thing I'm curious about - in most of the FFs I've played, random encounters take up a buttload of your time and are the main way you advance. There are tons of little wear-you-down fights, even more than in D&D. FFT is the main exception - that one fits most of your description, and most of the fights are RUGGED too - but even that has random encounters. So I'm curious why you are taking, as far as I can see, exactly the opposite tack with FFZ. Have more recent FFs abandoned that model? Or is there some other reason behind that decision? I'm not saying it's a bad decision, I'm just curious as to the reasoning. (It may be relevant here that I play most of my FF through emulation so I'm a generation behind, technologically speaking.) [/QUOTE]
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