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Final Fantasy Zero: Design Diary continued
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<blockquote data-quote="I'm A Banana" data-source="post: 2595590" data-attributes="member: 2067"><p>True enough, they should. However, that's more of a group style and DM descision more than anything, which is more covered from the DM's side than the informative player's side that Ch3 approaches the mechanic from. To play any character, one must always consider the group's needs, after all. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> It isn't expressly mentioned here, thuogh it will be mentioned on the DM's side.</p><p></p><p></p><p></p><p>All these thoughts are quite golden, but I've decided to go the simple approach: the best way you can build on a character concept is by getting feats that use your bonus feat as a prerequisite, or that are otherwise related to your character concept. A coward, for instance, would take feats like Improved Initiative, Combat Expertise, Dodge, Skill Focus (sneak), and Mobility (but probably not Spring Attack...unless he had become bolder in the time it took for him to get it), and might take a feat like Desperate Attack which requires Fast Escape, and grants bonuses when the withdrawl action cannot be used. They can also choose powers and seek treasure that emphasises these traits -- the coward may take the Theif job (or as a sub-job) which allows him to better remain unseen, and may get the HP Stroll treasure ability that allows him to regain life while scampering away from foes. </p><p></p><p>Someone who liked the coward but found that cowardice challenged and accepted a new bravery may not focus as much on those. They may be quick to escape, maybe with a few feats dedicated to it, but they have learned to stand their ground, too...perhaps even serving as bait, using his powers of escape to lure monsters back to a well-fortified position.</p><p></p><p>So, in the end, it's up to the player how much they want to invest in the concept. It isn't designed to dominate a character's advancement in the way that a level or an organization might. Just to guide it (and you can bet that NPC's that have these concepts will make good use of them to influence their options). So there aren't a lot of ways to make specific use of it in later levels. This is intentional -- ideally, your concept becomes less key to understanding your character as you advance. Percentage wise, a character has 100% of their feat options dedicated to their concept at level 1. At level 30, they may have six feats -- they could still have 100% of them dedicated to their concept, or maybe they have only that one, a measly 17% of their adventuring careers revolving around it, the rest going to tribes, jobs, party role, new events, and general awesomeness.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2595590, member: 2067"] True enough, they should. However, that's more of a group style and DM descision more than anything, which is more covered from the DM's side than the informative player's side that Ch3 approaches the mechanic from. To play any character, one must always consider the group's needs, after all. :) It isn't expressly mentioned here, thuogh it will be mentioned on the DM's side. All these thoughts are quite golden, but I've decided to go the simple approach: the best way you can build on a character concept is by getting feats that use your bonus feat as a prerequisite, or that are otherwise related to your character concept. A coward, for instance, would take feats like Improved Initiative, Combat Expertise, Dodge, Skill Focus (sneak), and Mobility (but probably not Spring Attack...unless he had become bolder in the time it took for him to get it), and might take a feat like Desperate Attack which requires Fast Escape, and grants bonuses when the withdrawl action cannot be used. They can also choose powers and seek treasure that emphasises these traits -- the coward may take the Theif job (or as a sub-job) which allows him to better remain unseen, and may get the HP Stroll treasure ability that allows him to regain life while scampering away from foes. Someone who liked the coward but found that cowardice challenged and accepted a new bravery may not focus as much on those. They may be quick to escape, maybe with a few feats dedicated to it, but they have learned to stand their ground, too...perhaps even serving as bait, using his powers of escape to lure monsters back to a well-fortified position. So, in the end, it's up to the player how much they want to invest in the concept. It isn't designed to dominate a character's advancement in the way that a level or an organization might. Just to guide it (and you can bet that NPC's that have these concepts will make good use of them to influence their options). So there aren't a lot of ways to make specific use of it in later levels. This is intentional -- ideally, your concept becomes less key to understanding your character as you advance. Percentage wise, a character has 100% of their feat options dedicated to their concept at level 1. At level 30, they may have six feats -- they could still have 100% of them dedicated to their concept, or maybe they have only that one, a measly 17% of their adventuring careers revolving around it, the rest going to tribes, jobs, party role, new events, and general awesomeness. [/QUOTE]
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