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Final Fantasy Zero: Design Diary continued
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<blockquote data-quote="I'm A Banana" data-source="post: 2755334" data-attributes="member: 2067"><p>Okay, something I'm kind of excited about that I can't wait until the Tribes chapter is done to release (honestly, I've only got about 1/4 more to go!):</p><p></p><p>The FFZ Initiative system.</p><p></p><p>Initiative score is 1d20 + Dexterity + Agility - Weight. (Dex + Agi - Wt gives you your Initiative Modifier). If this results in an initiative less than 1, you concede your turn, taking the "wait" action. One cycle of initiative (from highest to 0) is a round. Each initiative score during that round is a single creature's turn.</p><p></p><p>A character can have more than one initiative score (e.g.: more than one turn in a round). If the result of his initiative -20 is still more than 1, he gets a second initiative turn on that score. If he can subtract 20 again and still be over 1, he gets a third initiative turn. This continues until he can no longer subtract 20 and be more than one.</p><p></p><p>Initiative counts down from highest to lowest. Performing actions has an effect on your initiative score from round to round as follows. These affect *every* intitiative you have, even if you have more than one, and the moment your initiative drops below 1, you cannot perform any more actions in that round.</p><p> -- A full-round action gives you a -10 penalty to your initiative score.</p><p> -- A standard action gives you a -5 penalty to your initiative score.</p><p> -- A partial action gives you a -5 penalty to your initiative score.</p><p> -- Most spells have a casting time that serves as a penalty to your initiative score.</p><p> -- A free action gives you no penalty to your initiative score.</p><p> -- The "wait" partial action gives you a +5 bonus to your initiative score.</p><p> -- The "wait" full-round action gives you a +10 bonus to your initiative score.</p><p></p><p>On rounds following the first, this process is repeated, but the adjustments from round-to-round do not change. Thus, if you had an initiative score in one round of 16, and you took a full-round action, your initiative score in the next round is 6. If you take another full-round action, you will spend the third round "waiting" as a full-round action, since your initiative will be -6. After this wait, your initative will be at 4 the next round, because the wait gives you a +10. Skilled warriors make the most of every round without running into negative Initiative, knowing when to delay and when to act. Losing an entire round will almost always hurt you more than simply waiting for a partial or full-round action.</p><p></p><p>Let's do an example of someone with more than one turn in a round -- say a speedy guy rolled high and his first initiative turn is at 42. Quite possible at high levels with certain character builds. He gets a turn at 42, a turn at 22, and a turn at 2. If he takes a full-round action at 42 (reducing his score to 32), he gets a turn at 12, and no third turn. If, on the count of 12, he then performs a standard action and a wait, his turns for the second round will be at 32 and 12 again. If he performs a full-round wait at the count of 12, he'll get his turn at 2 back on the next round. </p><p></p><p>A slow person who takes his time can also get more than one turn in a round. Say, the knight above did poorly and got a 7 for his initiative score. If he tells his party to hang back behind him, he can wait for 3 rounds (gaining +10 each round) and have an initiative of 37 during the 4th round. Then he can charge forward and level the opposition in one desperate crusade. He can charge as a full round (-10 init, he's now at 27 and 7), and then perform some devestating full-round attack on 27 (another -10 init, he's now at 17), and get to act fairly early in the next round (at count 17). True, for those 3 rounds, he may be vulnerable, but that's where grey magic and curses come into play -- even if they can be healed, they eat up actions and reduce their overall effectiveness.</p><p></p><p>That probably needs some clarifying, but I like the way it clicks overall. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 2755334, member: 2067"] Okay, something I'm kind of excited about that I can't wait until the Tribes chapter is done to release (honestly, I've only got about 1/4 more to go!): The FFZ Initiative system. Initiative score is 1d20 + Dexterity + Agility - Weight. (Dex + Agi - Wt gives you your Initiative Modifier). If this results in an initiative less than 1, you concede your turn, taking the "wait" action. One cycle of initiative (from highest to 0) is a round. Each initiative score during that round is a single creature's turn. A character can have more than one initiative score (e.g.: more than one turn in a round). If the result of his initiative -20 is still more than 1, he gets a second initiative turn on that score. If he can subtract 20 again and still be over 1, he gets a third initiative turn. This continues until he can no longer subtract 20 and be more than one. Initiative counts down from highest to lowest. Performing actions has an effect on your initiative score from round to round as follows. These affect *every* intitiative you have, even if you have more than one, and the moment your initiative drops below 1, you cannot perform any more actions in that round. -- A full-round action gives you a -10 penalty to your initiative score. -- A standard action gives you a -5 penalty to your initiative score. -- A partial action gives you a -5 penalty to your initiative score. -- Most spells have a casting time that serves as a penalty to your initiative score. -- A free action gives you no penalty to your initiative score. -- The "wait" partial action gives you a +5 bonus to your initiative score. -- The "wait" full-round action gives you a +10 bonus to your initiative score. On rounds following the first, this process is repeated, but the adjustments from round-to-round do not change. Thus, if you had an initiative score in one round of 16, and you took a full-round action, your initiative score in the next round is 6. If you take another full-round action, you will spend the third round "waiting" as a full-round action, since your initiative will be -6. After this wait, your initative will be at 4 the next round, because the wait gives you a +10. Skilled warriors make the most of every round without running into negative Initiative, knowing when to delay and when to act. Losing an entire round will almost always hurt you more than simply waiting for a partial or full-round action. Let's do an example of someone with more than one turn in a round -- say a speedy guy rolled high and his first initiative turn is at 42. Quite possible at high levels with certain character builds. He gets a turn at 42, a turn at 22, and a turn at 2. If he takes a full-round action at 42 (reducing his score to 32), he gets a turn at 12, and no third turn. If, on the count of 12, he then performs a standard action and a wait, his turns for the second round will be at 32 and 12 again. If he performs a full-round wait at the count of 12, he'll get his turn at 2 back on the next round. A slow person who takes his time can also get more than one turn in a round. Say, the knight above did poorly and got a 7 for his initiative score. If he tells his party to hang back behind him, he can wait for 3 rounds (gaining +10 each round) and have an initiative of 37 during the 4th round. Then he can charge forward and level the opposition in one desperate crusade. He can charge as a full round (-10 init, he's now at 27 and 7), and then perform some devestating full-round attack on 27 (another -10 init, he's now at 17), and get to act fairly early in the next round (at count 17). True, for those 3 rounds, he may be vulnerable, but that's where grey magic and curses come into play -- even if they can be healed, they eat up actions and reduce their overall effectiveness. That probably needs some clarifying, but I like the way it clicks overall. :) [/QUOTE]
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