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Final Fantasy Zero: Design Diary continued
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<blockquote data-quote="Cynlas" data-source="post: 2761739" data-attributes="member: 34699"><p>Hiya</p><p></p><p> 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 <em>and</em> 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.</p><p></p><p> 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"). </p><p></p><p>Speaking of which, to clarify what I am reading; how often does init get rolled? Once per "combat" as in 3E; or once each round? I had assumed once a combat, but not so sure now.</p><p></p><p> Right, got that... 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?</p><p></p><p>Thanks for the info. Like the mithra too.</p></blockquote><p></p>
[QUOTE="Cynlas, post: 2761739, member: 34699"] Hiya 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 [I]and[/I] 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. 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"). Speaking of which, to clarify what I am reading; how often does init get rolled? Once per "combat" as in 3E; or once each round? I had assumed once a combat, but not so sure now. Right, got that... 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? Thanks for the info. Like the mithra too. [/QUOTE]
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