Projects => New Project Ideas => Topic started by: Dome on December 08, 2011, 12:52:08 pm
Title: A patch based on D&D [Upgraded the first post]
Post by: Dome on December 08, 2011, 12:52:08 pm
This is how I'd make it...and I might work on it I get enough free time/will/help
(http://ffhacktics.com/sprites/d/Zerke.png) Savage warrior, enters a state of frenzy during battle in order to become very powerful. Skills Rage: 100% Berserk on Self Intimidate: Lowers brave of an enemy unit Power Attack: Stronger attack with lower accuracy Second Wind: Heals a small amount of HP, self only
(http://ffhacktics.com/sprites/original/GIN_M_0.png) The ultimate supporter. Can help his allies while still holding his own in close-combat Skills Suggestion song: Charms an enemy unit Inspire Courage: +1 PA to near allies Inspire Heroics: Adds Defend + Regen to near allies Cure light wounds: Heals a small amount of HP Levitate: Allows a unit to avoid Earth-based attacks ???: Removes some status
(http://ffhacktics.com/sprites/d/highwhitemage.png) Great unit when it comes to heal/support allies and fight undeads Skills Turn Undead: High damaging ranged attack, works only on undeads Cure Moderate wounds: Heals a good amount of HP. Damage undeads Cure Critical Wounds: Heals a huge amount of HP. Damage Undeads Restoration: Removes all bad statuses Inflict wounds: Deal dark damage to an enemy. Heals undead
(http://ffhacktics.com/sprites/d/Rydia.png) Can tame wild animals and support the team with varius spells Skills Wild Empathy: "Charms" an animal Produce flame: Deals minor fire damage Animal Trance: "Stops" an animal Neutralize Poison: Removes "Poison" Whirlwind: Wind damage around the caster Poison: Inflicts "Poison" on an enemy unit
(http://desmond.imageshack.us/Himg855/scaled.php?server=855&filename=crusaderd.png&res=landing) Skilled Close-combat fighter. Knows a lot of manouvers to overcome the foe Skills Sunder Weapon: Attempts to break the enemy's weapon Bull Rash: Tackles the enemy, knocking them back Feint: Low damage, unevadable, weapon range attack
(http://ffhacktics.com/sprites/original/MONK_M_0.png) Skilled fighter, uses ki to blast foes and empower his unharmed attacks Skills Flurry of Blows: 100% attack Ki Blast: Ranged attack Improved evasion: Defend on self Wholeness of body: Regen on Self Heavy Stomp: Earth Damage around the user
(http://desmond.imageshack.us/Himg641/scaled.php?server=641&filename=paladinm.png&res=landing) Holy fighters, fights the evil enemies without any fear Skills Lay Hands: Heal a small amount of HP Aura of courage: Small Brave boost to all nearby allies Turn Undead: Weaker version of the Cleric's Skill Smite Evil: Attack that deals more damage to "Evil" enemies (?) Remove Curse: Removes Some status
(http://ffhacktics.com/sprites/d/Demetrius.png) Long Ranged fighter that focuses on slaying beasts Skills Animal Trance : Puts an animal to sleep ???? : Confuses an animal ???? :
(http://ffhacktics.com/sprites/original/THIEF_M_0.png) Cunning buglar, agile Fighter, a rogue always has some trick under his sleeve Skill Bluff: Charms an enemy, human unit Sneak attack: Deals more damage to living creatures Hide: Adds invis. on self Uncanny dodge: Defend on self Sleight of hand: Steals Accessory
Skills Haste: Casts haste on an ally Darkness: Blind on an enemy Magic Missle: Magical Damage Charm Monster: Charm on an enemy Greater Dispel Magic: Remove buffs Insanity: Confusion on an enemy
(http://img842.imageshack.us/img842/9168/enchanterm.png) Skill Fireball: AoE Fire Damage Ice Storm: AoE Ice Damage Lighting Bolt: AoE Thunder Damage Vampiric Touch: Drains HP Meteor Swarm: High Damage
Equipment does not grant HP or MP. Those 2 stats come only from the class (Items give you more PA, MA, immunity to statuses or other stuff) Each skill costs MP (Only the "Attack" command is free) No way to recover MP during fights Each unit has the same speed, and not acting or moving does not grant any extra CT Maximum level is 50 No charge time, everything is instant You cannot change job. No spillover JP. You are what you are Something like 10 a-skills for each job, 2 reaction/support/movement
*Warning* This post is not yet organized: I put ideas without a proper order/formatting/Checking the grammar of sentences
FFT: D&D Edition The patch should be something similar to CCP: It does not change the story, just the classes and abilities
There would be 11 generic classes (Units cannot change class)
Hp Based on their Health Dice (Barbarian -> Warrior/Paladin -> Cleric/Druid/Ranger/ Monk -> Thief/Bard -> Wizard/Sorceror)
Barbarian - should have it's "Rage" (A self-only ability that inflicts berserk) Bard - the same as Vanilla might actually work, but with an AoE of 3/4 instead of the whole field Cleric - should heal and destroy undeads Druid -something like geomancer? Warrior - should be the only class able to smash equipment, and inflict KnockBack on the enemies Thief - should be able to steal accessories, weapons, and use some talk skill Ranger - should be able to "Tame" animals and use the bow Monk - vanilla monk looks good Paladin - Little heal, good damage against undead, Impervious against most statuses Wizard/Sorceror - Various array of spells...Sorceror should have more MP but less spells known, the opposite as wizard
Share your ideas/suggestions here? Who knows, we might be able to gather enough ideas/ppl interested to turn this into an actual patch!
Title: Re: A patch based on D&D
Post by: Pickle Girl Fanboy on December 08, 2011, 02:54:07 pm
Sounds like a good idea.
Title: Re: A patch based on D&D
Post by: Argy on December 10, 2011, 03:24:31 pm
Hiya Dome, I am sorting of working on a patch based on D&D at the moment, I am not sure about sticking to one class and not nbeing able to move. eg Lvl 2warrior unlocks barbarian, I like that, sort of like a suprise!! Anything posted below this could be considered the ramblings of an old man.
Have a look at this link http://www.dandwiki.com/wiki/SRD:Classes
My ideas... Barbarian Be able to self inflict beserk on self and on the enemy. I was also thinking that other abilities, can be berk + regen, beserk +reraise, beserk +protect etc In terms of R/S/M Also that they should have Innate Meatbone Slash (I think it suits them) Move +2, well they are quick and also Equip Axe. In terms of equipment, can use Axe, Flails, Daggers and Clothes.
Cleric You can change the names of the abilities to reflect D&D, so Cure 1, becomes Cure Light Wounds, Regen becomes regenerate, Holy becomes Holy Word. I think that they should be able to use Flails, and keep their RSM's
Thief: Keep all of the steals except for Heart and EXP, good idea about the talk skills, talk out of money and time etc. I would also give them Move+1, anad Innate Move Find Item as well, they are thieves, so they should be able to find things also move that to their skillset. Also probably keep Jump +2. In terms of euipment, keep them to Vanilla, though I do like them having a Ninja Sword....
Warrior: I like the break stuff for them, in terms of D&D, they should be able to use everybit of equipment, maybe not rods or staffs. Therefore eery bit of armour would be open to them. I was also thinking to give them the Triple Strike command and call it Whirlwind Attack, or use some of their feats, as in D&D 3ed. In terms of RSM, give them Vanilla Knights and maybe counter as well, or Counter Throw like in 1.3.0.3
Monk: Like Vanilla, just change the name of the skills, so Wave Fist becomes Flurry of Blows and Death Fist becomes Quivering Palm
Ranger: I would have them as you said and possible looking at innate poach as well, i hope that does conflict with Tame. I would also look at a Multi-Shot ability as well. I terms of weapons, I would look at sword, bow, crossbow as well. Equipment, No armour, but all of the rest and may as well chuck in a shield. Also I would give them a movement ability that was well suited to travelling through forested areas.
As for Wizard, I would look at giving their old school spells like Sleep and Charm, and using the correct naming conventions for their spells. The fire-type spells would have a large AoE, but low damage, Lightning is Linear and Ice is somewhere in between the two.
Sorceror, I was thinking making it more like a Time Mages abilities...but then not sure.
Thaumaturgist: This could be the Summoner, and all you have to do is rename the names of the summons, Zodiac becomes Asmodeus, Cyclops becomes Gruumsh, Lich becomes Bane etc
Your Lancer, would become a Dragon Knight, probably have the skills of Reis
You can also through in Archmage, Slayer etc, so there is massive scope for this project
Just need time to thrash out the ideas, me thinks
Cheers Argy
Title: Re: A patch based on D&D [Upgraded the first post]
Post by: Dome on April 30, 2012, 03:05:41 pm
Upgraded the first post with more ideas
Title: Re: A patch based on D&D [Upgraded the first post]
Post by: RandMuadDib on April 30, 2012, 03:42:47 pm
Perhaps turn undead should reduce brave significantly? That way magic will still do good damage, and a sufficient turn undead will do what its supposed to... make them run away (chicken)
Paladins smite evil could be a holy attack, which would deal extra damage to anything markes as weak:holy.
Monks's flurry of blows should really just be a renamed repeating fist... if you're using 3.5 rules flurry gives extra attacks (translated to damage) at lower accuracy.
Ranger should be able to dual wield and use longbows
Otherwise looks good to me.
Title: Re: A patch based on D&D [Upgraded the first post]
Post by: Dome on April 30, 2012, 03:45:32 pm
Quote from: RandMuadDib on April 30, 2012, 03:42:47 pm Perhaps turn undead should reduce brave significantly? That way magic will still do good damage, and a sufficient turn undead will do what its supposed to... make them run away (chicken)
I don't think there is a formula that reduces brave and only works on undeads, sadly
And about flurry of blows...I cannot think of a way to reproduce it using existing formulas...