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Dome [Posts: 4890]
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  • [December 08, 2011, 04:52:08 PM]
A patch based on D&D [Upgraded the first post]
« on: December 08, 2011, 04:52:08 PM »
This is how I'd make it...and I might work on it I get enough free time/will/help





« Last Edit: April 30, 2012, 08:16:03 PM by Dome »
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  • [December 08, 2011, 06:54:07 PM]
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Argy [Posts: 252]
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  • [December 10, 2011, 07:24:31 PM]
Re: A patch based on D&D
« Reply #2 on: December 10, 2011, 07:24:31 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


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    Dome [Posts: 4890]
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    • [April 30, 2012, 07:05:41 PM]
    Re: A patch based on D&D [Upgraded the first post]
    « Reply #3 on: April 30, 2012, 07:05:41 PM »
    Upgraded the first post with more ideas

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    RandMuadDib [Posts: 381]
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    • [April 30, 2012, 07:42:47 PM]
    Re: A patch based on D&D [Upgraded the first post]
    « Reply #4 on: April 30, 2012, 07:42:47 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.
    « Last Edit: April 30, 2012, 07:49:28 PM by RandMuadDib »
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    Dome [Posts: 4890]
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    • [April 30, 2012, 07:45:32 PM]
    Re: A patch based on D&D [Upgraded the first post]
    « Reply #5 on: April 30, 2012, 07:45:32 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...
    « Last Edit: April 30, 2012, 08:05:50 PM by Dome »
    "Be wise today so you don't cry tomorrow"
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