Just a little something I'm working on


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So, I'm working on a d100 system for the Fire Emblem game series, would like to get people's opinions on it, as well as suggestions for updates and other such things. Link Here.

So far I think I have everything for the combat aspect of it, though I may need to change those for later. There are also some things that I do see in the PDF every now and again that need to be fixed (like some of the examples reflecting previous rulings).

Huge thanks to the Fire Emblem d20 wiki for inspiration/some rules, and Intelligent Systems for...well, Fire Emblem itself!

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Looks pretty similar to the current FEd20. Other than skills, what have you changed, exactly? (If you need more trainee classes, I have a full list that I could send you of ones I made for my game of FEd20)

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Currently working to make it more different. Most of the changes are to accommodate the 1d100 rule system. I'm working on a Bestiary, and more Roleplay options as well. I also need to add Summoners, and more recruits would be nice c:

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Here's my work

It's just whatever I had from a project that didn't go far.
Just some things that are different -

Novices had an E rank in Elder Magic, because Flux was E and Nosferatu was D.

There were 2 sets of S-ranked weapons. One was the legendary weapons (30 uses, stat boost, unsellable, effective vs. whatever type of monster I wound up using) and the other were "common" S-tomes. (Because I added third tier, there was more enemies planned with S-rankings). Those have prices and are purchasable, though usually hard to find until towards the end.

As for making a summoner, that's tricky. Maybe simplify the phantom so that there's just one stat block, and it levels with the summoner, though at separate growth rates.

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Alright, the game is getting a major retooling. I did a one-shot earlier and we're changing some things about it. I'll post tomorrow on what is being changed.

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Update! I fixed quite a few things.

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Looks great! I like the EXP. (can't remember if you already had that bit in there) One of the troubles I ran into was the constant level ups bogging down play, so I like them like this.

Also, you forgot the adept trainee class. Was that on purpose or just a mistake?

I'm going to go through some of the monsters and see if I can make them. Do they need to be treated like a regular class in regards to the starting stats?

One last thing: Do you plan on having third tier classes?

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1: The Adept? If you mean the Pegasus Knight Trainee it's on there as the Probation Flier, though if you meant something else please tell me, because I thought I added all of them. (Edit: I just noticed now. I'll add it in the next update)

2: I'm making a Bestiary with monsters such as Manaketes, Dragons, Revenants, Risen, Blights, Gargoyles, Taguel, ect. I'll post it once I get some more things down.

3: Not currently, I think what I have right now is enough. Maybe I'd make it as a separate PDF optional for games? Like Pathfinder's Mythic Adventures.

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Since you mentioned wanting to add a summoner, I made the class.

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Update #2
Added Adept and Summoner
Added different game types (Mercenary or Army)
Increased maximum HP (40 for Recruit, 60 for Unpromoted, 80 for Promoted)
Added Rescuing and Counter Attack rules.
HP is now rolled as hit dice rather than as a stat itself.
Growth Rates are done using a 14d20 dice pool.
Luck no longer factors into attack.
Fixed Actions. Most actions are Standard while moving is a move (of course), and equipping/dropping units are free actions.
Attack Rolls are done rolling 2d100/2 rather than 1d100.
Terrains added.
Seize the Throne and Fog of War added.
Support added

The Bestiary! (WIP)
Revenants, Entombed, Bonewalkers, Wights, Mogells, Arch Mogells, Draco Zombie added.
Player Character Manaketes added.

Planned:
Taguel Player Characters
Laguz Player Characters
More Monsters!
An entire monster weapon page on the Bestiary.
Testing out the game.

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Alright!

Onto the assessment:
For the hit die when it comes to leveling up, what number are you referring to? Do you mean the die that gets added onto the base HP at first level? That part's not very clear.

Also, it just seems arbitrary to me that you use 2d100/2 for an attack roll instead of 1d100. Is there a specific reasoning that I'm missing?

I like the whole mercenaries or army perspective on things as well.

As for the Bestiary:
It's off to a good start.
On manaketes, do you plan to have the dragonstones infinite use, or do they have a set number of uses?

On the main document for summoner, it says to check the bestiary for phantoms. Do those need some more tuning done on them?

Finally, the planned:
Laguz PCs. If I remember right, each laguz race has a rough equivalent with a beorc class? (Haven't played Awakening, so I don't know anything about Taguel.)

(I'm going to start working on a third tier alternate ruleset, just letting you know.)

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Yes,it'll be based off of the classes hit die.

2d100/2 yields more average rolls than 1d100, though I may put it as separate attack roll types depending on the GM's preference.

Had to cut my work on the manakete short because I needed to go somewhere, but they'll have a base of 50 uses and can't be repaired by Hammerne.

Phantom hadn't been worked on yet, so it will be on the next bestiary update.

I have no knowledge on League, only what they are, so we'll see.

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Actually, I was asking what was a class's hit die?

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It is listed on each one of them (16 + 1d4)

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That's what I thought, but I was just making sure.

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Looking at how much HP you'll get (on average) this may be switched to 1 HP + 1 per Stat Growth (giving HP its own Stat/Stat Growth again), or 1 + however many points "x" stat increased this level. "x" would be substituted for Defense if you're physical and Resistance if you're magic IMO, but we'll see.

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Finished a third tier ruleset.

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Update #3

Changed 2d100/2 back to 1d100.
Put a note in to round decimals down.
Weapon Proficiency is calculated differently now.

Edit: Missed this because this was to accommodate the 2d100/2 rules, but Crit should be Half Luck + Weapon's Critical Modifier again.

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I had an idea for experience. In addition to EXP awarded for completion of the mission's main goal, have secondary goals that give bonus EXP.

For example (sorta taken from Path of Radiance) - with a map where you're attacking bandits who have overrun a shrine holding Latona/Saint's Staff/Ashera Staff and are forcing the priests to help them, a secondary objective could be to not kill any priests. You'd get extra experience for completing this objective, but no penalties for not completing it.

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I may do that later on as an optional rules that the GM can make special conditions the player can meet (or side quests within the actual mission) that give additional EXP or loot depending on if they go for it and achieve it.

Update #4

Changes:
Fixed Critical Hit chance down to Luck/2
To hit formula is changed: Weapon's hit chance + STR/MAG + Skill - Enemies' Speed (effectively adding Avoid into play)
Weapons are on a separate PDF (see below)
Fixed the Monk's stats.
Added +15% Critical Hit to Berserker instead of +15%
Lowered Brigands to 12 STR and Mages to 12 MAG due to high damage at low levels.
Increased fights the units must participate in for a Support.
Removed it being mandatory for units to marry at S rank Support (as to not force players into it)

Equipment!

Weapon's Hit Rate increased to accommodate new to hit rules.

Fire Emblem Character Sheet

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Bestiary v2

Added more monsters, fixed some creatures for balancing, and added Iconic Enemies from the original Fire Emblem games.

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Umm... Your character sheets look a bit weird. Are they supposed to be in a .txt file?

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It's not supposed to be in .txt, it's supposed to be HTML code. Also, I forgot to add in breaks into the sheet, which I'll be sure to fix soon.

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I've noticed some of the HPs in the Bestiary for the Iconic Enemies are missing, just take note that whatever the formula is, is correct.

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I tried doing a conversion of Sephiran. I'm a bit lost on the formulas, though. How exactly do those work?

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I gave them a set HP, first level hit dice, and level increase HP first but after that if it does not match their game HP I give them a flat bonus (example being Ashnard's HP: (40+1d10+19+16). It has an additional +16 HP to accommodate for the extra HP. I don't have a select formula for how much hit dice or starting HP they'll have, so long as their average HP matches their in game HP.

Core Rulebook Update!

Bestiary Update (Minor)

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Core Rulebook Update!
Tactician class added.

Bestiary Update!
Taguel and Phantoms added along with fixing the Manaketes.

Equipment Update!
+50% changed to x2

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I made some weapons if you want to use them.

The tactician class is an interesting idea and looks good.

The +50% to x2 makes sense, seeing as how that's closer to Fire Emblem's actual system.
But shouldn't the Magvel sacred weapons be effective versus monsters? However, that begs the question: Would the bishop's Slayer skill stack with that to make the damage x6?

Also, have you considered a campaign setting? I've got the beginnings of one, but would that be somthing that you feel would go well with your system?

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The file there it says doesn't exist, might want to check that.

Magvel weapons would do x2 to monsters, and I'll be sure to add that into their descriptions.

It does stack, making Slayer x6, and I'll be sure to put that in the rules.

As for a campaign setting, that was last on the list of things to make though if you have something already I'd like to see it. Might be better than what I had in mind.

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Whoops. Well, here's the actual link I hope.

Good to know on the whole Slayer thing, seeing as how they didn't stack in Sacred Stones.

Here's the document so far.

And here's the first draft of the map. (P.S. The quality's not going to get any better as it progresses.)

By the way, Armads and Durandal don't have their sacred bonuses vs. dragons, either.

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Zavas, have you tested the system with friends yet? If not, do you think you can try testing the game out at some point with friends and tell me how it goes?

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I now have a permanent couple of links where I'll just update the Fire Emblem RPG on.

Core Rulebook

Equipment

Bestiary

Looking at my Mediafire account, I noticed something.

6,032 Downloads for the Core Rulebook, 534 Downloads for the Equipment Book (combined the two on my account currently), and 766 Downloads of the Bestiary (again, combining both on my account at the moment). This is certainly surreal, but I guess if people like it....woo!? Not sure who the people are who are downloading it, but thanks!

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I convinced two of my friends to give it a try. They seemed excited by the prospect of a new game. We'll be playing a session soon and I'll let you know how it went.

By the way, I like using your Growth Rate alternate rule as a way of making enemies and other characters. I've even used it to make SpotPass-like characters from older games.

And my goodness, that is a lot of downloads. I think that's awesome that so many people are downloading it.

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Thanks, I played a test game last week and people seemed to really enjoy it (though it's really easy to die with one wrong move).

Side note: New code for the HTML character sheets will be posted soon.

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Advanced guide
Now including Nomads, Halberdeirs, Hunters (from Genealogy of the Holy War), and Reclassing options, also with Advanced Classes (Dread Fighter, Bride, Conqueror, Lodestar, and Dark Knight)

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Thanks for making a Halberdier class, it was just right for Ephriam

These are some of the major FE characters redone sort of like Spot Passes from Awakening. I'm not sure exactly how well they turned out... What do you think?

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Looks pretty good so far, I'll be sure to test run some of those as either enemies or allies (I might have to make a book of Iconics from Fire Emblem)

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I made them in mind with a sort of defeat-so-you-can-recruit scenario.
I'll also be expanding beyond just the lords to include other significant characters, or just whatever I want to make. The only non-lord so far is Zavas, so there's a lot of work there.

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Raw Code Update for the HTML Character Sheet

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Alright, this is going to sound a bit silly, but how do I use this?

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It's mostly made for use on Roll20

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Ah. I've toyed with Roll20, but where would I input this?

EDIT: Nevermind, I found out.

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I've updated the Core Rulebook and Equipment list recently. Weapon hit rate has been lowered for the sake of making sure you don't get upwards of 100% hit chance even at level 1.

The Core Rulebook has been updated fixing the Knight's STR/MAG to 60%, the Skills have been updated to 3d6+(skill type) for the sake of making the gap a bit smaller, along with adding difficulties for skills (5, 10, 15, and 20).

Hit Rate has also been changed to Weapon’s Hit Chance + Half Strength/Magic + Double Skill – Enemies’ Speed – ¼ Enemies’ Luck.

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Hey, just a few things:

The Hero class is missing it's maximum stats.

Alacalibur's pretty broken right now. It matches Excalibur's damage, is lighter than anything, moderately ranked, and cheaper than Elfire. This just makes the tome really unbalanced.

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Most of the stats were copied from regular FE. I can change it though. And I'll fix the hero ASAP

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Fixed the Hero.
Fixed the Alacalibur to be an S-Ranked Weapon.
Added a "Skills" Alternate Rule to the Advanced Guide.

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I separated all the weapons into their own categories, and added a Simplified Equipment List alternate rules.

I also fixed the Archer, and Con rules when dealing with weapon weight.

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I just remembered something. My group played the game and they really liked the mechanics. (One's played 7 and 10, the other hadn't played at all.) Unfortunately, we might not be able to play to much due to having a campaign going right now, but we'll try to get some in every once and a while.

Also, I came up with a steal skill summary. "You can steal any item, including weapons and staves, so long as the item is unequipped, your speed is at least two higher than the target's, and the item's weight, if it has any, is less than double your strength."

I've also got a project in the works, which is part of why I'm not responding much...

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And here's the finished project so far. A set of anima magic tailored to the three schools.

LINK

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I'll put that on the site soon, I'm working on a Pregen NPC Guide, giving a level 1, 5, 10, 15, and 20 of each of the classes.

I'm also going to be putting an additional rule in the Advanced Guide on Triangle Attacks, not sure how to handle it yet but we'll see.

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