Trulhammaren
2009-11-16, 03:22 PM
With the influx and popularity of the various fire emblem games here on the forum, I decided I would try and revive and simplify a system myself and some friends started creating back in high school as a calculus project.
Unfortunately I am partially recreating this from scratch as I don't have everything we had written just yet. Right now I'm just trying to get the basics in place so I can start messing around with different weapons, armor, and skills.
This is meant to be a highly flexible system in regards to character creation, with what I have thus far I am trying to make the first available skills mirror some of the more basic FE classes, while still allowing a little more flexibility than you might get with traditional FE rules. Or at least that is my hope.
Anywho, onto what I have thus far.
Stats and Character Creation
HP - the same thing hp always is.
Strength - affects physical damage and weight allowance.
Toughness - Your character's natural ability to sluff off blows and fortitude (to be used once I add in poisons and diseases.)
Agility - Affects Accuracy and chance to avoid.
Spirit - Affects all things having to do with magic. (at least for now)
Luck - So far it is the sole attribute allowing for crits, also allows for bonus's upon leveling up.
[hr]
You get 30 points to spend on your various stats. HP is a 2 for 1 deal everything else is a 1 for 1. No more than 10 points can be put into any stat at beginning. No 0's (might change this because originally a 0 would cause mathematical errors, it won't with a growth system.)
To figure growths, you get one High, two Medium, and two Low growths. (Luck levels in a special manner and does not receive a growth rate.
A high growth is 60% + your starting count in the stat
A medium growth is 45% + stat
A low growth is 30% + stat
For hp the plus is your actually hp not the amount of point you put into it.
Example A
Bob the Finesse fighter
HP - 10 (5)
Str - 3
Tgh - 5
Agi - 10
Spr - 1
Luck - 6
High growth: Agi = 70%
Mid growth: Str = 48%
Mid growth: HP = 55%
Low growth: Tgh = 35%
Low growth: Spr = 31%
When leveling up you roll a percentile die as per usual and if under percent then you get a +1 to that skill (+2 for Hp).
Ok, now for luck. This is the only skill that can go up multiple times and at any given time. In order to get another point in luck you must roll equal to or lower than you luck score. So in order for our friend Bob to get a bonus in luck he would need to under a 6 either during stat leveling or an attack.
Now in the event that one does roll under their luck during stat leveling that particular stat will get a +2 (+4 for HP) instead of the normal, as well as your luck going up one point at that exact moment in time.
Ok now for an example to attempt any confusion if any.
Dun dun nu Nah! Bob gets to level up.
HP: 10 (55%)
Str: 3 (48%)
Tgh: 5 (35%)
Agi: 10 (70%)
Spr: 1 (31%)
Luck: 6
I roll a series of percentiles, resulting in
48
05
32
98
07
48 - So Hp goes up by two
05 - Oh look we rolled under our luck score so Str gets a +2 and Luck goes u p+1 right now!
32 - Lucky us Tgh goes up by 1
98 - Well crap no Agi for bob this level
07 - Woot sauce! Since we magically got a luck roll for str our luck increased to 7 at that moment, as such this roll also counts as a double for spr and luck goes up again.
So after leveling Bob's stats look like this
HP - 12
Str - 5
Tgh - 6
Agi - 10
Spr - 3
Luck - 8
make sense?
(I have more, but I need to run off to class. If anyone sees anything that might look like a glaring issue, please let me know even though I don't have all my info up yet.)
Unfortunately I am partially recreating this from scratch as I don't have everything we had written just yet. Right now I'm just trying to get the basics in place so I can start messing around with different weapons, armor, and skills.
This is meant to be a highly flexible system in regards to character creation, with what I have thus far I am trying to make the first available skills mirror some of the more basic FE classes, while still allowing a little more flexibility than you might get with traditional FE rules. Or at least that is my hope.
Anywho, onto what I have thus far.
Stats and Character Creation
HP - the same thing hp always is.
Strength - affects physical damage and weight allowance.
Toughness - Your character's natural ability to sluff off blows and fortitude (to be used once I add in poisons and diseases.)
Agility - Affects Accuracy and chance to avoid.
Spirit - Affects all things having to do with magic. (at least for now)
Luck - So far it is the sole attribute allowing for crits, also allows for bonus's upon leveling up.
[hr]
You get 30 points to spend on your various stats. HP is a 2 for 1 deal everything else is a 1 for 1. No more than 10 points can be put into any stat at beginning. No 0's (might change this because originally a 0 would cause mathematical errors, it won't with a growth system.)
To figure growths, you get one High, two Medium, and two Low growths. (Luck levels in a special manner and does not receive a growth rate.
A high growth is 60% + your starting count in the stat
A medium growth is 45% + stat
A low growth is 30% + stat
For hp the plus is your actually hp not the amount of point you put into it.
Example A
Bob the Finesse fighter
HP - 10 (5)
Str - 3
Tgh - 5
Agi - 10
Spr - 1
Luck - 6
High growth: Agi = 70%
Mid growth: Str = 48%
Mid growth: HP = 55%
Low growth: Tgh = 35%
Low growth: Spr = 31%
When leveling up you roll a percentile die as per usual and if under percent then you get a +1 to that skill (+2 for Hp).
Ok, now for luck. This is the only skill that can go up multiple times and at any given time. In order to get another point in luck you must roll equal to or lower than you luck score. So in order for our friend Bob to get a bonus in luck he would need to under a 6 either during stat leveling or an attack.
Now in the event that one does roll under their luck during stat leveling that particular stat will get a +2 (+4 for HP) instead of the normal, as well as your luck going up one point at that exact moment in time.
Ok now for an example to attempt any confusion if any.
Dun dun nu Nah! Bob gets to level up.
HP: 10 (55%)
Str: 3 (48%)
Tgh: 5 (35%)
Agi: 10 (70%)
Spr: 1 (31%)
Luck: 6
I roll a series of percentiles, resulting in
48
05
32
98
07
48 - So Hp goes up by two
05 - Oh look we rolled under our luck score so Str gets a +2 and Luck goes u p+1 right now!
32 - Lucky us Tgh goes up by 1
98 - Well crap no Agi for bob this level
07 - Woot sauce! Since we magically got a luck roll for str our luck increased to 7 at that moment, as such this roll also counts as a double for spr and luck goes up again.
So after leveling Bob's stats look like this
HP - 12
Str - 5
Tgh - 6
Agi - 10
Spr - 3
Luck - 8
make sense?
(I have more, but I need to run off to class. If anyone sees anything that might look like a glaring issue, please let me know even though I don't have all my info up yet.)