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View Full Version : Original System Generica 2.0-Grandia Edition P.E.A.C.H.



Philemonite
2014-08-30, 02:39 PM
Generica 2.0 is an upgrade of my Generica system, designed to emulate video games, specifically JRPGs. Generica is a flexible little system that can be easily adopted to almost any CRPG, with some minor modifications. I choose Grandia to be a first game for this conversion because of it's very interesting cancel mechanics (that goes well with generica's initiative) and strange positioning system.

Generica uses a system of 6 attributes, that are somewhat similar to D&D abilities:

Strength-Affects the amount of damage you deal with physical attacks, your chance to block physical attacks and the amount of damage you take from physical attacks.
Vitality-Affects your chance to block physical attacks, the amount of damage you take from physical attacks, chance to block physical ailments, and your maximum HP.
Agility-Affects your chance to evade attacks (both magical and physical), movement and initiative.
Intelligence-Affects the amount of damage you inflict with magical attacks and your chance to block magical attacks.
Wisdom-Affects your healing powers, the amount of damage you take from magical attacks and your chance to block mental ailments.
Willpower-Affects your chance to block ailments (both mental and physical), chance to block magical attacks and the amount of damage you take from magical attacks.

You might be confused by some overlap, but that was intentional because most secondary stats are affected by two or three attributes.

Physical Repel represents your chance of evading or blocking physical attacks. It is affected by Agility, Vitality and Strength.
Magical Repel represents your chance of evading or blocking magical attacks. It is affected by Agility, Intelligence and Willpower.
Physical Defense represents the amount of physical damage you can resists, and it is subtracted from any physical damage you receive. It is affected by Vitality and Strength.
Magic Defense represents the amount of magical damage you can resists, and it is subtracted from any magical damage you receive. It is affected by Wisdom and Willpower.
Physical Ailment Evasion represents your chance to resist physical ailments. It is affected by Willpower and Vitality.
Mental Ailment Evasion represents your chance to resist mental ailments. It is affected by Willpower and Wisdom.

PR-Agility+Vitality+Strength+1/2 level
MR-Agility+Intelligence+Willpower+1/2 level
PD-Vitality+Strength+1/2 level
MD-Wisdom+Willpower+1/2 level
PAE-Willpower+Vitality+8+1/2 level
MAE-Willpower+Wisdom+8+1/2 level

When creating a character you use a point buy system to generate your attributes. Your attributes range from 3 to 10 and you have 25 points to distribute using the following "chart":

3-0
4-1
5-2
6-3
7-5
8-7
9-10
10-13

When performing an attack you roll 3d6 adding your primary attribute. The result is compared to targets appropriate Repel or Evasion value.
When calculating the amount of damage you inflict you roll the base damage(based on the spell/special you are using) add your primary attribute value, add Intelligence for magical and Strength for physical attacks and subtract target's Physical/Magical Defense.

Physical Attack roll-3d6+Primary Attribute+1/2 level Vs Physical Repel
Magical Attack roll-3d6+Primary Attribute+1/2 level Vs Magical Repel
Physical Ailment Attack-3d6+Primary Attribute+1/2 level Vs Physical Ailment Evasion
Mental Ailment Attack-3d6+Primary Attribute+1/2 level Vs Mental Ailment Evasion
Physical Damage-Base damage+Primary Attribute+Strength+1/2 level Vs Physical Defense
Magical Damage-Base damage+Primary Attribute+Intelligence+1/2 level Vs Magical Defense

Character's HP are calculated from characters archetype and Vitality

HP=20+Vitality*2+Level bonus

This game has a slightly different way to resolve initiative and turn order. Every round a number of initiative points equal to 12+Agility is added to your Initiative Pool. Once you have at least 40 points you can take a turn. To perform a standard action you need to expand 40 points from your initiative pool. Turn order is based on the amount of points in your initiative pool (highest goes first).
Movement is done on a simple 5x5 grid. Each space represents a small area and can contain up to 4 combatants. To move to an adjacent position you need to expand 13-1/2AGI initiative points. If you want to move two spaces you need to expand 23-AGI initiative points.

Specials are character's signatures moves. Every rounds each combatant accumulates SP that are used to perform this special moves. Each character has between 5 and 8 special that are learned as character advances. Each character starts with one special at level 1.
Magic is used by equipping Mana Eggs. Every round each combatant infuses each mana egg with energy imaginatively called Magic Points(MP). MP accumulated in one mana egg can not be used to cast spells from another mana egg. Each character can equip 2-4 mana eggs, based on his archetype. Each characters starts with Level 1 mana eggs, but can equip more powerful mana eggs as his magic level rises.
Skills are passive trait that improve your combat capabilities. Each character has 2-4 skills books and each skill book an amount of slots equal to the characters skill level. A skill book can not have multiple copies of the same skill..

After every battle each participant gains standard EXP and also special, skill and magic EXP. This EXP is used to improve specials/magic/skill level unlocking new specials, more powerful mana eggs and more skill slots.

Magic and Specials have different ranges, from single target to large area:

Circle 1
T
Circle 2
T T
T T T
T T
Circle 3
T T T
T T T
T T T
Circle 4
T T T
T T T T
T T T T T
T T T T
T T T
Line
C T T T T
Fan 1
T T T
C T T
T T T
Fan 2
T T T T
T T T T
C T T T
T T T T
T T T T
Around 1
T
Around 2
T T
T C T
T T
Around 3
T T T
T C T
T T T

Archetype are basically a classes, they determine what your character is good at and what he is bad at. They also determine his primary attribute. There are 6 archetypes, based on characters weapon.

Axe
Primary Attribute-Vitality
HP per level-3.5
Skill Books-3
Mana Eggs-2
MP Recovery-1MP(+0.1 per Magic level)
Specials-8
SP Recovery-3SP(+0.4 per Special level)
Special EXP modifier-130
Skill EXP modifier-100
Magic EXP modifier-80

Sword
Primary Attribute-Strength
HP per level-3
Skill Books-3
Mana Eggs-3
MP Recovery-1MP(+0.1 per Magic level)
Specials-7
SP Recovery-3SP(+0.4 per Special level)
Special EXP modifier-130
Skill EXP modifier-100
Magic EXP modifier-80

Dagger
Primary Attribute-Agility
HP per level-2.5
Skill Books-4
Mana Eggs-3
MP Recovery-1MP(+0.2 per Magic level)
Specials-6
SP Recovery-3SP(+0.3 per Special level)
Special EXP modifier-90
Skill EXP modifier-130
Magic EXP modifier-90

Mace
Primary Attribute-Willpower
HP per level-2.5
Skill Books-3
Mana Eggs-3
MP Recovery-2MP(+0.2 per Magic level)
Specials-6
SP Recovery-3SP(+0.3 per Special level)
Special EXP modifier-110
Skill EXP modifier-110
Magic EXP modifier-110

Staff
Primary Attribute-Wisdom
HP per level-2
Skill Books-2
Mana Eggs-4
MP Recovery-2MP(+0.3 per Magic level)
Specials-5
SP Recovery-2SP(+0.2 per Special level)
Special EXP modifier-80
Skill EXP modifier-100
Magic EXP modifier-130

Rod
Primary Attribute-Intelligence
HP per level-2
Skill Books-2
Mana Eggs-4
MP Recovery-2MP(+0.3 per Magic level)
Specials-5
SP Recovery-2SP(+0.2 per Special level)
Special EXP modifier-80
Skill EXP modifier-100
Magic EXP modifier-130

To gain a level your character needs to acquire 10 EXP. Every time you gain a level you get extra HP and possibly a bonus to your secondary stats.

The EXP needed to level up your special/skill/magic is described in the following chart:

1-0
2-1000
3-2000
4-3500
5-5000
6-7000
7-9000
8-11000
9-13500
10-16000

Philemonite
2014-08-30, 02:41 PM
In Generica 2.0 you create your own special moves. You pick a basic effect, add some enchantments, calculate the cost and you are ready to use it. This post will contain some sample builds once I get some time to finish them.

Base attack special-5SP
Base damage-2d6+1/2 level

Modifiers:

IP damage-x1.2
d8-x1.3
d4-x0.8
1 extra die-x1.8
2 extra dice-x2.7
3 extra dice-x3.6
4 extra dice-x4.5
Circle 1-x1.5
Circle 2-x2
Circle 3-x3
Circle 4-x4.5
Line-x2.5
Fan 1-x1.8
Fan 2-x3.5
Around 1-x1.2
Around 2-x1.5
Around 3-x2.5
Drain HP-x2(Drains 1/5 of damage inflicted)
Drain MP-x3(Converts 1/8 of damage to MP for each mana egg)

Healing-5SP
Effect-Heals 1d6+2+WIS/2 HP+1/4 level
Single Buff-5SP
Effect
-Boosts PD or MD by 4 for 6 rounds
-Boosts PR, MR, PAE or MAE by 3 for 6 rounds
-Boosts Magical or Physical damage inflicted by 3 for 6 rounds
-Boosts accurary by 2 for 6 rounds

Modifiers:

1 extra healing die-x2
2 extra healing dice-x3.3
3 extra healing dice-x4.6
Self-x0.8
Additional buff-x2.2
Circle 2-x2.2
Circle 3-x3

Ailment Attack
Base Damage-1d6
Effect-Moves block(PAE)-12SP(Blocks use of specials, 7 rounds)
Effect-Magic Block(MAE)-12SP(Blocks use of mana eggs, 7 rounds)
Effect-Poison(PAE)-8SP(-5%HP every round, 7 rounds)
Effect-Paralyzes(PAE)-10SP(-40IP)
Effect-Stun(MAE)-8SP(Cut IP in half)
Effect-Sleep(MAE)-10SP(5 rounds)

Modifiers:

Circle 2*2
Circle 3*3
Line*2.5
Fan 1*1.8
Fan 2*3.5
1 extra die-x1.8
2 extra dice-x2.7
3 extra dice-x3.6
4 extra dice-x4.5


Sample Builds

Comet Spike-Level 1
Target-Single
Base Damage-2d6+1/2 level
Effect-IP damage 2(6)
Cost-6SP

Stun Force-Level 3
Target-Single
Base Damage-1d6+1/2 level
Effect-Stun
Cost-8SP

Holy Circle-Level 5
Target-Circle 2
Base Damage-None
Effect-Boosts PD/MD by 4+1/5 level for 6 rounds
Cost-25SP

Ripple Shot-Level 7
Target-Line
Base Damage-3d6+1/2 level
Effect-None
Cost-23SP

Energy Surge-Level 10
Target-Circle 3
Base Damage-None
Effect-Gives allies 15SP
Cost-30SP


Homing Shot-Level 1
Target-Single
Base Damage-2d6+1/2 level
Effect-IP damage 2(6)
Cost-6SP

Mana Capture-Level 3
Target-Single
Base Damage-1d6+1/2 level
Effect-Drain MP
Cost-15SP

Dancing Cards-Level 5
Target-Self
Base Damage-None
Effect-Creates 5 magic cards that dance around the user. When the user is attacked one of the cards is spent to deal 5 points of damage that can not be reduced in any way.
Cost-22SP

Mana Spring-Level 7
Target-Self
Base Damage-None
Effect-Cuts MP consumption by 50%. Lasts for 5 rounds.
Cost-26SP

Fissure-Level 10
Target-Line
Base Damage-3d8+1/2 level, Earth elemental
Effect-IP damage 2(6)
Cost-39SP


Blaster Bomb-Level 1
Target-Single
Base Damage-2d6+1/2 level
Effect-IP damage 2(6)
Cost-6SP

Nightmare Ball-Level 3
Target-Fan 1
Base Damage-1d6+1/2 level, Water elemental
Effect-Sleep
Cost-20SP

Jolt Knuckle-Level 5
Target-Single
Base Damage-2d6+1/2 level, Bolt elemental
Effect-Stun
Cost-16SP

Fist Burst-Level 6
Target-Circle 2
Base Damage-3d6+1/2 level, Fire elemental
Effect-None
Cost-20SP

Titan Fist-Level 8
Target-Around 2
Base Damage-4d8+1/2 level, Earth elemental
Effect-None
Cost-29SP

Toxic-Level 10
Target-Circle 2
Base Damage-2d6+1/2 level, Forest elemental
Effect-Poison
Cost-32SP

Philemonite
2014-08-30, 02:42 PM
Fire

Burn
Deals 1d6 Fire damage, Single, 5MP
WOW
Boosts Physical Damage inflicted by 3 for 6 rounds, Single, 5MP

Guard up
Boosts MD by 4 for 6 rounds, Circle 2, 10MP
Burnblaze
Deals 1d6 Fire damage, Circle 2, 12MP
Burnstrike
Deals 2d6 Fire damage, Single, 9MP

Burnflame
Deals 2d6 Fire damage, Circle 3, 21MP
Inferno
Deals 2d6 Fire damage, Fan 2, 20MP
Hellburner
Deals 5d4 Fire damage, Single, 22MP


Water

Heal
Heals 1d6+WIS/3 HP, Single, 4MP
Evap
Deals 1d6 Water damage, Single, 6MP

Snooze
Inflicts Sleep, Circle 3, 15MP
Healer
Heals 2d6+WIS/2 HP, Single, 10MP
Alheal
Heals 1d6+WIS/3 HP, Circle 2, 9MP

Healer+
Heals 3d6+WIS HP, Single, 18MP
Alhealer
Heals 2d6+WIS/2 HP, Circle 3, 22MP
Tartarus Rain
Deals 2d6 Water damage, Circle 4, 28MP


Wind

Howl
Deals 1d3 Wind damage, Circle 2, 4MP
Shhh
Inflicts Magic Block, Single, 7MP

Howlslash
Deals 2d6 Wind damage, Line, 11MP
Wham
Deals 1d4 Wind damage and Inflict Paralyze, Single, 10MP
Fader
Boosts PR by 3 for 6 rounds, Circle 2, 13MP

Runner
Reduces movement cost by 3 for 6 rounds, Circle 2, 15MP
Howlnado
Deals 3d4 Wind damage, Circle 4, 30MP
Erebos
Deals 3d4 damage, Single, 12MP


Land

Shake
Deals 1d6 Land damage, Circle 2, 8MP
Diggin
Boosts PD by 4 for 6 rounds, Circle 2, 10MP

Tremor
Deals 2d4 Land damage, Circle 3, 18MP
Def-Loss
Reduces PD by 4 for 6 rounds, Circle 2, 10MP
Cure
Cure Poison, Single, 3MP

Quake
Deals 3d4 Land damage, Circle 4, 26MP
Refresh
Cure Magic Block and Special Block, Circle 2, 8MP
Gravity
Moves all enemies one step closer to the center, Circle 4, 12MP



Blizzard

Crackle
Deals 1d6 Blizzard damage, Single, 5MP
Fiora
Inflict Special Block, Single, 7MP

Crackle Floe
Deals 2d6 Blizzard damage, Single, 9MP
Freeze
Reduces PR by 3 for 6 rounds, Circle 2, 12MP
Diamond Dust
Deals 1d10 damage, Circle 4, 15MP

Crackle Fang
Deals 2d8 Blizzard damage, Circle 2, 18MP
Cold
Reduces MR by 3 for 6 rounds, Circle 2, 12MP
Crackle Glacier
Deals 3d8 Blizzard damage, Single, 27MP


Forest

Absorber
Deals 1d6 Forest damage and recovers HP equal to 20% damage inflicted, Single, 7MP
Craze
Inflicts Specials Block, Single, 7MP

Poizn
Deals 2d4 Forest damage and inflicts Poison, Single, 15MP
Resurrect
Cures unconscious and heals 1d6+WIS/3 HP, Single, 18MP
Halvah
Cures all ailments, Single, 10MP

Regenera
Recover WIS/2 HP every round for 7 rounds, Single, 16MP
Reviva
Cures unconscious and heals 2d6+WIS/2 HP, Single, 27MP
Purify
Clears debuffs, Circle 3, 20MP

Bomb

BOOM
Deals 1d6 Bomb damage, Line, 8MP
Res-Loss
Reduces MD by 4 for 6 rounds, Circle 2, 10MP

BOOMOR
Deals 1d6 Bomb damage, Circle 2, 11MP
Meteor Fall
Deals 2d6 Bomb damage, Single, 9MP
Meteor Strike
Deals 2d10 Bomb damage, Single, 13MP

BA-BOOM
Deals 2d6 Bomb damage, Circle 3, 21MP
Galactic Bang
Deals 3d8 Bomb damage, Single, 27MP
Vanish
Boosts PR and MR by 4 for 6 rounds, Self, 18MP


Bolt

Zap
Deals 1d6 Bolt damage, Circle 2, 8MP
Stram
Reduces Physical damage inflicted by 3 for 6 rounds, Single, 5MP

Binder
Reduces Magical damage inflicted by 3 for 6 rounds, Single, 5MP
Blade Zap
Deals 2d8 Bolt damage, Single, 13MP
Dragon Zap
Deals 2d6 Bolt damage, Line, 14MP

Gad Zap
Deals 3d10 Bolt damage, Single, 33MP
Astraea Zap
Deals 2d8 Bolt damage, Circle 3, 25MP
Curse
Reduces MAR and PAR by 3 for 6 rounds, Single, 21MP

Level 1

Fire Egg-Burn, WOW
Water Egg-Heal, Evap
Wind Egg-Howl, Shhh
Land Egg-Shake, Diggin
Blizzard Egg-Crackle, Fiora
Forest Egg-Absorber, Craze
Bomb Egg-BOOM, Res-Loss
Bolt Egg-Zap, Stram

Level 2

Blaze Egg-Burnblaze, Burn
Quake Egg-Tremor, Diggin
Rain Egg-Alheal, Heal
Cyclone Egg-Wham, Howl
Blast Egg-Meteor Fall, Res-Loss
Leaf Egg-Poizn, Craze
Frost Egg-Crackle Floe, Fiora
Thunder Egg-Blade Zap, Stram

Level 3

Tree Egg-Absorber, Cure
Mist Egg-Crackle, Healer
Burst Egg-BOOM, Guard up
Lightning Egg-Zap, Fader

Level 4

Star Egg-Def-Loss, BOOMOR
Icicle Egg-Howlslash, Freeze
Spark Egg-Burnstrike, Binder
Plant Egg-Snooze, Halvah

Level 5

Dust Egg-Shake, Resurrect, Cure
Flare Egg-WOW, Meteor Strike, Burnblaze
Aqua Egg-Evap, Diamond Dust, Alheal
Gust Egg-Shhh, Dragon Zap, Fader

Level 6

Rainbow Egg-Evap, Healer, Tartarus Rain
Volcano Egg-Burn, Guard up, Inferno
Gravity Egg-Diggin, Tremor, Refresh
Sonic Egg-Howl, Wham, Howlnado

Level 7

Cluster Egg-Res-Loss, BOOMOR, Meteor Fall, BA-BOOM
Photon Egg-Zap, Binder, Blade Zap, Astraea Zap
Blizzard Egg-Fiora, Crackle Floe, Freeze, Crackle Fang
Soul Egg-Absorber, Resurrect, Halvah, Regenera

Level 8

Life Egg-Heal, Snooze, Alhealer, Cold
Astral Egg-Shhh, Howlslash, Erebos, Curse
Protect Egg-Shake, Def-Loss, Quake, Reviva
Burning Egg-WOW, Burnstrike, Hellburner, Vanish

Level 9

Calamity-BOOM, Meteor Strike, Galactic Bang, Burnflame
Dragon-Stram, Dragon Zap, Gad Zap, Runner
Fenrir-Crackle, Diamond Dust, Crackle Glacier, Healer+
Crown-Craze, Poizn, Purify, Gravity

Level 10

Ultimate Egg-???

You can create more powerful mana eggs by fusing two eggs. When fusing two eggs of the same level you get an appropriate egg that is one level higher. If the material eggs are of different level the level of the resulting egg is average level+1. The result is based on the elemental affinities of the material eggs. Fusing Water and Wind egg will result in Frost egg. Fusing two Water eggs will result in Rain egg. Fusing Water and Fire egg will be unsuccessful, because this two eggs are not compatible.
You can also use mana eggs to extract a particular spell from it. Only one spell can be extracted from each egg, and the egg is destroyed in the process. This spell can be added to any egg you have, but it will increase the level of the egg by 1. Every egg can only be infused with one spell, with the exception of Ultimate Egg. Ultimate Egg can be infused with up to 5 different spells.

Level 1
Fire Egg-Fire*
Water Egg-Water*
Wind Egg-Wind*
Land Egg-Land*
Blizzard Egg-Blizzard*
Forest Egg-Forest*
Bomb Egg-Bomb*
Bolt Egg-Bolt*

Level 2
Tree Egg-Land*, Forest*
Mist Egg-Water*, Blizzard*
Burst Egg-Fire*, Bomb*
Lightning Egg-Wind*, Bolt*

Level 3
Blaze Egg-Fire**
Quake Egg-Land**
Rain Egg-Water**
Cyclone Egg-Wind**
Blast Egg-Bomb**
Leaf Egg-Forest**
Frost Egg-Blizzard**
Thunder Egg-Bolt**

Level 4
Dust Egg-Land**, Forest*
Flare Egg-Fire**, Bomb*
Aqua Egg-Water**, Blizzard*
Gust Egg-Wind**, Bolt*

Level 5
Star Egg-Land*, Bomb**
Icicle Egg-Wind*, Blizzard**
Spark Egg-Fire*, Bolt**
Plant Egg-Water*, Forest**

Level 6
Rainbow Egg-Water***
Volcano Egg-Fire***
Gravity Egg-Land***
Sonic Egg-Wind***

Level 7
Cluster Egg-Bomb***
Photon Egg-Bolt***
Blizzard Egg-Blizzard***
Soul Egg-Forest***

Level 8
Life Egg-Water***, Blizzard*
Astral Egg-Wind***, Bolt*
Protect Egg-Land***, Forest*
Burning Egg-Fire***, Bomb*

Level 9
Calamity-Bomb***, Fire*
Dragon-Bolt***, Wind*
Fenrir-Blizzard***, Water*
Crown-Forest***, Land*

Level 10
Ultimate Egg-*****

Philemonite
2014-08-30, 02:44 PM
Skills list is not finished, there is plenty more skills that need to be added, but it is enough for a start. (X) represents how many slots the skill takes.

Toughness(1)-Boosts Physical Defense by 2.
Warrior's Way(1)-Boosts Physical damage inflicted by 2.
Mentality(1)-Boosts Magic Defense by 2.
Power(1)-Boosts Magic damage inflicted by 2.
Boomflame Chant(2)-Reduces the cost for Fire and Bomb spells by 2.
Glacier Chant(2)-Reduces the cost for Water and Blizzard spells by 2.
Leafwater Chant(2)-Reduces the cost for Forest and Water spells by 2.
Northwind Chant(2)-Reduces the cost for Wind and Blizzard spells by 2.
Quakeblast Chant(2)-Reduces the cost for Land and Bomb spells by 2.
Stormcloud Chant(2)-Reduces the cost for Wind and Bolt spells by 2.
Woodland Chant(2)-Reduces the cost for Forest and Land spells by 2.
Zapfire Chant(2)-Reduces the cost for Fire and Bolt spells by 2.
Speed(2)-Boosts initiative by 1.
Defensive(2)-Reduces IP damage by 2.
Abandonment(2)-Boosts Magical Repel by 1.
Perception(2)-Boosts Physical Repel by 1.
Dash(2)-Reduces movement cost by 2.
Wizardry Chant(3)-Reduces the cost for Water, Land, Forest and Blizzard spells by 2.
Mystic Chant(3)-Reduces the cost for Fire, Wind, Bolt and Bomb spells by 2.
Fire Mastery(3)-Fire Spells are cast with +2 accuracy.
Water Mastery(3)-Water Spells are cast with +2 accuracy.
Wind Mastery(3)-Wind Spells are cast with +2 accuracy.
Land Mastery(3)-Land Spells are cast with +2 accuracy.
Blizzard Mastery(3)-Blizzard Spells are cast with +2 accuracy.
Forest Mastery(3)-Forest Spells are cast with +2 accuracy.
Bomb Mastery(3)-Bomb Spells are cast with +2 accuracy.
Bolt Mastery(3)-Bolt Spells are cast with +2 accuracy.
Psycho Shield(3)-Boosts Resistance to Magic Block and Special Block by 3.
Immunity(3)-Boost Resistance to Poison and Paralysis by 3.
Strong Will(3)-Boosts Resistance to Sleep and Daze by 3.
Morale Boost(3)-Any beneficial effect has it's duration extended by 50%.
Diver(3)-Deals 25% more damage to Aquatic and Floating enemies.
Exorcist(3)-Deals 25% more damage to Undead and Demon enemies.
Forrester(3)-Deals 25% more damage Plant, Insect and Reptile enemies.
Grappler(3)-Deals 25% more damage to Human and Mineral enemies.
Hunter(3)-Deals 25% more damage to Bird, Beast and Dragon enemies.
Absorb Magic(4)-Recovers 1 MP when taking magical damage.
Special Power(4)-Recovers 2 additional SP every round.
Meditate(5)-Recovers 1 additional MP every round.
Magical Esoteric(6)-Single target attack spells deal 3(8) IP damage.


Equipment

Each character starts with 5 peaces of basic equipment. This are weapon, armor, armgear, headgear and footwear. Starting from level 2 your characters can equip special pieces of equipment that provide additional bonuses. Each archetype has access to different weapon type, but other equipment that is available is based on character's attributes.


Level 3-Sturdy Axe
+1 PD
Level 3-Power Blade
+1 Physical Power
Level 3-Swift Dagger
+1 Initiative
Level 3-Bronze Mace
+2 Sleep Resistance
Level 3-Heal Staff
Special-Grants access to Heal spell
Level 3-Burn Rod
Special-Grants access to Burn spell
Level 2-Plate Armor
Vitality 7/Strength 8
+1 PD
Level 2-Linen Robes
Intelligence 7/Wisdom 7
+1 MD
Level 2-Leather Cloth
Agility 8
+1 PR
Level 2-Leather Vest
Willpower 7
+2 Magic Block/Moves Block Resistance
Level 4-Gaia Gear
Agility 7/Willpower 6
+5 Bolt Resistance, -2 Wind Resistance
Level 4-Pure Robe
Wisdom 7
Special: Grants access to Cure spell

Level 2-Wooden Shield
Vitality 6/Strength 7
+1 PR
Level 2-Bracelet
Intelligence 7/Wisdom 7
+1 MR
Level 2-Leather Wrist
Agility 7/Willpower 7
+1 PR

Level 2-Iron helm
Strength 8/Vitality 7
+2 Move Block Resistance
Level 2-Ruby Amulet
Intelligence 7
+3 Fire resistance
Level 2-Bandana
Willpower 7
+2 Sleep Resistance
Level 2-Leather Hat
Agility 7
+1 MR
Level 2-Mitre
Wisdom 7
+2 Healing
Level 2-Leather Boots
Strength 7/Vitality 7
+1 Physical Power
Level 2-Speedy Shoes
Agility 7
+2 Movement
Level 2-Sandals
Wisdom 7/Intelligence 7/Willpower 7
+1 MD

If a piece of equipment grants access to a spell you can use it through any egg you have equipped, but you still pay the same MP cost.

banthesun
2014-08-31, 04:21 AM
If I'm reading it right, ice/lightning/bomb/plant aren't made by mixing two basic elements? Sadpanda. :smallfrown:

Quick question, is there a distinction between ranged attacks and melee attacks? Can you attack from anywhere to anywhere with all attacks?

Philemonite
2014-08-31, 04:31 AM
If I'm reading it right, ice/lightning/bomb/plant aren't made by mixing two basic elements? Sadpanda. :smallfrown:

My main inspiration was Xtreme, every elemental is independent there.
It could have been worse, I could have gone with just four elementals, like Grandia 3 did.


Quick question, is there a distinction between ranged attacks and melee attacks? Can you attack from anywhere to anywhere with all attacks?

Melee attacks can only attacks enemies that are in the same or adjacent position.
Ranged attacks don't have a set range, the battlefield is small enough anyway(5x5).

banthesun
2014-08-31, 04:39 AM
Melee attacks can only attacks enemies that are in the same or adjacent position.
Ranged attacks don't have a set range, the battlefield is small enough anyway(5x5).

Hmmm, I didn't see any notes about balancing for ranged attacks, did I miss them? (though if it is unbalanced, that'd definitely be true to Grandia 1 :smalltongue: )

Philemonite
2014-08-31, 04:43 AM
Hmmm, I didn't see any notes about balancing for ranged attacks, did I miss them? (though if it is unbalanced, that'd definitely be true to Grandia 1 :smalltongue: )

Well, magic and area attacks specials are already ranged. Melee specials have run-up effect(I need to add that), adding a movement action to the attack. You can move up to two spaces before attacking, but you pay standard movement cost for it.

Philemonite
2014-08-31, 08:54 AM
I added the rules for mana egg fusion, EXP modifiers for each archetype and two sample builds for special moves(Staff and Rod).
I need at least four more sample builds (axe, sword, mace and dagger) and EXP chart for special/skill/magic level.

banthesun
2014-08-31, 11:02 AM
Just quickly, is the only difference between Staff and Rod archetypes their primary stat?

EDIT: can't do it tonight, but would you be interested in more suggestions for specials?

Philemonite
2014-08-31, 11:07 AM
Just quickly, is the only difference between Staff and Rod archetypes their primary stat?

In theory yes, but staff users usually specialize in healing and support, while rod users specialize in pure destruction. I was thinking of making staff users more special oriented, but that would cripple their already low amount of skills, making them even harder to customize.


can't do it tonight, but would you be interested in more suggestions for specials?

Always.:smallwink:

Philemonite
2014-08-31, 03:44 PM
EXP chart and Mace sample build added. It ended up very elemental.

I also started recruitment (http://www.giantitp.com/forums/showthread.php?369547)for playtesting, as evident from my sig.

banthesun
2014-09-01, 02:29 AM
Always.:smallwink:

Alrighty then, lets get rolling!

First, a few clarity issues: can single target buffs target yourself without the 'self' tag? Does Morale Boost effect buffs you cast, or recieve?

A way to alter the speed of specials might be interesting. You could increase the cost have specials that leave you with more IP after use, or reduce the cost to give a wind up time for your attacks (attack doesn't excecute until you have enough IP next round).

A healing over time effect could be cool. The plus side would be saving actions on healing, if used early enough, while the downside would be it doesn't help if the enemy dispells it or simply knocks you out before you've healed enough.

On that note, dispell effects and cures are pretty scarse right about now. Is that intentional?

A 'root' status effect that stops people moving might be interesting. Dunno if that has much grounding in Grandia though.

Ways to increase or decrease the length of buffs and statuses you cast could be interesting too. It could give more range for customization in specials for staff users if you still want to try with that too. :smallwink:

Philemonite
2014-09-01, 04:39 AM
Alrighty then, lets get rolling!

First, a few clarity issues: can single target buffs target yourself without the 'self' tag?

Yes. The purpose of self modifier is to limit your targeting options and provide a lower SP cost.


Does Morale Boost effect buffs you cast, or recieve?

It affects any effect you receive, sorry if that wasn't clear. It is not a casting tool.


A way to alter the speed of specials might be interesting. You could increase the cost have specials that leave you with more IP after use, or reduce the cost to give a wind up time for your attacks (attack doesn't excecute until you have enough IP next round).

That could be done, however it needs to be limited to avoid exploitation.


A healing over time effect could be cool. The plus side would be saving actions on healing, if used early enough, while the downside would be it doesn't help if the enemy dispells it or simply knocks you out before you've healed enough.

There is already a spell that covers that, Regenera. I will also add a sample special, based on Carmyne's Holy Breath.


On that note, dispell effects and cures are pretty scarse right about now. Is that intentional?

There are spells that cure individual ailments and there are also skills to boost evasion. Dispel would be a good idea, and just like regan there will be a sample special that will cure ailments.


A 'root' status effect that stops people moving might be interesting. Dunno if that has much grounding in Grandia though.

That could be added, but right now I am happy with 6 ailments I have. Each one has a nice effect, without being too powerful.


Ways to increase or decrease the length of buffs and statuses you cast could be interesting too. It could give more range for customization in specials for staff users if you still want to try with that too. :smallwink:

Great idea.