Philemonite
2014-12-11, 01:47 PM
In my never ending quest to convert every JRPG into tabletop format, I give you another one of my creations, a tabletop system for Grandia. It is mostly based on Xtreme and Grandia 3, but it can easily be applied to other Grandia games. This game has:
-Original initiative system that relatively successfully translates Grandia's IP gauge.
-IP damage, to slow down your opponents
-Simplified movement and positioning system.
-Mana Eggs that are used to cast magic. You can fuse them, as well as extract/infuse spells.
-Skill Books that will allow you to equip various skills. Character customization has never been so fun.
-12 character archetypes(classes) inspired by Grandia characters.
-Expert levels and Specials/Skill/Magic EXP. What you do in combat affects how you grow.
-Plenty of Crackle, Burnstrike and Howlnado to keep you entertained.
There are 6 attributes that affect everything your character does. This are:
Strength-Affects the amount of damage you deal with physical attacks, your SP recovery 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 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, your MP recovery and your chance to block magical attacks.
Wisdom-Affects the amount of damage you take from magical attacks, chance to block magical attacks and your MP recovery.
Willpower-Affects your chance to block physical attacks, your SP recovery and the amount of damage you take from magical attacks.
Physical Repel represents your chance of evading or blocking physical attacks. It is affected by Agility, Vitality and Willpower.
Magical Repel represents your chance of evading or blocking magical attacks. It is affected by Agility, Intelligence and Wisdom.
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.
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
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 double 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
Ailment Attack-3d6+Primary Attribute+1/2 level Vs Ailment Evasion
Physical Damage-Base damage+Primary Attribute+Strength*2+1/2 level Vs Physical Defense
Magical Damage-Base damage+Primary Attribute+Intelligence*2+1/2 level Vs Magical Defense
Character's HP are calculated from characters archetype and Vitality
HP=Base Value(based on Archetype)+Vitality Bonus(Vitality*Level*0.5)+Archetype Bonus
SP Recovery is based on Strength, Willpower and Special level. It is tripled on the first round.
SP Recovery=2+(STR+WIL)/5+Special Level*0.5
MP Recovery is based on Intelligence, Wisdom and Magic level. It is tripled on the first round.
MP Recovery=1+(INT+WIS)/10+Magic Level*0.2
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. This is doubled for the first round of combat. 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.
As it is tradition for Grandia, there are two versions of basic attack, Combo and Critical. Critical deals 2[W] damage, and also inflicts 3IP damage. Combo consists of 2 weak attacks, each dealing 1[W] damage.
Your skill with a particular elemental magic determines how well you use it. This rank can be boosted with Mana Eggs, Skills and equipment. At rank 1 you deal only 1d3 damage (or healing) with a particular elemental, but with enough skills, Mana Eggs and equipment this goes up to 2d12+3 at rank 14. Support magic uses the actual rank, instead of dice. Physical attacks work similarly, with your weapon being the main factor in determining your rank.
1:1d3
2:1d3+1
3:1d4+1
4:2d3
5:1d6+1
6:2d4
7:3d3
8:2d6
9:1d10+2
10:2d6+1
11:2d8
12:3d4+3
13:2d10+2
14:2d12+3
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
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. You also get EXP that affect your expert levels.
The EXP needed to increase your expert levels (special/skill/magic) is described in the following chart:
1 = 0
2 = 50
3 = 150
4 = 300
5 = 500
6 = 750
7 = 1050
8 = 1400
9 = 1800
10 = 2250
You get 20 EXP after every encounter and additional EXP every time you use Specials/Combo/Spells based on your archetype.
Specials are character's signatures moves. Every rounds each combatant accumulates SP that are used to perform this special moves. Each character has 6 specials 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. Every character can equip 3 Mana Eggs. Every Mana Egg can hold 1-5 spells. Every Mana Egg also gives boost to magic of a particular element. This bonus applies only to spells cast using that particular Egg. Spell effect depends on your elemental power. 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. Every character can equip 3 skill books. Every book has a number of skill slots (1-8) that can be equipped with skills. You can not have multiple copies of the same skill in one skill book. However, if you equip a same skill in two or three different books the skill effect is boosted. Maximum level of the book you can equip is equal to your skill level.
Example:
You have a Priest(Fire Chant), Ranger(Diver) and Soldier(Life Up) books. Your Fire spells receive +1 power, you deal 10% extra damage to Aquatic and Floating enemies and your maximum HP is boosted by 3.
If you replace the Priest book with another Soldier book with Life Up skill, you will lose the bonus to your Fire spells, but you extra HP will be boosted from 3 to 8.
If you replace both Priest and Ranger book with Soldier books with Life Up you will lose your Fire magic bonus and the extra bonus dealt to Aquatic and Floating enemies, but your extra HP will be boosted from 3 to 15.
-Original initiative system that relatively successfully translates Grandia's IP gauge.
-IP damage, to slow down your opponents
-Simplified movement and positioning system.
-Mana Eggs that are used to cast magic. You can fuse them, as well as extract/infuse spells.
-Skill Books that will allow you to equip various skills. Character customization has never been so fun.
-12 character archetypes(classes) inspired by Grandia characters.
-Expert levels and Specials/Skill/Magic EXP. What you do in combat affects how you grow.
-Plenty of Crackle, Burnstrike and Howlnado to keep you entertained.
There are 6 attributes that affect everything your character does. This are:
Strength-Affects the amount of damage you deal with physical attacks, your SP recovery 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 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, your MP recovery and your chance to block magical attacks.
Wisdom-Affects the amount of damage you take from magical attacks, chance to block magical attacks and your MP recovery.
Willpower-Affects your chance to block physical attacks, your SP recovery and the amount of damage you take from magical attacks.
Physical Repel represents your chance of evading or blocking physical attacks. It is affected by Agility, Vitality and Willpower.
Magical Repel represents your chance of evading or blocking magical attacks. It is affected by Agility, Intelligence and Wisdom.
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.
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
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 double 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
Ailment Attack-3d6+Primary Attribute+1/2 level Vs Ailment Evasion
Physical Damage-Base damage+Primary Attribute+Strength*2+1/2 level Vs Physical Defense
Magical Damage-Base damage+Primary Attribute+Intelligence*2+1/2 level Vs Magical Defense
Character's HP are calculated from characters archetype and Vitality
HP=Base Value(based on Archetype)+Vitality Bonus(Vitality*Level*0.5)+Archetype Bonus
SP Recovery is based on Strength, Willpower and Special level. It is tripled on the first round.
SP Recovery=2+(STR+WIL)/5+Special Level*0.5
MP Recovery is based on Intelligence, Wisdom and Magic level. It is tripled on the first round.
MP Recovery=1+(INT+WIS)/10+Magic Level*0.2
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. This is doubled for the first round of combat. 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.
As it is tradition for Grandia, there are two versions of basic attack, Combo and Critical. Critical deals 2[W] damage, and also inflicts 3IP damage. Combo consists of 2 weak attacks, each dealing 1[W] damage.
Your skill with a particular elemental magic determines how well you use it. This rank can be boosted with Mana Eggs, Skills and equipment. At rank 1 you deal only 1d3 damage (or healing) with a particular elemental, but with enough skills, Mana Eggs and equipment this goes up to 2d12+3 at rank 14. Support magic uses the actual rank, instead of dice. Physical attacks work similarly, with your weapon being the main factor in determining your rank.
1:1d3
2:1d3+1
3:1d4+1
4:2d3
5:1d6+1
6:2d4
7:3d3
8:2d6
9:1d10+2
10:2d6+1
11:2d8
12:3d4+3
13:2d10+2
14:2d12+3
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
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. You also get EXP that affect your expert levels.
The EXP needed to increase your expert levels (special/skill/magic) is described in the following chart:
1 = 0
2 = 50
3 = 150
4 = 300
5 = 500
6 = 750
7 = 1050
8 = 1400
9 = 1800
10 = 2250
You get 20 EXP after every encounter and additional EXP every time you use Specials/Combo/Spells based on your archetype.
Specials are character's signatures moves. Every rounds each combatant accumulates SP that are used to perform this special moves. Each character has 6 specials 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. Every character can equip 3 Mana Eggs. Every Mana Egg can hold 1-5 spells. Every Mana Egg also gives boost to magic of a particular element. This bonus applies only to spells cast using that particular Egg. Spell effect depends on your elemental power. 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. Every character can equip 3 skill books. Every book has a number of skill slots (1-8) that can be equipped with skills. You can not have multiple copies of the same skill in one skill book. However, if you equip a same skill in two or three different books the skill effect is boosted. Maximum level of the book you can equip is equal to your skill level.
Example:
You have a Priest(Fire Chant), Ranger(Diver) and Soldier(Life Up) books. Your Fire spells receive +1 power, you deal 10% extra damage to Aquatic and Floating enemies and your maximum HP is boosted by 3.
If you replace the Priest book with another Soldier book with Life Up skill, you will lose the bonus to your Fire spells, but you extra HP will be boosted from 3 to 8.
If you replace both Priest and Ranger book with Soldier books with Life Up you will lose your Fire magic bonus and the extra bonus dealt to Aquatic and Floating enemies, but your extra HP will be boosted from 3 to 15.