Bee
2015-12-11, 01:48 PM
Currently I'm working on a homebrew system that I do not have a name for yet. It is set in the Final Fantasy universe and is inspired by Dust's FFD6 system, but it has been rebuilt from the ground up. At the moment, I'm working on the Gambler from that original System and, well, it's tricky working with a meta-magic character. My initial want was for every class to have a significantly different playstyle with multiple possible builds. Necessarily, this means that the classes can be downright outlandish, which fits the Final Fantasy universe.
Brief summary: The Gambler's magic lies in re-rolling the die or taking risks. No other class in the game has the ability to re-roll a die. He has no innate mana growth, but instead uses his currency as a resource for certain abilities.
^This is why I was requesting some feedback, I really need to balance out the monetary costs. Currently, I have most mana costs as static since they're relative to the character, but with currency as a resource I plan on using a percentile system. That way, the Gambler can use his abilities at any point, with high cost to a brazen or not-very-smart one. I'll just go ahead and post it so I can get some proper feedback. I've taken most of the fluff out (explanations, example, etc.) so that you guys can see just the bare numbers.
A quick term explanation:
Destiny, a 'good play' token given by DM during rounds. Disappears at the end of the session.
(halflevel) It takes the character's level, divides it in half, and uses that as a modifier. Max level cap is 20, the player can prestige. Is this a bad system or does it scale appropriately? I feel it makes every ability viable for the length of the game, with a few falling low or reaching a bit higher (cough longshot).
Innate:
Chance -
The Gambler may activate Chance at the beginning of his turn. It divides his accuracy rolls against enemies in half. If the accuracy check against an enemy succeeds, the Gambler makes a Critical Hit and has used his attack for the turn. If he misses, he deals a standard attack worth of damage to himself. However, upon a miss, the Gambler may still perform a normal standard attack.
Note - the half accuracy takes effect after all modifiers have been placed on it.
Lucky (Passive) - Whenever the Gambler is successfully attacked, the Gambler rolls a d10. Upon rolling a 10 the attack misses, even if the attack is AoE.
Card Trick (10% of Gambler's current Currency OR GM Discretion) - Upon using one of the Gambler's currency-based abilities, or in a situation where the Gambler spends money (DM Discretion), he may choose to Gamble it back. He may flip a coin and call it in the air. If he wins, he gets the money back and this ability costs him nothing. If he loses, he loses all current Destiny and this ability costs.
Stacked Deck - The Gambler may choose any die roll, whether it be friend's or foe's. It must be rerolled. He can use this ability (halflevel) times per in-game day.
Longshot (Passive) - The Gambler gains a (halflevel+1, minimum +4) modifier to any combat or skill roll where he would need a dice roll of (level+12) or better to succeed.
Eye for Trouble (Passive) - The Gambler's familiar with danger and can easily handle the rabble. Gains (halflevel) as a modifier on all Intimidate and Negotiate checks.
Bribe (5% of Gambler's current Currency OR GM Discretion) - The Gambler may roll an opposed Negotiate check against one enemy. If the Gambler succeeds, the enemy leaves combat. If the Gambler fails, the enemy immediately aggros the Gambler and takes the currency. This cannot be used on enemies who do not understand currency.
If the Gambler critically succeeds, the enemy changes side for the remainder of combat.
This cannot succeed more than once per combat.
Hammer Space (5% of Gambler's current Currency OR GM Discretion) - This is a standard action, but it can be used while petrified or otherwise incapacitated (excluding KO'd or dead). The Gambler uses the Aether to find a random consumable item. He rolls a d100. If the item is non-damaging, the Gambler immediately uses it upon himself. If it is damaging, he uses it upon a specified enemy.
(Recommendation: Use item list, rollback to 1 if the Gambler's roll exceeds number of items. OR high rolls get useless items, low rolls get situation-specific items.)
Fold (10% of Gambler's current Currency OR GM Discretion) - The Gambler drops his cards and removes himself immediately from Combat. He may re-enter at any point during hero turn, but cannot be damaged by the enemies or AoE attacks until then.
All-in (100% of the Gambler's current HP -1) - Instant action. Gambler puts his life in the hands of the Lady. He is reduced to 1 HP, but the amount of dice he rolls on his next roll are doubled. He cannot critically fail.
Ace up the Sleeve - Upon taking damage that would reduce the Gambler's HP to 0 or below, the Gambler may immediately activate any one of his abilities free of cost (excluding All-In). Afterwards, the player is immediately KO'd UNLESS his chosen ability would restore his health. May only be used once per combat.
Slots - Slots may be cast as an instant action in combat only. The Gambler rolls 3d6. If no numbers match, the Gambler busts. If two numbers match, the Gambler get a Break. If all three numbers match, the Gambler gets a Jackpot. If the Gambler busts, take the leftmost die's number and use its Bust effect.
1 - BAR
Break - Winning High: The Gambler gains Haste for 3 turns.
Jackpot - Confidence High: The Gambler and all of his allies gain Haste for 6 turns. He is immune to all Busts for the remainder of this combat.
Bust - Losing Lows: The Gambler is slowed for 2 turns and feels the loss.
2 - COIN
Break - Gold Coin: The Gambler feels a weight in his pocket- a coin, perhaps? The Coin is a bartering chip and will remain with the Gambler until used. With the Coin, the Gambler may add (halflevel+1) to any check that includes vocal interaction between the Gambler and another person. After it is used, it disappears.
Jackpot - Platinum Chip: The Gambler gains a platinum Chip. This Chip will remain with the Gambler until used. It adds (level+1) to a check of the Gambler's choice, whatever it may be. After it is used, it disappears.
Bust - Shoulder Chip: The Gambler takes a negative (halflevel+1) to his next check involving vocal interaction between him and another person. This negative will remain with him until it is used.
3 - DRINK
Break - Raise Your Glass: The Gambler may choose to increase either Strength or Resolve by (halflevel) for 3 turns.
Jackpot - Round On the House: Allows all party members to add the Gambler's (halflevel) to their Strength or Resolve for 6 turns.
Bust - Empty Bottle: The Gambler cannot be affected by positive status effects for 3 turns. This does not prevent positive effects from Reels.
4 - PISTOL
Break - Gun in the Boot: The Gambler's weapon immediately takes on the Ranged property regardless of weapon type. If the Gambler already has a Ranged weapon equipped, he gains (halflevel+1) accuracy. Lasts for 3 turns.
Jackpot - Quickdraw: The Gambler's weapon immediately takes on the Ranged property regardless of weapon type and the Gambler gains (level) accuracy. If he already has a Ranged weapon equipped, he may make a second attack as an Instant action for the duration. Lasts for 6 turns.
Bust - Firing Blanks: The Gambler's next attack has negative (halflevel+1) reduced accuracy.
5 - DICE
Break - Sanded Corners: The Gambler gains a pair of trick dice. These dice give the Gambler the ability to reroll any one of his rolls. Afterwards, they disappear.
Jackpot - Weighted Dice: The Gambler gains a set of weighted dice. He may use this set of weighted dice to make a roll with the exact numbers of his choice. Afterwards, they disappear.
Bust - Snake Eyes: Until the end of combat, the GM may request the Gambler reroll a single roll.
6 - MAIDEN
Break - Lady Luck: The Gambler rolls a D6. For 3 turns, this roll is added to all of the Gambler's rolls.
Jackpot - Heroic Kiss: The Gambler rolls a D6. For 6 turns, this roll plus (halflevel) is added to his rolls.
Bust - Miss Fortune: The Gambler rolls a D6. For 2 turns, this roll is subtracted from all of the Gambler's rolls.
So here you guys go! A crazy class focused around taking the chance. Tell me what you guys think of it thus far.
My current biggest concern is his Innate ability, Chance. I'm wondering if there's a way I can make that a 50/50 chance that can only be slightly manipulated.
Thus far his Slots have a rough 55% chance of failure, a 40% chance of success, and a 5% chance of jackpot. That's rough math.
But hey, lay it on me- I don't have many people to playtest this kinda stuff. Is there any way to make the class more interesting, or abilities that need to be recreated? If something is super high or low on the metaphorical delta curve (because I haven't actually math'd all this out just yet, only the slots), I'll need to reconfigure it. My current thoughts are that since the Gambler legitimately has to take risks with everything he does, that drops it on the curve as a base. If his ability has a significant negative, it gets a significant positive. No other class has to do this, which is why he has such rewarding payoffs.
Brief summary: The Gambler's magic lies in re-rolling the die or taking risks. No other class in the game has the ability to re-roll a die. He has no innate mana growth, but instead uses his currency as a resource for certain abilities.
^This is why I was requesting some feedback, I really need to balance out the monetary costs. Currently, I have most mana costs as static since they're relative to the character, but with currency as a resource I plan on using a percentile system. That way, the Gambler can use his abilities at any point, with high cost to a brazen or not-very-smart one. I'll just go ahead and post it so I can get some proper feedback. I've taken most of the fluff out (explanations, example, etc.) so that you guys can see just the bare numbers.
A quick term explanation:
Destiny, a 'good play' token given by DM during rounds. Disappears at the end of the session.
(halflevel) It takes the character's level, divides it in half, and uses that as a modifier. Max level cap is 20, the player can prestige. Is this a bad system or does it scale appropriately? I feel it makes every ability viable for the length of the game, with a few falling low or reaching a bit higher (cough longshot).
Innate:
Chance -
The Gambler may activate Chance at the beginning of his turn. It divides his accuracy rolls against enemies in half. If the accuracy check against an enemy succeeds, the Gambler makes a Critical Hit and has used his attack for the turn. If he misses, he deals a standard attack worth of damage to himself. However, upon a miss, the Gambler may still perform a normal standard attack.
Note - the half accuracy takes effect after all modifiers have been placed on it.
Lucky (Passive) - Whenever the Gambler is successfully attacked, the Gambler rolls a d10. Upon rolling a 10 the attack misses, even if the attack is AoE.
Card Trick (10% of Gambler's current Currency OR GM Discretion) - Upon using one of the Gambler's currency-based abilities, or in a situation where the Gambler spends money (DM Discretion), he may choose to Gamble it back. He may flip a coin and call it in the air. If he wins, he gets the money back and this ability costs him nothing. If he loses, he loses all current Destiny and this ability costs.
Stacked Deck - The Gambler may choose any die roll, whether it be friend's or foe's. It must be rerolled. He can use this ability (halflevel) times per in-game day.
Longshot (Passive) - The Gambler gains a (halflevel+1, minimum +4) modifier to any combat or skill roll where he would need a dice roll of (level+12) or better to succeed.
Eye for Trouble (Passive) - The Gambler's familiar with danger and can easily handle the rabble. Gains (halflevel) as a modifier on all Intimidate and Negotiate checks.
Bribe (5% of Gambler's current Currency OR GM Discretion) - The Gambler may roll an opposed Negotiate check against one enemy. If the Gambler succeeds, the enemy leaves combat. If the Gambler fails, the enemy immediately aggros the Gambler and takes the currency. This cannot be used on enemies who do not understand currency.
If the Gambler critically succeeds, the enemy changes side for the remainder of combat.
This cannot succeed more than once per combat.
Hammer Space (5% of Gambler's current Currency OR GM Discretion) - This is a standard action, but it can be used while petrified or otherwise incapacitated (excluding KO'd or dead). The Gambler uses the Aether to find a random consumable item. He rolls a d100. If the item is non-damaging, the Gambler immediately uses it upon himself. If it is damaging, he uses it upon a specified enemy.
(Recommendation: Use item list, rollback to 1 if the Gambler's roll exceeds number of items. OR high rolls get useless items, low rolls get situation-specific items.)
Fold (10% of Gambler's current Currency OR GM Discretion) - The Gambler drops his cards and removes himself immediately from Combat. He may re-enter at any point during hero turn, but cannot be damaged by the enemies or AoE attacks until then.
All-in (100% of the Gambler's current HP -1) - Instant action. Gambler puts his life in the hands of the Lady. He is reduced to 1 HP, but the amount of dice he rolls on his next roll are doubled. He cannot critically fail.
Ace up the Sleeve - Upon taking damage that would reduce the Gambler's HP to 0 or below, the Gambler may immediately activate any one of his abilities free of cost (excluding All-In). Afterwards, the player is immediately KO'd UNLESS his chosen ability would restore his health. May only be used once per combat.
Slots - Slots may be cast as an instant action in combat only. The Gambler rolls 3d6. If no numbers match, the Gambler busts. If two numbers match, the Gambler get a Break. If all three numbers match, the Gambler gets a Jackpot. If the Gambler busts, take the leftmost die's number and use its Bust effect.
1 - BAR
Break - Winning High: The Gambler gains Haste for 3 turns.
Jackpot - Confidence High: The Gambler and all of his allies gain Haste for 6 turns. He is immune to all Busts for the remainder of this combat.
Bust - Losing Lows: The Gambler is slowed for 2 turns and feels the loss.
2 - COIN
Break - Gold Coin: The Gambler feels a weight in his pocket- a coin, perhaps? The Coin is a bartering chip and will remain with the Gambler until used. With the Coin, the Gambler may add (halflevel+1) to any check that includes vocal interaction between the Gambler and another person. After it is used, it disappears.
Jackpot - Platinum Chip: The Gambler gains a platinum Chip. This Chip will remain with the Gambler until used. It adds (level+1) to a check of the Gambler's choice, whatever it may be. After it is used, it disappears.
Bust - Shoulder Chip: The Gambler takes a negative (halflevel+1) to his next check involving vocal interaction between him and another person. This negative will remain with him until it is used.
3 - DRINK
Break - Raise Your Glass: The Gambler may choose to increase either Strength or Resolve by (halflevel) for 3 turns.
Jackpot - Round On the House: Allows all party members to add the Gambler's (halflevel) to their Strength or Resolve for 6 turns.
Bust - Empty Bottle: The Gambler cannot be affected by positive status effects for 3 turns. This does not prevent positive effects from Reels.
4 - PISTOL
Break - Gun in the Boot: The Gambler's weapon immediately takes on the Ranged property regardless of weapon type. If the Gambler already has a Ranged weapon equipped, he gains (halflevel+1) accuracy. Lasts for 3 turns.
Jackpot - Quickdraw: The Gambler's weapon immediately takes on the Ranged property regardless of weapon type and the Gambler gains (level) accuracy. If he already has a Ranged weapon equipped, he may make a second attack as an Instant action for the duration. Lasts for 6 turns.
Bust - Firing Blanks: The Gambler's next attack has negative (halflevel+1) reduced accuracy.
5 - DICE
Break - Sanded Corners: The Gambler gains a pair of trick dice. These dice give the Gambler the ability to reroll any one of his rolls. Afterwards, they disappear.
Jackpot - Weighted Dice: The Gambler gains a set of weighted dice. He may use this set of weighted dice to make a roll with the exact numbers of his choice. Afterwards, they disappear.
Bust - Snake Eyes: Until the end of combat, the GM may request the Gambler reroll a single roll.
6 - MAIDEN
Break - Lady Luck: The Gambler rolls a D6. For 3 turns, this roll is added to all of the Gambler's rolls.
Jackpot - Heroic Kiss: The Gambler rolls a D6. For 6 turns, this roll plus (halflevel) is added to his rolls.
Bust - Miss Fortune: The Gambler rolls a D6. For 2 turns, this roll is subtracted from all of the Gambler's rolls.
So here you guys go! A crazy class focused around taking the chance. Tell me what you guys think of it thus far.
My current biggest concern is his Innate ability, Chance. I'm wondering if there's a way I can make that a 50/50 chance that can only be slightly manipulated.
Thus far his Slots have a rough 55% chance of failure, a 40% chance of success, and a 5% chance of jackpot. That's rough math.
But hey, lay it on me- I don't have many people to playtest this kinda stuff. Is there any way to make the class more interesting, or abilities that need to be recreated? If something is super high or low on the metaphorical delta curve (because I haven't actually math'd all this out just yet, only the slots), I'll need to reconfigure it. My current thoughts are that since the Gambler legitimately has to take risks with everything he does, that drops it on the curve as a base. If his ability has a significant negative, it gets a significant positive. No other class has to do this, which is why he has such rewarding payoffs.