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Zeta Kai
2009-01-05, 07:31 PM
There, the monsters are finally done. 257, by my count.

I still have a few more bonus materials left for this project before I call it officially done. Any & all comments about the monsters, or the project as a whole, are welcome. Thank you all for your support & constructive criticism.

Eighth_Seraph
2009-01-05, 08:59 PM
w00t!!! Yay for completion of amazing, absurdly comprehensive FFX setting!

Zeta, this is a ridiculous amount of work. The next logical step is a Final Fantasy PbP. To the Ongoing Games boards?

Zeta Kai
2009-01-05, 09:29 PM
w00t!!! Yay for completion of amazing, absurdly comprehensive FFX setting!

Thank you very, very much. It is much appreciated.


Zeta, this is a ridiculous amount of work. The next logical step is a Final Fantasy PbP. To the Ongoing Games boards?

Not quite yet, my eager one. First, the bonus materials. Next, the PDF compendium. Finally, the PBP. Please have patience, for I'm only experienced with the homebrew side of things. PDF-compilations & PBP-DMing are entirely new to me.

Zeta Kai
2009-01-06, 09:03 PM
Bonus Material: The Church of Yevon!

http://images3.wikia.nocookie.net/finalfantasy/images/thumb/5/51/Yevon.png/175px-Yevon.png
Yevon (Greater God, Lawful Good)
All across Spira, most people worship the one true god, Yevon. His teachings have united the peoples of Spira for over a thousand years, helping them to cope with the havoc of Sin. His teachings state that Spirans must atone for the misdeeds of their ancestors, & that only by doing so will they be rid of Sin forever & experience the peace of the Eternal Calm. The Church of Yevon bans the use of machina, & the persecution of those who do use such unholy devices. Yevonites also pray often, giving thanks to Yevon for the temporary Calms; they also sing the Hymn of the Fayth, a holy song of Yevon sung to sooth the souls of the dead as they pass into the Farplane.

The truth is, though, that the idea of Yevon as a god is lie. A thousand years ago, a Summoner named Yu Yevon lived in Zanarkand, which was losing a war with Bevelle. Rather than risk destruction of his beloved city, Yu Yevon had all the surviving citizens turn themselves into Fayth and began a massive group summoning of the city, one that never slept. In order to protect himself, he gathered a multitude of pyreflies & transformed them into an armor which became the monster known as Sin.

Yu Yevon gave this creature a set of very simple instructions: destroy any machina or settlement which grew larger than a small village in order to bring technical evolution to a halt, & retaliate to all hostility with extreme prejudice. However, the strain on summoning both Sin & maintaining his beloved Dream Zanarkand proved too much, even for his abilities. His humanity soon faded & Sin was left as a force relying solely on instinct & to comply with the instructions given to it upon creation. Sin’s first act as such was to destroy the real Zanarkand. The armies of Bevelle saw this destruction & retreated, bringing the first news of the great beast.

Shortly before creating Sin, Yu Yevon informed his daughter, Yunalesca, of his plan & gave her a means of calming the creature. Yunalesca passed this knowledge on to the leaders of Bevelle, thus beginning the teachings of Yevon & the endless spiral of death that surrounds Spira. Every time a Summoner destroyed Sin, the Aeon used for the Final Summoning would be possessed by Yu Yevon & used to rebuild Sin. Yu Yevon continued to use this process to renew Sin time & time again.
Portfolio: Atonement, Death, Lies, Rebirth, Secrets

Domains: Destruction, Healing, Law, Trickery

Cleric Training: Training to become a priest or a summoner of Yevon is conducted at one of several Yevonite temples scattered across Spira. Potential priest & summoners are typically chosen from a very early age, as one cannot wait for Sin to claim them. Elder priests take time to mentor each acolyte, so that they are all well-versed in Yevon’s sacred teachings & the church’s doctrine. To complete their training, acolytes must pass though the Cloister of Trials, a series of puzzle-locked rooms that test an applicant’s resolve, ingenuity, & faith.

Quests: The Church of Yevon sometimes sends newly ordained clergy to retrieve sacred or otherwise important items from areas devastated by Sin, if they have not been destroyed. They also send priests to assist those injured by Sin’s attacks, as well perform the Sending for those who cannot be saved. The most important quest commissioned by the church, though, is that of the Pilgrimage. All summoners are expected to attempt a quest to attain the Final Aeon, & use it to destroy Sin. Many fail, or quit, as the journey is rarely an easy one. Priests of Yevon sometimes accompany a summoner as one of their guardians on the Pilgrimage.

Prayers: A prayer to Yevon is typically a simple one. Little time is wasted on flowery language or circuitous phrasing. This worship often centers around Sin, & pleas for the Calm. Commonly heard prayers include “May Yevon protect us”, “Thank Yevon for the Calm”, “Yevon, please hear us, & deliver us from Sin”, & “Praise be to Yevon.” The Hymn of the Fayth is the most frequently-used prayer, & is sometimes sung during secular moments, such as while working or as a lullaby. Below are the lyrics:

Japanese: Inore yo, Ebon-ju, Yume mi yo, inoriko. Hatenaku, sakaetamae.
English: Pray to Yu Yevon, and dream, Fayth. Forever and ever, grant us prosperity.

Temples: Yevon has several temples scattered across Spira, mostly in current or former centers of civilization. The outer design of a Yevonite temple can vary greatly, but the inner chambers usually follow a similar design scheme. The first room is the largest one, a central hall that is filled with statues of prominent High Summoners, prayer mats, & symbols of Yevon. Side doors lead to priests’ living quarters, private meditation rooms, & other facilities. The inner chambers are usually locked, as they are devoted to one of the Cloister of Trials. The cloister is always the only way to reach the innermost room, where the sarcophagus of the temple’s patron Aeon is stored. The temples of Yevon are listed below:

Baaj (temple in ruins)
Besaid
Bevelle (capital city temple)
Djose (semi-hidden temple)
Kilika
Macalania
Remiem (lost temple)

Rites: The Yevonites have few defined ceremonies. In centuries past, more rites existed, but they were gradually dropped as Sin’s wrath took its toll on the people of Spira. The clergy of Yevon still officiate over weddings, trials, blitzball games, & other relatively-minor social events. The only major rite that they have remaining is the Sending ritual, which is performed by summoners (or priests) to usher the souls of the dead into the Farplane, so that they can leave the world of the living & find eternal rest.

Herald & Allies: Yevon seldom has reason to employ a herald. On the rare occasions when Yevon does call upon a herald (usually to declare a Calm has begun, after a summoner defeats Sin), it’s usually a 20th-level summoner, & is often a Guado, although Hume & Ronso heralds are not unheard of. Allies are invariably Aeons of some sort.

Relics: The seven legendary weapons, the Final Aeon.

Symbol: The Angelic Eye (Yevonite Script (http://ffproject.net/forumwiki/images/Yevon_script.jpg), Letter A).

Favored Weapon: Quarterstaff.

kyoten
2009-01-06, 09:23 PM
Bonus Material: The Church of Yevon!

http://images3.wikia.nocookie.net/finalfantasy/images/thumb/5/51/Yevon.png/175px-Yevon.png
Yevon (Greater God, Lawful Good)
[spoiler]All across Spira, most people worship the one true god, Yevon. His teachings have united the peoples of Spira for over a thousand years, helping them to cope with the havoc of Sin. His teachings state that Spiran must atone to the misdeeds of their ancestors, & that only by doing so will they be rid of Sin forever & experience the peace of the Eternal Calm. The Church of Yevon bans the use of machina, & the persecution of those who do use such unholy devices. Yevonites also pray often, giving thanks to Yevon for the temporary Calms; they also sing the Hymn of the the Fayth, a holy song of Yevon sung to sooth the souls of the dead as the pass into the Farplane.

Shouldn't Spiran be Spirans or the people of Spira?

Zeta Kai
2009-01-06, 09:39 PM
Shouldn't Spiran be Spirans or the people of Spira?

So, I give you all this, & you point out a single typo, which has already been fixed? Do I have that right? :smallconfused:

kyoten
2009-01-06, 09:43 PM
So, I give you all this, & you point out a single typo, which has already been fixed? Do I have that right? :smallconfused:

My computer's a little slow, sue me...heh Yes, you do have the right. Everyone is entitled to make a mistake every now and then. Besides it was merely meant to make you aware of it not to offend you.

As before I apologize if I upset you unneccesarily.

Zeta Kai
2009-01-06, 10:30 PM
As before I apologize if I upset you unneccesarily.

I'll kill you! KILL YOU!! BLAARRGH!!! :furious:

Tee-hee, that was fun. :smallbiggrin:

Seriously though, no offense taken. This time. :smallamused:

Zeta Kai
2009-01-07, 09:10 PM
Bonus Material: The Sphere Grid!

Overview
The game of Final Fantasy X is an RPG, much like any other. You battle enemies, & if you defeat them, then you gain points that you can use to improve your abilities. But this system is a bit different than the leveling system found in RPG’s such as Dungeons & Dragons. The mechanics of FFX do not have discrete levels of achievement that you reach after gaining so many experience points (XP). Instead, the PC’s gain spheres, which are small magical items that allow the characters to activate nodes on a chart known as the Sphere Grid. Each node on the Sphere Grid has a different small permanent boost to a PC’s statistics, & so by moving about the Sphere Grid unlocking nodes, the PC’s can gain power. This system has nothing like the levels seen in D&D, which are more like pre-made bundled packages filled with small permanent stat boosts.

Zeta Kai
2009-01-08, 07:57 PM
The Sphere Grid
To use this new alternative to leveling, the entire advancement system of the D20 system can be discarded &/or ignored. Monsters, traps, & other obstacles no longer grant Experience Points to the characters that defeat them. Anytime that an XP reward would normally be given to a character, a magical sphere is created instead. This sphere can be used to activate nodes on the Sphere Grid (see Table 6-1: Sphere Grid). These spheres cannot be created via any other means. Even the most powerful magic (such as a wish or miracle spell) cannot create these concentrations of magical power. Indeed, each of these spheres represents a nexus of metaphysical energy, a distilled manifestation of the fundamental power in the universe. In the world of Spira, this is usually seen either as a gift from the fayth for defeating a fiend, or a crystallized remnant left behind by the pyreflies when a fiend is defeated.

Zeta Kai
2009-01-08, 08:24 PM
Table 6-1: Sphere Grid
{table=head]Node|--|Summoner|--|Pugilist|--|Ronin|Lancer|Bandit|--|Blitzer|--|Black Mage|--
#1||HP +4+Con||HP +8+Con||HP +10+Con|HP +12+Con|HP +6+Con||HP +8+Con||HP +4+Con|
#2||Summon 1/day||Ref +1||BAB +1|Weapon Focus|Skill +(8+Int)×4||Feat +1||MP +2d6+8|
#3||MP +2d6+8||Cheer||Fort +2|BAB +1|Steal||Skill +(4+Int)×4||Thunder|
#4||Will +1||Skill +(4+Int)×4||Power Break|Lancet|Ref +1||Ref +2||Will +1|
#5||Feat +1||MP +1d6+4||Feat +1|Skill +(4+Int)×4|MP +1d6+4||Dark Attack||Skill +(2+Int)×4|
#6||Skill +(4+Int)×4||Ref +1||Skill +(2+Int)×4|MP +1d6+4|Ref +1||Fort +2||Feat +1|
#7||Will +1||Feat +1||MP +1d6+4|Feat +1|Feat +1||MP +1d6+4||Will +1|
#8||||HP +1d8+Con||HP +1d10+Con|Fort +2|HP +1d6+Con||HP +1d8+Con|||
#9||HP +1d4+Con||Ref +1||BAB +1|HP +1d12+Con|Skill +8+Int||BAB +1||HP +1d4+Con|
#10||Cure||BAB +1||Fort +1|Rage 1/day|Sneak Attack +1d6||Skill +4+Int||MP +2d6+8|
#11||MP +2d6+8||Uncanny Dodge||Bonus Feat|BAB +1|Ref +1||Ref +1||Water|
#12||Will +1||Skill +4+Int||Skill +2+Int|Skill +4+Int|BAB +1||Keen Blitzing +1||Will +1|
#13||Skill +4+Int||MP +1d6+4||MP +1d6+4|MP +1d6+4|MP +1d6+4||Fort +1||Skill +2+Int|
#14||BAB +1||||HP +1d10+Con|Fort +1|HP +1d6+Con||MP +1d6+4||BAB +1|
#15||||HP +1d8+Con||BAB +1|HP +1d12+Con|Skill +8+Int|||||
#16||HP +1d4+Con||Fort +1||Ref +1|Class Feature|Trap Sense +2||HP +1d8+Con||HP +1d4+Con|
#17||Esuna||Will +1||Will +1|BAB +1|Fort +1||BAB +1||MP +2d6+8|
#18||MP +2d6+8||BAB +1||Guard|Skill +4+Int|Will +1||Feat +1||Blizzard|
#19||Fort +1||Flee||Feat +1|MP +1d6+4|BAB +1||Skill +4+Int||Fort +1|
#20||Ref +1||Skill +4+Int||Skill +2+Int|Feat +1|MP +1d6+4||Will +1||Ref +1|
#21||Feat +1||MP +1d6+4||MP +1d6+4|Ref +1|Feat +1||Silence Attack||Skill +2+Int|
#22||Skill +4+Int||Feat +1|||Will +1|HP +1d6+Con||MP +1d6+4||Feat +1|
#23||||HP +1d8+Con||HP +1d10+Con|HP +1d12+Con|Ability Score +1||HP +1d8+Con|||
#24||HP +1d4+Con||Ability Score +1||Ability Score +1|Ability Score +1|Skill +8+Int||Ability Score +1||HP +1d4+Con|
#25||Ability Score +1||Ref +1||BAB +1|Rage 1/day|Sneak Attack +1d6||BAB +1||Ability Score +1|
#26||Nul||BAB +1||Fort +1|BAB +1|Ref +1||Skill +4+Int||MP +2d6+8|
#27||MP +2d6+8||Evasion||Damage Reduction 1/-|Skill +4+Int|BAB +1||Ref +1||Fire|
#28||Will +1||Skill +4+Int||Skill +2+Int|MP +1d6+4|MP +1d6+4||Fast Movement +5’||Will +1|
#29||Skill +4+Int||MP +1d6+4||MP +1d6+4|Fort +1|||Fort +1||Skill +2+Int|
#30||BAB +1||||HP +1d10+Con|HP +1d12+Con|HP +1d6+Con||MP +1d6+4||BAB +1|
#31||||HP +1d8+Con||BAB +1|Scan|Skill +8+Int||HP +1d8+Con|||
#32||HP +1d4+Con||Haste||Magic Break|BAB +1|Use||Skill +4+Int||HP +1d4+Con|
#33||Summon 1/day||Skill +4+Int||Skill +2+Int|Skill +4+Int|MP +1d6+4||Aim||MP +2d6+8|
#34||MP +2d6+8||MP +1d6+4||MP +1d6+4|MP +1d6+4|HP +1d6+Con||MP +1d6+4||Focus|
#35||Skill +4+Int||HP +1d8+Con||HP +1d10+Con|HP +1d12+Con|Skill +8+Int||HP +1d8+Con||Skill +2+Int|
#36||||Fort +1||BAB +1|Rage 1/day|Sneak Attack +1d6||BAB +1|||
#37||HP +1d4+Con||Ref +1||Fort +1|BAB +1|Fort +1||Feat +1||HP +1d4+Con|
#38||Bonus Feat||Will +1||Ref +1|Skill +4+Int|Ref +1||Skill +4+Int||MP +2d6+8|
#39||MP +2d6+8||BAB +1||Will +1|MP +1d6+4|Will +1||Fort +1||Bonus Feat|
#40||Fort +1||Bonus Feat||Bonus Feat|Feat +1|BAB +1||Ref +1||Fort +1|
#41||Ref +1||Skill +4+Int||Feat +1|Fort +1|MP +1d6+4||Will +1||Ref +1|
#42||Will +1||MP +1d6+4||Skill +2+Int|Ref +1|Feat +1||Keen Blitzing +1||Will +1|
#43||Feat +1||Feat +1||MP +1d6+4|Will +1|||MP +1d6+4||Skill +2+Int|
#44||Skill +4+Int||||HP +1d10+Con|HP +1d12+Con|HP +1d6+Con||HP +1d8+Con||BAB +1|
#45||BAB +1||HP +1d8+Con||BAB +1|Class Feature|Skill +8+Int||BAB +1||Feat +1|
#46||||BAB +1||Threaten|BAB +1|Class Feature||Skill +4+Int|||
#47||HP +1d4+Con||Provoke||Skill +2+Int|Skill +4+Int|BAB +1||Sleep Attack||HP +1d4+Con|
#48||Life||Skill +4+Int||MP +1d6+4|MP +1d6+4|MP +1d6+4||MP +1d6+4||MP +2d6+8|
#49||MP +2d6+8||MP +1d6+4|||HP +1d12+Con|HP +1d6+Con||HP +1d8+Con||Thundara|
#50||Skill +4+Int||HP +1d8+Con||HP +1d10+Con|Ability Score +1|Ability Score +1||Ability Score +1||Skill +2+Int|
#51||||Ability Score +1||Ability Score +1|Greater Rage|Skill +8+Int||BAB +1|||
#52||HP +1d4+Con||Ref +1||BAB +1|BAB +1|Sneak Attack +1d6||Skill +4+Int||HP +1d4+Con|
#53||Ability Score +1||BAB +1||Fort +1|Skill +4+Int|Ref +1||Fort +1||Ability Score +1|
#54||Pray||Improved Un. Dodge||Damage Reduction 1/-|MP +1d6+4|BAB +1||Ref +1||MP +2d6+8|
#55||MP +2d6+8||Skill +4+Int||Skill +2+Int|Fort +1|MP +1d6+4||Fast Movement +5’||Watera|
#56||Will +1||MP +1d6+4||MP +1d6+4|HP +1d12+Con|||MP +1d6+4||Will +1|
#57||Skill +4+Int||||HP +1d10+Con|Class Feature|HP +1d6+Con||||Skill +2+Int|
#58||BAB +1||HP +1d8+Con||BAB +1|BAB +1|Skill +8+Int||HP +1d8+Con||BAB +1|
#59||||Fort +1||Ref +1|Skill +4+Int|Luck||Feat +1|||
#60||HP +1d4+Con||Will +1||Will +1|MP +1d6+4|Fort +1||Skill +4+Int||HP +1d4+Con|
#61||Cura||Delay Attack||Armor Break|Feat +1|Will +1||Will +1||MP +2d6+8|
#62||MP +2d6+8||Skill +4+Int||Feat +1|Ref +1|MP +1d6+4||Dark Buster||Blizzara|
#63||Fort +1||MP +1d6+4||Skill +2+Int|Will +1|Feat +1||MP +1d6+4||Fort +1|
#64||Ref +1||Feat +1||MP +1d6+4|HP +1d12+Con|HP +1d6+Con||HP +1d8+Con||Ref +1|
#65||Feat +1||HP +1d8+Con||HP +1d10+Con|Rage 1/day|Skill +8+Int||BAB +1||Skill +2+Int|
#66||Skill +4+Int||Ref +1||BAB +1|BAB +1|Sneak Attack +1d6||Skill +4+Int||Feat +1|
#67||HP +1d4+Con||BAB +1||Fort +1|Skill +4+Int|Ref +1||Fort +1|||
#68||Summon 1/day||Improved Evasion||Bonus Feat|MP +1d6+4|BAB +1||Ref +1||HP +1d4+Con|
#69||MP +2d6+8||Skill +4+Int||Skill +2+Int|Fort +1|MP +1d6+4||Keen Blitzing +2||MP +2d6+8|
#70||Will +1||MP +1d6+4||MP +1d6+4|HP +1d12+Con|||MP +1d6+4||Fira|
#71||Skill +4+Int||||HP +1d10+Con|Jinx|HP +1d6+Con||HP +1d8+Con||Will +1|
#72||BAB +1||HP +1d8+Con||BAB +1|BAB +1|Skill +8+Int||BAB +1||Skill +2+Int|
#73||||BAB +1||Aura of Courage|Skill +4+Int|Spare Change||Skill +4+Int||BAB +1|
#74||HP +1d4+Con||Slow||Skill +2+Int|MP +1d6+4|BAB +1||Drain|||
#75||Bonus Feat||Skill +4+Int||MP +1d6+4|Feat +1|MP +1d6+4||MP +1d6+4||HP +1d4+Con|
#76||MP +2d6+8||MP +1d6+4||||HP +1d6+Con||||MP +2d6+8|
#77||Skill +4+Int||HP +1d8+Con||HP +1d10+Con|HP +1d12+Con|Ability Score +1||HP +1d8+Con||Reflex|
#78||HP +1d4+Con||Ability Score +1||Ability Score +1|Ability Score +1|Skill +8+Int||Ability Score +1||Skill +2+Int|
#79||Ability Score +1||Fort +1||BAB +1|Rage 1/day|Sneak Attack +1d6||BAB +1||HP +1d4+Con|
#80||Shell||Ref +1||Fort +1|BAB +1|Fort +1||Feat +1||Ability Score +1|
#81||MP +2d6+8||Will +1||Ref +1|Skill +4+Int|Ref +1||Skill +4+Int||MP +2d6+8|
#82||Fort +1||BAB +1||Will +1|MP +1d6+4|Will +1||Fort +1||Bonus Feat|
#83||Ref +1||Bonus Feat||Damage Reduction 1/-|Feat +1|BAB +1||Ref +1||Fort +1|
#84||Will +1||Skill +4+Int||Feat +1|Fort +1|MP +1d6+4||Will +1||Ref +1|
#85||Feat +1||MP +1d6+4||Skill +2+Int|Ref +1|Feat +1||Fast Movement +10’||Will +1|
#86||Skill +4+Int||Feat +1||MP +1d6+4|Will +1|||MP +1d6+4||Skill +2+Int|
#87||BAB +1||||HP +1d10+Con|HP +1d12+Con|HP +1d6+Con||HP +1d8+Con||BAB +1|
#88||||HP +1d8+Con||BAB +1|Class Feature|Skill +8+Int||Skill +4+Int||Feat +1|
#89||HP +1d4+Con||Slowga||Mental Break|BAB +1|Trap Sense +3||Silence Buster|||
#90||Protect||Skill +4+Int||Skill +2+Int|Skill +4+Int|MP +1d6+4||MP +1d6+4||HP +1d4+Con|
#91||MP +2d6+8||MP +1d6+4||MP +1d6+4|MP +1d6+4|HP +1d6+Con||HP +1d8+Con||MP +2d6+8|
#92||Skill +4+Int||HP +1d8+Con||HP +1d10+Con|HP +1d12+Con|Skill +8+Int||BAB +1||Bio|
#93||HP +1d4+Con||Ref +1||BAB +1|Tireless Rage|Sneak Attack +1d6||Skill +4+Int||Skill +2+Int|
#94||Reflect||BAB +1||Fort +1|BAB +1|Ref +1||Fort +1||HP +1d4+Con|
#95||MP +2d6+8||Crippling Strike||Bonus Feat|Skill +4+Int|BAB +1||Ref +1||MP +2d6+8|
#96||Will +1||Skill +4+Int||Skill +2+Int|MP +1d6+4|MP +1d6+4||Keen Blitzing +2||Demi|
#97||Skill +4+Int||MP +1d6+4||MP +1d6+4|Fort +1|||MP +1d6+4||Will +1|
#98||BAB +1||||||HP +1d6+Con||||Skill +2+Int|
#99||||HP +1d8+Con||HP +1d10+Con|HP +1d12+Con|Skill +8+Int||HP +1d8+Con||BAB +1|
#100||HP +1d4+Con||Fort +1||BAB +1|Class Feature|Mug||BAB +1|||
#101||Summon 1/day||Will +1||Ref +1|BAB +1|Fort +1||Feat +1||HP +1d4+Con|
#102||MP +2d6+8||BAB +1||Will +1|Skill +4+Int|Will +1||Skill +4+Int||MP +2d6+8|
#103||Fort +1||Delay Buster||Zombie Attack|MP +1d6+4|BAB +1||Will +1||Death|
#104||Ref +1||Skill +4+Int||Feat +1|Feat +1|MP +1d6+4||Sleep Buster||Fort +1|
#105||Feat +1||MP +1d6+4||Skill +2+Int|Ref +1|Feat +1||MP +1d6+4||Ref +1|
#106||Skill +4+Int||Feat +1||MP +1d6+4|Will +1|HP +1d6+Con||HP +1d8+Con||Skill +2+Int|
#107||HP +1d4+Con||HP +1d8+Con||HP +1d10+Con|HP +1d12+Con|Ability Score +1||Ability Score +1||Feat +1|
#108||Ability Score +1||Ability Score +1||Ability Score +1|Ability Score +1|Skill +8+Int||BAB +1||HP +1d4+Con|
#109||Bonus Feat||Ref +1||BAB +1|Rage 1/day|Sneak Attack +1d6||Skill +4+Int||Ability Score +1|
#110||MP +2d6+8||BAB +1||Fort +1|BAB +1|Ref +1||Fort +1||MP +2d6+8|
#111||Will +1||Defensive Roll||Damage Reduction 1/-|Skill +4+Int|BAB +1||Ref +1||Thundaga|
#112||Skill +4+Int||Skill +4+Int||Skill +2+Int|MP +1d6+4|MP +1d6+4||Fast Movement +10’||Will +1|
#113||BAB +1||MP +1d6+4||MP +1d6+4|Fort +1|||MP +1d6+4||Skill +2+Int|
#114|Banish|||||HP +1d10+Con|HP +1d12+Con|HP +1d6+Con|Copycat|HP +1d8+Con||BAB +1|
#115||HP +1d4+Con||HP +1d8+Con||BAB +1|Class Feature|Skill +8+Int||Skill +4+Int|||
#116||Dispel||Hastega||Entrust|BAB +1|Class Feature||Osmose||HP +1d4+Con|
#117||MP +2d6+8||Skill +4+Int||Skill +2+Int|Skill +4+Int|BAB +1||MP +1d6+4||MP +2d6+8|
#118||Skill +4+Int||MP +1d6+4||MP +1d6+4|MP +1d6+4|MP +1d6+4||||Waterga|
#119||HP +1d4+Con||HP +1d8+Con||||HP +1d6+Con||HP +1d8+Con||Skill +2+Int|
#120||Curaga||Fort +1||HP +1d10+Con|HP +1d12+Con|Skill +8+Int||BAB +1||HP +1d4+Con|
#121||MP +2d6+8||Ref +1||BAB +1|Mighty Rage|Sneak Attack +1d6||Feat +1||MP +2d6+8|
#122||Fort +1||Will +1||Fort +1|BAB +1|Fort +1||Skill +4+Int||Blizzaga|
#123||Ref +1||BAB +1||Ref +1|Skill +4+Int|Ref +1||Fort +1||Fort +1|
#124||Will +1||Bonus Feat||Will +1|MP +1d6+4|Will +1||Ref +1||Ref +1|
#125||Feat +1||Skill +4+Int||Bonus Feat|Feat +1|BAB +1||Will +1||Will +1|
#126||Skill +4+Int||MP +1d6+4||Feat +1|Fort +1|MP +1d6+4||Keen Blitzing +2||Skill +2+Int|
#127||BAB +1||Feat +1||Skill +2+Int|Ref +1|Feat +1||MP +1d6+4||BAB +1|
#128|||Full-Life|||MP +1d6+4|Will +1|||HP +1d8+Con|Doublecast|Feat +1|
#129||HP +1d4+Con||HP +1d8+Con||HP +1d10+Con|HP +1d12+Con|HP +1d6+Con||BAB +1|||
#130||Regen||BAB +1||BAB +1|Class Feature|Skill +8+Int||Skill +4+Int||HP +1d4+Con|
#131||MP +2d6+8||Slippery Mind||Sentinel|BAB +1|Bribe||Triple Foul||MP +2d6+8|
#132||Skill +4+Int||Skill +4+Int||Skill +2+Int|Skill +4+Int|BAB +1||MP +1d6+4||Firaga|
#133||HP +1d4+Con||MP +1d6+4||MP +1d6+4|MP +1d6+4|MP +1d6+4||HP +1d8+Con||Skill +2+Int|
#134||Ability Score +1||HP +1d8+Con||HP +1d10+Con|HP +1d12+Con|HP +1d6+Con||Ability Score +1||HP +1d4+Con|
#135||Summon 1/day||Ability Score +1||Ability Score +1|Ability Score +1|Ability Score +1||BAB +1||Ability Score +1|
#136||MP +2d6+8||Ref +1||BAB +1|Rage 1/day|Skill +8+Int||Skill +4+Int||MP +2d6+8|
#137||Will +1||BAB +1||Fort +1|BAB +1|Skilled Saboteur||Fort +1||Flare|
#138||Skill +4+Int||Quick Hit||Damage Reduction 1/-|Skill +4+Int|Ref +1||Ref +1||Will +1|
#139||BAB +1||Skill +4+Int||Skill +2+Int|MP +1d6+4|BAB +1||Fast Movement +10’||Skill +2+Int|
#140||Holy||MP +1d6+4|Auto-Life|MP +1d6+4|Fort +1|MP +1d6+4||MP +1d6+4||BAB +1|Ultima[/table]

Eighth_Seraph
2009-01-08, 11:21 PM
Ridonculously well thought-out sphere grid
...wow. Nice.

Question: Can characters move from one grid progression to another without multiclassing? How would multiclassing even work; would you just choose to invest the sphere in a class upon picking it up? Can sphere be bought/sold/traded/stolen if they are not immediately used?

Also, what are those abilities that do not fall under any class? How would we get to those?

I like the idea, but I think it could be explained further. For example, does killing Penance give you three spheres in the same way that taking out three flans would?

Zeta Kai
2009-01-09, 06:52 PM
Acquiring Spheres
When a party faces off against monsters or traps, they earn different types of spheres when they defeat those obstacles, depending on the challenge of the obstacles in question. If the CR of the obstacle is less than the party’s average HD -1, then no spheres are produced; obstacles with a CR of less than 1 are rounded down to CR0. If the CR of the obstacle is between the party’s average HD -1 & the party’s average HD +2, then random spheres will be produced from Table 6-2: Standard Drops. If the CR of the obstacle is greater than the party’s average HD +2, then random spheres will be produced from Table 6-3: Elite Drops. For either of these tables, it is recommended that the victor roll 1d20 to determine the results. Alternatively, the DM may allow the use of 2d10 as a viable variant; keep in mind that using this variant leads to slightly more spheres produced, but mostly of only average quality (IE fewer Key Spheres).

Zeta Kai
2009-01-09, 07:06 PM
Table 6-2: Standard Drops
{table=head]D20|Sphere Dropped
1|Nothing
2|Nothing
3|1× Ability Sphere
4|1× Ability Sphere
5|2× Ability Sphere
6|1× Attack Sphere
7|2× Attack Sphere
8|1× Feature Sphere
9|2× Feature Sphere
10|1× Saving Sphere
11|1× Saving Sphere
12|2× Saving Sphere
13|1× Mana Sphere
14|2× Mana Sphere
15|1× Power Sphere
16|2× Power Sphere
17|1× Level 1 Key Sphere
18|2× Level 1 Key Sphere
19|1× Level 2 Key Sphere
20|Re-roll twice[/table]

Zeta Kai
2009-01-09, 07:10 PM
Table 6-3: Elite Drops
{table=head]D20|Sphere Dropped
1|Nothing
2|2× Ability Sphere
3|2× Attack Sphere
4|2× Feature Sphere
5|2× Saving Sphere
6|2× Mana Sphere
7|2× Power Sphere
8|1× Black Magic Sphere
9|1× White Magic Sphere
10|1× HP Sphere
11|1× MP Sphere
12|1× BAB Sphere
13|1× Feat Sphere
14|1× Score Sphere
15|1× Skill Sphere
16|1× Level 2 Key Sphere
17|2× Level 2 Key Sphere
18|1× Level 3 Key Sphere
19|1× Level 4 Key Sphere
20|Re-roll twice[/table]

Zeta Kai
2009-01-11, 01:10 PM
Character Creation & Using Spheres
When a new character is created using this system, their race, class, alignment, & equipment are selected; all other character statistics are assumed to be 0. They then get the first 7 nodes of their class’s column activated for free, placing their position on the Sphere Grid at row #7 of their class’s column; this is assumed to be the character’s total life experience up to this point. After that, the character will need to activate nodes that they can access using the appropriate spheres. To activate a node, a character needs to move to a node directly adjacent to their current position & spend a sphere that corresponds to that node. Nodes that are vertically-adjacent can be activated, but horizontally- & diagonally-adjacent nodes cannot; characters can only move vertically along their own class’s column (unless, of course, they use Key Spheres, as seen below). Characters can move back over previously-activated nodes by spending another sphere of the appropriate type, but an already-activated node will not grant a bonus more than once for that character. Characters can move over empty nodes without spending spheres, but they cannot do so if they are spending spheres at the same time (& therefore must wait until they gain another sphere from an obstacle), & they gain no statistical benefit from doing so (unless they turn that empty node in another kind of node prior to activating it, see Sphere Grid Items below).

Daracaex
2009-01-12, 01:07 AM
You're done? You're done! Awesome! And I would love to be part of a game if there's going to be one. Hopefully there's not too much competition…

I don't surprise a bribe would help? You see, I've recently reacquired my programs. :smallwink:

PM me if you want my help. I do have school, so I can't promise that it will be at the top of my priorities, but I do have the tools to get it done and would gladly do the work.

Zeta Kai
2009-01-12, 08:37 PM
I'm not done. I'm almost done. :smallwink:
I will announce the opening of the recruitment thread (eventually) here, in this one. It will be some time still though, I'm afraid. I must do some research & wrap up some other business first. :smallfrown:
The 4-6 people chosen for the first game will be chosen on merit. Bribery, like flattery, will get you far, but not everywhere. :smallsigh:
I will be making a PDF of the entire project available here first. I intend to do it on my own, so that I may learn the process, & as well as tyrannically control the results. :smallbiggrin:

Zeta Kai
2009-01-12, 08:41 PM
Converting to the Grid & Creating Higher-Level Characters
So far, we’ve assumed that the Sphere Grid would be used only for characters that start out at 1st level. But what if you want to create a character that’s higher than 1st level? Or what if you already have a higher-level character, you want to switch over to using the Sphere Grid? As with anything involving variant rules (or rules in general), DM discretion is advised.

Well, the first one is easy. To create character that’s higher than 1st level, simply give the character lots of free activated nodes. Activate as many as necessary in the class columns of your choice. Remember to also give them equipment & treasure according to the WBL chart; you can use the character’s HD as an equivalent to class levels. Once that is done, just place the character’s position on the Sphere Grid at their last activated node, & they are ready to enter play.

The second question is a bit more difficult. Converting to the Sphere Grid using a higher-level character is probably best done by determining their proper place on the Sphere Grid & assuming that all previous nodes in their class column(s) have been activated. To find an already-existing character’s proper place on the grid, go to their class column. Now, go down the column, counting the nodes that add HP as you go. Once you’ve counted a number of HP nodes equal to your character’s HD+1, stop & go back to the node directly above it. That’s your character’s position on the Sphere Grid. To get a ballpark estimate of where this should be, multiply your character’s level by 7; the resulting number should the approximate row of your starting position on the grid.

Debihuman
2009-01-12, 09:49 PM
I'm not done. I'm almost done. :smallwink:
I will announce the opening of the recruitment thread (eventually) here, in this one. It will be some time still though, I'm afraid. I must do some research & wrap up some other business first. :smallfrown:
The 4-6 people chosen for the first game will be chosen on merit. Bribery, like flattery, will get you far, but not everywhere. :smallsigh:
I will be making a PDF of the entire project available here first. I intend to do it on my own, so that I may learn the process, & as well as tyrannically control the results. :smallbiggrin:


Well, I'd be willing to help out with this project if you'll allow me.

Debby

Kobold-Bard
2009-01-13, 03:46 AM
You may consider this my first of several posts in the hopes of getting into this game.

Zeta Kai
2009-01-13, 06:57 AM
You may consider this my first of several posts in the hopes of getting into this game.

Although flattering, I don't consider begging or pestering to be meritorious. Trust me, if your good enough, smart enough, & able to post your intended action once per day before 7PM EST, then there shouldn't be an issue.

But this thread isn't for recruitment topics. I would much rather here discussion concerning the material presented here. Any comments about the races? Classes? Items? Aeons? Monsters? Magic? Bonus Material? Anything? I'm almost done here, & constructive feedback is always appreciated.

Zeta Kai
2009-01-13, 06:59 AM
Implications of the Grid
This system allows for strategic acquisition of abilities, enabling players to optimize their characters according to their tastes. Keep in mind that while this progression system tends to facilitate faster advancement than the standard XP system, it also tends to impede progress with inherent chokepoints. Players can only progress by activating adjacent nodes, & they can only do that by spending the corresponding spheres. As the acquisition of spheres is largely random, this can (& often does) lead to characters unable to advance (at least in the direction that they want to go) until they have a sphere of the correct type. This is an intentional consequence of the system, designed to promote strategy & keep out of control progression in check.

It is not recommended that DMs assist/hinder characters by fudging the dice rolls on Tables 6-2 or 6-3, as doing so could easily lead to overly-rapid/stagnant progression. This system also encourages DMs to pit the PCs against level-appropriate enemies (that is, opponents whose CR is roughly equal to the party’s average HD). This is because if the CR is too low, then the PCs won’t get any spheres as a reward, & if the CR is too high, then the PCs won’t get enough useful spheres to justify the danger.

Some mechanical effects, such as WBL & certain class features, depend on a character’s class level. In these cases, it is possible to use the number of Hit Die that a character has as a substitute for the number of levels that a character is supposed to have. Since characters using the XP system would always have 1HD per class level, it is preferable to refer to a character’s HD to determine their ECL, so that effects that depend on levels can continue to function normally.

Debihuman
2009-01-13, 08:10 AM
Zeta, the easiest way I know of creating a pdf (unless you have the full version of Adobe Acrobat) is to create a MSWord file and then save it as a pdf. Note: you cannot edit the pdf so all editing must be done FIRST in the Word Document. Word can create a table of contents but you have to make sure you are using proper headings.

Another thing: you tend to use ampersands and other shortcuts instead of spelling out "and" and "feet." In a completed document, it just doesn't look good. There should always be a space "10 MP" not "10MP" but since you did it almost everywhere, I wasn't going to complain. Same with 50 xp or 10 gp.

The ampersand is appropriate in "D&D" as a brand name but not for general usage. Find and replace all works well but do not find and replace "all" unless you are willing to proofread the whole thing. For example, If you globally change "&" to "and," you'll have to go back and search for "DandD" to change it back to "D&D". It can be a major headache.

Pictures are very uneven in terms of quality and size. For posting here, it's not a big deal, but in a document, this will look terrible.

I freely admit that I've never used epic monsters, so this more recent portion hasn't been getting my full attention.

I now you changed a lot of ranges for monsters. Do you need to look at ranges for the classses? Normally spells increase by range as a spellcaster goes up in level [see PH or SRD] so you may want to look there as well.

Debby

Lappy9000
2009-01-13, 12:06 PM
PDF Advice
Insecure was kind enough to post a link to Win2PDF (http://www.win2pdf.com/?gclid=COWa0t78mpcCFQoi3godQ1uwDA) back in the Lords of Mechanus thread. I gave it a try, and it's free, easy, and completely painless; you should definitely try it. In fact, I've already started working to convert everything into a nice, clean PDF file.

Zeta Kai
2009-01-14, 08:10 AM
Insecure was kind enough to post a link to Win2PDF (http://www.win2pdf.com/?gclid=COWa0t78mpcCFQoi3godQ1uwDA) back in the Lords of Mechanus thread. I gave it a try, and it's free, easy, and completely painless; you should definitely try it. In fact, I've already started working to convert everything into a nice, clean PDF file.

That's the one that I intended to use for this one. I have to practice with it first, but it shouldn't take long.

And I have no intention of changing my syntax. I find it to be completely legible.

Zeta Kai
2009-01-14, 08:13 AM
Example of Use
Let us use a PC named Tidus as an example of how the Sphere Grid can be used in an actual game. The character’s player wants to make a new PC for a campaign that is just starting. He decides on making a Hume Pugilist named Tidus. After selecting his starting equipment & alignment, he is ready to calculate his statistics. Consulting the rules above for using the Sphere Grid, he gets the first 7 nodes of the Pugilist column activated for free. This has 2 implications: he has the exact same statistics as a Pugilist that was made via standard character creation methods, & his position on the Sphere Grid is determined to be Pugilist #7. He is then ready to begin play as a 1st-level character.

Tidus’s party consists of himself, a Summoner, a Black Mage, & a Lancer. They are all 1st-level PCs. They soon get into a skirmish with 4 Sinscales (#1 type; CR¼). After they defeat the litany of Sinscales, they roll 4 times of Table 6-2, once for each Sinscale that they killed. Together, the party rolls a 2, an 8, a 12, & a 17; this gives them 1 Feature Sphere, 2 Saving Spheres, & a Level 1 Key Sphere. Tidus needs a Power Sphere to activate the next node in his class column (Pugilist #8, HP +1d8+Con), so he cannot use any of these spheres to progress.

Later, Tidus’s party encounters a Condor, a Dingo, & a Water Flan. After they defeat these opponents, they again roll on Table 6-2, once for each fiend that they killed. This time, the party rolls a 7, a 15, & a 16; this gives them 2 Attack Spheres & 3 Power Spheres. Now, Tidus can activate the next node in his class column & continue his progression. If the rest of his party permits it, he can even use one of the Saving Spheres that they got from the first battle to activate the next node after that (Pugilist #9, Reflex +1), advancing even further.

Zeta Kai
2009-01-15, 11:08 AM
Sphere Grid Items

Ability Distiller: forces an enemy to drop Ability Spheres
Ability Sphere: activates an Ability Score, Feat, or Skill node on Sphere Grid (colored magenta on the grid)
Attack Distiller: forces an enemy to drop Attack Spheres
Attack Sphere: activates a BAB node on Sphere Grid (colored olive on the grid)
BAB Sphere: turns an empty node on the Sphere Grid into a BAB node (+1)
Black Magic Sphere: activates a Black Magic node already activated by ally (colored purple on the grid)
Feat Sphere: turns an empty node on the Sphere Grid into a Feat node (+1)
Feature Distiller: forces an enemy to drop Feature Spheres
Feature Sphere: activates a Class Feature node on Sphere Grid, such as a Black Magic node, a White Magic node, or some other node with a Class Feature on it (colored red on the grid)
Friend Sphere: teleports you to any ally’s current location on the Sphere Grid
HP Sphere: turns an empty node on the Sphere Grid into an HP node (+4)
Level 1 Key Sphere: allows 1 lateral movement between Nodes #1-#35
Level 2 Key Sphere: allows 1 lateral movement between Nodes #36-#70
Level 3 Key Sphere: allows 1 lateral movement between Nodes #71-#105
Level 4 Key Sphere: allows 1 lateral movement between Nodes #106-#140
Mana Distiller: forces an enemy to drop Mana Spheres
Mana Sphere: activates an MP node on Sphere Grid (colored blue on the grid)
MP Sphere: turns an empty node on the Sphere Grid into an MP node (+15)
Power Distiller: forces an enemy to drop Power Spheres
Power Sphere: activates an HP node on Sphere Grid (colored orange on the grid)
Return Sphere: returns you to any previously activated node on the Sphere Grid
Saving Distiller: forces an enemy to drop Saving Spheres
Saving Sphere: activates an Fortitude, Reflex, or Will node on Sphere Grid (colored cyan on the grid)
Score Sphere: turns an empty node on the Sphere Grid into an Ability Score node (+1)
Skill Sphere: turns an empty node on the Sphere Grid into a Skill Point node (+4)
Teleport Sphere: teleports you to any activated node on the Sphere Grid, even if it was not activated by you
Warp Sphere: teleports you to any node on the Sphere Grid, even if not activated
White Magic Sphere: activates a White Magic node already activated by ally (colored green on the grid)

Lappy9000
2009-01-15, 12:03 PM
Is is so weird seeing a Base Attack Bonus sphere for the Final Fantasy X Sphere Grid.

Darksword
2009-01-15, 12:53 PM
Hey, I have been following this project for months, but have never posted before. I have to say that I love this project. What you have done is amazing.

Zeta Kai
2009-01-16, 12:24 PM
Is is so weird seeing a Base Attack Bonus sphere for the Final Fantasy X Sphere Grid.

I know, isn't it? I've had to make a lot of odd things in the name of this project. I think it was all worth it, though.


Hey, I have been following this project for months, but have never posted before. I have to say that I love this project. What you have done is amazing.

Thank you for your kind words. It's always nice to hear from people who have enjoy this little pet project of mine.

If anyone has a comments or questions about anything that they've seen here, please feel free to speak up. As is evident from this thread, this project wouldn't be nearly as good if it weren't for constructive criticism from other forum members. Some aspects wouldn't even be present at all if it weren't for prodding from critics. As this project is now wrapping up, I'd love to see some more feedback on it.

For the record, the only thing left to do is a Conversion Guide. I'm writing one, & it should be up this weekend. You've been warned.

Eighth_Seraph
2009-01-17, 12:20 AM
Level 1 Key Sphere: allows 1 lateral movement between Nodes #1-#35
Level 2 Key Sphere: allows 1 lateral movement between Nodes #36-#70
Level 3 Key Sphere: allows 1 lateral movement between Nodes #71-#105
Level 4 Key Sphere: allows 1 lateral movement between Nodes #106-#140
So lemme get this straight: Let's say we have a summoner on the 11th node of her sphere path, but she's having trouble with flanks and wants to grap Uncanny Dodge from the Pugilist path before moving on. She would spend a Key sphere to move into the space between the paths, then use a Feature Sphere to move into the Pugilist's path and grab the ability? Is that about right?

If so, how does one go back to the original path? And does that mean that a character can effectively move freely between Ronin, Lancer, and Bandit?

Temotei
2009-01-17, 01:15 AM
Wow. I love the sphere grid...I was wondering when you were going to tackle that. :smallwink: And it is "when." Not "if." :smalltongue:

Zeta Kai
2009-01-17, 10:05 AM
So lemme get this straight: Let's say we have a summoner on the 11th node of her sphere path, but she's having trouble with flanks and wants to grab Uncanny Dodge from the Pugilist path before moving on. She would spend a Key sphere to move into the space between the paths, then use a Feature Sphere to move into the Pugilist's path and grab the ability? Is that about right? If so, how does one go back to the original path? And does that mean that a character can effectively move freely between Ronin, Lancer, and Bandit?

That's almost right. The character doing so is now in the column between the Pugilist & Summoner paths, which might seem like an advantageous place to be. However, since a character can only activate vertically-adjacent nodes, & there is no benefit to moving onto a blank node, that character would be somewhat stuck. For the character in your example to advance normally along either the Summoner path or the Pugilist path, that character would have to spend another Key Sphere to move laterally again, onto one of those paths. This effectively curtails capricious sidestepping. A character can move back & forth more easily between the Ronin, Lancer, & Bandit paths, due to the fact that there are no blank-node-columns in between them, but it is hardly free movement. A character that spends a Key Sphere to move onto another class column is on that class's path, & as such would have to spend another Key Sphere to return to their original path. Otherwise, they will only advance along the new class path, which is something that the player may not wish to do.

Zeta Kai
2009-01-18, 03:51 PM
Bonus Material: Variant Ranges
The classes of Final Fantasy X, as they are presented here, have a finite range for their class features (usually about 30’). However, this range is impractically short at higher levels, not to mention boringly static. So this is a variant designed to remedy this. The monster statistics for FFX d20 all use this variant, so as to better fit their CR level.

Use the tables below to determine the ranges for all of a character’s long-range (I.E. non-personal, non-touch-based) abilities. Table 7-1 is for the base range; for creatures with class levels, use their HD instead of their CR. Table 7-2 is a range modifier, based on size. If a creature’s size changes for some reason, their ability ranges should be changed accordingly. A creature’s ranged attacks cannot have a range of less than 10’.

Table 7-1: Ability Range #1
{table=head]CR|Range
1-5|30’
6-10|40’
11-15|60’
16-20|90’
21-25|120’
26-30|160’
31-35|200’
36-40|250’
41+|Line of Sight[/table]

Table 7-2: Ability Range #2
{table=head]Size|Range Modifier
Fine|-40’
Diminutive|-20’
Tiny|-10’
Small|-5’
Medium|+0’
Large|+5’
Huge|+10’
Gargantuan|+20’
Colossal|+40’[/table]

lesser_minion
2009-01-18, 05:17 PM
Well, I definitely like what I've seen here, and the Sphere Grid looks pretty good.

This probably sounds like a stupid question, but I wasn't sure exactly what you meant by the rule "not at the same time as spending spheres" for the move into an empty node. My reading of these rules is something along the lines of "If you spend no spheres after participating in an encounter in which spheres were dropped, you may make a move into an empty space in the current column of the sphere grid. This 'free move' does not cost any spheres."

Is this accurate?

Also, is there any 'wrapping' around the grid (i.e. movement direct from the leftmost column to the rightmost column)? I have to admit, I haven't really played that much of Final Fantasy X (I've never owned a PS2), so I'm not sure how appropriate it would be, although I think the FF games in general may imply that the answer is "probably not".

I also noticed an 'Intuitive Magic' system in the general FFRPG (http://www.returnergames.com/complete.html), where characters could create open-ended utility effects in line with their normal spellcasting abilities - will there be anything like that in these rules? I'd guess something along the lines of a couple of skills and a few notes on MP cost to use. It's not strictly present in the actual games, but it could be relevant to pen and paper roleplaying.

Zeta Kai
2009-01-19, 02:03 PM
This probably sounds like a stupid question, but I wasn't sure exactly what you meant by the rule "not at the same time as spending spheres" for the move into an empty node. My reading of these rules is something along the lines of "If you spend no spheres after participating in an encounter in which spheres were dropped, you may make a move into an empty space in the current column of the sphere grid. This 'free move' does not cost any spheres."

Is this accurate?

This basically true. The rule is best worded to mean "after participating in an encounter in which spheres were dropped, you may move to a directly-adjacent empty node, provided that the only spheres that you spend before the next encounter are Key Spheres". That's the best interpretation, & that line will be added to the Character Creation & Using Spheres section, for clarity.


Also, is there any 'wrapping' around the grid (i.e. movement direct from the leftmost column to the rightmost column)? I have to admit, I haven't really played that much of Final Fantasy X (I've never owned a PS2), so I'm not sure how appropriate it would be, although I think the FF games in general may imply that the answer is "probably not".

I did toy with the idea of having the grid wrap around in the manner that you suggest, but I discarded it as unnecessary & inelegant. The grid in the original game was a bizarre haphazard board game design that looked like it was made by a collaboration of M.C. Escher & H.P. Lovecraft (M.P. Escraft?). This grid, although far from perfect, seeks to give players that same versatility & control. But no, neither grid wraps around.


I also noticed an 'Intuitive Magic' system in the general FFRPG (http://www.returnergames.com/complete.html), where characters could create open-ended utility effects in line with their normal spellcasting abilities - will there be anything like that in these rules? I'd guess something along the lines of a couple of skills and a few notes on MP cost to use. It's not strictly present in the actual games, but it could be relevant to pen and paper roleplaying.

Those rules, while interesting, are not in keeping with the way that magic works in FFX, which is heavy on the blasting, light on the customization. I wouldn't mind working on some homebrew that used something similar (if I ever find the time), but not for this project. I thinks that it's overstuffed as it is.

lesser_minion
2009-01-19, 04:40 PM
OK thanks for the clarifications. I was kind of pointing out the thing about Intuitive Magic really because there are no "handy spells" available. I guess it might be too much to fit into the thread though.

Zeta Kai
2009-01-20, 07:18 PM
OK thanks for the clarifications. I was kind of pointing out the thing about Intuitive Magic really because there are no "handy spells" available. I guess it might be too much to fit into the thread though.

I wouldn't be opposed to more utility in the magic of this setting, but I'm attempting to remain as faithful to the original game. The magic of Spira tends to be either of the blasting variety (what we would consider evocation), or of the buffing/debuffing persuasion.

Also, as an aside, I'm still working on the "conversion" notes. I think that I'm going to break them up into discreet chunks, so that each portion gets the dedicated attention that it deserves.

Temotei
2009-01-20, 09:06 PM
Also, as an aside, I'm still working on the "conversion" notes. I think that I'm going to break them up into discreet chunks, so that each portion gets the dedicated attention that it deserves.

Sounds good to me, for what it's worth. I'm interested heavily in this sphere grid. It's looking very, very well thought-out, and I want to use it. Too bad I wouldn't really be able to with my group. :smallredface: Ah well. :smallbiggrin:

Zeta Kai
2009-01-21, 07:12 PM
Bonus Material: Conversion to Standard 3.X
The entire Final Fantasy X d20 project has been designed to be as close to the d20 ruleset as possible, while still providing an authentic FFX experience. Certain concessions had to be made, on both sides, in order to provide a proper fusion of the two games into a coherent & cohesive world. But some people would like to use some of the game elements presented here without being burdened with all the rest. With those people in mind, I have given some thought into how to separately implement the many aspects of this project into a standard game of 3.X D&D.

The World of Spira: This needs no real conversion, really, as Spira as a setting is most represented as fluff.
Races: This also needs no real conversion. Having re-read each race, I see absolutely nothing in there that requires tweaking to fit in with other D&D races.

Zeta Kai
2009-01-21, 07:15 PM
Conversion to Standard 3.X, continued

Classes: Now classes are where we’ll be doing some conversions. I’ll break down my suggestions by the individual class.
Pugilist: Like many classes, the only thing that needs to be changed to fully integrate in standard d20 rules is the elimination of the MP system. Now, of course, the MP could remain in place, but for conformity’s sake, let’s ignore the MP costs for the Pugilist’s features, & go with a per-day instead. The values below are not meant to approximate the Pugilist’s current ability output, but to provide a balanced play experience.
5th Level: Haste 2/day
7th Level: Provoke at-will
9th Level: Delay Attack 3/day
10th Level: Haste 4/day
11th Level: Slow 2/day
13th Level: Slowga 3/day
14th Level: Delay Attack 6/day
15th Level: Haste 8/day, Slow 4/day, Delay Buster 3/day
17th Level: Hastega 3/day
18th Level: Slowga 6/day
19th Level: Delay Attack 12/day, Slow 8/day
20th Level: Haste 16/day, Delay Buster 6/day, Quick Hit 3/day

Zeta Kai
2009-01-22, 07:20 PM
Conversion to Standard 3.X, continued

Summoner, Part 1: There are two approaches to converting the Summoner: with or without Aeons. The decision depends on how you feel about Aeons & how much effort you want to put into converting the class. In any case, the Summoner’s other feature will require conversion. Like the Pugilist, we’ll ignore the MP costs for the abilities, & go with a per-day instead. The values below are not meant to approximate the Summoner’s current ability output, but to provide a balanced play experience.
2nd Level: Cure 3/day
3rd Level: Esuna 2/day
5th Level: Nul 3/day
6th Level: Cure 6/day
7th Level: Life 1/day
8th Level: Esuna 4/day
9th Level: Cura 3/day
10th Level: Nul 6/day
12th Level: Shell 2/day, Life 2/day
13th Level: Protect 2/day, Esuna 6/day
14th Level: Reflect 2/day, Cura 6/day
15th Level: Nul 9/day
16th Level: Shell 4/day
17th Level: Dispel 3/day, Life 4/day, Protect 4/day
18th Level: Curaga 3/day, Esuna 8/day, Reflect 4/day
19th Level: Regen 2/day
20th Level: Holy 1/day, Nul 12/day
Summoner, Part 2: If you keep the Aeons, then they will need to be converted as well (see Aeons, below). If you do not retain the Aeons, then they will need to be replaced with something else to summon. In order to maintain the power level of the standard Summoner, as well as a strong central summoning flavor, let’s just use the summoning spells from the PHB. We’ll say that a Summoner can cast summon monster spells once per day, plus an additional time per day equal to your Summoner level divided by 5 (just like the normal class). Below is a progression of the summoning spells that you can use:
1st Level: summon monster I
3rd Level: summon monster II
5th Level: summon monster III
7th Level: summon monster IV
9th Level: summon monster V
11th Level: summon monster VI
13th Level: summon monster VII
15th Level: summon monster VIII
17th Level: summon monster IX

Zeta Kai
2009-01-22, 07:30 PM
By the way, for those who care about such things (like me :smallbiggrin:), this thread has gotten more views than the Revised and Expanded Rules of Posting, which I believe is a first for the homebrew forum. Thanks again to everyone who has looked at this, especially those who have liked it &/or offered constructive criticism. I appreciate it greatly, I w/couldn't have done this without you.

:cool:

Zeta Kai
2009-01-24, 12:30 AM
Conversion to Standard 3.X, continued
Ronin: Like many classes, the only thing that needs to be changed to fully integrate in standard d20 rules is the elimination of the MP system. Now, of course, the MP could remain in place, but for conformity’s sake, let’s ignore the MP costs for the Ronin’s features, & go with a per-day instead. The values below are not meant to approximate the Ronin’s current ability output, but to provide a balanced play experience.
1st Level: Power Break 1/day
3rd Level: Power Break 2/day
5th Level: Magic Break 1/day
6th Level: Power Break 4/day
7th Level: Threaten 1/day, Magic Break 2/day
9th Level: Armor Break 1/day, Threaten 2/day
10th Level: Magic Break 4/day
11th Level: Armor Break 2/day
12th Level: Threaten 4/day
13th Level: Mental Break 1/day
14th Level: Armor Break 4/day
15th Level: Zombie Attack 3/day, Mental Break 2/day
17th Level: Entrust 3/day
18th Level: Mental Break 4/day
19th Level: Zombie Attack 6/day
20th Level: Entrust 6/day

Lappy9000
2009-01-24, 01:20 AM
By the way, for those who care about such things (like me :smallbiggrin:), this thread has gotten more views than the Revised and Expanded Rules of Posting, which I believe is a first for the homebrew forum. Thanks again to everyone who has looked at this, especially those who have liked it &/or offered constructive criticism. I appreciate it greatly, I w/couldn't have done this without you.

:cool:

Wow. That's....quite impressive! Kudos, Zeta! Although, I doubt that's the first record you've busted with this awesome project. Truly, Final Fantasy X d20 is a paradigm of homebrewing.

Jolly good job, chap :smallcool:

Kobold-Bard
2009-01-24, 09:46 AM
Is it possible to get things like this stickied?

I think this is a deserving example of how a homebrewing conversion should be done. I've never seen such dedication in anything.

If nothing else, the day you complete the pdf should be officially declared "Zeta Kai Day".

Congratulations on nearly 800 posts.

Temotei
2009-01-25, 02:00 AM
Is it possible to get things like this stickied?

I think this is a deserving example of how a homebrewing conversion should be done. I've never seen such dedication in anything.

If nothing else, the day you complete the pdf should be officially declared "Zeta Kai Day".

Agreed. I'm curious...has anyone tried to start a new campaign using this yet?

QuartetofMemory
2009-01-26, 05:17 PM
Sorry for not posting (ever) but I've been following your work for a while and got hooked completely. The subject sentence was actually said by one of our players in our Final Fantasy X d20 game, using your rules. We decided to make a new story, one that doesnt follow the storyline but still the same places. The team as well is new, though they decided to remain faithful to the Summoner and her guardians theme. We have a Ronso, Al Bhed and a Half-Al Bhed. The Half-Al Bhed's our Summoner, she's called Gria. (after the FF Tactics race). Our Ronso, Onyx is a Lancer and our Al-Bhed, Trentz is a Blitzer. It's going well so far, the rules work. It takes a while though to get fully immersed and have to stick to FF than D&D but apart from that, great design!!!
If ever you want to know how the campaign is going let me knoiw eh?

Zeta Kai
2009-01-26, 08:26 PM
Great gameplay feedback.

Actually, I am quite curious about your campaign, from a mechanical perspective. If you don't mind, I have some questions:

How many sessions have you played?
How has the Summoner performed?
How are the Aeons so far? Are they working well?
Are the Lancer & the Blitzer stronger/more-effective in comparison?
Are you using Overdrives?
Are you using FFX enemies?
Is the party balanced against level-appropriate challenges?
Is everyone having fun?

If anyone else is playing a FFX-based campaign, I'd like to hear how your game is going, as well.

Zeta Kai
2009-01-27, 07:08 AM
Conversion to Standard 3.X, continued
Lancer: The Lancer is easier to convert than most other classes. Only the Scan ability drains any MP, so that easily be switched to a per-day system. Also, the Lancet ability does not drain any MP. Lastly, any Class Feature that a Lancer acquires that has an MP cost can be used once per day.
5th Level: Scan 3/day
10th Level: Scan 6/day
15th Level: Scan at-will

Zeta Kai
2009-01-28, 03:07 PM
Conversion to Standard 3.X, continued
Blitzer: Like many classes, the only thing that needs to be changed to fully integrate in standard d20 rules is the elimination of the MP system. Now, of course, the MP could remain in place, but for conformity’s sake, let’s ignore the MP costs for the Blitzer’s features, & go with a per-day instead. The values below are not meant to approximate the Blitzer’s current ability output, but to provide a balanced play experience.
1st Level: Dark Attack 1/day
3rd Level: Silence Attack 1/day
4th Level: Dark Attack 2/day
6th Level: Silence Attack 2/day
7th Level: Sleep Attack 1/day
8th Level: Dark Attack 4/day
9th Level: Dark Buster 3/day
10th Level: Sleep Attack 2/day, Silence Attack 4/day
11th Level: Drain 3/day
12th Level: Dark Buster 6/day
13th Level: Silence Buster 3/day
14th Level: Drain 6/day, Sleep Attack 4/day
15th Level: Sleep Buster 3/day
16th Level: Silence Buster 6/day
18th Level: Sleep Buster 6/day
19th Level: Triple Foul 3/day

Debihuman
2009-01-29, 08:15 AM
I haven't tried playtesting any of the converted classses, but they look good.

Debby

Zeta Kai
2009-01-29, 09:04 AM
I haven't tried playtesting any of the converted classses, but they look good.

The class conversions have been educational for me. If nothing else, they have taught me that I gave all the classes WAY too many Magic Points. It's ridiculous; even at low levels, the feature costs are so low that abilities can be spammed practically at-will. Expect for the MP-per-level values to be drastically reduced before the PDF is completed & released.

Zeta Kai
2009-01-31, 12:39 AM
Conversion to Standard 3.X, continued
Black Mage: Like many classes, the only thing that needs to be changed to fully integrate in standard d20 rules is the elimination of the MP system. Now, of course, the MP could remain in place, but for conformity’s sake, let’s ignore the MP costs for the Black Mage’s features, & go with a per-day instead. The values below are not meant to approximate the Black Mage’s current ability output, but to provide a balanced play experience.
1st Level: Thunder 2/day
2nd Level: Water 2/day
3rd Level: Blizzard 2/day
4th Level: Fire 2/day
5th Level: Thunder 4/day
6th Level: Water 4/day
7th Level: Thundara 2/day, Blizzard 4/day
8th Level: Watera 2/day, Fire 4/day
9th Level: Blizzara 2/day
10th Level: Fira 2/day
11th Level: Thundara 4/day
12th Level: Watera 4/day
13th Level: Bio 2/day, Blizzara 4/day
14th Level: Demi 2/day, Fira 4/day
15th Level: Death 1/day, Thunder at-will
16th Level: Thundaga 2/day, Water at-will
17th Level: Waterga 2/day, Blizzard at-will
18th Level: Blizzaga 2/day, Fire at-will
19th Level: Firaga 2/day, Bio 4/day
20th Level: Flare 1/day, Demi 4/day, Death 2/day

The Tygre
2009-01-31, 02:00 AM
I think... I think my brain just had an explosive mindgasm. It hurt and hawt all at the same time. I've printed out your Resident Evil d20 stuff, but this... this might be a challenge. Ain't touchin' the Sphere Grid, though. I just skipped right over that with a trusty Code Shark, thank you very much. By the time I was done, I -made- FFX a hack n' slash game. Choke on that, Seymour, with your fruity unicorn hair...

Zeta Kai
2009-02-01, 02:20 AM
So, uh, Tygre, I take it that you like this project? :smallconfused:

Zeta Kai
2009-02-01, 09:19 AM
Conversion to Standard 3.X, continued
Bandit: The Bandit is easier to convert than most other classes. Only the Mug ability drains any MP, so that easily be switched to a per-day system. Also, any Class Feature that a Bandit acquires that has an MP cost can be used once per day.
15th Level: Mug 3/day
Crusader: The Crusader doesn’t need MP for anything, so eliminating the classes MP would make it fully conform to standard d20 rules.
Merchant: The Merchant doesn’t need MP for anything, so eliminating the classes MP would make it fully conform to standard d20 rules.
Priest: Like many classes, the only thing that needs to be changed to fully integrate in standard d20 rules is the elimination of the MP system. Now, of course, the MP could remain in place, but for conformity’s sake, let’s ignore the MP costs for the Priest’s features, & go with a per-day instead. The values below are not meant to approximate the Priest’s current ability output, but to provide a balanced play experience.
4th Level: Turn/Rebuke Undead 2/day
7th Level: Lay on Hands 2/day
9th Level: Turn/Rebuke Undead 3/day
10th Level: Remove Disease 1/week
12th Level: Lay on Hands 3/day
13th Level: Smite Evil 1/day
14th Level: Turn/Rebuke Undead 4/day
16th Level: Remove Disease 2/week
17th Level: Lay on Hands 4/day
19th Level: Turn/Rebuke Undead 5/day
20th Level: Smite Evil 2/day

Zeta Kai
2009-02-04, 03:55 PM
Conversion to Standard 3.X, continued Status Effects: A game of FFX d20 uses different status effects than a typical game of D&D 3.X. Most of the FFX status effects can be used in a normal game without affecting balance, ease of use, or enjoyment. But, for those who wish to translate these effects into a normal game, convert the effects listed according to the guide below.
Berserk: There is no condition in normal D&D 3.5 that properly emulates this status, so either leave this status as-is, or remove it entirely; several enemies use this status as part of their attacks, so use a fear-based attack instead.
Blind: This status is essentially the same as the normal Blinded condition, so this does not require conversion.
Confused: Use the normal Confused condition, which is significantly different from this status.
Cursed: There is no condition in normal D&D 3.5 that properly emulates this status, so either leave this status as-is, or remove it entirely; this status relies on the Overdrive system, so if you are not using Overdrives, then this status can be ignored.
Doomed: There is no condition in normal D&D 3.5 that properly emulates this status, so either leave this status as-is, or remove it entirely; several enemies use this status as part of their attacks, so use a death-based attack instead.
Hasted: Use the effects of a haste spell (caster level 10th) instead; it is significantly different from this status, but is roughly-equivalent.
KO: This status is roughly equivalent to the Disabled, Dying, or Unconscious conditions, so use those instead.
Mute: There is no condition in normal D&D 3.5 that properly emulates this status, so either leave this status as-is, or remove it entirely; several enemies use this status as part of their attacks, so use a silence-based attack instead.
Petrified: Use the normal Petrified condition, which is significantly different from this status.
Poison: There is no condition in normal D&D 3.5 that properly emulates this status, so either leave this status as-is, or remove it entirely; several enemies use this status as part of their attacks, so use a poison-based attack instead.
Regen: There is no condition in normal D&D 3.5 that properly emulates this status, so either leave this status as-is, or remove it entirely; for any magical effect that bestows this status, use a cure-based effect instead.
Sleep: This status is essentially the same as the normal Helpless condition, so this does not require conversion.
Slowed: Use the effects of a slow spell (caster level 10th) instead; it is significantly different from this status, but is roughly-equivalent.
Zombie: There is no condition in normal D&D 3.5 that properly emulates this status, so either leave this status as-is, or remove it entirely; several enemies use this status as part of their attacks, so if you want to use something like this status, then you can apply the Zombie template, & keep the character’s Intelligence score intact.

Dante & Vergil
2009-02-04, 06:11 PM
Wow... just wow. This has to be the most dedicated hombrew of anything I have ever seen. I swear, everytime I see a homebrew system based on games, books, movies, and such, it usually gets to a certain point and dissapears from existence. Oh, but that's not for you, Zeta Kai. You are so bery dedicated to this project and I've never seen anybody do something this comprehensive and complicated ever. This is quite the project you have and I am happy to see that it can be done. So, thanks!!!!:smallbiggrin:

Temotei
2009-02-05, 08:46 PM
This is looking good...:smallsmile: The confused in your post (Zeta) isn't bold though like everything else. Yay, I'm useful...:smallbiggrin:

Zeta Kai
2009-02-07, 02:14 PM
Conversion to Standard 3.X, continued
Aeons: Having looked over the rules for Aeons, I was struck by how little they go outside the “normal” rules for D&D. Rituals are fairly common, & monster classes are from Savage Species, a well-known supplemental book. Of course, Aeons are a bit unusual mechanically, due to how they are called in battle by Summoners; also, the fluff for Aeons won’t fit every setting. The main thing that needs to be changed to fully integrate in standard d20 rules is the elimination of the MP system. Luckily, Aeons don’t have any class features that use MP (although the prestige classes for Aeons do, as shown below), so abolishing MP won’t affect normal Aeons at all.
Aeon Prestige Classes: It is more than a little unusual for monsters, even creatures using monster classes, to take levels in a prestige class. As such, it is up to a DM’s discretion as to whether or not they wish to include this option for the Aeons in their campaigns. Again, the main thing that needs to be changed to fully integrate in standard d20 rules is the elimination of the MP system. However, each PrC has the capability of casting magical attacks, each of which costs MP. So let’s simplify things & just say that for an Aeon, any ability that has an MP cost can be used 3 times per day instead. This value is not meant to approximate an Aeon’s current ability output, but to provide a balanced play experience.

Zeta Kai
2009-02-14, 12:16 AM
For the record, I have adjusted the MP-per-HD for almost every creature type & character class, reducing many of them by as much as two thirds. This was done for game balance reasons, as before it was much too easy for creatures & characters to spam their MP-consuming powers. Most of these changes can be seen on Table 5-1 & Table 5-2. I will make the necessary adjustments for the monsters, but that will likely be PDF-exclusive material.

LucyHarris
2009-02-16, 11:46 AM
*Drops back in from real life*

Urgh, I was gone too long.

Anyway, just wanted to say this fan of your project is still around! And, loving every bit of all the new stuff I saw when I came back. All the work you've put into this still amazes me. :smallsmile:

Sequinox
2009-02-27, 01:22 PM
I haven't played FFX in years... Wow, I wanna go play it now.

All in all, great idea, great execution. I'm considering running my next campaign with this now... (Which is going to be a while down the road, considering that I'm still writing the current one)

Zeta Kai
2009-02-27, 09:37 PM
Sorry that I haven't been updating as of late. I've been terribly busy working on the VUACS; Afro keeps my locked up in a minaret, chained to my homebrewing desk. I assure you all that I will complete this project soon & have a PDF ready for download. Thank you all for your support, & again, I apologize for my absence.

LucyHarris
2009-02-27, 10:19 PM
No worries, Zeta--I figured it was the VUAC that was behind the delay.

And tell Afro that you need to get some sun once in a while!

Sequinox
2009-03-02, 05:56 PM
I've decided on trying out a one-shot adventure between campaigns (seeing as I'm working very slowly on the next one for my group) set in this world, using these rules. If you want, I can post the report like another guy was doing earlier... All I'll need to run the game is A) A plotline... Recently, inspiration has passed me by, and B) the pdf... I'm looking forward to that, bigtime.

And if I didn't say it earlier, I'm another person who never posted but sort of followed the project. I don't post much. My motto (for the forums, at any rate): 'Read much! Post little!' (In Mr Miyagi's voice... I can totally hear that.)

Sequinox
2009-03-05, 08:30 PM
Okay, I have a plotline, but it's not very final fantasy.

If you know me, don't read this.

It has to do with pirates attacking Rin's airship, the PC's trying to retake it, and it ends up crashing on an island where they have to 1) survive and 2) rebuild the ship. it turns out that there's a traitor in their midst, so they start to investigate that. They learn that the traitor is supposed to meet with the pirates in an old temple who's Aeon is gone, so they go there only to find that the guy who's been their friend the whole time is the traitor, and he's the guy they left with the ship. They rush back just as he finishes fixing it, and, being Al Bhed, calls out some machina before they have a final boss battle, FF style.

Now, I'm open to ideas as to a better plot that actually is FF-ish, but I can't come up with any that are even close to a one-shot game's length.

Neithan
2009-03-06, 03:55 AM
Well, ...
I think the problem is the traitor part. That strikes me as quite non FF-ish. Of course, such twists work very well, but to make it FF-ish, I think it needs much more mystery to it. The guy needs a complex and twisted plan that turns out to be much more complicated than just stealing the airship. Oh, and I think it works perfectly, if his plan is allready running for years. :smallbiggrin:
Also, you have to find a way, that the character is both memorable to the players, but that they will also allow him to watch the ship. If there's a possibility, that they demand he's coming with them, they will do it.

Sequinox
2009-03-06, 03:49 PM
Okay, thanks for the advice.

New Idea:

While thinking of how to make it more complicated, my mind wandered back to the map I drew up of the island.

The ... terrorists, pirates, whatever, were trying to take over a ship to reach THAT island, specifically, because on the bottom of the island, there's the ruins of a city before Sin arrived back from Tidus' time. Some place way above it, there's some sort of super-awesome or super-valuable thing. I'm thinking some sort of machine at the top of a huge tower. Anyway, the ship crash-lands on the northern part of the island, so they're maybe twenty miles away from it. Nearly a day's walk.

How does this add to the story? Maybe they learn in the old temple about ruins of a city, via drawings on the wall, on the way in, and someone will start asking, sadly, why he would betrayt their entire race (because now, apparently, all the al-bhed are chillin' on the airship... I just beat the part where they reach Home last night :smallbiggrin:) Anyway, so he's asking why, and if the players haven't come up with it, as they rush back for the airship, I'll mention that they notice the drawing on the wall. One of my players is really good at this sort of thing, so I'm betting that he'll notice. If not, then I'll worry about it later.

So somehow, the plot stretches out to them meeting in the city with the PC's getting to the top of the tower, where the villain has just finished the ritual/programming to unlock the awesome magic item/machine. Super epic boss battle.

So, better?

Neithan
2009-03-06, 06:21 PM
I like it.

But... (spoiler for people who migt read here but haven't finished the game yet :smallwink:)
There's no actual time travel involved in FFX. Sin never traveled back in time, nor was either Tidus or Jecht taken to the future. It all happened at the same time, but the "past Zanarkand" is a memory of the Fayeth that are in the wall at the presence. They just remember how it was 1,000 years ago.
Though I'm unsure if Jecht and Tidus have been new crations of the Fayth, as they spin their dream on, or if they are memories of people who died 1000 years ago. But that wouldn't make sense, as Tidus remembers Jecht being gone for 10 years. :smallbiggrin:
I guess the Fayth just dream about an alternate history if Zanarkand hadn't been destroyed, but as a whole, the place stays as it has been on its last day.

I would also
add an Aeon, though havn't played X-2, so I don't know how they work after the old Yevon-and-Fayth-Religion has been destroyed.
Why look for a MacGuffin, if you could also have a new awsome Aeon burried in the ruin? :smallbiggrin:
Maybe an aeon, that had been left isolated and mostly forgotten, so it's unaffected by the changes in spira and still works as before.

Sequinox
2009-03-06, 06:56 PM
Okay, I read the first three sentences and decided to go beat the game. I'm on my way to Bevelle, so I must be close. Stupid Evrae killed me three or four times before I gave up. :smallfrown:

EDIT: About an hour later, I've lost 8 times... And I've got it down to under 10 hp TWICE! :smallfurious:

Aaaaand double edit: I gave in and read what you said after I gave up. Now I was wondering, is there any mention of any other cities, at all? Because a city that's still standing perfectly but is totally empty would, like, be totally awesome.

Triple edit: I've killed Evrae, played some more, played even more, played more, etc etc etc, and now I'm in the underwater thing with Tidus, Wakka, and Rikku. The game is the best it's ever been. :smallamused:

Soup of Kings
2009-03-07, 05:03 PM
Ah!

I've been gone way, way, way too long.

Thing is, I've been absent from GiTP in general, and it sorta drifted to the back of my consciousness, along with all of my loved ones' birthdays and the quadratic formula. It's [-b±√(b^2-4ac)]/2a. I had to look it up :smalleek:. I can't even remember when my last post on here was...

BUT!

My PS2 recently decided to man up and finally start working (-ish) again, and I've been able to dig into FFX. Between stat maxing on my normal game and playing my NSG game (Stuck in Kilika :smallfrown:) it's keeping my hands full. But it reminded me of this. And I have to say, having watched this project since waaaaaay back, I couldn't love it more. The amount of work and time that goes into something like this is astounding. I mean, just look at my Arcane Gambler. It just sort of...stopped. And it was a SIMPLE project. Nothing likee this behemoth. Anyway, though I haven't played FFX d20 and probably never will get a chance, I have to say that it looks beyond excellent.

So, I seem to remember offering to help with fluff. Or something. I dunno, it was a long time ago. Something about how I knew FFX like the back of my hand but was crap with d20, but still wanted to help somehow...whatever.

Anyway, I'm sure it doesn't matter this late in the game, but if there's ANYTHING related to FFX that you want me to take a look at, I'd be more than glad to help. Like I said, I doubt it matters anymore as the project seems effectively nearing completion, but I would still like to toss my 2 gil in if there's anything I can possibly help with. I'm still reading through old posts though, and I'm liable to miss something in the flood. So let me know; no big deal if you don't want/need my help or think me unreliable, I totally understand. And I'm sorry for tossing in such an unnecessarily huge post :smalltongue:

Sequinox
2009-03-10, 04:18 PM
*waits for PDF*

Sequinox
2009-03-16, 06:09 PM
Hello? Is anyone there? The game is tomorrow, and the PDF would help a LOT...

Zeta Kai
2009-03-16, 08:53 PM
Hello? Is anyone there? The game is tomorrow, and the PDF would help a LOT...

I'm compiling as fast as I can, but I don't think you're gonna get it by tomorrow. Sorry, but a more defined deadline stated earlier might have prompted me to finish this sooner.

Sequinox
2009-03-18, 08:58 PM
Oooh... Sorry to nag. We didn't end up playing, anyway, and the game was the poorest excuse for a put-together-on-the-fly game I've ever written... So it'll happen at a later date.

So yeah. Sorry to nag and stuff.

Zeta Kai
2009-03-18, 09:20 PM
Sorry to nag and stuff.

It's no big deal. I understand your desire to have this project done. I feel the same way. I'm about halfway done with the PDF: all the text has been compiled, almost all the tables have been added (that Sphere Grid is horrifying), & I've added a lot of images. The rest of the pics need to be included, as well as the legal text, the table of contents, & the hyperlinks. Then it just needs to be compiled into a PDF, compressed, & uploaded. Wish me luck, & thank you for understanding.

But Not Tonight
2009-03-19, 01:22 AM
Been following this thread for what seems like forever. Way before I signed up here, at any rate.

So, with you compiling the PDF, does that include the info on blitzball (& MORE!)that is kinda boldly hinted at in the title and earlier posts and will ont be included in the thread, or does it not include the info because it isn't done, but you hope will be, or does it not contain the info because it isn't done, and you really can't be buggered doing that much extra work after all the monsters?

Wow, long sentence.

Markus Darkmind
2009-03-22, 06:48 AM
Been following this thread for what seems like forever. Way before I signed up here, at any rate.

Same for me :smallbiggrin:
I just want to congratulate myself with Zeta for the awesome work, even if I'm a bit late...

Sequinox
2009-03-23, 07:25 PM
It's no big deal. I understand your desire to have this project done. I feel the same way. I'm about halfway done with the PDF: all the text has been compiled, almost all the tables have been added (that Sphere Grid is horrifying), & I've added a lot of images. The rest of the pics need to be included, as well as the legal text, the table of contents, & the hyperlinks. Then it just needs to be compiled into a PDF, compressed, & uploaded. Wish me luck, & thank you for understanding.

Oh, no problem. Good luck! :smallbiggrin:

(And yeah, even more luck with the sphere grid... :smalleek:)

Morphamagus
2009-04-09, 12:21 PM
I reregistered for these forums just to say how impressive this entire project is.
I ran a one-shot with these rules back when you were still somewhere in the S's with monster posts. It actually ran really smoothly, and the only problem I had is that the party Black Mage never ran low on MP (although you have already fixed that problem it seems).

Otherwise, great job and I can't wait for the PDF compile!

But Not Tonight
2009-05-05, 04:16 AM
Is this dead?

I remember reading about future Blitzball rules and a PDF and a bunch of other nice stuff...

Is that still happening, or is there way too much other stuff happening for you?

Zeta Kai
2009-05-05, 07:11 PM
Is this dead?

I remember reading about future Blitzball rules and a PDF and a bunch of other nice stuff...

Is that still happening, or is there way too much other stuff happening for you?

No, this is not dead. It's just sleeping. :smallwink:

Sorry, I'm a piece of (very busy) garbage. VUACS is taking a lot of my time. My new job is taking a lot of my time. My beloved family is taking a lot of my time. My free time is is taking a lot of my time. :smallsigh:

But, most importantly, I can't make a PDF worth beans. I'm basically taking my Word docs, compiling them into one long file, adding pictures, & then... I dunno. I've been dragging my heels with the picture-adding, because they're not working right, & I don't have access for a full version of Acrobat to make them work right. I could slap the rest together in a day, if quality was not an issue, but I'm a perfectionist, so it's languishing until I can make it the way it should be made. I dunno, I suppose I should just get off my butt & make a beta available. I can always spruce it up later. :smallredface:

BTW, Blitzball was actually done quite thoroughly, & is located here (http://www.giantitp.com/forums/showthread.php?p=4479935#post4479935). Check it out, & enjoy. :smallcool:

cha0s4a11
2009-05-05, 08:31 PM
You can make a PDF from any program that you can print from using PDFCreator (http://sourceforge.net/projects/pdfcreator/).

But Not Tonight
2009-05-07, 06:49 AM
No, this is not dead. It's just sleeping. :smallwink:

Sorry, I'm a piece of (very busy) garbage. VUACS is taking a lot of my time. My new job is taking a lot of my time. My beloved family is taking a lot of my time. My free time is is taking a lot of my time. :smallsigh:

But, most importantly, I can't make a PDF worth beans. I'm basically taking my Word docs, compiling them into one long file, adding pictures, & then... I dunno. I've been dragging my heels with the picture-adding, because they're not working right, & I don't have access for a full version of Acrobat to make them work right. I could slap the rest together in a day, if quality was not an issue, but I'm a perfectionist, so it's languishing until I can make it the way it should be made. I dunno, I suppose I should just get off my butt & make a beta available. I can always spruce it up later. :smallredface:

BTW, Blitzball was actually done quite thoroughly, & is located here (http://www.giantitp.com/forums/showthread.php?p=4479935#post4479935). Check it out, & enjoy. :smallcool:

Oooooooooh.

Cool. Admittedly, what I mainly wanted to see was how you would do Blitzball, so ^^

I would not care about the pictures. As long as the text is coherent and neatly organised, I would be super happy, and I doubt I would be dissapointed in that regard.

Hell, you coul probably release a PDF without pictures, and then try to sell it as a real book with pictures... Though there are pesky licencing issues and all that, but still.

This is a great piece of work.

idilippy
2009-05-28, 01:22 PM
Just ran into this last week and have been reading through it. All I can think to say is wow! This thing is incredible, especially having every single monster and boss fully detailed. FFX was one of my favorite Final Fantasy games and this manages to catch the feel of the game even using a vastly different set of rules. Hopefully completing the pdf starts going better for you, I have no experience doing it so I can't help in any way. Good luck and thanks for putting such an enormous amount of time into this incredible project.

Debihuman
2009-05-29, 12:31 PM
Zeta, good luck with making a Word document that you are satisfied with. I've converted Word files to .pdf but the important thing is to have a fully polished Word file first. The pictures are going to be a pain because you don't have a standard size [from what I could tell] and that always adds more work.

Best of luck to you.

Debby

Atanuero
2009-05-31, 11:04 AM
Ok, sorry for coming to this a bit late, and I really like this. I might actually use it for a coming campaign.

The only thing with which I have a problem so far are the skills of your Aeons. You should have a mechanic (perhaps a class ability?) that prevents them from taking cross-class ranks in skills you haven't given them as class skills. An Aeon with a random rank in Forgery, for example, should pretty much never exist for any reason. On that note, are Aeons literate? Do they comprehend all languages they knew as their previous race, or all languages? Can they be affected by magic? A Hastega'd Overdriving Aeon would be a really bad thing for a DM to deal with. Just some things to think about, feel free to ignore me :smallwink:

Really quality homebrew so far, btw.

lesser_minion
2009-05-31, 05:07 PM
Ok, sorry for coming to this a bit late, and I really like this. I might actually use it for a coming campaign.

The only thing with which I have a problem so far are the skills of your Aeons. You should have a mechanic (perhaps a class ability?) that prevents them from taking cross-class ranks in skills you haven't given them as class skills. An Aeon with a random rank in Forgery, for example, should pretty much never exist for any reason. On that note, are Aeons literate? Do they comprehend all languages they knew as their previous race, or all languages? Can they be affected by magic? A Hastega'd Overdriving Aeon would be a really bad thing for a DM to deal with. Just some things to think about, feel free to ignore me :smallwink:

Really quality homebrew so far, btw.

So far as I can tell, the Aeons are subject to any magic the party wants to use on them (unlike in the original game). They will destroy any encounter which includes them (unless the opponent wants to grab an aeon of their own for an epic mega-duel), which is kind of the white mage's trick - she can demolish a small number of encounters per day.

I guess there could be more of a mechanic (beyond XP, which disappears if you use the sphere grid rules) to stop the summoned monsters being overused or abused, but IIRC there was nothing in the game itself to stop you spamming aeons every single fight (beyond the inability to call a defeated aeon).

In these rules, the incentive to avoid doing so mainly comes through the massive loss of experience you would incur - a five-man party can dilute things down so that they only lose 57% of their experience for that encounter, but anything smaller is going to be doing a lot less drinking the juicy, tender power-giving vitae experience from their foes if they choose to bring out the big guns.

I'm not totally sure how it balances under the Sphere Grid, but I believe that sphere drops have particular requirements in order to be useful.

Exileman
2009-05-31, 11:47 PM
First, I'd like to start by saying that this is a truly amazing effort and success. Your dedication is salute worth. Alas, I can find no such emote.
Second, you mentioned the urge to do a Chrono Trigger d20. No lie, there is a HIGH possibility I would mail starbucks to your desk for such a thing. Largely cause I'm a fanboy.
Third, you mention in the conversion to 3.x that the ronin can use the powerbreak ability 1/day post conversion at lvl 1. However, the Ronin gains
1d6+4 MP per level, creating an average of 7.5 at 1, whereas the ability requires 8 mp. This means that a full 50% of Ronins are incabable of using their sole class feature even once until level 2. There are several obvious fixes. Just thought is should be brought up.

Drglenn
2009-06-04, 08:14 PM
Well done on everything so far. Gonna run a game of this for my next (and possibly final) year of uni :), so if you could get the pdf together by about half way through september please that would be amazing :D.

If i get some free time before you get the PDF done I may have a look into compiling what you have posted into a PDF myself

Zeta Kai
2009-06-08, 11:00 PM
The PDF is finally available!
Click here! (http://files.filefront.com/13874762)

It's 401 pages long, 6.31MB in size, has 163,009 words, & is totally free! Enjoy, & thank you all for your patience.

I will answer your questions shortly, I promise. Feel free to ask more; they all shall be addressed at long last.

Lappy9000
2009-06-08, 11:02 PM
You are a god of homebrew.

Juhn
2009-06-08, 11:08 PM
All this is really making me with I had an interest in FFX. Unfortunately, my interests in FF cap off at the end of the SNES era.

Galileo
2009-06-08, 11:24 PM
Wow. This is gonna make my D&D group happy... Fantastic job.

Karma Guard
2009-06-09, 01:00 AM
Dawg you got some misspellings and general English Errors.

Yolk of Sin (Chapter 1, just under the map)? It's supposed to be Yoke. Under Technology and Culture, you have an extraneous 'this' ("which, considering the geography of Spira, this included most of the available land"). You also tend to use the & symbol when the word is more appropriate ("The Guado generally get along well with most other races, & they would for the most part like to believe...").

The wording on the aeon's typing and some other things are a little on the bizarre side; they're in the present tense or sound like abilities when they're just trufax about being an Aeon of their level.

ex: "Mindy no longer takes penalties to her ability scores...", "Cindy gains a resistance bonus equal to her HD...". Stuff like that.

There's some odd page-splitting caused by the bottom edge margins, but that's more the .pdf than anything. v(._.)v

Otherwise, this is a good total conversion. :V


All this is really making me with I had an interest in FFX. Unfortunately, my interests in FF cap off at the end of the SNES era.

I honestly like the setting more than the story, even though it's a decent game. Spira is fascinating and has a ton of stuff in it, but the game is like over there going 'aw come on man let's get this plot over with' when I'm over here going 'hey mang this place is awesome'.

Juhn
2009-06-09, 01:17 AM
Well, the fact that I never bought any Sony systems may have had something to do with that. I never said they were bad (and honestly, I suspect that they're quite good), I've just never had a chance to play them, don't have any way of doing so, and therefore don't really have interest.

Drglenn
2009-06-09, 06:10 AM
YAY! *Plays FF victory music*
Thank you :D

Markus Darkmind
2009-06-09, 11:51 AM
Amazing work! Seeing it in PDF is wonderful.... It really feels now like something complete...

As soon as I went to the first page, I saw the new title of the tread.... And then, when I realized what that meant.... YAY!

Waspinator
2009-06-09, 01:24 PM
Projects like this are always neat. If Wizards of the Coast disappeared off of the face of the earth tomorrow, I get the impression people like you could probably keep D&D going for a long time.

lesser_minion
2009-06-09, 02:20 PM
Projects like this are always neat. If Wizards of the Coast disappeared off of the face of the earth tomorrow, I get the impression people like you could probably keep D&D going for a long time.

Well, there is certainly a lot of support for keeping 3e going, or even branching out from D&D in entirely new ways.

I'm quite impressed at the amount of material you've managed to incorporate, Zeta. I haven't really looked through it for balance or tried it out in practice, but it should be quite interesting.

Debihuman
2009-06-09, 03:55 PM
I have only two words: Wow! and Thanks!

In a project this huge, errors are bound to creep in. You did an excellent job of keeping them to a minimum.

Debby
P.S. I just noticed that I'm in the credits--that was very sweet. I'm glad that I could help.

kyoten
2009-06-09, 07:43 PM
Tears of joy! They just won't stop falling.

Karma Guard
2009-06-09, 10:30 PM
I have only two words: Wow! and Thanks!

In a project this huge, errors are bound to creep in. You did an excellent job of keeping them to a minimum.



Yeah, compared to a lot of stuff I've seen and beta'd (Although that was stories, not D&D :V) this is surprisingly clean and neat and readable. It's really small, normal errors.

Zeta Kai
2009-06-10, 07:41 PM
Ok, sorry for coming to this a bit late, and I really like this. I might actually use it for a coming campaign.

The only thing with which I have a problem so far are the skills of your Aeons. You should have a mechanic (perhaps a class ability?) that prevents them from taking cross-class ranks in skills you haven't given them as class skills. An Aeon with a random rank in Forgery, for example, should pretty much never exist for any reason. On that note, are Aeons literate? Do they comprehend all languages they knew as their previous race, or all languages? Can they be affected by magic? A Hastega'd Overdriving Aeon would be a really bad thing for a DM to deal with. Just some things to think about, feel free to ignore me :smallwink:

As for Aeons, here's the scoop:

1) Since Aeons are basically NPC's that you control for a limited time (like summoned monsters that scale up), it would be up to the DM to assign skill points to the creature. This wouldn't happen often, as the Aeon only gets to share the XP for battles that they actively participate in, & they are probably so many levels above that the XP is insignificant to them most of the time. Also, if your DM is overworked/rather trusting, they could let you assign the skill points for your Aeons, but it's ultimately at their discretion.

2) I've never really put much thought into it, but I don't see why they couldn't read, if they could in their former life.

3) Yes, they retain the languages that they knew in life. They do not gain any languages, which could be an interesting issue at the gaming table if your Aeon doesn't understand your speech. Some DM's could really have fun with that concept.

4) Aeons can be affected by magic, like any other creature, although it is usually assumed that the rest of the party would evacuate the area & let the Aeon do its thing. I'd have to review the precise wording of the rules to find it, but I thought that I wrote in a mechanical incentive to get away from a rampaging Aeon, even when it's on your side.

Ainren
2009-06-11, 07:19 AM
Hey Thanks for the Awesome Work

Playing in a Game this evening with DrGlenn above.

How does standard D&D Metamagic work with the Mp system?
What are the Equipment stats for Odd Items like Blitzballs, Dolls etc.
Armor Abilities is a straight copy of Weapon Abilities and could do with the word weapon being replaced by armor.

Edit: Deleted a Question i found Answer for. :)

Cheers :)

Zeta Kai
2009-06-11, 12:39 PM
Hey Thanks for the Awesome Work

Playing in a Game this evening with DrGlenn above.

How does standard D&D Metamagic work with the Mp system?
What are the Equipment stats for Odd Items like Blitzballs, Dolls etc.
Armor Abilities is a straight copy of Weapon Abilities and could do with the word weapon being replaced by armor.

Good luck with your game tonight! I hope to hear lots of feedback on your campaign; please check out the Blitzball thread for my specific questions.

As for answering your questions:

1) Sorry, but right now metamagic feats have no effect on Spiran magic. Perhaps at some point in the future (after the VUACS project is complete), I'll write up some rules for applying metamagic effects to the MP system, but at this time, they cannot be applied to spell-like abilities.

2) If you download the PDF, you'll notice that I've added information on Spiran equipment. It's bonus material exclusive to the PDF, so it covers battle dolls, blitzballs, claws, bangles, bracers, & protective rings. It's on page 397, for the record.

3) I will fix that typo in the upcoming revised version of the PDF (v1.1). Thanks for the catch on that one.

And thank you again for the kind words; they are always appreciated.

Drglenn
2009-06-12, 09:13 AM
Game last night went well, there was a bit of moaning when i threw a sand worm at them, they managed to defeat it in 3 rounds though, it might need a slightly higher AC (maybe give it some more natural armour)

Didn't get time for blitzball, thats happening today

Also possible way of using metamagic: double the level adjustment of the metamagic and add that to the MP cost of the spell, and have a maximum mp adjustment per spell equal to the class level for the spell (e.g. a quickened spell would cost 8mp extra and require class level 8 to cast so a quickened watera would cost 16mp and need black mage level 8)

Ainren
2009-06-12, 11:05 AM
Some of the Metamagic feats Do not port over to an Mp system well, so i think a system based on the Level adjustment of a spell is a little inaccurate, as a flat Mp bonus.

Although multipling it by the LA +1 may seem a good idea the Black Mage had about 85mp at 6th level in our game so thats 5 casts.

I currently writing a highly random and long look of the entire item section, which is difficult to say the least. If iget through it i may make some suggestions for metamagic.

Galileo
2009-06-12, 05:18 PM
My D&D group intend to play the "Sunless Citadel" adventure using 1st level FFX characters once we've finished our current adventure. Tell me if you want some feedback on how they fare against ordinary D&D creatures.

Kobold-Bard
2009-06-16, 10:57 AM
With regard to the Sphere Grid, there appears to be two blank columns between Black Mage and Summoner making it much harder to multiclass between these two.

Is this intentional?

AstralFire
2009-06-16, 11:12 AM
Does anyone have a hosted mirror of this file, or can IM it to me? The page won't finish loading for me.

Ainren
2009-06-16, 05:41 PM
I can send it to you via email or IM it AstralFire :)

KoboldBard -

I did toy with the idea of having the grid wrap around in the manner that you suggest, but I discarded it as unnecessary & inelegant. The grid in the original game was a bizarre haphazard board game design that looked like it was made by a collaboration of M.C. Escher & H.P. Lovecraft (M.P. Escraft?). This grid, although far from perfect, seeks to give players that same versatility & control. But no, neither grid wraps around.

Upto the GM i spose...

Is it possible in the update to get the Sphere Grid over Multiple Pages as looking at it at 400% is rather annoying when you are scanning across the entire book.

Kobold-Bard
2009-06-18, 04:09 AM
I can send it to you via email or IM it AstralFire :)

KoboldBard -

Upto the GM i spose...

Is it possible in the update to get the Sphere Grid over Multiple Pages as looking at it at 400% is rather annoying when you are scanning across the entire book.

Thanks for the quote.

------------------------------------

@Mr. Kai - I know you've changed it in the PDF (so this probably doesn't matter), but the Sphere Grid in the thread appears to still show the older, higher MP amounts; 5d6 for Black Mage etc. Just something that may or may not have been pointed out already.

Lappy9000
2009-06-23, 09:20 PM
Question for Zeta: What would you suggest for character sheets? The standard 3.5 ones, or something a bit different?

Zeta Kai
2009-06-24, 07:37 AM
@ Drglenn: I'm glad your game went well. I'll take a look at the sand worm & see if it needs more natural armor for a higher AC. Please leave as much feedback of your play experience as you like; I'm always looking to improve the game, if possible.

@ Ainren: I'm still working on a way to apply metamagic feats to Spiran magic. The cost will likely be extra MP. Also, the Sphere Grid table was so huge that I was lucky to be able to cram it into the PDF at all. It almost ended up on the cutting room floor, but I was able to squeeze it in. I'd have no idea on how to break it up into multiple pages & still have it make any sense.

@ Insanealien: Good luck with the Sunless Citadel. As always, I'd love to here of your adventures, & how the elements of this project worked in-game, especially when mixed with more traditional D&D elements.

@ Kobold-Bard: As Ainren pointed out, the Sphere Grid is not meant to wrap around. I tried a wrap-around method, but it just didn't work out. Also, I could update the forum version of the Sphere Grid, but I consider the PDF version to be definitive. All future updates/revisions/additions will be PDF-exclusive.

@ AstralFire: If you still can't get the download to work, PM me your email address, & I'll personally send you a copy of the PDF. That goes for anyone else having a problem with the download.

@ Lappy9000: The standard D&D character sheet should be sufficient. There are only a few minor changes/additions that need to be made to play a FFXd20 character. Keeping track of your MP (Magic Points) & OP (Overdrive Points) are the main things; everything else is basically the same. Even though this project is something akin to a total conversion of the standard D20 ruleset, I still tried to stay as close to 3.5E rules as possible, to maximize compatibility with standard published products. The only major changes/additions were made to better evoke a FFX experience.

@ EVERYONE: Thanks again for supporting this project. It means a lot to me. A revised version of the PDF (v1.1) is coming soon, with some added PDF-exclusive material. I don't know how much yet, but we'll see. If anyone has any further questions, please feel free to ask. I think of this thread now as a FAQ-spot for the project, so ask away.

Ainren
2009-06-24, 12:08 PM
Woop thanks again for the PDF can't wait for the update

2 or 3 Character Class Suggestions

Pugilist

Provoke needs to be clarified if to resist each turn, like the save to attack a summoner, or to ignore the entire effect of provoke.

Quick-hit should should probably cost more mp :) as it stacks with haste

Summoner

Pretty Balanced, Below is some calculations of the Summoners Healing capabilities while i was looking at alchemy weapons. Apologies for incorrect Maths and poor spelling hence the spoiler bar. :smalltongue:



Potions are 1d8+1 for 150gp .
The summoner gets cure at 2nd level healing 1d8 + level upto 5. (Average at 2nd 5.5)
The summoner gets Pray at 8th level Healing 1hp per Caster Level ( Average at 8th 8 per party member)
The summoner gets Cura at 9th level healing 3d8 + level upto 10 (Average at 9th 22.5)
High Potion is 4d8 + 5 for 1000gp (Average 23hp)
The summoner gets Curaga at 18th level healing 6d8 + level upto 20 (Average at 18th 45)
The summoner gets Regen at 19th level healing equal to ½ its HD per turn (Average at 19th 9 per turn)
Mega Potion is 10d8 + 10Hp for 7650hp – or 2250 each ( average 55hp)
Elixir and X potion give full Health
The universal Spell feats for Healing are Auto Life, Full Life and White Wind which all give full health.

+1 Alchemy Weapon – 50k

Average Level u can Afford this Item – Based on Starting Character Wealth and not spending more than half your gp on a single item is 13th

With the Alchemy Item

Average Health of a Blitzer with d8 HD and a +1 Con bonus and no HP% Armour at 13th is 75 so you are healing two thirds damage with the weapon which is not bad.

Without :(

Average health using a Blitzer with d8 HD and a +1 con bonus and No HP% Armour at 7th is 42
Average Healing using Cure 9.5 which is about 23% health

First 5 Monster at CR7 Average Damage, Assuming Passes on all saves.

Aqua Flan - 18hp
Bandersnatch - 6.5hp
Bomb - 9hp, 14hp, 18hp
Chimeria #1 - 14.5hp, 6.75hp, 11.25hp
Coeurl - 6.5hp, 20.25, 11.25, 20.25

Average Damage of all 5 using there most frequent attacks except the Coeurls Close range attack
13.6hp


Right so on average the summoner can heal an average party member for ¼ total hit points to 1/3 total hit points.

(102.5 18th level so 45% )

Double casting available at 6th level will be good at healing about 80% of what the enemy can dish out. Which is helpful as the Coeurl for instance can almost take out your budding Blitzer on a failed save and he needs all that healing, the Ronin and Lancer can shrug it off but the Black Mage will be down requiring a wasted turn raising him and then a wasted turn healing him.

So the Summoner is a pretty good healer

Ronin & Lancer

Can't make any suggestions here either

Blitzer

Class features are good although Blitzer gets zombie Metamagic rather early (different section from Class suggestions tho)

Black Mage

Can't afford her Battle Doll at 1st level and is not proficient with it, her suggested bonus feat is metamagic but with 1.1 yay new rules :)

Bandit

The level 20 ability isn't as cool as the others, skilled saboteur makes more sense in a D&D setting, but I'm sure more people would want extra sneak attack related ability or an overkill item drop type thing. I originally suggested higher steal chance but most people will pick up a master thief weapon.

NPC's

NPC's are well NPC's and they all look pretty fine :) although silver tounge should be for each Merchant Class level lol :)

Edit:

Metamagic

Blitzers get there Metamagic abilities way earlier than White and Black Mages including Zombie Attack which is located in Aurons Sphere Grid which the Ronin Class Acquires at 15th whereas the Blitzer can get it around 4th level if i remember correctly

Items

Wow i could go for pages and pages with items but the task seemed to astronomic so a few suggestions would be to Separate the Item abilities into Primary and Secondary allowing one Primary per weapon until epic level (excluding Celestials)

Counterattack and Magic Counter needs to be worded better as extra attacks of opportunity make no sense.

Piercing is a bit overpowered and its +2 bonus, should probably not overcome DR, as Armor break doesn't provide that ability at Ronin 9th level.

SOS Overdrive needs to be explained more efficiently, does one immediately gain 100OP do they keep getting 100OP for example overdrive, heal above 10% hit by enemy, Overdrive again...or even more abuse with OP to XP.

Hp Stroll is probably overpriced at +6 to gain a maximum of about 8hp an hour

Magic Defense - Still don't like the idea of SR for magic Defense the main way of getting it is shell at 12th and can easily be broken with Mental Break, maybe give it a bonus to ur touch AC against magic attacks (Which will give u a def boost against everything accept ultima and Gravity i think...). So it will be similar to Defense % which should block physical attacks as its bonus to AC is pretty vague in regards to touch and flat footed AC.

MP Stroll Similar to HP Stroll but more useful

Double XP is given as the wrong bonus in the Celstial Weapons section for each Weapon - according to the above list in the pdf if should be (+6) as is Gillionaire, Triple Overdrive, most things have the incorrect price.

The Alchemical Items section needs some work on pricing, probably using the in world item creation rules rather than the D&D equivalent thereby changing the CL of each item, although this detracts from the compatibility some what it helps

Buying ethers and using abilities is far cheaper than using items
X-Potion is more expensive than Elxir

Edit Edit: Range of Blitzball is only double of a dagger which is a bit annoying, although the rules for catching the Blitzball are not bad :)

Lappy9000
2009-06-29, 09:01 PM
So, it's finally happened; one of my groups is playing Final Fantasy X d20 :smallcool:

Taking some 200-ish years before the events of Final Fantasy X, Spira is in an unusually long Calm, Baaj and Kilika are still bustling burgs, and the Calm Lands are a ruined, smoldering battlefield. Passengers about the S.S. Malka are suddenly attacked by hostile sahagin, seemingly provoked by some unknown source. Rumors abound through Baaj of the temple to the north, the attacks, and the accusations that the mayor may actually be an Unsent.

Party is starting at Level 2, meeting after the violent clash aboard the S.S. Malka:

Hideo is an established half Al-Bhed ronin, and a mighty fighter utilizing his unique gun-and-sword fighting style. He once traveled with a summoner, who sadly perished before completing the pilgrimage.

Korra is an Al-Bhed bandit familar with the area, although her past is a mystery to her companions.

Lani and Leni are half guado twins, a summoner and black mage respectively. Leni follows and protects his sister on their quest to gain the aeons for Sin's eventual return.

O'aka XIX is a talented blitzer with some dabblings into the mercantile professions. He once traveled with Hideo in the past.

The first game was a resounding success. Typical 3.5 character sheets work swimmingly, although there was some of the normal confusion during character creation (nothing out of the ordinary; two players are new to D&D entirely). However, everyone has played Final Fantasy X, so the world was hardly new. Starting much earlier provides some new areas with a familar feel, although some fluff changes are necessary. Lani currently possesses Valefor, although the aeon from Baaj temple will be a custom creation. So far, the system looks great! Items seemed very expensive, although it didn't impact too much. Expect updates in the near future.

Edit: Oh! Almost forgot; O'aka XIX's player was curious if a blitzball did extra damage (or was more accurate) against flying enemies.

Zeta Kai
2009-06-30, 10:53 PM
The latest version of Final Fantasy X d20 is finally ready!
Download the new PDF of v1.1!! (http://www.pdf-archive.com/2011/10/27/ffx-d20-v1-1/#)

The new version has the following changes:

Added 120 Adventure Ideas in the World of Spira
Added Metamagic in Spira
Adjusted the MP costs of various Universal Spell Feats
Adjusted the type (Ex/Su/Sp) of many special abilities

Here's a breakdown of FFXd20, by the numbers:

1 new monster class
3 new NPC classes
3 new rituals
5 new creature subtypes
6 new prestige classes
7 new races
7 new PC classes
9 new monster prestige classes
29 new feats
40 tables
49 new magic weapon abilities
66 new magic items
74 new magic armor abilities
257 new monsters
270 images
407 pages
165,158 words
806,168 characters

For the record, my policy is now to update the PDFs only, so the versions in this thread are somewhat out of date. They are not totally unusable, as most of the editing, streamlining, & tweaking was done online before the PDF was compiled. But the latest PDF is the definitive version.

If anyone has any questions, comments, or other feedback, please feel free to post here. And thank you all again for your continued support of this project.

Ainren
2009-07-01, 01:02 PM
Yay - Thanks Zeta :)

Cedrass
2009-07-01, 01:13 PM
Are you sure it's the right link for the PDF? I get some file named "Arma2_v1.02_de2fr_signed.7z".

Kobold-Bard
2009-07-01, 01:14 PM
Are you sure it's the right link for the PDF? I get some file named "Arma2_v1.02_de2fr_signed.7z".

Worked fine for me. Weird.

Cedrass
2009-07-01, 01:19 PM
Do I have to be registered? Or could someone send it to me by email?

Ainren
2009-07-01, 01:37 PM
I had the same but when i right clicked and opened it in a tab it worked for me

Try http://download622.filefront.com/tjajtzt0l0cg/FFX-D20+v1.1.pdf (http://download622.filefront.com/tjajtzt0l0cg/FFX-D20+v1.1.pdf)

Lappy9000
2009-07-01, 02:02 PM
Version 1.1 downloaded fine for me.

Also! Zeta has subtly and politely hinted in a PM that he'd like to hear a bit more feedback from the players. I'm just going to refer to everyone by their character for sheer simplicity.

Hideo has some experience in table-tops and enjoys playing the tank. It was pretty easy to homebrew up a gun on the spot, but it may not be a bad idea to include some within the Spiran Weapons (after all, the crusaders used them, as well as some characters in X-2). So far, Ronin is doing just what it's supposed to do, fight like a sturdy brawler.

Korra has never played any kind of table-top game before, and has minimal playtime with Final Fantasy X. That being said, bandit is proving to be an easy class for her to learn, and she's enjoying getting to take down a lot of enemies with the Sneak Attack (I just told her the rules for flanking with a Sneak Attack, I'll go into the Flat-Footed stuff as she gets a better grasp on the rules). Haven't gotten a chance to use Steal in battle, although we have had some (failed) mundane stealing attempts in a town using Sleight of Hand.

Lani also has never played a table-top game before, although she has a lot of experience with X and X-2. One of the great things about this system is how easy casting has become. Spells are still powerful, but simple enough for someone who has never played before. Currently, Lani has access to Valefor, and I homebrewed up a "Darkened Aeon" which I'll post up after the next game.

Leni has a very limited experience with table-top games, and even then, he usually plays martial characters. Black Mage is super easy, and he likes utilizing the Rock-Paper-Scissors element system against vulnerable enemies. He's using a dagger, but I'll see if he's interested in a battle doll.

O'aka XIX is thinking about changing from blitzer. He likes the concept, but isn't really a de-buffer kind of guy (he normally plays rogues; misses his Sneak Attack). Instead, he's going lancer, although he may still use a blitzball as a weapon. He likes the versitility of the lancer, as well as the additional hit points and lancet. I still want to hug him for thinking up that name :smallbiggrin:

So, yeah. Everything's going fine. I started off with a few practice battles to attune everyone to the system (Dingoes and Condors followed by Flans and Killer Bees). The battle with the Sahagin went swimmingly (no pun intended), with some brutal crits by Lani (crushed in the head of a sahagin with a quarterstaff; no pacifist summoner here :smalltongue:) and ensuing hilarity when Leni's lightning failed to kill a sahagin, but managed to knock if off the ship, and into the water. While still electrified :smalleek:

Everyone really likes the system so far, and another game is planned for Monday. I will continue to update on the progress!

Ainren
2009-07-01, 02:48 PM
Unfortunately our game doesn't start until the new Term, although i believe there is so much interest that DrGlenn is running two games per week. I may use the system over the summer to teach some of my friends who arn't in my normal gaming group, about the wonderful world of D&D :) - If I get a game going expect lots of feedback in wiki format :)

Kobold-Bard
2009-07-01, 02:58 PM
I've sent a PM to get an answer straight from the creator's keys, but he's currently offline so I figured I'd post here as well. What would the appropriate starting Gil be for Level 2 characters? Same as the DMG, or otherwise because of different prices for items?

Any help would be appreciated.

Ainren
2009-07-01, 04:12 PM
as this game is compatible with 3.5 I believe its just the standard Character Wealth per Level table from the DMG.

Taylonwolfsong
2009-07-02, 04:32 AM
Are you sure it's the right link for the PDF? I get some file named "Arma2_v1.02_de2fr_signed.7z".


I'm getting the same issue

Waspinator
2009-07-02, 11:12 AM
I'm getting the wrong file issue as well.

SwordGoddess
2009-07-02, 01:03 PM
Same here.

Kobold-Bard
2009-07-02, 01:13 PM
As was requested by Cedrass a while ago, if people PM me an email address I'll email them the updated PDF. I've already sent it to one person who's applied for my game (in the Find Player's Forum if you're interested).

And no, I have no idea why I was able to download it but others can't. I got it pretty quick because I was online when the link was posted, so maybe it was a time thing.

Zeta Kai
2009-07-03, 01:10 PM
If ANYONE is having problems downloading the PDF, PM me your email address, & I will send you a copy. There is no reason for anyone who want this to miss out.

Also, here are some questions asked by Kobold-Bard, along with my answers:


I am planning on having my players start at another Temple rather than Besaid. I'm pretty sure I understand how changing the various Aeon's power levels works, but if you have any advice I'd appreciate it.

Well, the important thing to remember is that a Summoner can only unlock an Aeon with HD < the summoner’s class level + 10 (Ch5, Pg48). So a 1st level Summoner can get an Aeon with 10HD, a 2nd level Summoner can get an Aeon with 11HD, etc. What I would suggest is creating an Aeon with your Summoner in mind. If your Summoner is gonna be level 1 when she gets her first Aeon, & your wanna have her unlock Ifrit (or an Aeon like Iftrit), then build a Burning Fayth with 10HD or less. A properly-built 8th level Aeon can qualify for Burning Fayth, so you could do an Aeon 8/Burning Fayth 2.

This is somewhat harder to do for other Aeons, because the prerequisites are higher for other prestige classes; for example, an Aeon cannot qualify for Freezing Fayth (Shiva) until 14th level. In that case, if you really want to have your Summoner have Shiva (or an Aeon like Shiva) at low levels, you should simply lower the prerequisites. That way, the Aeon can qualify for Freezing Fayth at a lower level, your Summoner is happy, & game balance is preserved. The Aeon PrC's only vary in inherent power a little bit (there seem to be basically two tiers: Valefor/Ifrit/Ixion/Shiva & Bahamut/Yojimbo/Anima/Magus Sisters); it seems that a lot of their power in my system stems from their Aeon levels. So switching out Aeons within the same tier should affect game balance overly much, if that's your concern.


I assume that using the Sphere Doesn't change the way Aeon's advance, I work out the appropriate XP award and give the Aeon 1/5th of it, discarding the rest in favour of Spheres.

Well, Aeons don't have a column on the Sphere Grid, so that does present a small problem in combining the rules there. If I were to use the Sphere Grid exclusively instead of XP, then I'd give an Aeon 20% of the spheres, & advance the Aeon in a similar manner to how they advance with levels. They have full BAB & all good saves, but few class features, so I'd carefully eyeball their advancement.

It may be difficult for a new DM to handle their advancement, so you might wanna take the easy way & give them 20% of the XP an encounter would normally offer & call it even. I may, time permitting, create a grid-style progression just for Aeons & their PrC's, but it'll be some time before I could have such a thing complete.

Another thing you could do it just not advance them at all. Cutting out their advancement benefits the party as a whole, because they are not sharing XP with the Aeon, & can therefore advance more quickly on their own. But the Aeon would slowly grow less useful to the party, as the monsters that the party fight grow tougher & the disparity between their power levels diminishes. But many parties would get stronger Aeons during the course of the game anyway, so that may not be much of a concern.

Lungkisser
2009-07-17, 08:38 AM
Hideo is an established half Al-Bhed ronin, and a mighty fighter utilizing his unique gun-and-sword fighting style. He once traveled with a summoner, who sadly perished before completing the pilgrimage.

Hideo reporting in. Final Fantasy X d20 owns. You definitely did some amazing work with this and it shows, as the mechanics work perfectly.

I highly recommend anyone playing this to acquire the X soundtrack and get your DM to play tunes to encourage the mood.

(oh, and the .pdf downloaded fine for me. I bet it must have felt good seeing all this put together in .pdf form, eh?)

Temotei
2009-07-20, 07:15 PM
Under some abilities in the PDF, the DC says (DC10 + 1/2 class level + your [ability] modifier). Does that mean all class levels a character takes affects the strength of that ability, or just the class level of that specific class? Like if an NPC had 4 levels in the Merchant class, then another 4 in bandit, would you want the bandit levels to raise the power of the Master Haggler ability? It also says 1/2 class level under weapon abilities for some of them, like Deathstrike.

As well, under Auron's entry, it says he's a Human -- Unsent. I believe that's meant to be Hume. As small of thing as that is. Haha :smallbiggrin:

Also, under Ronso names, Kimahri is spelled Kimarhi.

Under MP Stroll, it says it recovers HP in the beginning of the description. Under Zombiestrike, the caster level for the "2nd option" of creation is 5th, while the one for zombietouch is 8th. I'm thinking that's a typo. Also, under Triple XP, it says "this does not double the XP accrued via any other means;..."

So...alchemical items have me confused a bit. I get the costs, items, and the feats...just the spells needed seem to all be from D&D, not FFX-d20. So if one were using a magic system based only on your game, how would one create an alchemical item?

As well, does poison affect OP's for the Stoic condition? Under its description, it says: "Gain 2 OP each round in which you are successfully dealt damage by an opponent; physical, magical, & psionic injuries count, while wounds received from traps, environments, etc. do not." This is essentially the same case with Comrade. Under poison, it just explains how much damage is dealt to a creature from poison. So my question is: Does poison count as damage from an enemy if it is caused by an enemy?

My brother and I have started a game by the way. We're the only ones right now, so I have an NPC pugilist along to help out. He's a Ronso summoner, and I'm an Al Bhed bandit, planning on taking some ronin or blitzer levels later on. Also, I plan on adding a third PC to the game later in the plot. A black mage. Everything seems to work out pretty well so far, though. More info to come. :smallsmile:

I hope I'm of some help. :smallredface:

AL1GN
2009-07-25, 09:11 AM
The PDF is finally available!
Click here! (http://files.filefront.com/13874762)[/QUOTE]


This link works, its from post #2

Zeta Kai
2009-07-30, 01:15 PM
I hope to have finally fixed the PDF issue. If anyone is still having downloading issues, you can still let me know via PM, I'll send you a copy to your email. If you are downloading the PDF, make sure that you got version 1.1, & not the older one (v1.0). :smallsmile:


Hideo reporting in. Final Fantasy X d20 owns. You definitely did some amazing work with this and it shows, as the mechanics work perfectly.

Thank you very, very much. I hope that you continue to enjoy it. :smallcool:


I highly recommend anyone playing this to acquire the X soundtrack and get your DM to play tunes to encourage the mood.

Sage advise. I listened to the soundtrack more than once while I was writing it, so it only makes sense. :smallbiggrin:


I bet it must have felt good seeing all this put together in .pdf form, eh?

You have no idea. :smallamused:


Under some abilities in the PDF, the DC says (DC10 + 1/2 class level + your [ability] modifier). Does that mean all class levels a character takes affects the strength of that ability, or just the class level of that specific class? Like if an NPC had 4 levels in the Merchant class, then another 4 in bandit, would you want the bandit levels to raise the power of the Master Haggler ability? It also says 1/2 class level under weapon abilities for some of them, like Deathstrike.

As with just about any d20 material, "class level" refers to the levels that a character has in a specific class only, whereas "character level" is the total levels that a character possesses. Therefore, a Bandit 4/Merchant 4 could only apply their Merchant levels to Master Haggler.

As for weapon abilities, those should be read as character levels, not class levels. That was a typo, & probably should have been HD instead.


As well, under Auron's entry, it says he's a Human -- Unsent. I believe that's meant to be Hume. As small of thing as that is. Haha :smallbiggrin:

Also, under Ronso names, Kimahri is spelled Kimarhi.

More typos. :smallsigh: If there is ever a v1.2 release, I will have those (hopefully) fixed.


I hope I'm of some help. :smallredface:

Any help is appreciated. Nitpickers keep me more honest than my spellchecker. :smallwink:

AstralFire
2009-07-30, 01:17 PM
The PDF now works and is downloaded, at least for me! -cheers-

Zeta Kai
2009-07-31, 08:16 AM
The PDF now works and is downloaded, at least for me! -cheers-

That's great, I'm glad that it's working for more people now. I hope that this resolves the issue entirely, as I was having to send out a lot of emails to those wanted the PDF, but couldn't get the broken download option to work. The email option is still on the table, but hopefully most people won't have to resort to it. We shall see.

At any rate, please enjoy the PDF, & lemme know if you have any questions or concerns.


So...alchemical items have me confused a bit. I get the costs, items, and the feats...just the spells needed seem to all be from D&D, not FFX-d20. So if one were using a magic system based only on your game, how would one create an alchemical item?

I'm gonna answer this by quoting myself from post #169, which is when someone else pointed that out:


You are correct; I have completely neglected to provide item-creation routes for the FFX classes in this setting. This is actually intentional. The PCs in FFX cannot create alchemical items; they merely find them & use them to make other things (such as magical weapons & armor, hence the multiple item creation methods for those items). I provided a means for more traditional D&D spellcasting classes to create such things, as it would only be right to do so. But since the classes of Spira lack true spellcasting ability, it was easy to ensure that they could not make them, & therefore stay more in line with the game. I intend to provide an alternative treasure entry for each monster, detailing the alchemical items that they typically carry. It may not completely make sense, but I think that is part of the game's charm.


As well, does poison affect OP's for the Stoic condition? Under its description, it says: "Gain 2 OP each round in which you are successfully dealt damage by an opponent; physical, magical, & psionic injuries count, while wounds received from traps, environments, etc. do not." This is essentially the same case with Comrade. Under poison, it just explains how much damage is dealt to a creature from poison. So my question is: Does poison count as damage from an enemy if it is caused by an enemy?

Since that's how it works in the original game, & there's no RAW reason not to follow that convention, I would rule as a DM that damage received via Poison would grant you Overdrive Points as if you had been damaged by an opponent directly. It's up to your DM, & they may wish to interpret the rules differently, but that's my thought on the matter.

Temotei
2009-08-03, 07:24 PM
I have to agree with one of the past posters though, in that the "&" symbol is not as appropriate in many places as "and", the word.

Another mechanics thing: Under Quick Hit, it says you can "perform an extra attack action, move action, or swift action..." What exactly is the definition of an "attack action?" Would it be just one extra attack, or would it be defined as any attack, including the full attack action?

Under the Lancet entry, there is a small typo--"...(minimum 1MP) to own respective pools;..." It should be "to your own respective pools;..."
Another typo is under the Use entry, where it says "any item that you hold is considered a weapon that you have proficiency with, & can used as a..." It should be "...proficiency with, and can be used as a..."

That's all I've got for now. I may find other things later, when I have more time to do so. By the way, your answers are much appreciated. :smallbiggrin:

Galileo
2009-08-03, 11:19 PM
I believe Zeta meant a standard action.

Kobold-Bard
2009-08-04, 07:43 AM
Does Lancet deal weapon damage as well as Lancet damage, or just Lancet damage?

If it's both, which comes first?

Kobold-Bard
2009-08-07, 08:34 AM
Does Lancet deal weapon damage as well as Lancet damage, or just Lancet damage?

If it's both, which comes first?

Ninja-bump

Zeta Kai
2009-08-07, 08:42 PM
Does Lancet deal weapon damage as well as Lancet damage, or just Lancet damage?

If it's both, which comes first?

There was nothing ninja-like about that bump. :smallwink:

The Lancet attack does the damage that it says it does, & no more. No normal weapon damage is inflicted, nor are any magical enhancement-based forms of damage or effects. The Lancet is as the Lancet does.

Also, yes, when I referred to an attack action, I meant a standard action, during which you could attack, move, or whatever.

Any other questions? These clarifications are interesting.

Kobold-Bard
2009-08-08, 10:21 AM
Thanks very much. And I'll keep posting them as they keep coming

Edit: As promised, does Poison Status remain in effect every round until cured, or does the subject get a new Saving Throw, and if so how many/how often?

Zeta Kai
2009-08-09, 09:27 AM
As promised, does Poison Status remain in effect every round until cured, or does the subject get a new Saving Throw, and if so how many/how often?

It remains until cured; the victim only receives the initial Fortitude saving throw to resist the effect.

Kobold-Bard
2009-08-09, 09:33 AM
It remains until cured; the victim only receives the initial Fortitude saving throw to resist the effect.

Oh well. Guess I'll have to give them an antidote in the post battle treasure trove as well as a Soft (tip for this game: if your players have terrible Saves don't send a Dinonix after them. It doesn't end well.)

Thanks again.

Temotei
2009-08-12, 10:08 PM
Oh well. Guess I'll have to give them an antidote in the post battle treasure trove as well as a Soft (tip for this game: if your players have terrible Saves don't send a Dinonix after them. It doesn't end well.)

Thanks again.

Agreed. Dinonix = annihilation. Of course, we only have the 2 characters, but still. Good thing we had an evil mirror image of Auron come in, saving them to make himself appear as a friend, then later have his minion who killed pretty much a tenth of Kilika's population attack us. -_- Ifrit saved the day. :smallamused:

Tobi_goodboy
2009-08-19, 10:10 PM
The PDF is finally available!
Click here! (http://files.filefront.com/13874762)



This link works, its from post #2

unfortuantely it doesnt for me :smallfrown:

Zeta Kai
2009-08-19, 10:30 PM
Oh well. Guess I'll have to give them an antidote in the post battle treasure trove as well as a Soft (tip for this game: if your players have terrible Saves don't send a Dinonix after them. It doesn't end well.)

Thanks again.

Yeah, I was thinking about putting notes of what items should be included in the treasure for each monster, but I don't to stray too far from standard D&D. Plus, I think that it's up to each DM to choose their party's treasure, not some dictator writing a monster book. The Steal line in the monster entry does mention Soft as the normal steal-able item, so maybe a Bandit would be good to have in your party.


Agreed. Dinonix = annihilation. Of course, we only have the 2 characters, but still. Good thing we had an evil mirror image of Auron come in, saving them to make himself appear as a friend, then later have his minion who killed pretty much a tenth of Kilika's population attack us. -_- Ifrit saved the day. :smallamused:

And yes, the Dinonix is actually rather tough for a CR1 monster. He's really no big deal to defeat (he has moderate HP & low AC), & the Petrify attack has a low (DC12) Fortitude save to negate, so a party with plenty of Softs should do alright. Plus, Dino's attacks say Mute OR Petrify, so a kind DM could consistently choose to Mute his players if they cannot handle petrification.


unfortuantely it doesnt for me :smallfrown:

1) That guy was trying to help, but he's incorrect (although he did help me indirectly by pointing in the direction that I needed to look to fix the underlying problem). The other links should would just fine, & if they don't...

2) ...You can PM me you email address, & I will send the file to you manually. Yes, it's not only free, but I will shove it down your throat send you a copy, so you don't have to go get it. :smallwink:

Temotei
2009-08-20, 06:34 PM
Unfortunately, our rules were random generation of the status. 1 - 10 = Mute...11 - 20 = Petrify. And even more unfortunately, we got high numbers every time. And we have a summoner and a bandit.

zerombr
2009-08-20, 06:40 PM
that last post made me think....what about a game that isn't focused on a summoner's pilgrimage? Anyone do that yet? Come to think of it, who here is currently in/running a FFX game?

Kobold-Bard
2009-08-20, 06:42 PM
that last post made me think....what about a game that isn't focused on a summoner's pilgrimage? Anyone do that yet? Come to think of it, who here is currently in/running a FFX game?

I tried that before this one, but no one replied. I basically listed a million and one options (from Pilgrimage to being a Crusader, to being a Hypello in Measter Mika's harem), but apparently no one was interested.

zerombr
2009-08-20, 06:46 PM
well, a unique setting is harder to find players for, i'm certain. One might think that it'd be easier recruiting off of this own thread, or a group discussion thread of the game/d20 conversion than from the general public.

Temotei
2009-08-20, 07:23 PM
Our campaign takes place just before the end of Yuna's pilgrimage. We're assuming they collected the legendary weapons, and have the celestial mirror. (Which is cursed, and created the double of Auron)

Kobold-Bard
2009-10-08, 06:42 AM
<Bumping because I'm opening a new campaign recruitment thread.>

Sairyu
2009-10-08, 09:39 AM
I am so interested. :x

Also, I have some questions for Zeta Kai about a few things, if he has time.

Xtouch-Xstrike weapons
20+1/2 character level+cha mod is really good. If you're hitting multiple times, a normal monster just won't be able to save. Even 10+1/2 character level+cha mod is pretty good. Wouldn't it make more sense to not have Xtouch-Xstrike weapons scale up with the user? Most enchantments don't, and I don't see why Xtouch-Xstrike weapons should. DC10+cha mod (+2 overall) or 20+cha mod (+3 overall) are still powerful options for their cost.

Piercing
Piercing seems incredibly powerful for a +3 enchantment. It allows you to totally ignore natural armor as well as damage reduction, making all your attacks, in essence, touch/ranged touch attacks. The closest equivalent to this that I've found is the Deep Impact psionic feat, which requires the user to expend their psionic focus (not that it's a huge deal I guess) to gain the benefit. The issue I have with this is how it totally marginalizes monsters which rely on natural armor to provide for large chunks of their AC (as well as Fighters in plate mail, golems, etc...).

Using a piercing weapon, someone with full or even 3/4th BAB progression (making touch attacks on every attack) is probably not going to miss very often. Considering that the monster with the highest AC that I could find (non-epic) that didn't involve natural armor to a large extent was Spectral Keeper (AC23ish?) and that many of the monsters with lots of natural armor AC (i.e. Anima) can be hit with rolls in the 1X range, a 2-h weapon user is going to have a very happy time with power attacks.

Giving monsters/antagonistic NPCs lots of dodge/deflection/unspecified bonuses to AC or increasing monster HP to reflect how tank they are just feels like a really cheap way of dealing with this enchantment. Alternatively, I suppose regeneration or fast healing could replace DR as a similar deterrent? Personally, I feel that it would be more balanced if it were a +2 enchantment which only ignored DR (I don't believe that having piercing on your weapon shouldn't make it easier to hit something).

What are your thoughts on this enchantment? Am I missing something important?

Break-HP-Limit
For a +3 enchantment, hp rolls are maxed and you add your level in addition to your con mod to hp every time you level up. At level 10, with +0 con, you have a +55 unspecified bonus to your hp as well as maxed out health. An HD4 class will have 95hp and be on par with an HD10 class with a +3 con mod and without break-hp-limit armor has, on average, 88hp (55+4.5+30).

Even better, the HP bonus doesn't disappear when you change armor. Without punishing players via save-or-die effects, there aren't many good ways to deal with the massively boosted hp total that a character using this kind of armor with inevitably accrue. If everyone uses the enchantment, you can just scale up monster damage output or simply throw more monsters into an encounter (or nastier traps, or something to whittle off the excess hp), but if only one or two people in the party decide to use it...

Also, shouldn't this, following fluff from the game, be an epic enchantment?

Battle-length buffs
Can battle-length buffs like haste, cheer, and luck be pre-casted before a battle? Say if the party sees a group of Fiends in the distance and decides to buff up before going off to engage, is this a legit way of doing things, seeing as how they technically aren't in a battle yet?

Pray
Pray is an ability that doesn't cost MP to use. It can also be cast outside of battle (the descriptive text doesn't say it can't, and spells normally can, so I'm assuming it can), meaning that a Summoner can just top up the party for free given enough time between encounters (10 rounds is a minute I think?).

In the games (FFX, FFX-2), Pray was not usable outside of battle, probably to avoid this issue. Was this ability designed in this manner or is this an oversight?

Kobold-Bard
2009-10-08, 11:39 AM
I am so interested. :x

Well then here's the recruitment thread (http://www.giantitp.com/forums/showthread.php?p=7080234#post7080234).

Tobi_goodboy
2009-10-08, 09:19 PM
*points out that pugilists with a +2 con modifyer usually end up with equal-to-or-more MP than HP--which is odd for a melee class, even if they're also casters*

Kobold-Bard
2009-10-13, 01:58 PM
What the hell, now that the project is finished I figure I might as well annoy Zeta some more :smalltongue:

Would it be possible to make the Summoning ability into some kind of template? Then giving Summoners (or White Mages as they would now be called) some offensive abilities (like lesser versions of Holy) to make up for it.

Godna
2009-10-14, 11:33 AM
I have an issue with 2 of the conditions

Slayer: Gain 5 OP each round in which you successfully kill an opponent
Hero: Gain 5 OP each round in which you successfully kill an opponent using a coup de grace maneuver, or whenever you kill an opponent by dealing damage that is 5× (or more) your opponent’s current HP

Hero is just an inferior more restrictive slayer condition. Might i recommend it grant more OP?

Temotei
2009-10-23, 09:11 PM
Avenger is pretty inferior, too, because it relies on your allies dying, and besides that, only offers 6 OP per death. Maybe if they were knocked unconscious, or every round they are dying, then lower it to 3 - 5 OP per round?

Hero should be 7 or 8, you would think. Or just change the conditions. Maybe change it to "If an ally is being attacked, you may make a reflex saving throw (or an opposed initiative check, in which you would both roll for initiative again, just for that action) with a DC equal to the attack roll of the opponent (maybe add 2 - 5 or something, or add the level of the opponent...or (opponent's level - character level, minimum 1)). If it succeeds, you can take the attack onto yourself by moving in front of the ally, pushing them out of the way (5 feet?), stepping over them (if prone or sitting/kneeling, etc.), etc."

Just some thoughts.

lesser_minion
2009-10-24, 05:11 AM
What the hell, now that the project is finished I figure I might as well annoy Zeta some more :smalltongue:

Would it be possible to make the Summoning ability into some kind of template? Then giving Summoners (or White Mages as they would now be called) some offensive abilities (like lesser versions of Holy) to make up for it.

I'm pretty sure Zeta had a rather irritable-sounding post many pages ago to the effect that he really didn't like the idea, although with extra offensive capabilities you might have a better argument.

If I were making any sort of changes along these lines, I'd probably change the classes around so that players were presented with a whole series of ultra-light 'half-classes' and were able to mix and match two of them - so instead of having 'Summoner' who specialises in summoning and healing, you would have a Summoner//White Mage. You could also combine Summoner//Black Mage or Summoner//Bandit if you wanted.

I think that would make a decent compromise as far as the earlier argument was concerned.

It's also a concept I might try to extend to the standard game at some point.

Zeta Kai
2009-10-24, 10:55 AM
Would it be possible to make the Summoning ability into some kind of template? Then giving Summoners (or White Mages as they would now be called) some offensive abilities (like lesser versions of Holy) to make up for it.

I will never do that. As I stated here, here, & here, I think that's a Bad Idea. It's not faithful to the source material at all, it nerfs the Summoner class from a Tier 3 class to a Tier 5, & a scaling-power template is difficult to balance. It's thematically, mechanically, & fundamentally wrong. In short, it belongs here as much as a class based on Rainbow Brite. I will not hear of this poor concept again.

On a lighter note, I've been kicking around some ideas to improve this project further, & they include a number of possible tweaks/additions. Please post any of your suggestions for improvements that you'd like to see in Version 1.2, & I'll see what I can do. Here's what I have so far:

Add Advancement for monsters
Add visual descriptions for monsters
Provoke needs to be clarified if to resist each turn, like the save to attack a summoner, or to ignore the entire effect of provoke
Raise Doublecast feat to Will save +10
Black Mages can’t afford a Battle Doll at 1st level & is not proficient with it; fix this
Lower HP Stroll to +4
Fix MP Stroll typos, lower to +4
Clarify SOS Overdrive (gain 100OP)
Buying Ethers & using abilities is far cheaper than using items; raise Ether price
X-Potion is more expensive than an Elixir; raise Elixir price
Lower the Slayer Overdrive condition from 5OP to 4OP
Raise the Hero Overdrive condition from 5OP to 8OP
Raise the Avenger Overdrive condition from 6OP to 12OP

Any others you wanna see in the next version?

Godna
2009-11-04, 07:56 PM
I'd like it if you'd release a copy of the excel sheet you built the picture of the sphere grid with.

Loxagn
2009-11-09, 12:48 PM
Great work on this, by the way.

Me and a few friends are going to try a quick one-off with this to get a feel for it, might even go for more if it turns out well.

Zeta Kai
2009-12-25, 12:20 PM
I'd like it if you'd release a copy of the excel sheet you built the picture of the sphere grid with.

Well, I mean, I guess that I could, but I don't see why you'd really want it. It's not very exciting. But if that's what you folks want...


Great work on this, by the way.

Me and a few friends are going to try a quick one-off with this to get a feel for it, might even go for more if it turns out well.

Thank you, & I hope that your game went well.

Does anyone else have a suggestion for what should go into Version 1.2?

And does anyone else have any feedback on how this game behaves in actual play? Are there any classes that don't perform as well as intended? Any game-breakers? Any monsters that are too easy/hard? Lemme know, because this project may be complete, but it's still a living document to me, & I love the futile quest for perfection. :smallwink:

Temotei
2009-12-25, 02:46 PM
Well, I mean, I guess that I could, but I don't see why you'd really want it. It's not very exciting. But if that's what you folks want...



Thank you, & I hope that your game went well.

Does anyone else have a suggestion for what should go into Version 1.2?

And does anyone else have any feedback on how this game behaves in actual play? Are there any classes that don't perform as well as intended? Any game-breakers? Any monsters that are too easy/hard? Lemme know, because this project may be complete, but it's still a living document to me, & I love the futile quest for perfection. :smallwink:

I hate to point this out, but the summoner kind of gets the shaft for the first couple levels. Even then, offense for them is weak until they can summon a bit more and have magical equipment. I'm not sure how you could make it better while staying completely true to the source material though. :smallsigh:

Lappy9000
2009-12-25, 04:42 PM
I hate to point this out, but the summoner kind of gets the shaft for the first couple levels. Even then, offense for them is weak until they can summon a bit more and have magical equipment. I'm not sure how you could make it better while staying completely true to the source material though. :smallsigh:I dunno, in a play test I had a while back at level 2 (sadly, it won't be continued), the summoner did just fine with Valefor and her trusty quarterstaff. Summons do pretty much finish just about any battle.

Tobi_goodboy
2010-01-06, 11:26 PM
thankfully their limited summonings per day prevent them from intruding into bame-greaking territory for too long.

Temotei
2010-01-07, 12:48 AM
thankfully their limited summonings per day prevent them from intruding into bame-greaking territory for too long.

True. It could be that there were only two players. :smallamused:

Zeta Kai
2010-01-07, 06:13 AM
Yeah, Summoners have an interesting dichotomy going on there. On one hand, a few times a day they can curb-stomp anything that gets in their face by siccing their Aeons on their opponents. On the other hand, when their not pwning fiends, they're primarily heal/buff-bots. So they're either in the back row pumping up the guys with swords, or they're hogging the spotlight.

You'll note that FFX-d20 doesn't have many means of battlefield control, at least not on the same scale as a regular D&D game. Therefore, the Summoner's limited number of summonings per day must be used wisely, lest the party run out or get themselves in over their head. The Black Mage is a pure blaster, so they're not going to be doing Wizard-y stuff like rope trick to dictate the pace of the campaign. The primary source of BC in FFX-d20 is de-buffing, primarily by a Ronin or a Blitzer (which together, sound like Santa's backup reindeer). I made sure that the Summoner wasn't going to be able to spam Aeons too much; at least, not if the DM didn't want them to do so.

Tobi_goodboy
2010-01-08, 04:17 AM
comments in the spoiler, and im probably way off on anything im saying.

by the way, zeta; in sairyu's game that myself and a few others are playing, we found that in melee vs magic, melee gets the much shorter end of the damage stick--that, and the sleeptouch/strike -> coup de grace combo will effectively kill anything that isnt either WAY out of the party's league (and even then >_>) or immune to sleep.

yes i realize that the two statements contradict each other, but it gave me the notion that if any player neglects to get a sleep (or petrification, or death) weapon, they either:

-are purposely trying to make the game more challenging (but with mages it doesnt matter, with their much higher damage output and near-bottomless mp at higher levels. example in spoiler)
10th level B. Mage: I cast my new fira spell, dealing... *rolls a d6, gets a 4* (4x10+10=50) 50 damage, unless he saves for half. *spends 8 MP*
10th level Ronin: I'll armor break the monster, and attack my second time this round as well. dealing *assuming he gets past enemy's AC on both attacks, wielding a greatsword* *rolls d10, gets 8* 16 damage, plus my strength mod for both attacks. *spends 12 MP*

-they're new to the game.

-or didnt want to abuse it.

also, on the subject of spells; how many sphere levels constitutes a class level (fira being 1d6+1/level)? if it's a 1:1 translation (very, very unlikely) then damage for the black mage reaches insane levels very quickly and only gets scarier as you go.

also again, does a fiend's spell damage scale with HD or...?

Sairyu
2010-01-08, 12:10 PM
Well, to be fair, you could always get energy resistance (reasonably cheaply). Honestly, I think you're supposed to, with FFX magic falling into the 4-elements of blaster flavor (discounting doomsday magic like shimmering rain/ultima/flare) and no really substantial forms of save-or-die/save-and-suck that I've seen so far.

I think it was about 5 or 6 sphere levels to a class level?
Edit: It's 7

I still feel that poison is stupid though, 1d4 damage per HD of the recipient does not a happy man make (it sucks to spend a standard action getting rid of it at any rate). That being said, I really think that the '-proof' and '-ward' enchantments should be cheaper. I honestly would not spend a +3 enchantment to give myself a 40% resistance to one status condition unless every single monster was spamming it all the time, and satus-proof is 90%?

DarkSunLord1
2010-01-15, 01:44 PM
Nice. I enjoy the idea of converting stuff to D&D and stating people and creatures from other sources.

John_Olson
2010-01-31, 07:25 PM
Hi. I came late to the party; only just discovered this (and it has officially blown me away). I like what you did with chocobos, but doesn't the Spira version need an enhanced jumping ability, plus an (Ex) ability to produce a limited feather fall-like effect?

I'm thinking of how you get to Remiem Temple, plus the mounted acrobatics you can do in the Mi'ihen Highroad area.

Amazing work nonetheless; I've downloaded v. 1.1 and am enjoying it thoroughly.

Sequinox
2010-02-20, 02:59 PM
YES! I just remembered this and I'm happy I checked. The PDF is oouuuuu---ttt... The PDF is oooouuuuutttt.... (singing happiliy):smallsmile:

I'll be downloading, of course.

Friend Computer
2010-07-14, 03:46 PM
Sorry for the necro, buuuuuut....

There is a problem that i see here which is glaring, now that I notice it. I only noticed it because I've been going through the thread from start to finish, and...

Well, Armor Break reduces AC, and in a D20 version of the game, it makes the Ronin competitive, or at least, I hope it would, as I haven't played it. But in the game AB didn't increase your chances of hitting, but decreased the enemy's 'damage reduction' granted to them through armor or something else.

I noticed this because I read the post where, I think it was Flan, were said to have been designed with 5 DR for each HD, and someone pointed out that one flan has 60 DR! This is a huge amount, but very fitting. However, in-game, the flans were succeptible to AB.

Given this, I think the simplest fix would be to add a non-canonical 'break' ability to the Ronin to eliminate (or maybe just halve) DR. I say this because adding that to AB would be a tad powerful, and swapping the current AB write-up for a DR-elimination write-up would hurt the Ronin big time...

Sorry to bring this up now, but... well, I didn't notice it the first two times I read through!


I still feel that poison is stupid though, 1d4 damage per HD of the recipient does not a happy man make (it sucks to spend a standard action getting rid of it at any rate).
The damage you took from poison was something like (I haven't played it in nearly 3 years) 1/4 max HP/turn, so 1d4 per HD is very fitting for a conversion to D20, even if extremely painful.

Roland St. Jude
2010-07-14, 07:31 PM
Sheriff of Moddingham: Thread necromancy violates the Forum Rules.

Zeta Kai
2011-10-29, 04:28 PM
The link to the latest version of Final Fantasy X d20 was broken, but has been reforged!
Download the PDF of v1.1!! (http://www.pdf-archive.com/2011/10/27/ffx-d20-v1-1/#)

And if ANYONE is having problems downloading the PDF, PM me your email address, & I will send you a copy. There is no reason for anyone who want this to miss out.

Also, thanks to the mods (IE Mark Hall) for allowing me to fix the broken link & post this notice. It is much appreciated.

Lastly, I still plan to improve this project further, once my work on the HoZ project is complete. Please post any of your suggestions for improvements that you'd like to see in Version 1.2, & I'll see what I can do. Here's what I have so far:

Add Advancement for monsters
Add visual descriptions for monsters
Provoke needs to be clarified if to resist each turn, like the save to attack a summoner, or to ignore the entire effect of provoke
Raise Doublecast feat to Will save +10
Black Mages can’t afford a Battle Doll at 1st level & is not proficient with it; fix this
Lower HP Stroll to +4
Fix MP Stroll typos, lower to +4
Clarify SOS Overdrive (gain 100OP)
Buying Ethers & using abilities is far cheaper than using items; raise Ether price
X-Potion is more expensive than an Elixir; raise Elixir price
Lower the Slayer Overdrive condition from 5OP to 4OP
Raise the Hero Overdrive condition from 5OP to 8OP
Raise the Avenger Overdrive condition from 6OP to 12OP

Anything else that you wanna see in the next version?

John_Olson
2011-10-30, 09:14 PM
Anything else that you wanna see in the next version?

Yeah, I think I mentioned this in an earlier post to this thread, but Spiran chocobos need to be able to leap and glide, as they do when you travel to Remiem Temple, or access cliffside treasures on the Mi'ihen Lowroad.

TravelLog
2011-10-30, 09:44 PM
This is a somewhat unusual request, but would it be possible to see a class based around using Arena Creation abilities or some iteration thereof?

Zeta Kai
2011-10-31, 11:22 PM
Yeah, I think I mentioned this in an earlier post to this thread, but Spiran chocobos need to be able to leap and glide, as they do when you travel to Remiem Temple, or access cliffside treasures on the Mi'ihen Lowroad.

As for the revised Chocobo, done (http://www.giantitp.com/forums/showthread.php?p=4586678#post4586678)! How's that for service?


This is a somewhat unusual request, but would it be possible to see a class based around using Arena Creation abilities or some iteration thereof?

Well, for one, I'm not sure what you mean when you say "Arena Creation abilities". Also, this project is mostly bound to the game Final Fantasy X & the contents therein. A class is quite a bit of work, & to put so much effort into something that has little to do with the game would be far outside of scope. Sorry, but I don't something like that happening.

Anything else, folks?

TravelLog
2011-11-01, 12:31 AM
Well, for one, I'm not sure what you mean when you say "Arena Creation abilities". Also, this project is mostly bound to the game Final Fantasy X & the contents therein. A class is quite a bit of work, & to put so much effort into something that has little to do with the game would be far outside of scope. Sorry, but I don't something like that happening.

Anything else, folks?

Fair enough. That being the case, how about stats for Jecht, Yunalesca and Seymour (Omnis) from their boss fights? If that's too much work then don't worry about it. You single-handedly produce more homebrew then I could imagine, and it's all excellent.

Ziegander
2011-11-01, 06:15 AM
I would just like to add that I'm very glad to see this back on the front page and still being discussed. This is an incredible resource and amazing piece of design and I thank you for it! It's really a great game, from the simplicity of the mechanics, to the balance between PCs and monsters, and the joy of having useful items that aren't +X swords. If many of the design/development principles applied to FFX d20 were applied to a more cookie-cutter, settingless d20 game, I can't imagine it being less than incredible.

andhaira
2011-11-01, 11:35 AM
How about a Black Summoner? That is, Yuna was a White Mage/Summoner, but Seymour had access to Black Magic AND Summoning. So there is precedent for having a Black Summoner class.

Kobold-Bard
2011-11-01, 12:47 PM
How about a Black Summoner? That is, Yuna was a White Mage/Summoner, but Seymour had access to Black Magic AND Summoning. So there is precedent for having a Black Summoner class.

This goes back (and I mean waaaay back) to the argument about making "Summoner" a template of sorts that could go onto any class, as it seems to be in the game. The end result was a no, because White Mages suck to play when they're your only character rather than one of a party, so they get the Aeons as a way to make them more appealling.

If ZK is willing to make alternate Summoners however, I am still 100% behind it, because it would be awesome.

Ziegander
2011-11-01, 10:52 PM
I would love to play in a PbP of this...

TravelLog
2011-11-01, 10:53 PM
I would love to play in a PbP of this...

I would as well. If you end up starting one, let me know.

Ziegander
2011-11-02, 06:55 AM
One rule I've been confused about for a while is the KO condition. It seems to exist only as a huge annoyance to everyone. If a creature isn't outright killed, only KO'd, it can never be killed, is that right?

John_Olson
2011-11-03, 04:29 AM
How's that for service?

That's...breathtakingly swift. (cue victory theme).

Marc_In_Da_Room
2011-11-03, 09:06 AM
I really like what you've done with this Zeta Kai. Final Fantasy X is one of my favourites in the series (and also one of the more challenging games in the series). is it ok if i use this for inspiritation as i am currently re-doing a Final Fantasy VII d20 game and i seriously need help with it.

Zeta Kai
2011-11-04, 01:40 PM
Fair enough. That being the case, how about stats for Jecht, Yunalesca and Seymour (Omnis) from their boss fights? If that's too much work then don't worry about it. You single-handedly produce more homebrew then I could imagine, and it's all excellent.

Well, I would, but I kinda already did that. The boss fight with Jecht is Braska’s Final Aeon (1st Form) & Braska’s Final Aeon (2nd Form). Yunalesca's boss fight has three forms, here, here, & here. And Seymour Omnis was also statted out in full. When I said that I did all of the enemies in the game, I mean that I did ALL of the enemies in the game. If you can fight it in the game, then I statted it up. Yes, even that one. That one, too.


I would just like to add that I'm very glad to see this back on the front page and still being discussed. This is an incredible resource and amazing piece of design and I thank you for it! It's really a great game, from the simplicity of the mechanics, to the balance between PCs and monsters, and the joy of having useful items that aren't +X swords. If many of the design/development principles applied to FFX d20 were applied to a more cookie-cutter, settingless d20 game, I can't imagine it being less than incredible.

Well, thank you very much. I really appreciate the kind words. I have indeed toyed with the idea of applying the basic rules-set used in this conversion to other projects. I learned a lot when making this, & I'd like to see if it could be used to convert other games, or perhaps even be used as a generic RPS. The mechanics for this conversion are such a specific fusion of 3E & FF, though, that I'm not entirely sure that it could stand up on its own. I've also been gravitating away from d20 & working on my own proprietary RPS, but perhaps one day I'll do something more with this.


How about a Black Summoner? That is, Yuna was a White Mage/Summoner, but Seymour had access to Black Magic AND Summoning. So there is precedent for having a Black Summoner class.


This goes back (and I mean waaaay back) to the argument about making "Summoner" a template of sorts that could go onto any class, as it seems to be in the game. The end result was a no, because White Mages suck to play when they're your only character rather than one of a party, so they get the Aeons as a way to make them more appealling.

If ZK is willing to make alternate Summoners however, I am still 100% behind it, because it would be awesome.

According to this system (IE me), Seymour Guado is a Half-Guado Summoner 4/Black Mage 7. There is no need to make a Black Summoner, or a Martial Summoner, or any other kind of Summoner. As Kobold-Bard mentioned, I put this to bed a while ago, as can be seen here, here, & here.

The game has 7 playable characters, & I made 7 base classes, which suit each of their abilities over the course of the game. For the Summoner, I paid special attention to the design & balance of class, especially the summoning mechanic, so that it would cover the abilities of every other character with summoning capability in the game (Yuna, Isaaru, Seymour, Dona, Braska, Mi'ihen, Ohalland, &... Belgemine, off the top of my head). As long as you allow that some of them multiclass during their careers into some other classes (just like the PC in the game can do later in the game), then there is no conflict, & no need to make new base classes that are only kinda-sorta-not-really supported by the game itself.

I've also taken the concept of making summoning into a template & torn it to shreds, as you can read in the links above. The short version: a summoning template would take away the only offensive ability that a Summoner has, leaving them with nothing but healing powers, which is not fun to play. Also, balancing the scaling power of various Aeons with the rest of d20 mechanics is basically impossible if it isn't fused into a class of some sort; pull out that thread, & the whole tapestry unravels very rapidly. I experimented with such a thing, & the math is borked. Forget it, it just doesn't work, & it's not worth it to try.


I would love to play in a PbP of this...

So would I. :smallbiggrin:


I would as well. If you end up starting one, let me know.

I'd like to, but I have NO experience with PbP, so I am singularly unqualified to run one. Is there a boot camp for that sort of thing? :smallredface:


One rule I've been confused about for a while is the KO condition. It seems to exist only as a huge annoyance to everyone. If a creature isn't outright killed, only KO'd, it can never be killed, is that right?

In this conversion project, KO is effectively synonymous with Dead. If everybody is KOed, then it's a Game Over, which is equivalent to a TPK. You can use the words Killed & Dead if you'd prefer. I just go with how the original game presented them. My players know that KO means that they need to start begging the other guys for a Phoenix Down so they don't have to roll up new characters.


That's...breathtakingly swift. (cue victory theme).

Yeah, well, I try. :smallamused:


I really like what you've done with this Zeta Kai. Final Fantasy X is one of my favourites in the series (and also one of the more challenging games in the series). is it ok if i use this for inspiritation as i am currently re-doing a Final Fantasy VII d20 game and i seriously need help with it.

It's one of my favorites, too, as you can probably tell. :smallwink: Feel free to use whatever you find here for your own homebrew; just credit me when you do, & I'd like a link, so I can check out your stuff. I worked on a FF7-based class a long time ago, but I never finished it; perhaps it's about time to go back & give it another shot...

TravelLog
2011-11-04, 01:46 PM
Well, I would, but I kinda already did that. The boss fight with Jecht is Braska’s Final Aeon (1st Form) & Braska’s Final Aeon (2nd Form). Yunalesca's boss fight has three forms, here, here, & here. And Seymour Omnis was also statted out in full. When I said that I did all of the enemies in the game, I mean that I did ALL of the enemies in the game. If you can fight it in the game, then I statted it up. Yes, even that one. That one, too.


Your thoroughness knows no bounds. I bow to excellence.



So would I. :smallbiggrin:

I'd like to, but I have NO experience with PbP, so I am singularly unqualified to run one. Is there a boot camp for that sort of thing? :smallredface:


With this in mind, how would the two of you feel about the three of us starting a thread looking for a DM and maybe one other player? I'd love to try this on for size.

Zeta, I imagine your reputation on these threads (and the fact that you built this entire magnificent project) would be sure to get a us a DM.

Incidentally, do you know of someone who has ever used and beaten Penance?

Marc_In_Da_Room
2011-11-04, 01:49 PM
thank you, i really appreciate it :smallsmile: i'll post a link to the thread in my signature as soon as i set it up so u can have a look what i've done.

Kobold-Bard
2011-11-04, 01:50 PM
... maybe one other player? ...

Well hello there.....:smallbiggrin:

TravelLog
2011-11-04, 01:57 PM
Well hello there.....:smallbiggrin:

And we have a full party it seems...:smallwink:

Ziegander
2011-11-04, 04:58 PM
In this conversion project, KO is effectively synonymous with Dead. If everybody is KOed, then it's a Game Over, which is equivalent to a TPK. You can use the words Killed & Dead if you'd prefer. I just go with how the original game presented them. My players know that KO means that they need to start begging the other guys for a Phoenix Down so they don't have to roll up new characters.

The snag with KO'd is natural healing. Of course KO'd characters can be captured, their captors waiting until they regain a single hit point and then attacking with a coup de grace, but as I said that's rather annoying. Creatures that KO a mortal enemy instead of killing them are oddly forbidden to press their attack until the enemy has been revived.

@TravelLog: I would LOVE for that to happen. I myself am also not experienced enough with PbP to DM the game (let alone FFX d20), but I would certainly love to play the game. Let me know if anything further develops.

TravelLog
2011-11-04, 05:02 PM
The snag with KO'd is natural healing. Of course KO'd characters can be captured, their captors waiting until they regain a single hit point and then attacking with a coup de grace, but as I said that's rather annoying. Creatures that KO a mortal enemy instead of killing them are oddly forbidden to press their attack until the enemy has been revived.

@TravelLog: I would LOVE for that to happen. I myself am also not experienced enough with PbP to DM the game (let alone FFX d20), but I would certainly love to play the game. Let me know if anything further develops.

Once Zeta says whether or not he will post the thread for the sake of drawing more DM interest, we'll see what happens. Otherwise I'd be more than happy to set up the DM search thread for myself, you, Zeta, and Kobold-Bard.

I'm interested in playing a Lancer, or maybe a Ronin. What about you guys?

Fallen Angel
2011-11-04, 09:12 PM
Please do something so I can play X-2 characters/abilities?

Zeta Kai
2011-11-04, 09:34 PM
Once Zeta says whether or not he will post the thread for the sake of drawing more DM interest, we'll see what happens. Otherwise I'd be more than happy to set up the DM search thread for myself, you, Zeta, and Kobold-Bard.

I have made a DM recruitment thread here (http://www.giantitp.com/forums/showthread.php?p=12162604#post12162604). Ziegander, Kobold-Bard, & TravelLog are invited. Rejoice.


I'm interested in playing a Lancer, or maybe a Ronin. What about you guys?

I'd like to be a Blitzer, or perhaps a Black Mage. I don't want to overshadow the poor DM who has to run a game for me while simultaneously asking me for advice & clarifications on the rules. So I would prefer to play something of a wall flower, a shy quiet character that doesn't try to take the limelight.


Please do something so I can play X-2 characters/abilities?

That would require another total conversion, as the game mechanics for the sequel are totally different. Same world, different universes, really. Sorry, but that would be far beyond the scope of this project. Maybe someday, but not someday soon.

Ziegander
2011-11-05, 09:06 PM
There are a few errors (I hope) in the Equipment Abilities section, and some balance issues, in my opinion. Zombiestrike, for example, requires CL 16th for Method #1, but only CL 5th for Method #2. Balance-wise you have things like Sleeptouch that requires only CL 7th, but Firestrike that requires CL 10th. Which do you think is more powerful? Save or die on all of your attacks or a little extra damage?

Anyway, I'd like to see rules for pricing weapons & armor enhanced in the FFXd20 way. You could buy enhanced weapons in the video game from all sorts of vendors, but I can't find any way to do that in FFXd20. It would also be nice to show guidelines for equipping characters higher than 1st level. A 10th level FFXd20 character, for example, should certainly have enhanced equipment by now, but I can't find any rules for that sort of thing.

EDIT: We need a clarification, too, on how "magical" weapons and armor work. I see nothing in FFXd20 that speaks of +X weapons. Does this mean, for example, that a Firestrike weapon costs 2000gp and can be added to any weapon (even a non-masterwork weapon)?

It would nice to see prices for weapons with a limited number of slots, but also adjusted prices for qualities like Strength +3% that are objectively worse than Strength +5% but have the same effective enhancement bonus. Strength +3% does nothing until you have +34 or better to attack and deal 34 or more damage. That doesn't seem to be worth a +1 enhancement bonus to me, but it costs the same as one.

Oh, also, Blitzballs (the weapons) are horribad. You mean I can spend a feat to gain a 10ft ranged (not reach, not thrown) weapon that, compared to a martial reach weapon, deals far less damage, provokes attacks of opportunity for attacking with in melee, and has a 20% chance to disarm myself? I can't wait! I'd like to see a modified Blitzball that isn't completely terrible. As important as Blitzing is to Spira, it would make sense to me if it were a simple weapon. I could maybe still stand to be improved, then, but it would be more acceptible.

Zeta Kai
2011-11-05, 11:46 PM
Stuff about things

See my response to your questions, such as they are, here.

Ziegander
2011-11-05, 11:49 PM
See my response to your questions, such as they are, here.

I should think you'd want to address the questions here, since only players of the game are going to be in the other thread, and my questions are important to anyone that is interested in the FFXd20 game system.

Also, what about these issues?


There are a few errors (I hope) in the Equipment Abilities section, and some balance issues, in my opinion. Zombiestrike, for example, requires CL 16th for Method #1, but only CL 5th for Method #2. Balance-wise you have things like Sleeptouch that requires only CL 7th, but Firestrike that requires CL 10th. Which do you think is more powerful? Save or die on all of your attacks or a little extra damage?

It would nice to see prices for weapons with a limited number of slots, but also adjusted prices for qualities like Strength +3% that are objectively worse than Strength +5% but have the same effective enhancement bonus. Strength +3% does nothing until you have +34 or better to attack and deal 34 or more damage. That doesn't seem to be worth a +1 enhancement bonus to me, but it costs the same as one.

Kobold-Bard
2011-11-06, 06:15 AM
1. Are Summoner & Black Mage supposed to have 2 Key Sphere spaces seperating them? Or is that just how the table on the PDF makes it look, and they in fact only have one?

2. How come the Spiran alternative methods weren't offered for making Alchemical & Useful items like they were for Weapons & Armour? As it stands no Sphere Grid Spiran can make Potions because none of them have CLW as a spell or any XP to spend on making them?

Zeta Kai
2011-11-06, 01:58 PM
1. Are Summoner & Black Mage supposed to have 2 Key Sphere spaces seperating them? Or is that just how the table on the PDF makes it look, and they in fact only have one?

No. IMO, the Sphere Grid is not designed to wrap around, so a Summoner going for Black Mage (or vice versa) would have to go the long way. Of course, I'm not as opposed to making it wrap around as I used to be when I first made this, but I'd keep the two columns on either side. They are a good buffer for the aspiring multiclasser, & they hold Banish & Ultima, which are two powerful abilities.


2. How come the Spiran alternative methods weren't offered for making Alchemical & Useful items like they were for Weapons & Armour? As it stands no Sphere Grid Spiran can make Potions because none of them have CLW as a spell or any XP to spend on making them?

As I stated here (in section #2), characters in the game had no way to make those items, so I included no method for them to do so here. They could enhance weapons & armor, but they could not make alchemical or useful items. They could find them, buy them, or steal them ,but they could not craft them on their own out of other things. That's just the way that the game was made, & it has been slavishly reproduced here. If you wanna make them, then talk to your DM & ask for an exception of some sort.

Sorry to be such a killjoy. :smallredface:

Othniel Edden
2011-11-06, 07:19 PM
More extensive break down of machina?

Zeta Kai
2011-11-06, 07:19 PM
More extensive break down of machina?

Could you please elaborate? What would you like to know?

Othniel Edden
2011-11-06, 08:35 PM
I mean like a section on the technology of the setting like the television spheres, hovers, prosthetic limbs, along side the guns of the Warrior Monks of Yevan, and other machines within the setting, both destructive and not. I'd also like rules on salvaging machina and restoring it for the purpose of NPC Al Bhed raider type parties.

Zeta Kai
2011-11-07, 12:46 AM
I mean like a section on the technology of the setting like the television spheres, hovers, prosthetic limbs, along side the guns of the Warrior Monks of Yevan, and other machines within the setting, both destructive and not. I'd also like rules on salvaging machina and restoring it for the purpose of NPC Al Bhed raider type parties.

That's a little outside the scope of this project. This whole thing has been about translating FFX into a playable D20 experience. Players of FFX has very little practical interaction with such technology. They don't get prosthetic limbs. They don't shoot guns. They don't do much with recording spheres. They don't do much with machina. Those things exist, but since the PCs can't access them in a practical manner, they are treated as background details, & thus not fully explored. One could make the same argument in favor of detailing their strange clothes or their bizarre hairstyles, & it would have the same impact on gameplay. Those are just things in the world that are beyond the scope of this project, & left open for DMs to expand upon at their discretion. I'm sorry if that's not a satisfactory answer, but that's what I set out to do.

Kobold-Bard
2011-11-08, 04:59 PM
Have you any plans to develop a system for teaching/upgrading abilities possessed by Aeons? Since unlike making Potions that was actually in the original game.

Kobold-Bard
2011-12-08, 05:35 AM
Sorry for the double post, but this randomly popped into my head.


No. IMO, the Sphere Grid is not designed to wrap around, so a Summoner going for Black Mage (or vice versa) would have to go the long way. Of course, I'm not as opposed to making it wrap around as I used to be when I first made this, but I'd keep the two columns on either side. They are a good buffer for the aspiring multiclasser, & they hold Banish & Ultima, which are two powerful abilities.

...

You say the Sphere Grid isn't designed to wrap around so a character can move between Summoner & Black Mage, yet by your own design Seymour is a Black Mage/Summoner. Just curious as to how you decided that.

Also, can summoners get a maximum of 1 Aeon/Summoner HD, or just 1 Aeon/any HD Node?

dao.silverman
2011-12-09, 01:33 PM
I joined just so i could congratulate you on this undertaking and completion. WOW dude! i have tried several times to set up a Pokemon D20 and could not do it. i have the highest respect for these forums above other because I've found them exceptional but you now take the cake make it a crow and wear it proudly as you deserve it.


Silverman

Dark_Ansem
2014-10-28, 05:46 AM
Sorry for the necropost. wanted to say I still enjoy this, a lot.