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    Ettin in the Playground
     
    Philemonite's Avatar

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    Default Shining Force-inspired System P.E.A.C.H.

    Originally, this was inspired by Shining Force, but it is influenced by Vandal Hearts 2 (weapon system) and 4e. Keep in mind that basic idea is to keep it simple.

    There are six stats, somewhat similar to D&D ability score:

    Strength-Used as Physical attack
    Constitution-Used as Physical defense
    Agility-Used for evade and turn order
    Intelligence-Used as Magical attack
    Wisdom-Used as Magical defense
    Willpower-Used as Status attack/defense

    Clear and simple, I hope.

    Flow of combat is similar to Shining force, every turn you get to move and perform one action (attack, cast a spell, use an item...)
    Movement is grid based. To move one square costs 1 movement point on normal terrain and 1.5 or 2 on a difficult terrain.

    Weapon system

    Your class is determined by a weapon you wield. If you equip a Rod you are a Mage and if you equip a Bow you are an Archer. When you gain a level you get +1 to one of your stats, based on your class. So, if you want to boost your Strength you will stick with an Axe(Warrior). If you want Intelligence you will go with a Rod(Mage). Your weapon also determines what abilities you can use. This is important, since you do not have a basic attack. Every weapon has at least one ability. This can range from healing(Cure) and Elemental attack spells(Blaze) to status attacks(Sleep) and physical attacks(Slash). Every ability has 4 versions labeled from I to IV. First(I) version is the weakest, but it can always be used, like At-Will abilities from 4e. Other versions need to be charged first, by using the basic version.
    Every character also has a secondary and a tertiary weapon.
    As a standard move action you can switch your primary weapon for your secondary.
    When you gain a level you gain +1/2 point for your secondary and tertiary weapon.

    Weapons/Classes

    Staff(Priest)-A healer, always has access to Cure spell. Wisdom bonus
    Rod(Mage)-Elemental attacker, always has access to an elemental attack spell(Blaze, Freeze, Bolt, Blast, Shine, Eclipse, Quake or ???). Intelligence bonus.
    Wand(Witch)-Dabbler, always has access to Silence spell. Willpower bonus.
    Axe(Warrior)-Attacker, always has access to Chop ability. Strength bonus.
    Lance(Knight)-Defender, always has access to Guard ability. Constitution bonus.
    Bow(Archer)-Ranged attacker, always has access to Shoot ability. Agility bonus.
    Instrument(Bard)-Dabbler, always has access to Sleep spell. Willpower bonus.
    Dagger(Thief)-Evasion specialist, always has access to Alertness(Needs better name). Agility bonus.
    Glove(Monk)-Balanced unit, always has access to Punch ability. Strength bonus.
    Sword(Swordsman)-Balanced unit, always has access to Slash ability. Constitution bonus.
    Mace(Shaman)-Summoning specialist, always has access to Dao spell. Intelligence bonus.
    Ankh(Mystic)-Purity specialist, always has access to Pure spell. Wisdom bonus.

    Abilities
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    Healing and support

    Cure-Heals HP, Wisdom based
    Aura-Heals HP to a group, Wisdom based
    Pure-Removes negative effects, Wisdom based
    Protect-Reduces damage received, Wisdom based
    Power-Increases damage dealt, Wisdom based
    Shield-Protects from negative effects, Wisdom based

    Elemental Magic

    Blaze-Fire elemental damage, Intelligence based
    Freeze-Ice elemental damage, Intelligence based
    Bolt-Lightning elemental damage, Intelligence based
    Blast-Wind elemental damage, Intelligence based
    Shine-Light elemental damage, Intelligence based
    Eclipse-Dark elemental damage, Intelligence based
    ???-Water elemental damage, Intelligence based
    Quake-Earth elemental damage, Intelligence based

    Status effects and debuffs

    Silence-Blocks use of magical abilities, Willpower based
    Sleep-Puts target to sleep, Willpower based
    Dispel-Removes positive effects, Willpower based
    Dull-Reduced damage dealt, Willpower based
    Weaken-Increases damage dealt, Willpower based

    Summoning Magic

    Dao-Physical damage summoning, Intelligence based
    Efreet-Fire damage summoning, Intelligence based
    Sylph-Wind damage summoning, Intelligence based
    Marid-Water damage summoning, Intelligence based
    Fenrir-Ice damage summoning, Intelligence based
    Golem-Earth damage summoning, Intelligence based
    Thunderbird-Lightning damage summoning, Intelligence based
    Angel-Light damage summoning, Intelligence based
    ???-Dark damage summoning, Intelligence based


    So, what does the playground think of this idea?
    Last edited by Philemonite; 2013-09-04 at 01:09 PM.
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    Quote Originally Posted by Xhosant View Post
    This is evil, evil GMing. Brilliant, good sir!

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    Bugbear in the Playground
     
    DrowGuy

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    Default Re: Shining Force-inspired System P.E.A.C.H.

    Congratulations, you have achieved simple and playable. Once you have rules for actually building characters, we can go from there.
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    Philemonite's Avatar

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    Default Re: Shining Force-inspired System P.E.A.C.H.

    I was actually thinking of making all the characters start with the same stats, maybe a little bonus based on the weapon you choose to start with.
    Also, armor can determine movement and add some defense/resistance bonus.
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    Quote Originally Posted by Xhosant View Post
    This is evil, evil GMing. Brilliant, good sir!

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    DrowGuy

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    Default Re: Shining Force-inspired System P.E.A.C.H.

    Huh. That's pretty smart, having everyone start basically evenly. Also, would the armors and other trinkets also possibly provide abilities? I don't know much about the source material, but from what I've seen it sounds like an FFTA game could be made with your framework..."drools in his cerebrum"

    Anyway, with an idea that's solid like this one all you need are actual numbers and ability writeups. I'm assuming that you'll be using hit points, right?

    Edit: One last thing, if a weapon has a higher-level ability, does it also automatically have the lower-level versions as well?
    Last edited by JBPuffin; 2013-07-23 at 01:04 PM.
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    Default Re: Shining Force-inspired System P.E.A.C.H.

    In a way, yes. Weapons will provide the action abilities and armor will add some bonuses. Haven't played FFTA for years.
    Shining Force is a Turn Based Strategy made waaaaaaaaay back for Sega Genesis.
    I hate the crunchy part, but I guess need to start crunching.
    I'm still unsure how to determine HP. I don't want to cripple casters, but I don't want everyone to have the same HP.

    Yes, if it has a basic ability it has all ranks of that ability.
    Last edited by Philemonite; 2013-07-23 at 01:11 PM.
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    Quote Originally Posted by Xhosant View Post
    This is evil, evil GMing. Brilliant, good sir!

    LGBTAitP
    Philemon avatar by the awesome Morbis Meh.
    Suikoden Tabletop-Work in progress

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    GnomeWizardGuy

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    Default Re: Shining Force-inspired System P.E.A.C.H.

    Seems functional and useable, although I note that lance/bow users need to pick up an axe occasionally because their damage is based off their STR, which only wielding an axe increases. For that matter, axe users would probably need to pick up a lance occasionally for the CON boost to stay healthy in melee combat. Bow users, ironically enough, would need to pick up both, because they'd need to CON to stay in combat while they're using the axe to boost STR.

    Magic users don't seem to have that problem. Rods boost INT for more damage, wands boost CHA for better effects, and staves boost WIS which doesn't mean much as they're healing.


    You'd probably want to implement some kind of "dual-classing" or "dual-weapon wielding" because character who can only heal others for the whole battle or can only make ranged attacks are going to find themselves bored when they don't need to do that particular action. Something like a primary weapon and a backup weapon, perhaps? With the primary granting +1 stat/level and the backup granting +1 stat/2 levels, your archer wouldn't need to give up archery have the time to jump into melee with an axe, and others can have the option for a melee weapon or healing without that being their only means of attack.
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    Philemonite's Avatar

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    Default Re: Shining Force-inspired System P.E.A.C.H.

    That sounds like a great idea, I will have to incorporate it. I will also add 6 more weapons, to have 2 weapons for every stat.
    Wisdom will affect support magic, I'm not sure I made that clear.
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    Quote Originally Posted by Xhosant View Post
    This is evil, evil GMing. Brilliant, good sir!

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    DrowGuy

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    Default Re: Shining Force-inspired System P.E.A.C.H.

    Swords being Con based seems odd to me...maybe trade with axe? Anyway, I've never even seen a SAGA Genesis, so it's no surprise I've heard of this game. Sounds cool.

    The things that are really bugging me to the point of breaking immersion is that attacking with a bow requires strength to kill stuff ad maces being used by shamans...I can get over the bows, but seriously? Change the maces to totems or something and I'll feel better.
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    Philemonite's Avatar

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    Default Re: Shining Force-inspired System P.E.A.C.H.

    Quote Originally Posted by JBPuffin View Post
    Swords being Con based seems odd to me...maybe trade with axe? Anyway, I've never even seen a SAGA Genesis, so it's no surprise I've heard of this game. Sounds cool.
    Swords aren't based of Constitution, you just get boost to your Constitution if you wield a Sword. Axe grants Strength bonus since Axe is all about the offense. Swordsman is secondary defender, right after Knight. I could make Sword Con/Str, but that would complicate things.

    Quote Originally Posted by JBPuffin View Post
    The things that are really bugging me to the point of breaking immersion is that attacking with a bow requires strength to kill stuff ad maces being used by shamans...I can get over the bows, but seriously? Change the maces to totems or something and I'll feel better.
    Adding Dexterity would complicate things, Archers are the only class that would have any use for it, and it would make them incompatible with all the other classes, and the biggest advantage of the system is the ability to change class whenever you want.
    In the GBA remake of original SF there is a Shaman girl that uses Mace. (But she is actually Healer/Buffer.)
    If it is bothering you so much I can change the class name. I could go with Summoner, but that's a bit generic. In SF2 alternate promotion for a Mage was Sorc(erer) who used summoning spells.
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    Quote Originally Posted by Xhosant View Post
    This is evil, evil GMing. Brilliant, good sir!

    LGBTAitP
    Philemon avatar by the awesome Morbis Meh.
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    Bugbear in the Playground
     
    DrowGuy

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    Default Re: Shining Force-inspired System P.E.A.C.H.

    Quote Originally Posted by Asteron Questar View Post
    Swords aren't based of Constitution, you just get boost to your Constitution if you wield a Sword. Axe grants Strength bonus since Axe is all about the offense. Swordsman is secondary defender, right after Knight. I could make Sword Con/Str, but that would complicate things.
    Ahh, sorry, understand now. Logic makes sense.

    Quote Originally Posted by Asteron Questar View Post
    Adding Dexterity would complicate things, Archers are the only class that would have any use for it, and it would make them incompatible with all the other classes, and the biggest advantage of the system is the ability to change class whenever you want.
    In the GBA remake of original SF there is a Shaman girl that uses Mace. (But she is actually Healer/Buffer.)
    If it is bothering you so much I can change the class name. I could go with Summoner, but that's a bit generic. In SF2 alternate promotion for a Mage was Sorc(erer) who used summoning spells.
    Did I say Dexerity? Meant Agility there. Seeing your Sword argument, however, that's no longer an issue.
    Sorcerer works for the name, really just couldn't see someone called a Shaman using maces for magic.
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    Philemonite's Avatar

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    Default Re: Shining Force-inspired System P.E.A.C.H.

    But a Mace wielding Sorcerer that uses summoning magic makes sense?
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    Quote Originally Posted by Xhosant View Post
    This is evil, evil GMing. Brilliant, good sir!

    LGBTAitP
    Philemon avatar by the awesome Morbis Meh.
    Suikoden Tabletop-Work in progress

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    DrowGuy

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    Default Re: Shining Force-inspired System P.E.A.C.H.

    ...Yes?x3 emoticon combo!
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    Philemonite's Avatar

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    Default Re: Shining Force-inspired System P.E.A.C.H.

    Then Sorcerer it is.

    I just need to find some time to do the crunchy-crunch. I already started the ability list.
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    Quote Originally Posted by Xhosant View Post
    This is evil, evil GMing. Brilliant, good sir!

    LGBTAitP
    Philemon avatar by the awesome Morbis Meh.
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