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Posted: Mon May 25, 2009 4:03 pm
FFRPG WROTE:
Increasing Attributes
Characters receive 1 Attribute Point every time they gain a Level. This may be allocated to any of the character’s six Attributes, provided that Attribute Points are not spent on the same Attribute two Levels in a row and that the increase does not raise the Attribute above the character’s Attribute Cap. The Attribute Cap is determined by adding the character’s Job bonus for that Attribute to their Racial Maximum. A Human Fighter, for instance, would have an Attribute Cap of 25 in STR – his Racial Maximum of 10 plus the Fighter’s +15 bonus to STR. Attributes may be raised after the character has reached the Attribute Cap, but this requires 2 Attribute Points rather than 1 and may only be done once all Attributes are at their respective Caps.
The only other circumstance under which an Attribute Cap can be 'broken' is with Equipment Abilities. Note that the absolute maximum value permitted for an Attribute is 30, including bonuses from equipment – a character with STR 28 equipping a Hyper Wrist (+5 STR) would only raise her Strength to 30, not 33.
Once an Attribute has been raised, adjust the character’s Attribute Ratings and Combat Statistics accordingly. If the player has been keeping track of it, precalculated damage may also need to be adjusted as a result of this. Increasing Hit and Magic Points
Every time a character gains a Level, their maximum Hit Points increase by Job's Hit Die + (VIT / 2). Jobs with a Magic Die also increase their maximum Magic Points by Job's Magic Die + (SPR / 2). All rolls should be made in front of the rest of the group or GM.
Upon gaining a Level, a character receives 10 Skill Points to spend on improving Skill Ratings and 6 Skill Points for improving Language and Lore Skill Ratings; unused Skill Points are not carried over to the next Level, and a lost unless spent. Ratings are raised at the same rates as during character creation – 1 to 1 for most Skills, 1 to 2 for Skills the character has an Affinity to, and 2 to 1 for Skills explicitly listed as costing twice the normal rate. The player may distribute their Skill Points as they choose, but once a Skill's Rating has reached 50, it cannot be increased by more than 2 after a Level has been gained. In addition, no Skill’s Rating may ever be raised above 100.
OK, so what now? I won't be able to put any skill points into anything, but what do I need to roll for hit die? And if I put Attribute points into Vitality, does that increase HP gain?
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Posted: Mon May 25, 2009 6:34 pm
Which class did you pick? Your class determines your skill affinities and your HP (Hit) and MP Die and yes, Vit increases HP retroactively.
Another link for character creation, the base. I suggest starting at the top and going through each section to build your character, I might muck it up trying to explain myself. After that, treat it as a level up affair and use the character advancement. http://www.returnergames.com/ord/index.php/Chapter_Two:_Character_Creation
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Posted: Mon May 25, 2009 7:28 pm
Hlyn Which class did you pick? Your class determines your skill affinities and your HP (Hit) and MP Die and yes, Vit increases HP retroactively. Another link for character creation, the base. I suggest starting at the top and going through each section to build your character, I might muck it up trying to explain myself. After that, treat it as a level up affair and use the character advancement. http://www.returnergames.com/ord/index.php/Chapter_Two:_Character_Creation Ah, shoot. I've 'created' my character and evendone skills, but I'm not to that part yet. I need the Mogster!
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Posted: Mon May 25, 2009 9:53 pm
I'm not doing a much better job of explaining it myself actually lol. I thought it'd be easier to teach him this than it is...
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Posted: Mon May 25, 2009 10:05 pm
Heh. I know.
I think I need regions before I can actually say, "Blah." Do we have a map made out (in detail)?
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Posted: Mon May 25, 2009 10:08 pm
Wish we did... but alas, we do not. You can look at the respective kingdom threads to determine as much about it as you can I guess... I actually have no idea what the world in this guild is like (I didn't build it lol)
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Posted: Mon May 25, 2009 10:11 pm
...I think we need to determine that before character creation continues. And you're not the only one who didn't build this world... sweatdrop
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Posted: Mon May 25, 2009 10:16 pm
lol, if you want to look into it go ahead. I personally don't care too much, though i suppose I should. Also, in my spare time, I made another character for RP'ing... and now I can't decide which one I wanna use lol.
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Posted: Mon May 25, 2009 10:18 pm
surprised GM!
No, seriously, what do we want this world to look like?
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Posted: Mon May 25, 2009 10:21 pm
Hmm.... Draw something in MS paint? lol
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Posted: Mon May 25, 2009 10:33 pm
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Posted: Mon May 25, 2009 10:44 pm
I tried to click your link but it won't let me... (It's probably my windows 98 acting up again, makes surfing the web a pain in the arse...) Anyways, I actually have to go early, just allocate your stats, and if you need a better description of these stats, use the core rulebook as a guide. God knows it's better at teaching this than I am sweatdrop
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Posted: Mon May 25, 2009 10:48 pm
OK. I'll try my best. Oh, and that is -such- a bad map...
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Posted: Tue May 26, 2009 10:37 am
lol, well all I think we need is a general idea... Just add the various landmarks to the map and we'll be set. Assuming that hlyn doesn't object to this work of art lol.
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Posted: Tue May 26, 2009 1:59 pm
Dy, roll me a single d8 please, or 5 if you wish. Your HP is 3 times what it should feasibly be.
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