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Posted: Sun Aug 09, 2009 9:36 pm
Well if you got any ideas, post it here.
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Posted: Sun Aug 09, 2009 10:26 pm
ok i can probabaly help a bunch in the weapons system deprtment, useing the system i havent looked at this one but im sure i can be of some ...hopefully great aid.
With all of the types, weapons, armors, sheilds....stick to size (weight for armor)
example: Weapons: Sword-small, medium, or large. A small sword would be somewhat low, damage...yet at same time low level and/or level requirements. Medium would be higher damage, but higher str and/or level requirements. Then heavy would be pretty high damage, and high str and/or lvl requirements. how ever...dont actualy list what each weapons is classed as, by this i mean a katana would normally be a medium because of size right...but system wise it could be considered as any of the three sizes. Say somebody wants to have a katana when they start...but system wise they only have requirements for a Sword-small the stats of his weapons are based off those stats. ...What i mean is...char wise he has a katana, but start with a sword-small classed weapon because he cant use other sizes....but when he is ready he can get a new katana that stats are ranked as sword-medium...then eventualy sword-large
perhpas a better way is to have it like ranks Sword I, Sword II Sword III Sword IV...see what i mean each time damage goes up as there requrments go up...but every time it can just be the new type of the sword they had beofre as they do in final fantsay games. dont change the type just differnt ones make damage higher.
Then have different types of weapons...swords, polearms, bows, staffs, scepters, knuckle, club, axe, gun, etc. differnt ranks of each having different special
Staves and scepters- both of then add to the magic save each rank increases the Dc for the enemy to reflex against. Scepter are just one hands staves so you could equip shiled also, staves should always be two hands. There spacil could add to the hit of magic spells....and staves would raise it more then scepters
knuckle- special...if there is hand to hand combat...add that damage to knuckle weapons, such s brass knuckle katars thing like that.
club and axe- special have it where if you have double the str requirment you can weild all axes/clubs in single hand.
bows- such as arrows and cross bows....both can use different types of ammo. the damage and/or effect of ammo added to the damage
Guns- mods are not added to the damage of a gun, and have onyl certian amount of shots, before user must use a turn to reload them. also uses differnt types of ammo. the damage and/or effect of ammo added to the damage...(il get more in to guns later.)
The types of different types of weapons generally have there own type of special that sticks to that kind of weapon classes, as i said some kinds with there own kind of specials, such as the single handed axe/club or the staves/sceptes adding to hit of magic, all of these balities only when equipped.
Armor: Named different then weapons, named as two catagories...well i dont know the evasion ssytem...didnt look yet. But my idea is light, medium, and heavy...and on top of those small, normal, large. What i meant by these is weight, and size of the armor...amount of area it covers, get what im saying.....still like the weapons they can have it look like what ever they want...but still have it classed under the system as this or this. meaning...say i had a chainmail tunic...its metal but preety light, so weight it is light. And it kind of big so i protect more as it hangs on body so it would me normal sized. But they can say there dont wear a shirt and only guantlets....system wise they can wear heavy, lrge armor....large heavy armor...youl be like the iron knights in most final fantasy games, no skin showing...system wise it would have that but they can show char how they want...more fredom to look how they want...but still stick to system.
for the weight each class would lower the db and certian amount, smaller being lowest, heavier bing much more. Then with the size decrease damage by same amount....like this
chain mail: Light, Normal -1db +2 damage reduction
Weight- light: -1 (this is base), medium: base x2, heavy: base x3 Size- Small: same as size base, Normal: base x2, Large: base x3
so with this if they have a small light armor, it will redice your DB -1 and increase damage reduced +1...but if they have a heavy armor -3 off the Db...then multiply the damage reduction x the base of Db reduced...so a heavy-lrge armor would lower DB -3, and Increase damage reduction +9.
Sheild-....same as armors
((edit))
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Posted: Sun Aug 09, 2009 10:50 pm
accessories- just have a list of as many basic ones as we can think of...and have them add a special effect to the person equipped...better the bonus...harder to find, or more expensive it is...have different things like +20 MP, +5 str, -10mp; consumption, +10% mp consumption and +10% dmge increase on magic abilities.....some simple things and some complicated ones.
items- Have it where you can have them equipped like x2 the size raiting of your armor....small 2 slots, normal 4 slots, and large 6 slots...to hold potion and such...for instant use at the use of a turn per item used....but then they can use +1 turn to equip them in to empty slot on the armor. so it could be used as a quick turn when needed.
all of the weapons, armors, sheilds can be ranked as I, II, III, IV...etc each getting high bonouses...and higher requirements, and penalties.
Guns Seperate these down slightly in to the different types. But keep them as one skill in general.
Hand gun- Small, and Large. With the small they hold alot of rounds, but low damage like a berreta, or a glock. The with large high damage and low ammo before reload, like revolver, or desert eagle. Of course the large would have higher str and/or str requirements to use.
assault- Light and heavy. witht eh light, good amount of rounds and low to medium damage. With the heavy large amount of rounds and low to medium damage. Both have to be two handed and lower the db a smal amount...im not sure how much.
rifle- speed and range. for speed, meduim ammo and meduim damage. Range has the special called snipe. Snipe- use one turn to target, one to fire, and one to reload....one shot incredibly high damage...and add like +1 per 10 in spot skill to the hit of rifle: range...then for each +1 over the targets DB increase damage +1 ....has to use three shot to fire a single time so that seemes decent.
Explosive- Arc and rocket. Arc would be firing things like grenades....each os the ar'cs actualy lower the accuracy of user because they dont fly straight. Rocket....insanly high damage....but take full turn to fire it 1 time, and cannot be reloaded.
Hey im sorry posted so much...i just want to help so i can get the ball rolling. XD
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Posted: Mon Aug 10, 2009 9:35 am
Wow go Gig! Anyways, i'm a little confused at how we're doing classes, but would class bonuses work like this?
Black Mage: Gains spells: Fire, Blizard, and lightning. May be eligible for learning more black magic Base damage for physical attacks drop down to 1-2+ half strength While having blackmage as your primary class you gain +level to int. While having blackmage as your primary class you loose -level to con [this means you'll have to recalculate health]
White Mage: Gains spell: Cure May be eligible for learning white Magic Base damage for physical attacks drops down to 1-2 White Mage as primary class bonus: +level to int White Mage as primary class minus: -level to str.
Red Mage: Gains spell: Fire, and cure May learn either black magic or white magic All spells are less powerful, thereby only doing 65% damage as they would if cast by a white or black mage. Red Mage bonus: +level to wis Red Mage minus: -level to con
Assassin: Gains access to the Sneak Attack ability. Once you put skill points in it, you keep it regardless of class change. However, you may only put points into it when leveling up as an assassin. +level to sneak attack hit chances/damage, when its your primary class -level to charm (no, no, contrary to popular belief, assassins are not sexy)
Anyways these are just a ball park of how classes could work. I sort of like the assassin build best, in the way that with each class we give them a special 'skill' or some sort that they can only get by leveling as that class, however after getting they are free to use it when they class swap.
Such as fighter type class could get a 'weapon specialization skill' thieves could get a 'pick pocket' skill, Dragoon's could get 'jump' etc.
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Posted: Mon Aug 10, 2009 2:32 pm
i have so much more for weapons and weapons system.
ok roy think of it this way. system wise.. damage, requirments for the class, special of that class.....are listed under class....but the weapon could be any thing that fall under the classes
what i suggest is
swords polearms staffs knuckles mace axe gun bow i know there might be other but nearly every normal weapon will fall under one of these.
but for each of them have classes
blade- light class, medium class, heavy class. Polearms- light, medium, heavy staffs- one handed class, two handed class knuckles- fist class, guantlet class, katar class mace- mace class, club class, flail class axe- small class, large class, heavy (think anime) class gun- handgun class, assault class, rifle class, explosive class bow- bow, cross bow
now ill give example to help you get what i mean...say gig has a katana....normally it would be under medium class blade right? not like this ...it s a blade and will always be a blade, but weight and damage can change system wise.....it is still always a sword class weight can change but it dont matter because it listed system wise. With system like this if they wanted the could have heavy dagger because of its higher damage....but the heavy class of blade has a high strength requirment, plus all of them have level requirment.
some of the classes have different special....like the knuckles can add melee combat skill to there damage. Staffs raise the magic hit of the user...one handed dont increase as high as two handed thought.
Basicly my idea is go by system.....so we dont have to have 100,000 thousands weapons listed withing the guild, simply use the weapon you want under the class of the weapon its is, make listing all the weapon much easier.
guns.....are more specific thought...each of the classes has classes under them. What i mean is hand gun class has...small and large class. The special of them would be like this
Weapon: Handgun-small Rank: I Damage: (dont know system...but generaly low.) +2 per max per 10 in hand gun skill Ammo: Stun shot-30% chance to cause paralysis status (there would be different ammos like fire, lightning, ice, posion stuff like that.) Capacity: 15 Requirements: Lvl 1, dex 20+ special: after 15 shot are fired, must use 1 phase to reload magazine.
Where as.
Weapon: Handgun-Large Rank: I Damage: (somewhat high) +2 per max per 10 in hand gun skill Ammo: Buck shot- Add +2 to attack range for use with this gun. Capacity: 8 (8 would be max on Large class) Requirements: Lvl 1, dex 20+, str 20+ (for the larger weight, and control of power) Special: after 8 shot are fired, must use 1 phase to reload magazine.
do you get what i am saying carlos?...if you dont i can list all the classes and everthing with would they could would do for you...i want to get this guild running so i can rp her...as you said...we can try it to see if it works....no harm no foul in trying right?
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Posted: Fri Aug 14, 2009 6:54 am
@Gig: Nah, I want to apologize to the co-owner Red. He suggested a system really similar to what you’re suggesting now Gig and we just kinda forgot and went the lazy route and just started copying weapons from the games. Your’s is easier and a lot less hassel. I’ll do a few and then you guys can make some up if you like.
Basically, the way the system will work is like what gig said. There’ll be 4 basic classes for each weapon type. Each one may have slightly different characteristics and what not but basically they’ll all just be powered up version of the previous class. Each class will be associated with a different rank. On top of these, we’ll also have specialty and legendary weapons. The specialty weapons will usually be like specifically named weapons from the game. Like for a knight sword, might have the Buster Sword(clouds weapon) or for a katana might have Masamune. They’d be powered up versions of the already existing weapons based on the ranks we put them as.
Legendaries… well legendaries are those “Oh god, I gotta type 100 posts just to get to the LOCATION this thing is at?! What the ********!” kinda stuff.
@Zineal: I recently put up the classes so you might want to skim through those to see if that answers your questions but, since you were nice enough to post here, I’ll try to myself.
Yea, you pretty much got it. Basically the way I wanted the guild to go is that you COULD equip a soul stone(that’s what the classes are called) but you didn’t HAVE to to gain power. So many of the Rank 1 and 2 abilities are held in separate Magicite(spell stones) and you can just equip those and learn the ability individually. HOWEVER the soul stones have like a huge amount of associated abilities and spells already on them. So they are like package deals basically. You COULD learn cure and esuna by themselves or you could equip the white mage soul sphere and learn them both at once.
And yes, you do gain temporary bonuses and drops as you level up with a particular stone equipped. However once you de-equip it, those boosts are gone. And actually your pretty close to how we already had envisioned some of the boosts and drops.
That answer everyones questions?
Now, I do have a few things you guys could work on for me. As I said, I will do a few examples of weapons using this fixed system in a bit but anything else you already see an example of, you can make some sample items for it.
Also, I’d like a few monster profiles. You guys think you could toss together a few monster or summon profiles for me. I know they won’t be perfect, specially with that part of the system still being knocked about but it’ll help. I really appreciate it.
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Posted: Sat Aug 15, 2009 4:47 pm
Weapons classes
Knuckle (gloves, katar's, weapons pertaining to or on the fist.) dagger (Knives, daggers) small swords (one handed swords like short swords, rapiers, blades) swords (swords primarily used in both hands (of course never in anime or final fanstay.) katana's, b*****d swords, claymores) Heavy swords (the sword the double as a sheild if you hide behind it bustersword, knight blades, Zweihänder swords.....well most people couldnt move at all.) Bow (bows and cross bows) Club (clubs, nunchaku, mallets non metal impact weapons) Mace (mace, flail, hammer metal impact weapons) Polearm (spears, scythes, halberds weapon which are....well on poles.) staff (staves, scepters, wands, orbs weapons that....arent used as weapon but magically boost equipped user magic.) Guns (this one would be seperated down to to types of guns as i said before
Handgun- small, large assault- light, heavy rifle- speed, range explosive- arc, propulsion.) special- (special weapons go here that dont class under any of the others.)
if you want i could sketch up the classes, to see if you like them....i just need one thing...HP equation, and i should be able to make weapons for the four classes of each type and everything involved
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Posted: Sun Aug 16, 2009 10:45 am
For Mage's i was thinking of instead of KP, you level up in rank once you learn enough spells, maybe? I'm not good with bonuses, so i just wrote out descriptions and such
Mage Tier Mage's pretty much deal with Wisdom and Intelligence. Though later on Charm can be a factor. Restrictions: In order to raise strength*, constitution, and dexterity you must spend to ability points to raise them one. *Red Mage's may ignore this rule, and spend normally to raise this stat Black Mage ---- Black Wizard ---- Summoner | Adept----- Red Mage ---- Red Wizard---- Sage | White Mage---- White Wizard---- Geomancer Tier OneAdept Description: These are the days when the blitz ball players laugh at you and call you a nerd. This is the part of your career where you study hastily, delving into the different types of magics, and deciding the direction you want to go in your magic career. Rank: 1 Evolves To: Black Mage, Red Mage, or White Mage KP to Next: Type: Magic Bonus: +2 int, +1 per every 10 levels. Wis +1, +1 per ever 10 levels. Abilities: Level 1 Spells (Cure, Fire etc.) Tier TwoBlack Mage You've entered into the dark arts. After relentless studying and learning spells, you've decided that offensive magic is obviously the superior way to victory, and besides, who can say no to that sexy hat? You've given up the ideas that magic can cure the world, and instead believe in fighting fire with fire. Or who knows, maybe you just like to blow s**t up. Evolves to: Black Wizard KP to Next: Type: Magic Bonus: +4 Int, +4 Wis, -2 con Abilities: Black Magic Level 2. (Fira, Blizzarra ) White Mage Who knows you reason, maybe your fighter has lopped his arm off one to many times, maybe you truly believe you can save the world, maybe you just want to take the first steps to immortality. But for whatever reason, you've decided White Magic is the superior magic choice. Where as a black mage uses offensive magic to the reak havoc, you take the opposite approach, using curative magics so you and others can keep on fighting. Evolves to: White Wizard Kp to Next: Type: Magic Bonus: +4 Int, +2 Wis, +2 Charm, -2 con Abilities: White Magic level 2 (Cura, Raise) Red Mage: After a ton of studying, and lots of getting picked on by fighters, you've developed your own approach. You are, a jack of all trades. The ultimate magic type to you isn't offensive, or defensive, but rather a mix of both. Though through versatility, you sacrifice raw power. And you've also picked up a sword! Perhaps those bully's did teach you something useful, blades hurt more than staves. Evolves to: Red Wizard Type: Magic Bonus: +4 Int, +2 Wis, +1 Charm, +1 Str, -3 con Abilities: Spell Level 2 (Cura, Fira) Special: All spells work at 75% efficiency. Therefore when doing normal spell damage, times it by .75 Anyways this is what i just wrote up now, i'll do the second half later tonight if you wish Tier ThreeBlack Wizard You've let your soul become truly dedicated to the dark arts. Maybe becoming a potions master is in order? You've began learning the spells necessary to dismantle society, and plow through all of your enemies. Most at this level can feel the magic corrupting their soul, and feeling connections to the other world. Your spells have began to burn with the might of the other worlds. Evolves to: Summoner Type: Magic Bonus: Abilities: Black Magic Level 3 (Firaga, Blizaga) White Wizard Through your healing and magics, you've began to become one with the earth, and Gods. Whether your soul is evil or not, you're magic has made your body pure, making it so you can bond easily with nature and earth. You're probably at the point of learning all there is to healing someone from the grave, from healing those fighters who charge head first into the dungeon. Evolves to: Geomancer Type: Magic Bonus: Abilities: White Magic Level 3 (Curaga, Arise) Red Wizard You have become a jack of all trades! You fight on hand with a sword, you cast a lightning bolt in front of you and then charge in, both curing and supporting your allies. While you may not be as strong or connected with your magic, you are still well at what you do. As you train with your spells, you can slowly feel yourself growing more and more powerful, someday destined to be the best of the best. Evolves to: Sage Type: Magic Bonus: Abilities: Spell level 3 (Curaga, Firaga) Special: Your spell damage goes to 80% Tier FourSummoner You've reached the ultimate level of dark magic. And have pressed even further. Realizing where the source of your fires and ice has come from, you've tried to open the gate even more. And through your sheer magical capability, you've began to be able to rip holes in dimensions, from which giant beasts can jump through and fight, aiding you in battle. Evolves to: --- Type: Magic Bonus: Abilities: Summoning magic Geomancer You're curing arts are at a max! You've become one with the flow of life, and the nature around you! And through that, you can now command nature around you. With the flick of your wrist vines in the jungle move and grow to entangle your opponents. The snap of your fingers causes a rock slide on a mountain. Although you still are a healer, and use curative magic, you have now found that you can use nature to defend yourself, and strike down your enemies! Evolves to: --- Type: Magic Bonus: Abilities: Geomancy Magic Sage At long last, you've reached a true magical perfection. Where as the other classes of magic have chosen a specialist approach, and broke into a new world of magic, you have perfected the arts that the books have taught you. You can now use all those spells you learned as a pupil, to full extent. Your magic has reached a form of true equalibrian, possibly giving you a sense of inner piece. Evolves to: -- Type: Magic Bonus: Abilities: Your spells work at full effect (possibly 105%?) Anyways, still needs a little more, but getting there!
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Posted: Wed Aug 19, 2009 12:57 pm
Knuckle class Description: Knuckle class weapons can include different weapons such as Gloves, metal knuckles, katar's, guantlets, and boots. Primarily weapons used in close combat covering the limbs outermost limbs to fight. Rank: I / II / III / IV MP: - Damage: 1-4 / 2-8 / 4-16 / 8-32 (all + str mod) Equipped: Both hands/feet Requirements: Str 10+, lvl 0 / Str 20+, lvl 10 / Str 40+, lvl 20 / str 80+, lvl 50 Special: All Knuckle class add +2 per 10 in martial arts to max?(what ever the taijutsu/close combat skill would be)
Dagger class Description: Dagger class can include different weapons such as pocket knives, dagger, blades, an knives. Primarily used in close combat in tight or secretive places, ideal for sneak attacks. Rank: I / II / III / IV MP: - Damage: 1-4 / 2-10 / 4-20 / 10-40 (all + str mod) Equipped: One hand Requirements: lvl 0 / lvl 10 / lvl 20 / lvl 50 Special: Add + 1 to sneak attack DC per 50 in Dagger skill
Small sword class Description:Small sword class can include different weapons such as short sword, rapiers, machetes, ninja-to, and wakasashi. Primarily used in melee combat a healthy weapon for warfare when used with a shield. Rank: I / II / III / IV MP: - Damage: 2-6 / 4-12 / 8-24 / 16-50 (all + str mod) Equipped: one hand Requirements: lvl 0 / lvl 10 / lvl 20 / lvl 50 Special: (cant think of none)
Sword class Description: Sword class can include different weapons such as broad sword, b*****d swords, long sword, and katanas. Primarily used in melee combat using both hands, who needs a shield i got a big ol sword! Rank: I / II / III / IV MP: - Damage: 4-6 / 8-12 / 16-24 / 32-50 (all + str mod) Equipped: two hand Requirements: Str 10+, lvl 0 / Str 20+, lvl 10 / Str 40+, lvl 20 / Str 80+, lvl 50 Special: Single hand: To equip this class as single hand weapon, x1.5 requirements.
Great sword class Description: Great sword class can include different weapons such as Claymore, defender, tournesol, buster sword, and heavy blade. Primarily used in melee combat using both hands, but you always get the tooth pic the defies the laws of gravity and swings it one handed. Rank: I / II / III / IV MP: - damage: 5-15 / 10-30 / 20-60 / 40-120 (all + str mod) Equipped: two hand Requirements: lvl 10, str 20+/ lvl 20, str 40+ / lvl 40, str 80+ / lvl 80, str 100+ Special: double it up: If held in with both hands with damage x1.5 str mod.
(example thus far.)
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Posted: Fri Aug 21, 2009 8:01 pm
ok ok hold tight....weapons ill will contine with, but i have the idea for them if you want them just need time to put it all down, but the idea is preety much sound and complete if you go for it.
now new idea, this makes it to where many many thigns can tie in together and any of you that play dungeons and dragons already know....FEATS!
yes feat....as i looked things over i noticed the abilites...which are basicly melee attack and use ap, but among them....were passive abilites. Im no saying thats wrong...but im saying perhaps a place for the passive abilites no? what comes to mind.....from how they looked it seemed exactly like one thing from D n D Feats. i think you get like to pike 1 every three levels bt you gt to pic one feat out of the list of feats if you meet requirments for them. here is a example of feats
Dagger Proficiency You are beginning to show considerable skill with a dagger. Requirements: Weapon: Dagger 20+ Effect: Add +2 to attack melee when using with dagger
Trained Dagger Proficiency You are showing some incredible skill with a dagger. Requirements: Weapon: Dagger 50+, Feat: Dagger Proficiency Effect: Add +5 to attack melee when using with dagger, increase damage from dagger to x1.1
Master Dagger Proficiency In your hands a dagger is merely a extension of your finger tips, you have complete mastery of the dagger. Requirements: Weapon: Dagger 100+, Feat: Trained Dagger Proficiency Effect: Add +10 to attack Melee when using dagger, Increase damage from dagger to x1.3
in the ends you preety dame good with the dagger...but you would have to be level 9 minimum to be able to get the master dagger feat, and if the dagger was taken away you would be useless...but with feats it would allow massive amounts of kick assness.....yes i just said that. here is some other idea not just for weapons.
Trained Fire magic Proficiency You are showing incredibly promise as a pyro, flammable monsters quiver in your path. Requirements: (i forgot the word you used but you get the idea.) Ninjutsu 50+, Fire magic proficiency Effect: (nothing you need this to be able to learn fira, because you would be able to learn fire with feat: fire magic proficiency)
Two-Weapon fighting Why just use one weapon, you have two hands? You have learned to effectively wield a weapon in each hand. Requirements: Weapon: (right hand) 50+, Weapon: (left hand) 50+ Effect: you can equip two weapons, as long as the weapons can be equipped one handed. ((if both weapons are same then they wouldnt need 50 for each of course. with this skill there will also be of course as there will be with nearly every skill trained and then mastered))
Auto-Haste You have the natural feat of auto haste, your so fast you didnt even have to cast it. Requirements: -- Effect: Equip: haste in constant effect (this would be given by a accessory or something like that, not something you can learn only something thats what the equip means, only if that item is equipped would you have this feat. this feat wouldnt have higher levels of it)
Thick skin Armor, pfft i dont need no stinking armor. Requirments: Con 20+ effect: +1 to Db
(to db because it harder to hurt them, would be AC but dont know what direction its going.)
get a idea of what im saying....then with the soul stones there say like zineal was saying adept could go in to black, red, or white mage....each of those mages could have a special feat like
Black magic proficiency Your well trained in the black magic arts, elements are at your every whim. Requirements: Black mage soul stone. effect: This feats counts as all -elemental- proficiency (it would be like they had all basic element's wraped up in to one feat, but then they could use fire, water, lightning, ice, earth, wind, dark, holy because it was like tht had those basic proficiencies )
Red magic proficiency Your well trained in the black magic arts, elements are at your every whim. Requirements: red mage soul stone. effect: This feats counts as all -magic- proficiency, magic effect x.75 (just like black magi they would be able to use all the black magic base magics, and all the white...but there effect is lowered some.)
white magic proficiency Your well trained in the black magic arts, elements are at your every whim. Requirements: white mage soul stone. effect: This feats counts as all -white magic- proficiency (this would be white magic (heal) cure (esuna) buff (low buff like shell and protect) white magic i think would be heailng...then the other types of self supports like removing status like poison, or paralysis, or the low level buffs protect, and shell.
then have trained white magic proficiency, and then master trained would have cura, revive (maybe), and the cure that heals whole party, then master would have curaga/full heal, full revive, and cura for entire party
then with the buff, trainfs buffs and master buffs buff magic proficiency: protect, shell trained buff magic proficiency: haste, barrier, master buff magic proficiency: bravery (that strength buff from 12), life(when you die revive with like...what was it 25% max hp), bubble (max and current hp x4)...some other....bad a** ones i cant think of them XD )
but you get idea of what im saying? big list of abilities, and big list of feats...instead of EXTREMELY BIG LIST OF ABILITIES.
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Posted: Tue Sep 01, 2009 1:45 pm
Well Zineal, the only problem with leveling based on how many magic spells you already know is that you can learn spells without being a mage, low level ones at least.
The way we have the system set up now is that you can learn a large amount of abilities and spells all at once by equipping a soul sphere but you may also equip a few magicite to learn individual abilities and spells.
And as for the mage, we got that figured out, I just haven't done the exact spheres for it yet.
It looks like this:
Adept= Red Mage OR Blue Mage = Mystic Knight OR Listener = Sage OR Beastmaster
Page = White Mage OR Black Mage = Priest OR Wizard = Devout OR Magus
I do love your quirky explanations for them and WILL be stealing them. >.> errr I mean borrowing them for the betterment of the guild.
Overall your not far off from how we were planning on doing the classes anyway so keep up the good work. If you guys like I could put up the list of classes we already have and you can work on them from there.
@Gig
I like the general ideas although I'll be splitting them up to make them a bit easier to read I think. But the weapons basically are what you have.
As for feats, all I'm really see (and I may be misunderstanding) is that your saying to have any of the passive abilities labeled as feats. I wouldn't want to do the whole gain 1 every so many levels or what not.
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Posted: Thu Sep 03, 2009 10:00 am
Would you want beasts that are from, say, a dnd monster manual?
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Posted: Thu Sep 03, 2009 11:59 am
Haha alright, that means i don't have to do the sub magic class thing i was thinking of. Which was what Blue Mage's were gonna be a part of. Though it's probably good i don't do them, they're by far my favorite magic class so i'd be biased ninja
So another branch i was thinking, i'll post the idea before writing it up, though i'm always happy to do descriptions haha!
Zinissocool Gladiator----- Berserker Ziniskingofall| Fighter----Warrior Ziniskingofall| Zinissocool Soldier------- Dragoon
And with the mime, dancer and all them, we should put the ultimate moogle class... THE MIGHTY TINKER!!!
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Posted: Fri Sep 04, 2009 11:22 am
yes have it where if you have the requirements you would could learn a feat (or passive ability) every two levels
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Posted: Sat Sep 05, 2009 1:23 pm
Damn you guys are machines! I'll take a stab at creating a monster or two once I have a better understanding of things.
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