A few observations on mechanics.
The "four points instead of 1d6" is biased, slightly, towards the guaranteed point gain, since the average of a 1d6 is 3.5: 50% of the time you'll do worse, 17% of the time you'll do as well, and 33% of the time you'll do better.
It looks like we're taking weapon durability out of the picture entirely? No objection here.
As feats go, we seem not to be using them much with only one feat at level one, one more at ten, one more at twenty. This'll limit some of the more fun things. I take it that the FE9 additions of things like Canto aren't featured.
A potentially big issue is turn order. In the games it's strictly sequential (unit A, unit B, unit C), but that can slow things down massively; on these fora we normally do simultaneous execution (players post, GM resolves actions, GM posts) but I'm not sure how well that'll work with a grid—especially if players try to get fancy with logic gates ("if target X dies I switch to target Y"...)
Charlie Stross's cheerful, optimistic predictions for 2017, part one of three.He's using a similar leveling scheme as Dungeons and Dragons. In the latest edition, for instance, you get a choice of 4 for a d6, 5 for a d8, 6 for a d10, and 7 for a d12 (as well as getting bonus stats at level 4 and multiples thereof). So if you have an issue with that, you probably ought to send a strongly-worded letter to Wizards of the Coast.
But yeah generally rolling for your HP is just more "fun" for roleplaying and gambling than it is about having something statistically equal for every size hit die.
As Nman correctly surmised, the inspiration for this choice was 5th edition D&D. Part of the trick of modifying FE mechanics for a forum RP is needing to guarantee that no individual player gets screwed by bad level up RNG as can happen in the games, since they can't just bring a different unit to battle. That's why I went with the static point option, while also keeping the random element for anyone who enjoys it more that way. The important thing to remember is that while it's only a 33% chance to do better than the static option, it's a 50% chance to not do worse. You have an even chance to do as well or better as you have to do worse. If the odds were any better of beating the static points, I'd worry about the gamble feeling mandatory.
On a similar note, another point of clarification, we won't be tracking individual character's experience points, as that could too easily lead to certain characters (healers and performers in particular) getting left in the dust, or one player emerging as the Jeigan if they get to hog too many kills. Instead, the entire party will level up together at check points in the story, generally after each main storyline mission.
As far as feats, I considered at one point including skills from the Radiant games (you'll notice that Gamble made it in), but as most of the mechanics I'm using otherwise are drawn from the GBA titles, I decided to stick more closely to the class skills in Rekka No Ken and Sacred Stones, especially considering how much more powerful some of those abilities are than others (looking at you, Adept). The main point of feats in this case is to take the place of a rigid class system, since relatively few classes in the GBA games had special skills. If there are particular skills from other games in the series you'd be interested in using here, we can talk about them. You mentioned Canto in FE 9 in particular, which is currently covered by the Perform feat.
Battles will be played out in team-based turns, with all players posting their actions during the team's turn, me resolving their rolls, and then taking the enemy's turn. I've actually played a couple games in this board that worked exactly this way with maps, and the workaround was generally as you described: "I take this action unless X, in which case I take this action instead."
What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.Dang dude, those are some pretty good sprites so far.
Just thought of a couple things I should probably ask...
1: Is the Rescue mechanic in this RP in any form? For example, could Grendan give Gertrude a ride to the front lines if necessary?
2: More of an in-character thing rather than mechanical, but how would Sir Tigra expect her subordinates to address her? Given the backstories thus far, Grendan, at least, would likely know that much.
3: Would Sir Tigra be considered the "Lord" equivalent? (Hopefully not to the "instantly lose if character is defeated" level even if so...)
I have a question too. What's the attack speed difference required to double attack? I assume it's 4, if we're going off the GBA games.
"Why does everything have to loop back to YGO?" -Guy who ruined YGO^^^ Thanks, but they're mostly just palette swaps and minor modifications. Yours easily gave me the biggest headache so far. Had to transplant the head of a special character from one game onto the body of a generic, then recreate the robes of another generic.
^^ I've gone back and forth on that, and for the time being at least I'm saying no. We may revisit that decision later on if it becomes an issue.
Tigra is no longer a knight, since she resigned her commission, but she isn't likely to protest too much if anyone wants to keep referring to her as "Sir." She does expect at least some degree of respect from the troop, as she is their boss.
Tigra is not a Lord character.
^ Yes, it'll be 4.
What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.Since she's the leader of a mercenary company now, would Tigra's official title be "Commander" then?
"Why does everything have to loop back to YGO?" -Guy who ruined YGOSir, Ma'am, Boss, Captain, Commander... she'd probably be fine with any of those.
What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.nvm
edited 4th Nov '16 9:52:25 PM by RAlexa21th
Where there's life, there's hope.There is the option to take proficiency in both a weapon and a type of magic, though I do expect that to be an unlikely choice for most players due to the increased stat requirements.
Not sure where you're getting 5 stats from, though. There are 8 stats total, of which Str/Mag are only two.
What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.Oops, I forgot Luck and Skill, 6 stats is Pokemon.
How exactly does mission failure and retreat work?
edited 4th Nov '16 9:56:27 PM by RAlexa21th
Where there's life, there's hope.GM will probably drop a retreat tile and from there on it'll come down to how well we can rearguard, I suppose.
Charlie Stross's cheerful, optimistic predictions for 2017, part one of three.Does anyone else think we should start anyway if no more applications are made soon? I mean, I think 6-7 players (depending on whether Arthur's player comes back and revises his application as requested) is plenty for an interesting game (possibly even a crowded one for a first-time GM), but it's not just my decision.
That's what I'm leaning toward, yes. Having characters join along the way in the story is in keeping with the source material, after all.
We'll probably be starting this week, whether we have the last spots filled or not.
What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.Arthur's player is here and will modify the backstory as soon as he gets on his PC- due to school happening and being very demanding, he mostly operates from his phone right now.
Good to hear.
I'll be launching the game thread Friday afternoon, and expect our first battle to start on Saturday in order to give everyone some time to start mingling in-character before stuff hits the fan.
On that note, I have decided to change the Flying Mount rules as discussed earlier. Flying Mounts, instead of taking increased damage from ranged weapons, now cannot benefit from terrain bonuses.
Also, boy what a difference a new tablet makes.◊
What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.That's a MASSIVE difference. It actually looks like a map now instead of a three-year-old's first scribbles.
Yeah, that first one was freakin' embarrassing. I don't know what happened to my old tablet, but trying to draw with it was like trying to draw with my feet. The new one'll take some getting used to yet in terms of getting a feel for the sensitivity, spatial distribution vs the monitor, etc., but it's already infinitely better line quality.
What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.The game thread is now up! Sorry to get it up so late; I wound up needing to run errands after work that then took longer than I expected. We'll be beginning our first battle Sunday, instead, since it's so late already.
What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.Question before I start working on my post. Is it assumed that the player characters have met already, or is Sir Tigra still on the lookout for more troops? I ask this mostly because I haven't quite figured out what Zeera's interactions would be like if the group has already assembled for the most part (and also because I kinda assumed people would be joining the company within the first portion of the RP as opposed to before the RP takes place).
Let's say Tigra recruited each member individually, and told them to meet here on this date. The group is formed, but no one's necessarily met anyone but Tigra herself and maybe Malia yet.
What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.Who's Grendan talking to? I'm not really sure; if one of the other players wants to answer, go for it.
Also, his wyvern is apparently named Heath.
Reminds me of a wyvern named Minerva.
Where there's life, there's hope.
For over a century, Imperial Vissan, the mightiest nation on the continent of Tropera, has been waging a war of expansion. The Empire's armies have swallowed one kingdom after another, and their sights now lie on the peaceful kingdom of Calderia as the world watches. To the west, King Dolfen of Frael has moved his loyal knights to reinforce the Vissan border, leaving many of the mountain villages vulnerable to bandit attacks. Disgusted with the King's apparent apathy for the common people, Sir Tigra has resigned her knightly commission in order to build a mercenary company to defend the villages from the bandit menace herself.
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Fire Emblem Tropera is a tactical FRPG based on the Fire Emblem tactical RPG franchise, in particular the GBA entries, Rekka No Ken and Sacred Stones, with most of the game's mechanics borrowed directly from these games. The players began as members of a newly-formed mercenary company in the Kingdom of Frael in order to battle local bandit groups, but were soon driven to flee the kingdom as the Empire of Vissan invaded. Taking the exiled prince, Addelus, under their protection, the players now travel the continent in search of the pieces of the legendary Fire Emblem, in order to bring an end to Vissan's expansionist ambitions once and for all.
In order to keep gameplay moving at a reasonable pace, the game is limited to 8 players, and combat rounds are resolved roughly every two days, with all player actions and moves required to be in ahead of a set deadline. Consistent failure to meet deadlines will result in removal from the game.
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Characters start with 10 Hit Points and 5 Movement. From there, players have 35 points they may assign to Hit Points, Strength, Magic, Skill, Speed, Luck, Defense, and Resistance as they choose, but not exceeding 10 points per stat (20 for HP).
Once a character's points are assigned, the player chooses their stat growth rates by assigning a value between 0-3 (0-4 for HP) to each stat. Whenever the character levels up, the GM rolls a d20 for each stat, and add the character's growth rates to the results. Of the 5 highest results, the player chooses 4 to increase by 1 point. In the event of a tie, the roll with the higher growth rate is selected. If two or more tied rolls have the same growth rate, they are rerolled and the highest result wins. A natural 20 grants a free point in the corresponding stat and does not count as one of the 5 eligible stats for increase, while a natural 1 renders the stat ineligible for increase for this level, even if modifiers would raise it to eligibility. At levels 8 and 16, players have 9 points to freely assign to their stats without rolling (maximum of 2 per stat), and gain 2 additional hit points.
To finish character creation, the player chooses a feat from the list in either the Player's Ebook or the Rules Thread, and a D-rank weapon or magic proficiency.
The player gains an additional rank of proficiency at 4th, 7th, 10th, 13th, 16th, and 19th, and 20th levels.
The player also gains an additional feat of choice, and an additional space of movement at 8th and 16th levels.
Characters start the game with 3 inventory slots for weapons, 2 slots for items, and 1 slot for a relic. At 8th level, characters gain an additional slot each for weapons and items, but not for relics.
Optional Rule: Laguz and Manakete
Two types of inhuman characters are available: laguz, and manakete. Laguz are humanoids capable of transforming into bestial forms to enhance their fighting abilities, while manakete are the winged descendants of unions between humans and dragons. Laguz fight using their beast forms’ natural weapons - fangs, claws, and talons - which they enhance by equipping magical accessories called “clips.” Manakete wield weapons like their human cousins.
To create a laguz or manakete character, choose one of the following options in place of the character’s level 1 feat. If they are a laguz, also take “Clips” as their level 1 weapon proficiency. Transforming into or out of laguz form is a bonus action. While in laguz form, you cannot use weapons other than clips and your beast form’s natural weapons, even if you are proficient with them.
Optional Rule: Alts
In order to simulate the large roster and limited unit deployment of Fire Emblem, players have the option to create alternate characters at the GM’s discretion. The player may then control all of their characters during roleplay, but chooses only one of their characters to deploy to each battle map, leaving the others behind. Alts level up along with the rest of the party, regardless of whether they participated in a battle.
Once each participants' total number of attacks has been calculated, the Attack Sequence begins. Each participant takes turns to attack their opponent, alternating until either one is defeated, or both characters have exhausted their total number of attacks. If one character runs out of attacks before the other, the other character's remaining attacks are all executed back to back. By default the first attack in an Attack Sequence goes to the character who initiated the Attack action, but some feats or special weapon properties such as the Vantage feat can alter this order.
Most Attack Sequences only have two participants, but some can involve more by virtue of attacks which target multiple opponents, such as the Chain Lightning Tome. In such Sequences, the turn order starts with the Attacker, then goes down the list of each enemy involved in the attack in the order which the attack targeted them.
For example, if Player A makes an attack against Enemy 1 with a Chain Lightning Tome, which then jumps to Enemy 3, and then to Enemy 2, the order of the Attack Sequence will be Player A, Enemy 1, Enemy 3, Enemy 2, and then back to Player A. This Sequence continues until all participants have exhausted their attacks, or until all involved characters on one side have been defeated.
Each attack in the Sequence is calculated before the next is executed, starting with an Attack Roll made by the DM to determine whether the attack hits or misses. First, the DM finds the attack's Hit Chance by taking the attacker's Hit and subtracting the target's Avoidance. Likewise, the DM finds the attack Critical Hit Chance by taking the attacker's Critical Hit and subtracting the target's Critical Avoidance. The DM then rolls a d100. If the result of the roll is equal to or lower than the Hit Chance, the attack hits (and if it's equal to or lower than the Critical Hit Chance, it is a critical hit).
If an attack successfully hits, the DM determines the damage by taking the attack's Damage and subtracting the target's Defense if the attack was made with a physical weapon, or the target's Resistance if the attack was made with a magic tome.
Instead of choosing unit classes, players customize their characters' abilities by choosing feats at certain levels.
Ideas for feats not listed here are negotiable.
Players start with one rank of proficiency, gaining additional levels at 4, 7, 10, 13, 16, 19, and 20th levels. New proficiency ranks can be used to either gain a D rank in proficiency (to a maximum of 3 different proficiencies), or increase a rank in an existing class to a maximum of S+4. Each proficiency rank above D grants a bonus or special effect to the character's effectiveness with any actions that use that proficiency. These bonuses are listed below, and are additive with each rank. For example, the +1 Might bonus for Swords at ranks C, B, and A add up to a total +3 Might to attacks made with swords for a user at A Rank.
Perform: Whenever a character gains a rank in Performance Proficiency, they choose one performance from the Performance List for each proficiency rank they know to learn permanently. For example, a character with C Rank Performance knows 1 C Rank performance and 2 D Rank performances, and will learn 1 B Rank, another C Rank, and another D Rank performance upon reaching B Rank Proficiency in Performance.
S+ Rank: Above S Rank in a proficiency, a character gains special bonus effects with that weapon type. These bonuses depend on the weapon's type, shown below:
Different weapons have different statistics which determine how much damage they deal, how accurate they are, and other factors.
Different types of weapons and magic have advantages and disadvantages against each other, potentially making it easier or harder to hit a target. Attacking a target whose weapon or magic is at a disadvantage to yours grants +15 Accuracy to the attack, while attacking a target with an advantageous weapon imposes a -15 Accuracy penalty.
Players have several command options during battles.
Enemy Actions
Enemy forces come in a variety of levels of leadership and training. Different levels have more or fewer restrictions on the order in which they can act during their phase, and what actions they can take.
When a character is reduced to 0 hit points, they are Critically Wounded, and a countdown begins, counting down at the beginning of each round. If the character is not healed before the timer expires, the character is Crippled for the remainder of the battle. A Crippled character suffers a -10 penalty to their Hit, Avoid, Critical, and Critical Avoid for the remainder of the map, and, if their player has any alternate characters, cannot participate in the next battle while they take time to recover.
A wounded character cannot move or take any actions, though they can be picked up and carried by a mounted character the same as normal, except that they cannot dismount on their own; either the rescuing character or an adjacent ally must use their action to dismount the wounded character. Adjacent characters can use their action to administer medicinal items they are carrying to the dying character as if they were using them on themself.
A character who has been healed from a critical wound may move, but not take any main or bonus actions on the same turn that they are healed.
A character can be Critically Wounded up to three times per map, with the countdown becoming shorter with each time. The fourth time a character is reduced to 0 hit points on a single map they are automatically Crippled.
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Map.◊
Vissan's expansion took place in two "Aggressions." The First Aggression began with their war with Prenailia roughly 118 years ago, and ended with the surrender and ceding of Aren about 112 years ago. The territories seized in the First Aggression are generally better integrated into the Empire than those taken in the Second Aggression, which lasted from the conquest of Craelach beginning about 87 years ago and lasting to today, as the Empire presses on toward the conquest of Calderia. Citizens of Aren, for example, typically feel a deeper identity as Vissans than kinship with the people of Frael, whom they tend to see as cowards who abandoned them, while Durvalla remains an unruly addition to the Empire with minor acts of domestic resistance being commonplace and even armed resistance not unheard of, further troubling any attempts to push into Calderia.
Edited by Wryte on Mar 11th 2021 at 6:55:31 AM
What matters in this life is much more than winning for ourselves. What really matters is helping others win, too. - F. Rogers.