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I've been hammering out a lot of details on this today
MONEY
This is probably the biggest!
I am absolutely going to be tracking gil in this game!
You'll get it as rewards or from selling monster parts or whatever, money will be coming to you as you advance through the game.
You can use it for all kinds of things, as money tends to be, but the important ones are Items and Equipment.
ITEMS
Consumables are in! Your potions, your ethers, whatever.
You buy them at towns, and each character can hold up to ten items at a time.
Using an item is a Support Action, and a character can only use an item once per scene!
because Valor is not built for FF-style swingy superhealing.
Restorative items can be used freely out of battle, but during battle, they're more limited, and their effects are reduced.
As an example -
Potion
Cost: 50 gil
Effect: Restores 50 HP, or 25 HP during combat.
Some items are instead used offensively - for those, you pick a target in range and roll any attribute you feel like!
Their damage will be reduced, generally, by Resistance MDEF.
(I'm probably going to tweak the character sheet to display terms in proper FF-ese)
EQUIPMENT
This part is a little wacky, because I didn't want gear to just be small passive bonuses, it didn't feel very Valorish for them to be subtle.
Instead, all equipment effects are active!
A character has two Gear slots, and can equip any two items as long as they aren't, for instance, both body armor.
I'm not sure on dual-wielding but I might allow it.
so it's different than the equipment mechanics in tools?
This will of course work a little differently for people who have plot-locked weapons, like something attached to their body or the holy sword Excalibur.
Any item that's relevant to your character and can't be left behind will permanently occupy one slot, but it may become more powerful as the game progresses.
ANYWAY
If you have a piece of gear equipped in a slot, you can activate it once! Then, it's down for the rest of the scene.
Most of the time, you must pop the Gear Ability before rolling the attack, but some powerful weapons may not be bound by that rule.
A typical weapon might look something like -
Flame Brand
3850 gil
Ability: Increase the damage of the attack by 20 and deal fire elemental damage.
Armor works similarly - you activate it before rolling defense, and it will reduce the damage on a hit, or push the attacker away, or whatever. There are lots of possibilities!
IN SHORT, advance through the game and find increasingly sicker loot to loot or buy, and use it to win.
Oh, regarding consumable item use!
Generally speaking, you can pass an item to someone in your ZOC as a Support Action, or use it on yourself as a Support Action.
But here's two new custom Skills:
Chemist
Season 1
Cost: 6 SP
You can use items on others, provided they are in your Zone of Control.
Potion Toss
Season 3
Cost: 4 SP
You can give an item to someone within five spaces of you.
If you have Chemist, you can use an item on anyone within five spaces of you.
DUNGEON CRAWLING
This is going slightly old-school! Expect a larger than average number of fights, many of them smaller or easier.
Dungeon Crawls will be extended stays in dangerous territory, where you explore, solve puzzles, fight monsters, do plot events, et cetera.
They have some special rules!
Dungeons are divided into Rooms - players will have a chance to scout out rooms to see what's in them before they enter. Challenges, monsters, treasure, window dressing, plot, boss fights, or a Sanctuary.
While in a dungeon, you do not recover HP and ST MP after every scene like normal!
After you finish each room, you recover one increment of MP, and no HP.
So, bring healing items.
The exception is Sanctuaries, which are special rooms safe from monsters!
At those, you can use a Tent to rest up and fully restore HP and MP.
BOSS ATTACKS
So in this game we might be able to build a few more healing technique than we normally would without making battles stupid
You may encounter strong enemies who have extremely powerful attacks, far earlier than anticipated.
However, they will usually have some kind of trick you can use to avoid or prepare for them.
So, attack the scorpion while its tail is up, it's gonna counterattack with its laser, etc.
I THINK THAT'S IT
Gabiluzbad YES, I may still forbid them out of battle though
or possibly make them cost MP as if they had no Limits
neat
So lemme know if any of that is unclear or confusing
Once THV hits season 4 I'll probably push for chargen
for now I want names, concepts and plot hooks
Oh, even if you don't have a weapon Equipped, you can generally assume you've got a sword or whatever in hand, it just isn't a cool one with special properties
I'm picturing a plotting clique plurk up right now that's just "Hey guys suggest item abilities to me"
I'm not locking in on any character concepts until Kasu weighs in on the announcement plurk, though
she just did, so
question: are elemental resistance/weaknesses in play
oh, yes!
everything in the elemental section of the rulebook is fair game.
element list is, hmmm
Do we need to have a premade element list?
I think it'd make more sense for like
OK yeah, use whatever elements you want and I'll build around them
Ruka: "I'm making an Acid themed attack"
Prof: /starts including enemies with acid weaknesses and shit
the only Definitely There elements are Fire, Lightning, Ice, Light, Dark
right
Most enemies are going to have some kind of elemental resistances/weaknesses.
my character obviously has a light focus
I don't think I"m going to be PARTICULARLY elemental themed but I might have a bit of, like
wind or lightning or something
Belated update - I'm scrapping Equipment due to characters having a lot of unique plot weapons, but I'm keeping the mechanics and refluffing them as Materia Slots
You can buy Materia and slot up to two into your weapon and then activate each one once per scene for a Materia effect
Nice
Presumably if you wanted you could also slot them into like
armor or tools or whatnot
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