Well right now he has none of them because he'd be level 1.
Posted: Thu Oct 24, 2013 1:22 pm
Yeah, fighting Arashe in a previous event was a pain.
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Posted: Thu Oct 24, 2013 5:06 pm
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....A hissy fit about giving his character some recognition? He's gone, the character is dead, this is a game and it's non-canon.
I almost made him level 10 and gave him Sol, one of his... many skills. [Talk about broken OCs]
And it's a nice tribute to remember those who once battled in the previous events. 3nodding However, you should remember that there are some people who can easily get offended over small things, even if it's something that's nice. Like how the Homestuck people got upset about the tribute items Gaia had. >>;
As for the "boss" one, I don't mind him being level 5. Good to get EXP. But yeah... Level 10 would be broken. sweatdrop
Posted: Thu Oct 24, 2013 5:11 pm
....It really wouldn't, though. It just means more hp and a skill that drags on the fight a little longer. Big whoop.
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Posted: Sun Oct 27, 2013 9:00 pm
Trying to finish the skill revamp for the next 2 games and could use some suggestions. Promotion skills aren't so important right now.
Knight: -Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; passive -Canto: Continue moving with leftover range after performing an action; passive
Armorknight: -Guard: Take all damage for friendly unit of choice on the same space. (if unit of choice moved from space, the skill is ineffective) -Pavis: Take less damage from next round of enemies' attacks by 10-sided die amount
Paladin: -Defender: Defense and Resistance +1 to allies on the same space
Great Knight: -Luna: Luna: For attack, ignore enemy's defense modifiers
General: -Great Shield: ? (in the games, this skill negates all damage)
Soldier: - -
Halberdier: -Impale: For attack, roll four 6-sided dice
Myrmidon: -Pursuit: For attack, roll two 8-sided dice -Vantage: If an attacking enemy rolls the same number (total combined number, regardless of dice used) as the unit's last attack, then the unit will do that damage to the enemy, instead of the enemy doing that damage to the unit; passive
Swordmaster: -Astra: For attack, roll five 8-sided dice and divide the combined number in half, rounding up (EX:1+4+3+1+2=11 > 11/2=5.5 > 5.5=6)
Thief: -Locktouch: Open doors and chests -Steal: Steal offhand (anything not in the top slot) item or weapon from enemy
Assassin: -Lethality: If attack roll is the same as your last attack roll, instantly defeat the enemy; passive
Trickster: -Lucky Seven: All modifiers +? up to the 7th turn; passive
Barbarian: -Gamble: For attack, roll 20-sided die and take that amount of damage from targeted enemy unit's next attack (Die roll amount only; Cannot be used when Wrath is active) -Despoil: Obtain Bullion (S) from the enemy if enemy is defeated; passive
Berserker: -Wrath: Deal double damage when under half health; Passive (Die roll is doubled, not total damage; If active, Gamble cannot be used)
Fighter: -Zeal: Damage +2 for turn if attacked during last enemy phase; passive -
Warrior: -Counter: Deals back half of damage received from adjacent enemies; Passive (Does not activate if Fear, Sleep, Freeze, or Stun is inflicted)
Mercenary: -Patience: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; physical attack) -Armsthrift: ?
Hero: -Sol: For attack, roll 8-sided die and heal self for amount of damage dealt (Heals for total damage inflicted)
Archer: -Prescience: Damage +2 when attacking an enemy that is at full health; passive -Bowfaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away
Sniper: -Deadeye: For attack, roll four 4-sided dice. If die result is 9 or higher, the enemy is put to sleep, thus preventing it from moving.
Ranger: -
Pegasus Knight: -Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; passive -Pursuit: For attack, roll two 8-sided dice
Falcon Knight: -Relief: Recover 10HP at the start of the unit's Turn if no units are within a 3 tile radius; passive
Dark Flier: -Galeforce: Allows the user another full action after they defeat an enemy during the user's Turn (only once per Turn); passive
Wyvern Rider: -Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; passive -Canto?
Wyvern Lord: -Stun: For attack, roll four 4-sided dice. If die result is 9 or higher, the enemy is stunned for one turn, thus preventing them from attacking
Wyvern Knight: -Pierce: For attack, ignore enemy's defense modifier and roll three 4-sided dice.
Mage: -Focus: After specifying intention, do no attack this turn, do double damage next turn (Die roll is doubled, not total damage; magical attack) -Tomefaire: For attack, roll 4-sided die to deal damage to unit 3 spaces away
Sage: -Flare: For attack, ignore enemy's resistance modifier and roll three 4-sided dice. If die result is 7 or higher, the enemy is burned
Mage Knight: -
Dark Mage: -Hex: Defense and Resistance -2 to all adjacent enemies; passive -Anathema: Defense and Resistance -1 to all enemies within a 3 tile radius; passive
Sorcerer: -Vengeance: For attack, roll normal 10-sided die, but add half accrued damage, rounding down. (unit's Max HP - Current HP)/2 extra damage (EX: 10/20HP=10/2=5 extra damage > Roll a 6 > 6+5=11)
Dark Knight: -Lifetaker: For attack, roll 8-sided die and heal self for amount of damage dealt (Heals for total damage inflicted)
Light Mage: -Sacrifice: Reduce own health to recover friendly unit of choice's health and restore status 0-1 spaces away -Prayer: When HP is 10 or less, Defense and Resistance +5; passive
Priest/Cleric: -Healtouch: Restores an extra 5HP when healing allies; passive -Miracle: Character survives with 1HP after receiving an attack that would otherwise KO them (must have over 1HP; cannot activate 2 turns in a row); passive
Bishop: -Corona: For attack, ignore enemy's resistance modifier and roll three 4-sided dice. If die result is 7 or higher, the enemy is blinded
War Cleric/War Monk: -Renewal: Heal self for die roll
Troubadour: -Tantivy: Roll an 8-sided die for movement when outdoors, and a 4-sided die when indoors; passive -Canto: Continue moving with leftover range after moving and performing an action; passive
Valkyrie: -Demoiselle: Defense and Resistance +2 to all male allies within a 3 tile radius
Revenant: -Empty Mind: Immune to mental status afflictions (Berserk and Fear) -Cultivate: All attacks inflicted upon this unit give double exp
Also: If a person reclasses during a game, should they revert to their original class for the next game, or stay reclassed until they get another 2nd seal?
Posted: Sun Oct 27, 2013 9:13 pm
personally I want to say they should revert back to their original canon class
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Posted: Sun Oct 27, 2013 9:32 pm
If there's concern that reclassing would ruin levelups, then don't fret. When somebody reclasses, the stats change as if they were that class the entire time.
Speaking of which, you may want to think about how you want to distribute your 50 points for your growths.
I'll also mention that I'm altering starting HP based on what Awakening has for classes. I feel this will balance things better, even though we're starting with fairly low HP- the defenses kick in to make it better. Plus, it's more advantageous for you over the enemies and even more so with your boosted growths and acquired items. I'd like to try it. So these next 2 games will have that and if it's a flop, then I'll put the HP to 30 for all classes... even though that takes away the strength and weakness of certain classes.
Rough Patch rolled 0-sided dice:
Total: 0 (-0)
Posted: Mon Oct 28, 2013 2:57 pm
Make the indoors tantivity a 6 sided or give Knights the option to Dismount and get a reclass to whatever they'd be without the Horse.
Make the indoors tantivity a 6 sided or give Knights the option to Dismount and get a reclass to whatever they'd be without the Horse.
I think 4-sided is okay for indoor. After all, it's supposed to cut our movement, half. :/
As for the reclassing to the next game, I like to say no. You don't see other unit change back into their original class in the FE games unless they found another second seal. Not to mention, second seal are not easy to find and/or get too. Sure, you can buy it from the shop, but it's expensive to buy too and I doubt all the players have that much gold to reclass back in between the game timeline. >>;
Onto the skills. For the Mage Knight, shouldn't they get Lifetaker? You know, get half of the HP back to them when killing an enemy? I think that's an okay skill for Mage Knight. >>;
For the Ranger: Can we have like a skill that cuts the enemy's defense or attack in half per one turn if roll a certain number or higher? >>;
I thought we've established the Wyvern Rider's skills. sweatdrop If not, then I don't mind having Canto similar to the Knight.
Armsthrift is a bit hard to figure out since we have no limited number on the weapons... sweatdrop I wanted to say have it similar to Focus, where the mercenary can be powerful on the next turn, but I don't think that will help.
No idea what other skill to use for the Fighter.
Sounds good for the Great Shield to nullify the attacks.
... I still think that the Soldier should get Acrobat. >>;
Posted: Mon Oct 28, 2013 7:27 pm
So what what does that have to do with Boardgame....
Dark Knight has Lifetaker.... because it's their actual skill...
What.
Yeah, we said they get tantivy... that's one skill... 1st tier classes get 2... Peg Knight get tantivy and pursuit. As the other flying class, I was thinking they should get something other than canto since peg knights don't get canto. And I don't want them getting pursuit.
Yes we do.... I've said, that's a change that is coming in this update.
....I'm asking how it should activate, not what it should do...
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Posted: Tue Oct 29, 2013 6:19 am
You asked a question about whether or not we should revert back to original class for the next game or not. I just replied to your question. =P Besides, I was just thinking about the item's value and quantity toward the games. I'm aware that the Boardgame is based on RNG, but if doing "off the board," it seems weird to see Second Seal as common item.
I will admit I've mistaken Mage Knight for Dark Knight. sweatdrop After looking at some of the skills, I wanted to say have the skill similar to Flare and Corona, except the enemy will be freeze when rolling a certain number or higher. However, there is no skill named after an Ice related type... sweatdrop
Hey, I was trying to think of a skill that can debuff the enemy instead of ignoring or negate the enemies' modifier or stats. >>;
Hmm... I wanted to give the Wyvern Knight some sort of defense skill since they're more vulnerable to magic and arrow than Peg Knight (not saying they're weak or anything.) Just that I think they should be more durable to fight... Not to mention, I've never seen any other lower tier units besides Armorknight have skill that have defense skill. sweatdrop
Well, if there's a limited number per weapon coming in the next game, then we can keep the Armsthrift the same way. Probably have it like a passive similar to Odd/Even Rhythm, keep the limit number the same on odd/even turn, but lose the number on the next turn when used. If we're not having the limited number for the upcoming game, then I have no idea what does the skill do.
Oh, okay then. Then how about having it similar to Deadeye. Roll the number of dice (aka: three four-sided dice) and if receiving a certain number or higher, it negates.
You know what, just give the Fighter Shove. That way, if other team needs help to move (*coughRNGscrewsOujaycough*) but not wanting to be rescued, we can have a Fighter to... give them a push? ... You know, having Shove being similar to Focus (except it will be a 4-sided die to boost the movement) wouldn't be a bad idea. If this idea is good, then we can give that to the Soldier instead of Fighter. If not, then we can use the same game mechanic of PoR/RD of Shove to Fighter.
Posted: Tue Oct 29, 2013 11:48 am
I'm not above making up new skills, obviously. I've considered a skill that inflicted freeze.
Mmmmm..... wyvern *riders are more vulnerable to magic, pegasi are more vulnerable to arrows. Me wanting to give wyv riders something other than canto is me wanting to be fair to the peg riders, who, in my opinion, are at a disadvantage compared to wyv riders.
Hm...... If the unit attacks during an even turn, then they don't lose a weapon usage, but if they attack during an odd turn, they do. That can work. Although now that I think about it, this sounds like a skill that should be able to be found by anybody... maybe I can do that, and then give Mercenaries pursuit...?
Hm..... maybe it'll be passive and how it works is that if an enemy attacks and they do more damage than the General's last attack, the damage is negated. (In FE4, it always seemed like that skill would activate if you dared do more than chip damage)
Fighter is taken care of. I've given them back counter and given warrior Colossus. Shove is a findable skill.