Did I remember to send you a PM joining one of your games as Ganon? Sword bard O:
Though that raises the question of how a bard/dancer skill works in a game with a set turn order.
Posted: Tue Oct 29, 2013 12:49 pm
Say we have three players, Rath, Aruna and Ganon.
They go in the order of Rath > Aruna > Ganon. At the end of Ganon's turn, it becomes the enemy phase.
UNLESS.... he performs.
So, say he performs for Aruna. She is now able to take another turn. Once she is done, THEN it becomes the enemy phase, and turn order remains the same.
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Posted: Tue Oct 29, 2013 12:59 pm
Okay, so it just functions as an extra turn in that phase. :D
Posted: Tue Oct 29, 2013 1:09 pm
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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.
Soldiers are still skilless, lol....
How about the Pierce skill for Wyvern Rider, or maybe for the Soldier classes? It was originally a skill back in FE8 (Valter's class), but I can see it working for Soldiers too. Wait we already have Pierce lolol.
When in doubt, we could give Villager skills to Soldiers since we don't really get a Soldier in Awakening and Villagers basically play like Soldiers. We...might have to make up some skills for Soldiers at this rate.
For Mage Knights, I'm okay with a freezing skill. If we don't have a name for it, why not something similar to the space-esque names (Flare, Corona) and go with Nova?
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Posted: Tue Oct 29, 2013 1:16 pm
Hmm... Flare refers more to flame or energy, and Corona refers to light, particularly a halo. I think... Entrap, perhaps? Nice classic, and something you can spin any element into.
Posted: Tue Oct 29, 2013 6:02 pm
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I'm not saying let's make up a new skill. I'm just stating that I'm upset that there's no skill name relate to Ice. >>; I will admit I was thinking about having it as Aurora since you can see different type of auroras in cold area (Not to mention Aurora Beam from Pokemon is an Ice move), but I thought that Aurora was set to Light magic users only... sweatdrop So yeah... I don't know about letting Mage Knight get Aurora. sweatdrop
Okay, so I made an error about calling the Wyvern Riders Knights. I was so freaking sleepy and tired since I had to work so early. >.< But I thought that Wyvern Riders are more vulnerable to both magic AND arrow, whereas Peg Knights are only vulnerable to arrow and wind magic but other type of magic aren't very effective. >>; Then how about give the Wyvern Rider Patience, Zeal, or Vantage? Somehow, I kinda see the Wyvern Rider having Vantage than Pursuit, but that's just my opinion.
*shrugs shoulder* I don't mind having the Armsthrift as as obtainable skill (As for Shove, I will admit I kinda forgot about it being obtainable skill until I remembered during work. >>; ) while Mercenary get Pursuit.
Somehow, the Great Shield sounds exactly like how we dealt with Vantage. >>; But anyway, I'm okay with that setting.
That's good to hear that the Fighter issue has been solved. Now we need to deal with how Colossus works. =P To be honest, I kinda see Colossus having the same setting as Vengeance.
For the Soldier, I'm thinking about giving them Strike (Dual Strike from Awakening, not Sure Strike from Sacred Stone. =P And yes, I'm aware that Dual Strike is reserved to Lords only. But hey, this is your boardgame. Do we need to set the skills to specific class only?) Anyway, how does Strike work for this? I was thinking about having Strike as passive and be similar to how Guard activates. If the unit in the same space as the Soldier rolls the same number or less than the Soldier's last attack, the Soldier will assist the unit to attack. If unit is not in the same space as the Soldier, the skill will not be activated. Or do you think we should keep the mechanism but change the name to Underdog? sweatdrop
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Posted: Tue Oct 29, 2013 7:03 pm
The villagers skills, while they would work as skills in Boardgame, are not good skills for the soldier class. Underdog is greatly unhelpful and Aptitude is Unfair to be tied to one class.
Aurora was never tied to light magic, that I am aware of. It was one of Ashera's skills that dealt back halve the damage inflicted- similar to counter. However, I'm not against naming the Mage Knight skill that has a chance to freeze Aurora.
I'm not giving Wyv riders Zeal or Vantage... I want to keep skills related to the classes they belong to as best as possible. Pursuit doesn't belong to any particular class- I give it to the classes known for their speed; Myrmidon and Peg Knights.
I already have Collosus figured.
Posted: Tue Oct 29, 2013 7:53 pm
Okay, so no Villager skill for soldier class. However, you still haven't answer about the Strike I suggested. >>;
Well, I hadn't finish RD, so I wasn't aware that it was one of Ashera's skills. I thought it was a skill being blessed by Ashera according to the FE wikia. sweatdrop But anyway, if you're okay about having the freeze skill being named Aurora and giving it to the Mage Knight, I'm okay with that.
Okay, so if Wyvern Riders are good for HP, Str, and Def, the skills that they may have will be Gamble, Patience, Pavis, and Guard (unless you want to add Strike in the boardgame.) Or we can give it a boost skill but I don't think that will help. Speaking about Pursuit, I'm curious what's the difference between Pursuit and Charge? sweatdrop
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Posted: Wed Oct 30, 2013 1:03 pm
-insert Victory fanfare here-
Posted: Wed Oct 30, 2013 9:21 pm
Patch 2.0
Stats
I have adjusted the base stats slightly, mostly by increasing them. HP, however, has gone down to what they are in Awakening's bases. If it makes things too difficult, I'll raise them.
- Since I didn't make this official before, I am now. Only one dragon unit allowed per game at a time, same as dancer/bards and transporters. - Promotion classes exist, though we likely won't be having any of those for a while. - Let me break down how the Transporter's convoy works. They have a 5-slot inventory just like everybody else. These are the transporter's personal items. The convoy is a separate inventory that holds all excess items and the size of it changes depending on the amount of people in each game. - To get something from the convoy, you have to share a space or be adjacent to the transporter. Like Trading, if you do something in the convoy FIRST, you can do another action directly after. - When a game is done, all items in the transporter's convoy will go into the master convoy, at the Guild Office. I will keep that convoy updated in the Info Hub topic. At the start of every game, the Transporter can fill their convoy with items from the master convoy to take to the game. Players who would like to make sure they take a specific item should communicate with the transporter.
Skills
With the addition of promotion classes, I have had to do a skill overhaul. I'm still working on some, but for our purposes, we can proceed.
NEW - FEF Boardgame class skills
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: If an enemy attacks and they do more damage than the unit's last attack, the damage is negated; passive
Soldier: -Flank: Str and Def +1 to unit for every ally unit on the same space; passive -
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
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 -Counter: Deals back half of damage received from adjacent enemies; Passive (Does not activate if Fear, Sleep, Freeze, or Stun is inflicted)
Warrior: -Colossus: For attack, roll three 8-sided dice
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: 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.
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 -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 8-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
- There are also a number of new findable skills - Tantivy will work on an 8-sided die as it was meant to and on a 4-sided die while indoors - You can hold up to 5 skills, total. - You must always have 2 of those skills be from your class branch. Since we're all 1st tier and will be for some time, this basically means we all have to keep the 2 class skills of whatever class we currently are on us, always. When we promote, we get a 3rd class skill, and we can choose to unequip one of them if we desire. - We still get to choose a personal skill at level 10 and can have it on or off at any time. - When you find a skill, it will go to your item inventory. You have to USE it in order to learn it and it will then be added to your skills section. If your skill section is full, you have to choose one skill to unequip. - Like in Awakening, any skills you do not have equipped will be in a skill inventory that you can manage before every game.
Items
- Items now carry over! - They also now have limited uses, except 'bronze' weapons. - The stat boost items in the Item Pickup section are still only temporary. They are being changed to the tonic items, and the permanent items such as Dracoshield and the like are being introduced to the Chest/House/Village list. - If you have received or used a stat boost item, it is being turned into a tonic. So if you had a dracoshield in your inventory, it is now a defense tonic. - I'm bringing in some new weapons, as well
Weapon Rank
- Weapon ranks no longer go up with your level. They increase by using your weapons. - All weapons will be tied to their weapon level. If you aren't rank D, you won't be using an iron weapon. - 'Bronze' weapons will be given at the start of every game, if there's room, and can be dropped just like any other item.
Leveling Up
- Levelups will now bring more than just +1 to HP. I have a draft of class growths that will be the base of unit stats on higher levels. - Every person will have custom growths for their characters. To do this, you will use the character's base class' growths and add 50 points in wherever you want. - This stat calculator will help you figure out what your character's stats will be. Just be aware that this calculator is off by one level. Also, classes that do not promote go to level 30 instead of 20. - Since this is a new idea, growths may change. People will be able to change their character's growths.
Terrain
You may have noticed in game 4 that there's a new building there and you may or may not recognize it. This is a church, brought to the boardgame from FE4
The church does what it does in FE4; it completely heals you for a sum of gold. The going rate is 5g per hit point. And since I feel res boosting tiles are rare to come by, I'll say that churches provide +2 to resistance, because why not.
Mechanics
Rescue: As discovered in Game 2, you are capable of rescuing people. - Mounted units can rescue all foot units. - Foot units can rescue all foot units except armorknights - Rescuing lowers Def and Res by one point
Direct: We also learned from having NPCs on the map that we can direct them (Well, some of them) - This works the same way it does in Telius - The default setting for NPCs that you can direct is to Roam - You can be fairly loose with directing, so long as I can understand what you want and it's something the NPCs can and will do - Anybody can direct NPCs at any time, regardless of whose turn it is - Directing does not take up an action phase
Talk: I feel this needs clarification. - Talking uses up an action; casual interacting does not. - If you want to ascertain if you can Talk to a unit, interact with it casually through light RP (or RPLite) and I'll give you a hint if you can do something there. - Even if there's nothing to gain from it, you can still try Talking to units. You may be surprised. (Like when the villagers were holding healing items)
Other
As noted in Game 2, sometimes I have secrets in the levels, such as hidden locations. Don't be afraid to try to do something. Certain actions may have triggered something. And even if what you try isn't something I originally planned, I might go with it.
Also, Game 2 made me realizing that mandatory movement upon rolling interferes with the functionality of skills and how the certain classes play. So... I'm removing the mandatory movement rule. You no longer have to move somewhere if you roll to move. Just please... don't roll to move for the heck of it. Please roll with the intent to actually move if you roll. it's annoying to see pointless rolls and confusing to me. So yeah... don't make me reinstate the rule. razz
...Aaaaand that's all i can think of, right now!
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Posted: Thu Oct 31, 2013 7:34 am
*posts up a wanted class for Game 4. Need healer and probably a magic user or archer* >>;
Nice to see that Soldier finally has a skill. Hopefully, we can think of another skill for the Soldier. Wish we can figure out for the Ranger, Mage Knight, and Wyvern Rider. >>;
For the tonic and stat boost items, I'm curious how long does the tonic last since you said they're temporary. Like does it last only for one turn or more?
I like the idea of the church. What I'm curious is does the church increase the fee base by how much healing you need? Like if I need small healing, I need to pay small fee whereas the other person who needs large amount of healing has to be a big fee.
Posted: Thu Oct 31, 2013 8:13 am
The tonics are the same as in the games- they last until the end of the skirmish. (or in our terms, until the end of the current game)
Churches: "The going rate is 5g per hit point."
*Added things to the 'Skills' and 'Other' sections *Added info about Transporters to the 'Class' section