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Rin Kairiu

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PostPosted: Tue Nov 24, 2009 11:07 am


*pauses for a moment* I feel kinda bad now. When you asked me to help, I totally looked at the wrong guild... ^_^; How pathetic is that?
PostPosted: Tue Nov 24, 2009 12:32 pm


....*stab*

Carlos Ralfer
Captain


Rin Kairiu

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PostPosted: Tue Nov 24, 2009 3:33 pm


Stabbing isn't helping me feel better...
PostPosted: Thu Dec 10, 2009 1:58 pm


~Armor~

Name: Light Armor
Description: Light armor is just that, very light and poses no restraint on the movement of the body. It also does not help the greatest with damage reduction.
Rank: I/ II/ III/ IV
AR(Armor Reduction): -1 damage/ -2 damage/ -4 damage/ -8 damage (All + NA(Natural armor/Con mod))
DP(dexterity penalty): -0 dex/ -0 dex/ -0 dex/ -0 dex/
Requirements: Lvl 1/ Lvl 10/ lvl 20/ lvl 40
(Examples: clothing, leather armor, Studded leather armor, Scale mail)

Name: Medium Armor
Description: Medium armor cut the movement of the body in exchange for better protection of the body. It stand between light and heavy in both movement restriction and damage reduction, all in all very good armor.
Rank: I/ II/ III/ IV
AR: -3 damage/ -6 damage/ -12 damage/ -24 damage
DP: -1 dex/ -2 dex/ -4 dex/ -8 dex/
Requirements: Lvl 1, Str 5+/ Lvl 10, Str 10+/ lvl 20, Str 20+/ lvl 40, Str 40+
(Examples: chain mail, cuirass, Bone mail, Plate mail)

Name: Heavy Armor
Description: Heavy armor when you want to be clad like a tank, and just as heavy. Heavy armor shrugs off all but the greatest damage with ease, but you'll have to repair a great deal of nicks and scratches because you wont be avoiding many attacks.
Rank: I/ II/ III/ IV
AR: -6 damage/ -12 damage/ -24 damage/ -48 damage (All + NA)
Penalty: -2 dex/ -4 dex/ -8 dex/ -16 dex/
Requirements: Lvl 1, Str 5+, Con 10+/ Lvl 10, Str 25+, Con 10+/ lvl 20, Str 60+, Con 20+/ lvl 40, Str 100+, Con 40+
(Examples: Drake scale armor, Colossal plate mail, Diamond armor, Dragon bone armor)

giglamesh
Crew

Beloved Lunatic


giglamesh
Crew

Beloved Lunatic

PostPosted: Thu Dec 10, 2009 3:59 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:


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.


Club class
Description: Club class weapons include clubs, maces, nun-chaku, maul's, flails, and hammers. they might not have the same damage as blades, but they will defiantly make your enemy wake up with incredible pain.
Rank: I / II / III / IV
MP: -
damage: 2-6 / 4-12 / 8-24 / 16-48 (all + str mod)
Equipped: two hand, one hand
Requirements: lvl 1, str and dex 10+/ lvl 10, str and dex 20+ / lvl 20, str and dex 30+ / lvl 40, str and dex 40+
Special: Heavy hitter: -10 off of targets AR when damaged by this weapon


Polearm class
Description: Polearm class weapons includes weapons such a** Spear's, scythes, halberds, Partisan's weapons generally on a lengthy pole. When you don't want to get so close to a enemy where you have to smell them keep them further the arms length with a polearm, and possibly a gas mas just encase.
Rank: I / II / III / IV
MP: -
damage: 1-10 / 5-20 / 10-40 / 20-80 (all + str mod)
Equipped: two hand
Requirements: lvl 1, str 20+/ lvl 10, str 40+ / lvl 20, str 80+ / lvl 40, str 100+
Special: Long reach: + 5 to attack melee when using a polearm class weapon


Staff class
Description: Staff class weapons include staves, scepters, wands, and orbs. Staff class the weapon of the mage, so not much physical use but mental, and the occasional kung-fu warrior!
Rank: I / II / III / IV
MP: -
damage: 1-5 / 5-10 / 10-20 / 20-40 (all + str mod)
Equipped: two hand
Requirements: lvl 1, int 10+/ lvl 10, int 20+ / lvl 20, str 40+ / lvl 80, str 100+
Special: Magic amp: +5/ +10/ +20/ +80 to magic damage


Bow/Crossbow Class
Description: Bows and crossbow class can include Bows, composite bows, great bows, small crossbows, Ballista's, and repeating crossbows. When you don't want to be in that font line that get mascaraed you can always be a bowman.
Rank: I / II / III / IV
MP: -
damage: 1-5 / 5-10 / 10-20 / 20-40 (all + dex mod)
Equipped: two hand
Requirements: lvl 1, dex 10+/ lvl 10, dex 20+ / lvl 20, dex 40+ / lvl 40, dex 80+
Special: You must load a bow/crossbow before firing, meaning two actions to fire. There are many different types of arrows/bolts to be used with bow/crossbows. With bows you can load 1 arrow per 10 in dex per shot.
Arrows
- Arrow: 1-2 damage
- Bladed arrow: 1-5 damage
- Fire arrow: 5-10 Fire damage
- Frozen arrow: 5-10 Ice damage
- Lightning arrow: 3-8 electrical damage, + 10 to Attack range
- Blunt arrow: 10-20 Damage, -10 Attack range, cannot reduce hp lower than 1hp
- Barbed arrow: 1-5 damage, and 3 damage for 3 turns cannot be reduced, -10 to attack range
Bolts
- Bolt: 5-10 damage
- Bladed bolt: 8-15 Fire damage
- Burning bolt: 8-18 Fire damage
- Frost bolt: 8-18 Ice damage, -2 target DB unless a fort save is passed
- Drill bolt: 10-20 damage, +10 attack range
- Bolt of Aegis: 5-10 damage, after roll roll 1 d10 if outcome is 1 or 10 target is petrified unless and fort save is passed.


Hand Gun: Light class
Description: Light hand guns stick to more ammo over more damage, because more hole in the enemy means more damage. Hand guns have a 1 action reload.
Rank: I / II / III / IV
MP: -
damage: 1-5 / 5-10 / 10-20 / 20-40
Equipped: one hand
Requirements: lvl 1, dex 10+/ lvl 10, dex 20+ / lvl 20, dex 40+ / lvl 40, dex 80+
Capatacity: 8/ 12/ 18/ 27
Special: Light piercing: -5 off of targets AR when damaged by this weapon


Hand Gun: Heavy class
Description: Heavy hand guns lean more towards heavy damage, because why give your enemy more time to shoot back at you, one shot one massive hole and one kill....now that what i call math. Hand guns have a 1 action reload.
Rank: I / II / III / IV
MP: -
damage: 5-10 / 10-20 / 20-40 / 40-80
Equipped: one hand
Requirements: lvl 5, dex 10+/ lvl 15, dex 20+ / lvl 25, dex 40+ / lvl 50, dex 80+
Capacity: 6/ 9/ 12/ 15
Special: Heavy Piercing: -10 off of targets AR when damaged by this weapon


Assault Rifle class
Description: Assault class rifle side that hey you rain enough bullets down on the enemy, then more then likely you will hit them because you know you love to say "Say hallo to my litta freind!" Assault Rifle's have a 2 action reload.
Rank: I / II / III / IV
MP: -
damage: 1-5 / 5-10 / 10-20 / 20-40
Equipped: two hand
Requirements: lvl 10, dex 10+/ lvl 20, dex 20+ / lvl 30, dex 40+ / lvl 50, dex 80+
Capacity: 27/ 36/ 45/ 54
Special: 3 round burst: Every one attack action with this gun fires 3 rounds, with a -5 attack range penalty to second bullet, and -10 attack range penalty to third bullet.


Rifle Class
Description: This is simply a basic rifle, you dont pretend your a gangster firing bullets like a mad man in to the air. You dont wait threw the weather and environment for days for your perfect shot, just simple point and click interface. Rifles have a 2 action reload.
Rank: I / II / III / IV
MP: -
damage: 8-12 / 16-24 / 32-48 / 64-96
Equipped: two hand
Requirements: lvl 5, dex 10+/ lvl 15, dex 20+ / lvl 25, dex 40+ / lvl 50, dex 80+
Capacity: 6/ 9/ 12/ 15
Special: Heavy Piercing: -10 off of targets AR when damaged by this weapon


Sniper Rifle Class
Description: Ahhh the champion of guns, you know your mission one shot one kill. Sniper take 3 actions to fire, 1 to line up sight, 1 to fire, 1 to reload.
Rank: I / II / III / IV
MP: -
damage: 20-40 / 40-80 / 80-160 / 160-320
Equipped: two handed
Requirements: lvl 10, dex 25+/ lvl 20, dex 50+ / lvl 40, dex 75+ / lvl 80, dex 100+
Capacity: 1/ 1/ 1/ 1
Special: Sniper: Add your 1 per 10 in spot skill to attack range when using this gun, when using this gun Db=0, negate enemy's AR when damaged by this weapon
PostPosted: Fri Dec 18, 2009 1:54 pm


I think the daggar class should have the dex mod added to the damage, rather than the str mod. This is mainly ebcause the only people fit enough to do a sneak attack well would be a rogue-like person, and they don't do well in strength in the first place.

Rin Kairiu

Astral Visitor

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Zineal
Crew

PostPosted: Sat Dec 19, 2009 7:41 am


Agreed with Rin. For small weapons [knives, daggers, short sword maybe?] there should be an option for some classes to use dexterity instead. Maybe as a class bonus or something.

Also, should we only apply the add 1.5 strength rule to weapons that are one handed being used with two hands? Cause a great sword has to be used two handed one way or another, so its really just giving large sword users extra damage
PostPosted: Mon Dec 21, 2009 8:17 am



Most definitely Dex with daggers and knives. Also, will skills also count with dex? Due to ninjas throwing objects (one of their main skills.) and thieves stealing skills?

Edit:Also, how about some race specific weapons and armor? Maybe they can be earned through quests?

Henka Shizuka


giglamesh
Crew

Beloved Lunatic

PostPosted: Mon Dec 21, 2009 10:03 am


You guys have a good point because it would be beneficial to a rouge/theif, but from a technical standpoint dex would not add to damage for daggers. Dexterity is how maneuverable and flexible your hands are and no matter how flexible they are they cannot push a dagger threw armor only strength can do that.

But now that you guys point it out bows should use str mod instead of dex, because it would be strength to pull it back, and dexterity to aim it.

zineal- you have a good point, but small swords double griping them wouldn't do much because of the leverage points both being on the handle which is only big enough for one hand. Its the leverage from a technical stand point that would make larger weapons more effective because bottom hand pull the blade in to the slash, while the top pushes the blade in to it.

all these thing yo guys have said should be remembered as they could be turned in to special skills to be used.

shizuka- in time there more than likely will be, but for now were simply trying to get the guild started. Well i dont know about race specific weapons any bod can pick up what these see and swing it around, but as for armor that could be a possibility simply have the race type have certain penalties and bonuses, This only time and roy could tell however.
PostPosted: Wed Dec 23, 2009 12:09 pm


Well i do agree that strength would be used for pushing through armor, i still think dex should be used for some classes. Why? Well because i think a thief, assassin, or ninja would aim for the places armor didn't cover, and only go for a swift strike other than hard blow. Though i do think this would be hard to do all the time in combat, so maybe using dex instead of str could be granted only in case of sneak attack? However whenever used in straight forward combat its str

I think it could be argued that one handed swords can have enough room in the handle to use two handed. Lets look at the long sword for example! Though this one isn't that big of a deal to me, just something i thought i should point out. I was just thinking of this skill here since i've been playing through FF5 lately:
http://finalfantasy.wikia.com/wiki/Double_Grip

Zineal
Crew


Rin Kairiu

Astral Visitor

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PostPosted: Wed Dec 23, 2009 9:07 pm


Perhaps for soem classes it can be dex and others it can be srt, because no matter what you do... a rogue is still not gonna have much str in the first place.

Besdies, the people who use str for damage, like knights, aren't exactly gonna be seen with a knife... Can you see a paladin fighting with adaggar as their only short range weapon?

Perhaps if the Paladin was a moogle?
PostPosted: Thu Dec 24, 2009 8:51 am


s**t… my little minions have been helping more than I thought. You rat bastards do love me. XD

OK, I’m tweaking gig’s stuff to fit into the system better now. (don’t worry gig, I just fix the formatting and such, not really the numbers unless their really off.)

Anyway, yea I already did the dagger and knuckle and a few others that Gig has up there.

The dagger class, at first, you only add your strength. But once you’ve learned the Master Dagger ability (fairly easy to learn) you start adding half your dex mod to it for the exact reasons you guys mentioned. When your unskilled with the dagger, you’ll just be using mostly your strength. But once you know how to use it, you’ll learn how to do quick flick of the wrists during a stab or other neat tricks that would be hard/impossible with bigger weapons. Thus, dex can be added.

Knives and daggers, for the cases of this guild at least, are being treated as basically the same thing. This is because there’s not really a big enough difference, in my opinion, to separate them. If anyone has some ideas as to why they should be split, I’m all ears.

As with great swords, as Zineal pointed out, these are traditionally two handed weapons, even for big bulky dudes. So for these that HAVE to use two hands, no, the 1.5 damage thing won’t be kept. However, for swords or weapons that don’t have to use two hands (or if you learn the ability that lets you wield two handed weapons with one hand) then you add the 1.5 damage. At any rate, great swords, by my design, are already going to do a crap load more damage than regular swords.

@Shizuka: I could kiss you… truly I could. I hadn’t even thought of race specific equipment. However, as Gig stated, for right now we probably won’t do that or only have a very limited selection until the guild grows a bit.

As for the dex going with class abilities, yep. It will depend on the ability obviously but the ones you pointed out are two good ones.

@Gig: you do have a technical point there with daggers gig but once you’ve punctured the armor, you’d be able to twist your wrist or shift your hand a bit to do a little more damage. This would be a lot harder to do with a full on sword and such (to much surface area) but with a dagger, it’d be easy to make smaller cuts and side slashes once you’ve pierced the armor.

Hmmm hadn’t taken a close look at the bows yet. How about a nice happy medium with bow and arrows(and crossbows technically) half str and half dex added to weapon damage. Cause you could be the strongest person in the world but if you can’t aim, the arrow is useless. To the same point, you could be the most accurate person in the world but if you can’t pull the bow back far enough to make the distance, your still useless.

Basically you said exactly what I feel about the race specific armor and such. With weapons, I could see there being a few that are restricted because of the way their used. Like say a gun with really small trigger holds fit only for a moogles hands. Since moogles are so small, that’s perfectly conceivable. Or maybe an axe that so ignorantly huge that only large muscular classes (ranso and such) can wield them or even get a grip on them. Or, we could always go the really cheap and lazy route and say their magically sealed to only react to certain races XD.

@Rin: A paladin moogle is still just one fo the most adorable things I can think of… I’m sorry.

Carlos Ralfer
Captain


Rin Kairiu

Astral Visitor

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PostPosted: Thu Dec 24, 2009 10:22 am


XD Perhaps a plot line would be sending an army of them and peopl are all so 0.o "wait... what?" that they can't attack. XD
PostPosted: Sat Dec 26, 2009 2:36 am



@carlos: I try my best, dood.

Paladin moogles? D'awww! But I'm so picking a moogle for my race, the ivalice ones are so damn cute and yet they can fight like any other race.

Henka Shizuka


Rin Kairiu

Astral Visitor

35,565 Points
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PostPosted: Sat Dec 26, 2009 3:34 pm


I migth just be a human, for the sheer simplicity of it. XP
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Crossroads

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