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What kind of format should games be done in?
  Games that are played slowly and casually over longer periods of time
  Scheduled games, perhaps done in phases, where all players come online together for an hour or so and take turns together
  Other (please explain in post)
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Jisen Meizuki
Crew

Stubborn Gifter

PostPosted: Fri Aug 16, 2013 5:52 pm


Ninja_Maiden
Jisen Meizuki
Rath
"Not long ago, a mission was completed, where the corpse of a criminal was brought in. As a precaution, I had the body analyzed by Sister Victoria. She discovered that the body had been dead for much longer than it should have been. The mission reported revenants and enemies whose bodies began to decay once they were defeated. It was clear that we had been fooled. The body was just another one of the criminal's reanimations. Upon realizing the body was not the criminal's, it suddenly arose and attacked. Thankfully, nobody was seriously hurt, though I suspect Sister Victory may have a few choice words for the team that brought that body in..." He eyes Kieran and Aruna.


Just saying that I find that a bit out of character of Rath to give Victoria a nickname. Not because of wrong names. >>;
Sister is a title since she's a clergy member. Nuns are referred to as Sister while priests are usually called Father. o_o


Perhaps I need to make myself more clarify about what I'm talking about. >>;

My apologies if you're confused what I'm talking about, but I wasn't talking about the Sister part. I know that the Sister is a title for nuns just like how priests are either called Brother or Father. However, I was referring to Rath calling Victoria "Victory." sweatdrop
PostPosted: Fri Aug 16, 2013 5:59 pm


Sister Victory is Victoria's grumpy partner.

Ninja_Maiden
Crew

Skilled Cleric


Jisen Meizuki
Crew

Stubborn Gifter

PostPosted: Fri Aug 16, 2013 7:24 pm


Ninja_Maiden
Sister Victory is Victoria's grumpy partner.


And I thought that the Superior Mother will be the grumpy nun. ninja
PostPosted: Fri Aug 16, 2013 8:13 pm


The mother superior is a forgetful old crone. But I digress.

Ninja_Maiden
Crew

Skilled Cleric


Rough Patch

Unsealed Reveler

PostPosted: Sat Aug 17, 2013 6:28 am


YOINK
PostPosted: Sat Aug 17, 2013 6:40 am


Dylan, did you even ask Lethe about trading the concoction?

Edit: Oh crud.... Dylan finds a mine. Let's hope he do it to the enemies and not his comrades... Question, can we perform the mine glitch in the game? >>;

Jisen Meizuki
Crew

Stubborn Gifter


Faceless Soldiers
Crew

PostPosted: Sat Aug 17, 2013 9:19 am


I just got back home, barely got any sleep last night from the adventure to drive to lynchburg and help my friend pack stuff for moving. The badguy post will come but will be slow coming.
PostPosted: Sat Aug 17, 2013 1:45 pm


Jisen Meizuki
Dylan, did you even ask Lethe about trading the concoction?

Edit: Oh crud.... Dylan finds a mine. Let's hope he do it to the enemies and not his comrades... Question, can we perform the mine glitch in the game? >>;
It's cool.

Our PM conversation.
askem2
Ninja_Maiden
Hey, if you roll high enough to land beside me, land on the same spot, or beyond with your regular roll, you have my permission to trade the concoction from me, then use Canto to help Wallace out.


SAM B ONLY HAS ONE STARTAGEY AND THAT'S GAS PEDAHL

Ninja_Maiden
Crew

Skilled Cleric


Jisen Meizuki
Crew

Stubborn Gifter

PostPosted: Sat Aug 17, 2013 5:13 pm


Ninja_Maiden


Ah... Okay. I just thought Dylan must have made a trade without asking you when you're away. >>;
PostPosted: Sat Aug 17, 2013 5:21 pm


Nope. I told him to do it while he was away.

Ninja_Maiden
Crew

Skilled Cleric


Rough Patch

Unsealed Reveler

PostPosted: Mon Aug 19, 2013 8:17 am


GAS PEDAHL
PostPosted: Sat Aug 24, 2013 1:39 pm


Boardgame update:

- Time limit is lifted for this weekend, because I'll be out and around... like maybe a different state around. I'll do event posts when I see them, if I can.

- Also a reminder that I will not be doing event posts when characters land on a space that has turned into a nothing space already. Starting next update, I'll be listing known nothing spaces, so that players can know with certainty whether or not to wait.

- Update on Deadeye, Roar, and Stun skills: In order to prevent them from being totally broken, the status effects will only activate if the total of the rolls are more than half of its max damage, rather than always activating. All three skills have you roll 3 4-sided dice, so one has to roll a total of 7 or higher for the status to inflict on the enemy.
If somebody has a better suggestion in how to make the skills more fair, I'm open to suggestions.

- Change to Celerity and Canto for next game
Celerity: The skill as we know it will be getting a name change to Tantivy, the skill from Awakening which means "at full gallop". I just feel this skill is more suiting, even though it works differently than it does in the game. Celerity will become a new findable skill for foot units only that will allow foot units to roll passively with a 6-sided die for movement. Additionally, Tantivy will allow units who have the skill to roll passively with an 8 or 10-sided die for movement when outdoors and half of whatever is decided for indoors. Please discuss thoughts.
Canto: My thought for this skill will also be for it to become passive, but to work differently than it does now. Instead of allowing the unit to roll an additional movement roll, the unit will move, perform an action, and then be able to move with the remaining amount of spaces available. So, if a knight were to roll a 6, move 3, and then attack, he would have 3 spaces left to move. This skill is only usable when the unit performs an action; a player cannot move part way, get an event post, and then move the rest to get another event post. The problem with this idea is that Wyvern Riders currently have canto and this change would not be very helpful to them. So, either canto is changed up to work better for them, or I give Wyvern Riders Tantivy instead of canto, which would make sense despite not making sense, since Tantivy is in their class tree in Awakening. Please discuss.

- I'm thinking about taking out the Healtouch skill, since it's basically just a skill that says stave users are able to use staves, and no other class has a skill that allows them to use their usable weapon. It's just silly to me, now. If I did this, I'd give Troubadours Canto and I'm still thinking about what I would give to clerics/priests. Please discuss.

- Would you guys want items/weapons to carry over into new games? I'd have to give all weapons limited use like in the games and stat boosters would still only be for the individual battles. I'd also incorporate weapon levels and change them from improving from leveling up your character to the point system that exists in the games where you gain a point for every use. I keep track of character exp, so why not weapon level points as well? Please discuss.

- How do you guys feel about incorporating growth rates so that you can actually gain stats upon leveling up? I'd use mostly FE7's class base growths (FE9/13 for some) and then give everyone maybe 100 points to put into whatever they want. Not sure if it should work the way FETO does it or if I should just let it be random. This is just a random thought for the game I had and I don't think it would be too complicated, since we're only working with hp, str/mag, def and res. Please discuss.

- Separate str and mag? Melee units would use mag modifier when using magic weapons and stave users would use str when bonking, but mag when healing, which would not be 0. Just a thought, curious when you guys think. Please discuss.

Nomad Rath
Vice Captain

Dedicated Guildsman


gabriel sama
Crew

High-functioning Player

PostPosted: Sat Aug 24, 2013 2:59 pm


Deadeye/Roar/Stun: I'm okay with this update.

Celerity/Canto: I'm okay with Celerity becoming Tantivy and Celerity becoming a new findable skill. It's more fitting and the latter will allow non-mounted units to be able to move farther without needing boots.

I'm also okay with the change to Canto, and you should give the Wyvern Riders Tantivy instead of Canto. It was originally their skill in Awakening, so why shouldn't they have it?

Healtouch: Replace with Miracle for Cleric/Priest units. If the cleric/priest is going to be killed by the enemy's next attack, have them roll x number of y sided dice. If it's higher than a certain number, they survive the attack with 1 HP. They already have this skill in Awakening and we don't have a Luck stat, so that's the only way I can see this working. Troubs can take Canto.

Item/Weapon carryovers: Have both weapons and items carry over. Let the stat boosts also carry over from one battle to another, but set a limit on how many a character can use before there won't be any more effect. Let the bronze-class weapons have unlimited uses and the rest have limited usage. We could probably also incorporate a Hammerne(sp?) staff that would restore a weapon back to full durability (1 use).

Growth Rates: We could do that, though there are some classes that already have high growth rates, so giving them 100 free points to do whatever they want with them would make them pretty broken. Or we could always gain 1 point of HP and increase a stat of our choosing by 1 point per level up. I mean, we only have HP, STR/MAG, DEF and RES to worry about. That way characters are a little more customized without becoming extremely broken.

Str/Mag: I'd honestly keep these as they are. The only magical physical weapon I see on the list is the Levin Sword. It'd be a good idea if we had the others included, but for the time being I'd say leave them as they are.

Could we implement promotions as well?
PostPosted: Sat Aug 24, 2013 3:15 pm


If I implemented promotions, which wouldn't matter until way in the future, I'd have to do an entire skill makover. I'm not saying no, though.

Nomad Rath
Vice Captain

Dedicated Guildsman


Jisen Meizuki
Crew

Stubborn Gifter

PostPosted: Sat Aug 24, 2013 5:11 pm


Deadeye, Roar, Stun: I'm okay with the setting, but I will admit it sounds quite similar to Gamble and Vengeance (which I have no issue about that either.)

Celerity: I have no issue about Celerity being change to Tantivy while Celerity for the foot units (I'm thinking maybe give that for Soldier while Luna will be the personal skill for Halbeldier?) I say give the 8-sided die movement for outdoor while the 4-sided die for indoor (Seriously, how will you cut it in half from 10-sided die? Only way to do that is to set it as RNG to get "5-sided die."

Canto: I was thinking the same way of how FE7 set for the Canto: Use the leftover moves after visiting/attacking/etc. Gotta agree with Roy about letting the Wyvern Riders have Tantivy.

Healtouch: I thought Healtouch gives 5 extra HP points when healing an ally, not being able to use staves. sweatdrop But anyway, if you're planning to take that out, you can take Roy's suggestion about replacing it with Miracle. Have no issue about Troubadour getting Canto if removing Healtouch.

Item/Weapons: If the stats of the unit gets carry over, then it should make sense to have the item and weapons to carry over. I'm curious about the weapon level points. Will it be 100 points as the character level or will it be cut to 50 points since weapon level don't get bonus points as killing an enemy does?

Growth Rate: I have to agree with Roy about giving 100 points. It will make the character broken when given that much. I suggest perhaps with each level the character gain, give them 2 or 3 points for them to decide how to customize their character. I was thinking about having the character use a 4-sided dice to decide how many points they can gain when level up, but that was silly and it sounded like an action phase instead of just normal growth rate.

Strength/Magic: Although Roy suggested about keeping them as they are, I suggest separate the strength and magic apart. Sure we have one magical physical weapon at the moment, but the issue Roy kinda miss is the reclass and maybe promotion. Since we have a Second Seal in the game and it's understandable that with new type of weapon will start at the bottom level, it won't make sense to the weapon level if we combine Str/Mag together. For example: Knight reclass to Priest. While the Knight may have high strength, it doesn't make sense if the reclassed Knight has high Mag if starting at the level E stave.
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