[Grande Finale] Home Page

November 10, 2008 at 4:35 pm (Final Fantasy, Grande Finale, Sword & Sorcery, Tenra Bansho Zero)

I don’t have the funds to run a real website, but I have managed to cobble together a wiki.

Please come by if you want; the rules are posted there if nothing else.

Grande Finale

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[Grande Finale] It just wasn’t in the cards.

November 10, 2008 at 2:28 pm (Final Fantasy, Grande Finale, Sword & Sorcery, Tenra Bansho Zero)

So, I’ve ditched a card based resolution entirely. I’m kinda sad, because I was really certain that I wanted cards to be a part of it all.

So, here’s the new version. Let me know if you have any ideas/questions.

Grande Finale Alpha 2

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[Grande Finale] Active Battle System

November 4, 2008 at 11:16 am (Final Fantasy, Grande Finale, Sword & Sorcery)

So, I have two main mechanics in the game for resolution: Active Battle System and Minigame. ABS is not solely for combats, but is for any intense scene. Minigame is for light scenes. They both should really be able to resolve situations and should be used when thematically appropriate.

I’m currently working on ABS. Here is the basic concept, so you don’t have to research:

Let’s say you and I are in a classic battle scene. We get the deck of cards in front of us. I’m red and you’re black and I go first.

I describe what is going on. I have about a sentence worth of action to narrate. I then draw a card.

If it is red, I get to continue on. If it is black, you get to start describing things. Whomever has narration has the temporary advantage in the scene and describes accordingly. Hopefully this rapid back and forth will be fun, representing the swords clashing and spells flying in a crazy cool fashion.

When we’ve drawn five cards, we see who had the most cards that matched our color. The “winner” dishes out some damage to the “loser”, in the form of a reduced Aspect and a trauma Aspect added at the same value. Aspects are used differently in Minigame, where their value actually affects cards drawn. In this situation, they’re basically hit points. There are three core Characteristics, that, if depleted, will knock a character out. These core Characteristics become available to attack when they have no Aspects to defend them (Aspects are tied to the core Characteristics).

So, I want the players to be able to say, “This conflict matters to me” in a way much more powerful than fighting over it. But, at its core, the ABS mechanic doesn’t allow for it. Even if I have some rules about holding cards up your sleeve, you can win the battle but not he war. I want a player to be able to make a sacrifice that makes a major statement and could, when used properly, win the battle and the war.

I’m thinking that a player could be able to “sacrifice” an Aspect to attack with more power than normal – maybe when they’ve won a five card volley they could sacrifice their attacking Aspect to use its full power, hopefully breaking through the defending Aspect on the other character. This would deplete this arena for them for the battle, and force them to change it after the scene in some way. Kind of like buying off a Key in TSOY.

Any thoughts?

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[Grande Finale] Alpha Document

November 3, 2008 at 3:18 pm (Final Fantasy, Grande Finale, Sword & Sorcery)

Here is the alpha document for the Final Fantasy style tabletop game I’m developing.

Send me an email or hit me on one of my blogs or post something on Story Games and I’ll respond. I respond quickest in that order.

Document

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[4E D&D] Dragoons

June 17, 2008 at 1:29 pm (4E D&D, Final Fantasy, Sword & Sorcery)

I love Kain (Cain) from Final Fantasy IV and I’m betting I’d love Cain from FFIV: The After. His concept would make a great addition to a 4E game. I’m thinking he’d be a striker, jumping in for massive damage. I’d probably want to bring in some of the dragoon features from FFXI, which mainly revolve around the concept of a wyvern pet, but 4E is currently silent on companions in the game.

So, the essential function of the dragoon is to deliver spear attacks via leaping into the air and plunging the spear into the enemy on the way down. I think this meshes well with the desire to have lots of map movement in 4E, instead of the stay in place and fight combat that used to happen in 3E a lot.

My concept for the character is a heavy armor striker. With a spear or longspear, the dragoon would be able to teleport into the air and drop down on an enemy, using the falling distance to add to her damage. To keep it balanced, I think you’d need these caveats:

  1. The dragoon must move at least two squares first.
  2. The target must be still within the dragoon’s movement range plus the reach of the weapon (as if the dragoon had charged the target).
  3. There must be a valid square somewhere around the target for the dragoon to land in when the attack is over. If that square is difficult terrain, the dragoon should either have to make a check or fall prone.
  4. Leaping from the second square grants combat advantage to the dragoon’s enemies.

Given those caveats, the player could add the squares it would take to get to the target from the second square plus one. This is the amount of extra dice added to the attack if it is successful. The ability would require a recharge like some monster abilities.

I know it’s complicated. What do you all think?

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[4E FF] Summons and Airship Battles

June 9, 2008 at 2:50 pm (4E D&D, Final Fantasy, Sword & Sorcery)

Summons

Here are some basic thoughts on how to integrate Final Fantasy style summons like those seen in FF4/6/7 (one attack/effect) and FF10/12 (fighting for an encounter or so).

So, the things you’re going to want are one time effects (fire attacks, status effects, and healing) and encounter length companions. The first is easy: create at-will, encounter and daily abilities that do those very same things (look to existing class abilities for attacks and healing, look to poisons for status effects as a general guideline). The problem with the latter is the overpowering affects of having a second character making actions. Here is how I’d do it.

Let’s take a summoner, a Tiefling named Kallista and an eidolon, Shiva. I’m not sure if Shiva should be an always thing, like a god, granting specific at-will, encounter, and daily abilities like Channel Divinity does for Clerics and Paladins, or if they should be summon inspecific. But, whatever the summoner has, they have some array of at-will, encounter and daily abilities. An at-will ability included with the class is Summon Eidolon. Ignoring some of the particulars, you’d arrive at an ability that summoned the eidolon within a certain range (is that a burst?) Shiva’s arrival would come with an effect, somewhat comparable to Cloud of Daggers. Then, Shiva could act on Kallista’s next turn or react as normal. Here’s the balancing thing: Summon is a Sustain Standard, meaning that Kallista can still perform move and minor actions, but not be blasting away simultaneously. Here’s the other balancing thing: Shiva’s Encounter and Daily abilities can only be activated by burning Kallista’s Encounter and Daily abilities. Now, Kallista isn’t any more powerful than someone else because she has two Daily abilities or what-have-you. She’s just got different arrays to choose from. Still too powerful? Maybe, maybe. If so, Summons could act like magic weapons – only summonable after a major rest or a milestone. How does that sound?

Airship Battles

So, the party is fighting on an airship’s deck. That doesn’t take any changes at all from 4E. But, what about flying the ship into special maneuvers, firing cannons, tilting to and fro to affect enemies?

Have the character take control of the ship, Leaders like the Warlord work best. Their actions will be tied up with the normal stuff (Sustain Standard again). They can still activate anything that works on a move, minor, or on other’s actions (like AP usage). But, they can sacrifice their Encounter or Daily abilities to activate those of the Airship (sound familiar?). So, isn’t it overpowering to not be the subject of attacks on the battlefield?

Yeah, but you’re now worrying about the airship’s HP versus the flying monsters or enemy airships. Neat, huh? This, of course, would work for any vessel, be it train, ship, moon rocket, etc.

Thoughts?

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