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Fire Emblem RP
Yes 2 (66.7%)
No 0 (0%)
Maybe Later 1 (33.3%)
Total Votes: 3
Fire Emblem RP
Topic Started: April 28, 2018, 1:51 am (264 Views)
oniskieth
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The Silver Light

Class Base Stats
Battle Calculator
Traits/Skills
Weapon Lists





































Code: Character Creation Sheet
 
[big]Name:[/big]
Note: After you fill out your CC I'll be posting all of the Info into a spreadsheet for easy reading.

[big]Race:[/big] (Beorc, Laguz, Branded, Spirit Charmer)
[big]Age: [/big]
[big]Gender:[/big]

[big]Appearance:[/big]
[big]Theme:[/big]
[big]History:[/big]

[big]Class:[/big]
[big]Traits/Skills:[/big] (Total skill cost cannot exceed 15 for Beorc, 20 for Laguz.
[list]
[*]
[*]
[*]
[*]

[big]Bonus Modifiers:[/big] You get 5 points to spend anywhere. 1 point in HP is equal to 2 hit points.
HP:
Strength:
Magic:
Skill:
Speed:
Defense:
Resistance:
Luck:

[big]Inventory:[/big] Each class will start with an E rank in their weapon types. You can choose one weapon to start with. Weapons can be found here:
https://serenesforest.net/radiant-dawn/
[/list]





Based in the Tellius timeline off the timeline. It would involve a statsystem similar to the one used in onime and NT's most recent rps. I know right now is not really a good time, but if its something that sound interesting in the future I could plan more.

Fire Emblem RP


Playable Races
Edited by oniskieth, May 9, 2018, 2:23 pm.
Katherine's Approval
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Onime No Ryu
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I'll be your Undertaker this evening
1. It doesn't really matter either way, but is there a reason you'd like this to be placed specifically in an already-present setting from the games since your plot seems to be taking place before the games did? Considering what kind of issues you run into later on adapting certain systems or classes, the basic plotline of "a corrupt empire's slave trade causes rebellion" would be just as easy to implement in an original setting. Whatever you wanna do is fine I just ask cause I only played the first Tellius game to its full completion.

2. If you want to use a stat system like NTNP and I have been using, I could explain our processes more fully. But it's probably important to consider what kind of game you actually want this to be: If you want it to be "a game world where the players can do and become anything, and their actions will have natural consequences on the world," then a system like what NTNP used for Fallout would be best with SKILLS being emphasized more than STATS. If you want this to be "a game world where the players can choose their own roles, but once chosen those roles are effectively set, and they will mostly take a reactionary role to what happens around them" then my D&D inspired systems with their main stats and then specific abilities would probably work better.

But if you want this to be entirely "Fire Emblem," then the tactical, grid based nature of the games is what needs to be emphasized. Both my and NTNP's systems have elements of that or could easily be adapted to them, but they weren't entirely built AROUND that save for D&D's 4th Edition, which plays more like a small scale wargame. Systems like those same wargames--WH40k, Mount and Blade, etc, might work better.

3. In addition to explanation about what you want from the systems, it'd probably be better to flesh out some more stuff about your setting, plot lines, and other things. In other words, more background fluff. Although I understand it'd be a pain in the ass to type a bunch of stuff up and then have people not really be interested.
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oniskieth
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The Silver Light
Onime No Ryu
April 28, 2018, 4:28 am
1. It doesn't really matter either way, but is there a reason you'd like this to be placed specifically in an already-present setting from the games since your plot seems to be taking place before the games did? Considering what kind of issues you run into later on adapting certain systems or classes, the basic plotline of "a corrupt empire's slave trade causes rebellion" would be just as easy to implement in an original setting. Whatever you wanna do is fine I just ask cause I only played the first Tellius game to its full completion.

2. If you want to use a stat system like NTNP and I have been using, I could explain our processes more fully. But it's probably important to consider what kind of game you actually want this to be: If you want it to be "a game world where the players can do and become anything, and their actions will have natural consequences on the world," then a system like what NTNP used for Fallout would be best with SKILLS being emphasized more than STATS. If you want this to be "a game world where the players can choose their own roles, but once chosen those roles are effectively set, and they will mostly take a reactionary role to what happens around them" then my D&D inspired systems with their main stats and then specific abilities would probably work better.

But if you want this to be entirely "Fire Emblem," then the tactical, grid based nature of the games is what needs to be emphasized. Both my and NTNP's systems have elements of that or could easily be adapted to them, but they weren't entirely built AROUND that save for D&D's 4th Edition, which plays more like a small scale wargame. Systems like those same wargames--WH40k, Mount and Blade, etc, might work better.

3. In addition to explanation about what you want from the systems, it'd probably be better to flesh out some more stuff about your setting, plot lines, and other things. In other words, more background fluff. Although I understand it'd be a pain in the ass to type a bunch of stuff up and then have people not really be interested.
1. I personally am a fan of those two FE games (they were the first I played, and the other entries in the series I've played since seem like a step back), and I've always wanted to do an RP in the world. The known history of the world is really vague, so the story leaves plenty of room for the imagination. I'm also pretty knowledgeable about this particular series.

2. I would love any help. I want it to be more closer to your system. Basically, everyone would have a set ammount of points to spread between their stats, then they would pick a class that would add a small bonus to some stats while also picking your weapon type. Then everyone could pick 4 traits that would further alter their stats or weapon costs.

For combat, everyone would make weapons similarly to your magic system. Except they would have to choose from a list of effects/bonuses, and would be limited to the number of effects they could apply. Everyone would start with a signature weapon containing 3 slots, and then any addition weapons could only contain 1 or 2.

When I say additional weapons, they don't literally have to be a different weapon, though. You could make a weapon called "Flame Sword" and from a narrative point it would just be a fire attack with your weapon.

For the actual combat itself, I would use excel sheets to create little battle field, and everyone would move about to route the enemy or defend a point, etc.

3. Yea, I don't wanna get going just to be let down. I can give a significant bit of background info in a cc, and always have it for the future I suppose.
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Onime No Ryu
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Quote:
 
I would love any help. I want it to be more closer to your system. Basically, everyone would have a set ammount of points to spread between their stats, then they would pick a class that would add a small bonus to some stats while also picking your weapon type. Then everyone could pick 4 traits that would further alter their stats or weapon costs.

For combat, everyone would make weapons similarly to your magic system. Except they would have to choose from a list of effects/bonuses, and would be limited to the number of effects they could apply. Everyone would start with a signature weapon containing 3 slots, and then any addition weapons could only contain 1 or 2.

When I say additional weapons, they don't literally have to be a different weapon, though. You could make a weapon called "Flame Sword" and from a narrative point it would just be a fire attack with your weapon.

For the actual combat itself, I would use excel sheets to create little battle field, and everyone would move about to route the enemy or defend a point, etc.


Luckily the later Fire Emblem games' Skills, like Paragon and Galeforce, can basically be adapted to something like D&D's Feats or the Fallout RP's Traits, which were what I adapted for the magical traits in GW like the spell specializations. Your idea about Weapon Skills is interesting, but it introduces a new kind of mechanic compared to what's usually in the Fire Emblem games so I'm not sure how it would work, unless it's literally just different Weapons we have in our inventory with their different powers--the character is basically choosing to swap between an Iron Sword, a Killing Edge, and maybe a Runesword whenever they use these techniques. It's interesting but it will make the narrative aspect of combat kind of odd. No one really switches weapons on the fly in a fight.

You could probably adapt this pretty easily to D&D 4E's "Powers," though. See, in 4E, they tried to fix the issue of magic-users being too shitty at low levels but then becoming gods around the middle of the game while fighters were only relevant up to that same point and then afterwards there was no need for melee people cause they just couldn't keep up. So they re balanced all the classes to the point of autism, and gave the martial classes like Fighter and Monk these different Powers that essentially were like their version of spells. All Spells and Powers were split into different categories like Daily (can be used a certain number of times per day and refresh after resting), At-Will (can be used any time, but typically you had very few of these and they weren't that strong), and Encounter (only usable in battle). And much like the spells in GW, they could have different effects on the grid-based combat like Pushing an opponent a certain number of squares, moving a certain number of squares while attacking, and so forth.

4E seems to be kind of heavily disliked around the net, though, and I'm not entirely sure why since I've never really played it myself. It's probably something like "balancing the classes so much makes it impossible for anyone to really stand out" or "the new balances create a difference in power scaling so it takes longer to level or being higher level doesn't feel as empowering."

I like the idea about using the spreadsheets for maps cause that worked well in GW without all the time and effort of drawing it out in Paint.net each time I had to change something. But you'll need to come up with a way to differentiate different things on the map, like Forest tiles and Fortress tiles that give different advantages to the character standing on them.

Another thing to think about, though, is possibly using some inspiration from Sin's Veil of Chaos and the Dynasty Warrior/Sengoku Basara/general Musou themes that it had. Fire Emblem Warriors and Hyrule Warriors both provide some interesting insights into how this could work with Nintendo's "style" of characters and gameplay, as well as apparently being solid games of the subgenre in themselves according to most reviews and what little gameplay I've seen, as I haven't played any of these games personally. I think we all were getting a little tired of Sin's Stamina Points by the time Veil of Chaos went on hiatus, but with hindsight I think we could probably refine that system a great deal. For instance, if our Stamina Points had increased more often along with our Stats and Skills, or if Stamina had more definite limits on what it could and couldn't do--for instance, we argued several times over how many enemies someone could kill in one turn, because that effected the cost efficiency of how our Stamina was being used.

Setting up tactical Fire Emblem style battles is also a bit more involved and time consuming than just throwing RPG style random encounters out there. It really is just a small-scale wargame--you have to take into account the unit composition of the armies, the motivations of the commanders, and then design an interesting map layout that has lots of strategic possibilities while also serving whatever world building purposes the story needs.

For instance, if you have a battle take place in a Canyon Pass, at first glance that's just a narrow corridor with an army at either end of it. They charge straight down the canyon floor and smash into each other. Anybody who gets a little creative would probably say "Well hey, what if you got some soldiers up on the sides of the Canyon and they try to roll rocks down on the enemies?" But that's an easy assumption to make, so unless the enemy army is nothing but faceless idiot mooks, wouldn't they try to come up with something to counter that? Maybe their archers are perched all the way up on the Canyon's upper ledge, and they're shooting down at anyone who tries to climb the sides. Maybe they form a shield line that can create ramps or otherwise deflect the rocks.

But now I've changed the focus of each army. Now instead of "defeat the enemy," one side's goal has become "get to the rocks" and the opposite is "stop them from getting to the rocks." And those are dumb goals.

Another option would be to have that same Canyon Pass simply not be a straight corridor. Canyons are formed by rivers and rivers don't always run straight, so the armies have to navigate twisting passages without knowing what's on the other side of the curve. Or what if the Canyon walls are peppered with interconnected caves that enemy scouts or recon archers could creep through to try and ambush someone?

You can very easily bog down in these kinds of things, plus you have to consider the pacing. You want every battlefield to offer something interesting, to inspire the players to try something new. If there are lots of Forest Tiles in the first battle, my sniping archer may come up with a Tarzan-esque plan to swing through the trees while raining death on the enemies. But the next time we fight near a forest, he needs to have a different option to do something even cooler--maybe it's a Filthy Swamp, so there are Giant Mushrooms growing in the muck next to these huge rotten trees. When the enemy passes by, maybe my archer shoots those Giant Mushrooms and they explode into a cloud of poisonous spores that damages the enemy. And then Kaze's guy comes in with his big axe and topples the tree on them.

But as detailed as these battlefields could get, we gotta remember to tell the story too. And to facilitate storytelling your world/battlefield/level/city/NPC/etc design has to help the players along, keep them motivated, offer them tidbits, etc. In GW I tried to get people's backstories tied into the different missions, but this doesn't work with Kaze because HE NEVER DOES A FUCKING BACKSTORY BECAUSE HE'S A LAZY BASTARD. In order to keep Kaze entertained, you HAVE to give him his power fantasies. Let him kill things good, do his little crafting bits or fortress building bits he likes to do sometimes, be an OP Unga Bunga mongoloid, and maybe occasionally get to touch some big tiddies. Sin seems to like character development and variety--a little bit of combat, a little bit of non-puzzle type mystery solving, a little bit of down-time, the ability to do more in a fight than just hit the other guy (she's one of the only people I see consistently play at least one support or healing type character, kind of moot since she plays every type of character with multiple NPCs but still)--but I haven't been able to figure out what to do for her consistently cause character development isn't my greatest forte. I have no idea what motivates Matt because HE'S NEVER AROUND ANYMORE. Me, I have a few traits of Kaze's in that I like to feel powerful and such, but overall I really like getting into the nitty gritty of world-related stuff. If we gotta explore a dungeon, I want to know every fuckin' thing about it and I want it described in LUSCIOUS detail. I wanna see those fuckin' gnarled, century old trees crushing the ancient rocks in the grip of their twisted roots, and those ancient rocks better have faded runic inscriptions and a cracked mural of a long forgotten race's vengeful gods who promise to return and destroy those who committed genocide upon their worshippers. In addition to that the dungeon better be laid out in a logical fashion for the ancient royal capitol it used to be, there needs to be a leftover pool of stagnant water where the royal baths used to be and an extensive basement where the servants had their quarters and a proper kitchen that can't be located more than a room over from the dining areas and so on and so forth. Every plothole or narrative inconsistency I see puckers my anus just a little bit more, and God have mercy on your soul if I think any of your story developments are "stupid."

Anyway this is getting too long winded.

So what you basically have thus far is like this:
Weapon Abilities, the strength/effectiveness of which is determined by
Class Skills and Bonuses, which are stacked on top of
Racial Skills and Bonuses, which are stacked on top of
Base Stats, which are designed at character creation.

And these things are used to perform Battles on Maps, which serve the purpose of
Telling the Story, which is...

And from here like I said we'd kind of need more background fluff to go further, but I agree with you that we probably wanna wait and see if anyone's actually interested or has the time first. You could always go ahead and make a character or two as an example of how you want the CSs to be laid out or something, since that might not be as much work and an already-formed character can always be repurposed for something else if you don't get to use them here.
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Sin
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Slow and steady...
Must... utilize... Juno...
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Onime No Ryu
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Was talking with Sin about using multiple characters since Fire Emblem kinda requires an army, and maybe that would give us enough "interaction" going on to make it worthwhile even if Kaze or Matt don't play for some reason. We could even space out when they join or give them some kinda sidequests so it feels like a regular FE game with the army growing over time. But in the meantime I'm gonna use this post to make a list of the ones I was plannin' on usin' since I might forget later.

Ethan - Archer. Used him once in NTNP's FE RP. A ruthless, semi-cowardly, survivalist, out for himself kinda guy. Willing to poison enemy wells, willing to set fire to the forest to burn the bandits outta their hideout, prefers to set traps and snipe from cover. Born in a literal dirt hovel type of peasant family, wants to be a big cheese--not just someone who wins higher status for himself through hard work, but someone who will literally claw their way to the top and step on everyone in the way if he has to. Fame, Power, and Money is the name of his game.

Brandt - Either a Soldier or a Cavalier, prefers Lances over anything else. The kind of guy who doesn't have much of an interest in being the biggest general, but does want to make a career out of being in the army. Has some hidden issues deriving from his status as a third son of a poor family, and what that means for his social and economic prospects in the world. Attempts to be a ladies' man, yet to be seen how successful this is since I'm the one playing him. But can still be serious when the situation calls for it, and places the well-being of his comrades in arms high on his priority list. Also an incredibly hard worker, training to be the best at his specific skillset. May have some talent as a leader of men, at least in terms of charisma if not necessarily tactics.

Vincent - Probably either a Wind Anima or Darkness based Mage. Physically frail but highly intelligent and incredibly cynical, has a firm belief in Might makes Right and Natural Talent surpassing Hard Work. Despite this, obviously he feels that his Magical might should be seen as equal in value to anyone else's Physical might, as well as his intelligence. Very similar to Ethan at first glance, but whereas Ethan only wants to use people to get ahead, Vincent does have a sense of loyalty to those who treat him well. You might even say he just wants someone to care about him, but of course he'd deny that vehemently and call you stupid for suggesting it. He also doesn't care much about increasing his standing--just having personal freedom and being able to pursue his own interests is enough for him, but of course he'll want to maintain enough power to defend that freedom. Tries to hide it but is pretty obviously a sex-starved incel and can't pass up an opportunity to ogle.

Wolf - A happy go lucky adventurer kiddo type. Not sure if he'll be a Myrmidon (straight sword type like Edward), some other sword-focused class, or maybe even a sword-themed Recruit (a 0th sort of class that gets the benefit of promoting one extra time, long-game payoff type thing). Wants to be a true Hero/Knight/whatever, naively idolizes warriors without really knowing the horrors of the battlefield, but genuinely wants to protect people and defeat evil without any thought to personal glory. Will latch on to anyone who seems like a "mentor" figure, and fairly sharp when it comes to picking up battle strategies, techniques, etc--soaks up stuff from other people like a sponge, and then combines it together in his personal style. So concerned with saving people that he might disobey orders, make rash decisions, or just plain do something stupid to try and get an ending where nobody dies. Maybe not even the badguys.

Gorou - Definitely a Myrmidon, the samurai archetype. A mysterious swordsman who wears a mask, which is at odds with the fact that he seems to be gathering fame for himself as a duelist constantly challenging great swordsmen and their entire schools. At first glance, the cliche Ryu type of wandering warrior whose only concern is perfecting his swordsmanship, but there are some deeper depths to be explored regarding the nature of why swordsmen exist in the first place. An honorable type as well, while he won't go out of his way to look for people to save, he also won't allow injustice to pass his sight unhindered. Unlike Wolf, he doesn't have any sentiments of redemption, and won't hesitate to cut someone down even if other circumstances come to light that would make other people feel guilty about killing. A very Musashi style warrior--people fight, people die, it simply is the way it is.

Roland - Either an Anima or a Light Mage, possibly a troubadour or something that could also use a staff. Your typical educated smart guy wandering sage type of magic user who is kind of a "wandering guardian," trying to preserve peace and justice and all that jazz. May have shades of a treasure hunter seeking magical items, or an explorer who knows a lot about history or dungeons of some sort. Actually kind of up in the air on whether I'll use him or not since FE isn't a "exploration" or "dungeon crawling" type of setting for the most part.

??? - Considering a Laguz, possibly a Tiger, as they're the closest thing to barehanded warriors. Maybe he'd have a half-shift form like that Volung guy, although that didn't seem to actually be different than other in-game transformations it just had different flavor text. A monk type who would ruminate on the meaning of life and questions like "Why do we have to kill in order to hunt and survive if Murder and Violence are considered evil?" etc etc. Might tie in some type of inner conflict with feral urges or something.

??? - Also considering a Priest/Cleric/whatever who is an adherent of the goddess and a healer. Will be a reflection of some of the things I've been pondering in real life now that I'm trying to be a good Christian again, so hopefully that won't start a shitstorm, but he'll raise some questions about justification for wars and stuff like that. May promote into a class that could also use Light based magic instead of just the healing staves.

Grayson - Probably my "main" character. A Branded (person of Beorc and Laguz parentage) who, like Stefan and some other Branded throughout the series, exhibits specific skills far beyond what normal pureblood humans have but can't transform like the Laguz can. More than likely a Mercenary class, as he'll use a larger than normal sword or something like that. An odd mix between a Blood Knight and a Murder Hobo maybe with a little Norse Berserker thrown in. Has a goal of proving himself as "superior" to other people, has a belief that directly contradicts the teaching of the settings' goddess, and intends to spread said belief further. Has a code of honor and gets along decently with other warrior types, can't stand magic users, archers, or Laguz, and sometimes may do something seemingly stupid like let an enemy get away, for the sole purpose of encouraging more conflict in the future (he wants the enemy to get stronger and come back so he can fight them again, sort of like a more evil Goku).
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oniskieth
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https://docs.google.com/spreadsheets/d/1JgOTqfxOEOjSPiVceTogdjOmXnJ5Lxt8WsBiY28Lg4Y/edit?usp=sharing

So i've made a spread sheet with some of the classes, and some examples of the weapon system. For the comabt, everyone will get a base attack that has no cost that deal minimal damage. Once you have your base weapon, you can add traits to it. Starting, everyone gets one ability with 2 slots, but the rest are restricted to a single trait. I may change this.

For now, this is all mock-up because I don't have real numbers yet, but a typical weapon/ability would look something like:

Base Weapon:
Iron Sword ( Sword, Physical Attack 1d2, Range 1 )
A common sword.
Cost: None

Attacks after adding traits:
Sweep ( Sword, Physical Attack 1d2, Range 1 )
A powerful attack that hits enemies on either side of the target.
Traits: Cleave, Cleave
cost: 10 energy

Slam ( Sword, Physical Attack 1d2, Range 1 )
A powerful attack.
Traits: Might
Cost: 5 energy

The damage calculation would also account for strength, so if a characer had 5 strength, their attack when using slam would be 7-8.

5(Strength) + 2(might trait) + 1d2(base weapon)
Edited by oniskieth, May 1, 2018, 6:51 pm.
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Onime No Ryu
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oniskieth
May 1, 2018, 6:41 pm
For now, this is all mock-up because I don't have real numbers yet, but a typical weapon/ability would look something like:

Base Weapon:
Iron Sword ( Sword, Physical Attack 1d2, Range 1 )
A common sword.
Cost: None

Attacks after adding traits:
Sweep ( Sword, Physical Attack 1d2, Range 1 )
A powerful attack that hits enemies on either side of the target.
Traits: Cleave, Cleave
cost: 10 energy

Slam ( Sword, Physical Attack 1d2, Range 1 )
A powerful attack.
Traits: Might
Cost: 5 energy
So if I used my Iron Sword to do a Sweep attack, it'd be something like this?

If my STR is something like +2, and Iron Sword is 1d2, and Sweep adds another 1d2, and I make a successful hit...

Then damage would be 1d2+1d2+2, and Sweep's special effect would cause this damage to be done to the enemy in the center, and then one more enemy adjacent to it on each side (3 enemies total)?

I'd lose 10 Energy/Stamina/etc, and my damage range would be 4-6? Would rolling a Crit maximize that damage, guaranteed 6, or would it double whatever I get after rolling?
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oniskieth
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The Silver Light
Onime No Ryu
May 1, 2018, 6:47 pm
oniskieth
May 1, 2018, 6:41 pm
For now, this is all mock-up because I don't have real numbers yet, but a typical weapon/ability would look something like:

Base Weapon:
Iron Sword ( Sword, Physical Attack 1d2, Range 1 )
A common sword.
Cost: None

Attacks after adding traits:
Sweep ( Sword, Physical Attack 1d2, Range 1 )
A powerful attack that hits enemies on either side of the target.
Traits: Cleave, Cleave
cost: 10 energy

Slam ( Sword, Physical Attack 1d2, Range 1 )
A powerful attack.
Traits: Might
Cost: 5 energy
So if I used my Iron Sword to do a Sweep attack, it'd be something like this?

If my STR is something like +2, and Iron Sword is 1d2, and Sweep adds another 1d2, and I make a successful hit...

Then damage would be 1d2+1d2+2, and Sweep's special effect would cause this damage to be done to the enemy in the center, and then one more enemy adjacent to it on each side (3 enemies total)?

I'd lose 10 Energy/Stamina/etc, and my damage range would be 4-6? Would rolling a Crit maximize that damage, guaranteed 6, or would it double whatever I get after rolling?
So, currently sweep doesn't add damage. It just uses the base from the weapon. With 2 strength that would bring your attack to 3-4. If you roll a 2 and have 4 attack, then sweep will deal 2(attack * D Rank) damage to two enemies adjacent.

A crit would increase your attack after the damage calculation, so if you have 5 attack and your enemy has 5 defense you'd deal 0 damage, even on a crit. If you increased your attack to 6 and crit the same enemy you'd deal 3 damage.
Edited by oniskieth, May 1, 2018, 6:58 pm.
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Onime No Ryu
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I feel like that's a little overly complex compared to the usual stuff I see in a d20 system. Are you designing this from scratch or taking it from a reddit somewhere where somebody converted FE to a tabletop or what?
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oniskieth
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The Silver Light
Onime No Ryu
May 1, 2018, 7:02 pm
I feel like that's a little overly complex compared to the usual stuff I see in a d20 system. Are you designing this from scratch or taking it from a reddit somewhere where somebody converted FE to a tabletop or what?
Converting it all myself, which is probably why it's so rough. I'm basically trying to export your magic system over, but Fire Emblem doesn't really have magic similar to Fairy Tail.
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Onime No Ryu
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I'd recommend not doing that since you're trying to focus on Melee oriented abilities which, while serving the same general purpose as "special attacks," aren't really the same thing as Magic and thus wouldn't have the same "traits" that my system was designed around. Plus, me and NTNP both learned the hard way when we first started trying to use stats in our RPs that there's absolutely no reason to try and create something all on your own when tabletop companies have been doing that and refining those systems for years. The only thing I really built from scratch for GW was just creating a blank template for things that most D&D spells already have--they already require Saves against status effects, they already have a set number of durations, and certain editions of D&D have even used an MP style system of Spell Points.

If I were you, what I would do is just go through the lists of D&D 4E's Powers for the Martial Classes, and then go through the Feats and Traits lists for D&D 5E and from whatever resource NTNP used for the Fallout thing (I think there's an actual d20 system for it and you could find it on the Fallout Wiki), and just change a word or two here or there.

ProJared, on Youtube, does a thing every year now called D&December. The videos he makes during those times have a lot of info about how to play and design things with that system. There's also a website called Simple DND or something that I used when I first built things like DUSK and Beneath the Monolith.

I'd also not use FE's stats since there are so many of them that would be very difficult to make work narratively. Just fold the ones that do the same essential thing into the 6 stats that D&D uses--Defense and Vitality, for instance, could both be replaced by Constitution in whatever formulas require them.
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oniskieth
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How attached is everyone to the fire emblem gimmicks? The question really comes down to what sort of stat system everyone wants to use. If we use numbers, it just makes sense to use the systems/formulas they have in place, but that could get pretty stagnant and boring combat wise.
Edited by oniskieth, May 1, 2018, 9:36 pm.
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oniskieth
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The Silver Light
Going to give people the opportunity to make a character to fill a narrative need. It would help include your character into the plot in big ways.

Major Character Positions:


1. A Lion Laguz with a noble background or a Beorc swordsmen of the opposite gender
2. The youngest child of the Viceroy of Crimea.
3. A soldier in the service of the Viceroy of Gallia.
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Onime No Ryu
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oniskieth
May 1, 2018, 9:31 pm
How attached is everyone to the fire emblem gimmicks? The question really comes down to what sort of stat system everyone wants to use. If we use numbers, it just makes sense to use the systems/formulas they have in place, but that could get pretty stagnant and boring combat wise.
Don't fall into the trap I've fallen into SEVERAL times when I make game-based RPs like Zelda, Tales, Monster Hunter, etc.

What happens to me is that I get stuck on the idea of "this is an RP IN THE GAME," or "This is based on CANON," or "I need to be TRUE to the SOURCE, it needs to have the GENUINE FEELING!" and that's completely pointless for several reasons. If people wanted everything to be 100% like the game, they would just play the game. If people were going to be anal retentive about canon they wouldn't play at all, because none of us are ever going to be working for a game dev so nothing we do is ever going to match up with canon. If people wanted to break down those systems they could do that with nothing but math and computer programming, because ultimately that's all those game systems are is a matrix of algorithms and variable if-thens.

What people care about in an RP are the STORY, the SETTING, and the CHARACTERS. If we want to play a FIRE EMBLEM RP, what we're actually saying is we want a SETTING that features, but isn't limited to:
1. Medieval, low-fantasy, low number of non-human races and creatures (very few "Monsters" if any).

2. Stylistically anime but also fairly realistic--no chainmail bikinis, no 5-Man-Band defeating entire armies, distinct advantages of cavalry and armor, etc.

3. Tactical combat, low-level political intrigue, low-level unit and resource management.

If we want to play Fire Emblem Style Characters, we're basically saying that we want:
1. Characters with a limited variety of combat abilities--all Lance users use Lances, but some Lance users can also use Swords. However, a Sword's usage depends on who is using it within another limited system of variety. A Myrmidon is faster but frailer. A Mercenary is stronger but slower. A Cavalier has a balance of strength and speed, and maybe a little bit more durability. Other factors like Movement and Magic Resistance also have to be taken into account. But it all comes from ONE closed system. Swords > Axes > Lances > Swords. Fire > Wind > Thunder > Fire, or else Anima > Light > Dark > Anima. Exceptions like Lancereavers and Horseslayers keep the player on their toes.

2. Characters who have grown up in the previously established setting, and who thus have logical goals and backstories deriving from that. The Fire Emblem world is typically a place where, even with magic, logic and reason will rule the day. Not all characters have to be logical, rational thinkers, but their abilities are derived from that. Fire Emblem is not a world where a 1-in-1,000,000 prodigy will be born, it's not a world where the power-creep just keeps going until we're busting planets, it's not a world where having your parents killed by bandits or being raped is something to just lightly throw into a backstory for shock value because these things actually happen and are addressed with realism to a large degree.

3. Characters who will TALK TO and GROW with EACH OTHER. Supports are a big thing, they build the story, setting, and characters, they reveal hidden depths. They are part of what makes the GAME good, but they aren't LIMITED to the game itself because they aren't pieces of code. They're part of the written aspects, and RPing is about WRITING.

If we say we want a Fire Emblem Style Story, then we most likely mean:
1. A story about a military campaign of some sort, whether it be to rescue a princess or dethrone a mad king or lead a slave rebellion successfully enough that enemy calls for a truce and then rewrites the laws pertaining to slavery.

2. A story where a cast of characters grows larger over time, and at the same time these characters begin to form core bonds with one another, until even a band of hired sellswords feel like blood brothers.

3. A story with a happy, but realistic ending. We saved the world, we defeated the big bad guy, but we had to work for it. We had to struggle, we had to stay sharp, we had to do some things we weren't comfortable with and we had to do some things that, before this journey started, we would have never imagined ourselves doing both for good (stepping out of our comfort zone) and for bad (being forced to change our beliefs when we're wrong). We might have even lost some friends along the way (BUT NEVER ANYONE ACTUALLY IN THE PARTY BECAUSE YOU RESET EVERY TIME THAT HAPPENS).

Players don't necessarily want to play the part of the computer inside the game console that calculates all the stats and formulas for Fire Emblem. People want to IMMERSE themselves in the STYLE of Fire Emblem's WORLD.

Your stat system needs to reflect and facilitate all of the above, as well as perform a few other functions--after all, a stat system would be entirely unnecessary if not for these things (although this is based on my and NTNP's experiences):

1. Establish Tension. In honor-based play, we can just endlessly type and type and type until we bullshit our way out of everything. We can dodge every attack. We can perfectly counter any difficulty. Using Stats places LIMITS on us to an extent, we suddenly CAN die if our HP drops to 0, we CAN get hit if our Armor or Avoid isn't enough. The possibility of failure exists, and we must exercise all our power to keep it at bay. We become invested in "winning," and when our characters "win" that feels good.

2. Establish Growth. In honor-based play, I can have my character do a thousand pushups, but I can't make other characters acknowledge that. I can't even see it myself unless my words are just that beautiful that the reader cannot help but have an image of chiseled muscle, steely sinew, and broad shoulders. With Stats, you see the numbers and the types of equipment and the available feats and skills just keep stacking up. You can look at how you were at Level 1, and how you are at Level 5, and there is a noticeable difference to ANYONE who looks at the character sheet. It's also a form of journal, a record and a log of your adventures. You can see how far you've come, and that's motivating.

3. Establish Roles. In honor-based play, someone can come up with ANY reason to justify ANY thing. Mary Sue is an expert swordswoman AND a prodigious mage, AND she has a Pegasus steed that has special armor to make it immune to arrows and enemy magic, AND she can wave her flag from the air and instantly grant super buffs to everyone on the ground. Why? Well you could wax on and wax off with your wordplay all damn day and EVENTUALLY make that believable. But not with Stats. Stats give you a certain number of points, or slots, or a limiting factor on how much you can do with a certain thing like weapons or magic. With stats you allow EVERYONE to feel valuable not because we're "all equal and all the same" like some kind of filthy communist, but because we're all DIFFERENT and we have DIFFERENT niches. It not only makes each player feel important ("Sure, I didn't do as much in the battle, but we would never have broken out of prison or found the treasure in the first place if I hadn't been around to pick the locks and find the traps,") but it also teaches us to RELY on one another ("Don't you dare say archers are cowards! I'm up here on the front lines just like you are, and I know for a fact that if I hadn't had my friend looking out for me, I'd be dead a thousand times over! He watches my back, and I won't let a single foe get past me for his sake!") and because of that we build CHARACTER DEVELOPMENT.

With all this in mind, and given what we've seen thus far from your ideas, I really think the D&D system is the way to go here. As of D&D 5E, most of the classes branch off into sub-classes of a sort, and expanding on these would make it easier to adapt to Fire Emblem's classes if we just reshuffled them instead of waiting for the player to actually get to 3rd level to pick them (alternatively we could just have characters start at the equivalent of 3rd level upon creation, and it'd make us feel more powerful to boot even though it might be a little more number work).

For instance, a D&D Fighter with the Great Weapon Fighting Style could be considered a Mercenary. If he chooses the Samurai for his Martial Archetype, he becomes a Swordmaster. If he chooses the Champion, he becomes a Hero. If he chooses the Brute, he becomes a Vanguard.

Because classes in D&D are much more variable, we might end up with a more spread out promotion system--Fighters, not just Rangers, have the option to be archers, and they can also be mounted, and even sometimes use magic if they choose the Martial Archetype of an Eldritch Knight. Thus, instead of the usual branching Class Tree, the possible range of promotions for a unit might look more like a spider web. You could either just set hard limits on this ("All players who make Fighter Class characters will be limited to the trees for Cavaliers, Mercenaries, Myrmidons, and Axe Fighters, and all players who make Ranger characters will be limited to the trees for Nomads, Archers, and Bow Knights,") or you could allow this Class Web if you think the players would enjoy that extra freedom.

For further explanation of D&D I could either go more in depth or you could google it, but if you've played GW, DUSK, or Beneath the Monolith you've essentially seen how it works at least in regards to the stats, though the magic system was different in every one of those. You basically always have Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma though.
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oniskieth
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The Silver Light
These will be all the starting classes to choose from. I copy-pasted this from a wiki so it's not final draft and I need to update their class bonuses + starting weapon.

Soldier
Common lance-wielding soldiers
of average abilities. They are
known for reliability and strength.

Mercenary
Highly versatile warriors dedicated
to improving their martial skills. They
wield swords with remarkable skill.

Myrmidon
Fighters dedicated to the sword.
Their superior speed and skills
are deadly in combat.

Fighter
Axe-wielding brawlers who pride
themselves on great physical
strength.

Pegasus Knight
Airborne knights who wield lances
and possess powerful resistance
to all non-wind magics.

Wyvern Rider
High-flying knights whose great
strength and tough hides make
their axes all the more deadly.

Lion
A
Laguz who fight in lion form.
They can counterattack with
punches in their human form.

Tiger
Laguz who fight in tiger form.
They can counterattack with
punches in their human form.

Cat
Laguz who fight in cat form.
They can counterattack with kicks
in their human form.

Heron
Laguz who fight in heron form.
They cannot fight but wield powerful
galdrar magics.

Hawk
Laguz who fight in hawk form.
They can counterattack with
kicks in their human form.

Raven/Crow
Laguz who fight while in raven
form. They can kick to counter
in their human form.

Red Dragon
Demihumans of the dragon tribe in red
dragon form. Their physical strength
eclipses that of all other races.

White Dragon
Demihumans of the dragon tribe in white
dragon form. Their magic power surpasses
that of other dragons.

Archer
Warriors who use bows on
the battlefield to attack enemies
from afar..

Lance/Sword/Axe Knight
Heavily armored knights who
dominate battlefields with their
powerful (weapon).

Lance/Sword/Axe/Bow Cavalier
Mounted knights who have
mastered both horsemanship and
the art of the (weapon).

Thief
Multitalented knaves who are
always on the lookout for treasure.
They have weak combat abilities.

Fire Mage
Mages who wield fire-based magic.
Their spells are especially potent
against beast laguz.

Thunder Mage
Mages who wield lightning-based
magic. Their spells are especially
potent against dragon laguz.

Wind Mage
Mages who wield wind-based
magic. Their spells are especially
potent against winged enemies.

Light Mage
Mages who wield light-based
magic. Their spells have advantage
against dark magic.

Dark Mage
Mages who wield light-based
magic. Their spells have advantage
against anima magic.

Priest
Spiritual guides or members of
the clergy who heal allies with
their sacred staves.
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Onime No Ryu
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Here’s my suggestions if you haven’t already decided on the bonuses.

Soldier - +1 to both Defense and Strength.

Mercenary - +1 to both Strength and Skill.

Myrmidon - +2 to Skill

Fighter - +2 to Strength

Peg Knight - +1 to both Resistance and Speed

Wyvern Rider - +1 to both Resistance and Defense

For all the Laguz I assume they can’t stay transformed throughout an entire battle and that their bonuses only apply in the shifted form, making them weak otherwise.

Lion - +2 to all three Strength, Speed, and Defense, but I’m assuming they only get this in beast form and can’t stay permanently changed during battle.

Tiger - +2 to both Strength and Defense, +1 to Speed. Again only applies during shift.

Cat - +2 to Speed, +1 to Strength.

Heron - +3 to Magic

Hawk - +2 to both Strength and Speed, +1 to Skill

Raven - +2 to both Speed and Skill

Red Dragon - +3 to Strength, +2 to both Defense and Resistance, +1 to Magic, -1 to Speed.

White Dragon - +3 to Magic, +2 to both Defense and Resistance, +1 to Strength, -1 to Speed

Black Dragon - +3 to all three Strength, Magic, and Defense, +2 to Resistance, -2 to Speed and -1 to Luck.

Archer - +1 to both Speed and Skill

Knight - +2 to Defense

Cavalier - +1 to Speed and Strength.

Thief - +2 to Luck

Anima Mages - +1 to Magic, Resistance, and Skill, -1 to Speed

Light Mages - +1 to Magic and Skill, +2 to Resistance, -1 to Speed and Defense

Dark Mages - +2 to Magic, +1 to Magic and Skill, -1 to Speed and Luck

Priest - +1 to Magic, Skill, and Luck, -1 to Speed
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oniskieth
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Onime No Ryu
May 3, 2018, 7:22 am
Here’s my suggestions if you haven’t already decided on the bonuses.

Soldier - +1 to both Defense and Strength.

Mercenary - +1 to both Strength and Skill.

Myrmidon - +2 to Skill

Fighter - +2 to Strength

Peg Knight - +1 to both Resistance and Speed

Wyvern Rider - +1 to both Resistance and Defense

For all the Laguz I assume they can’t stay transformed throughout an entire battle and that their bonuses only apply in the shifted form, making them weak otherwise.

Lion - +2 to all three Strength, Speed, and Defense, but I’m assuming they only get this in beast form and can’t stay permanently changed during battle.

Tiger - +2 to both Strength and Defense, +1 to Speed. Again only applies during shift.

Cat - +2 to Speed, +1 to Strength.

Heron - +3 to Magic

Hawk - +2 to both Strength and Speed, +1 to Skill

Raven - +2 to both Speed and Skill

Red Dragon - +3 to Strength, +2 to both Defense and Resistance, +1 to Magic, -1 to Speed.

White Dragon - +3 to Magic, +2 to both Defense and Resistance, +1 to Strength, -1 to Speed

Black Dragon - +3 to all three Strength, Magic, and Defense, +2 to Resistance, -2 to Speed and -1 to Luck.

Archer - +1 to both Speed and Skill

Knight - +2 to Defense

Cavalier - +1 to Speed and Strength.

Thief - +2 to Luck

Anima Mages - +1 to Magic, Resistance, and Skill, -1 to Speed

Light Mages - +1 to Magic and Skill, +2 to Resistance, -1 to Speed and Defense

Dark Mages - +2 to Magic, +1 to Magic and Skill, -1 to Speed and Luck

Priest - +1 to Magic, Skill, and Luck, -1 to Speed
These are pretty good. For the Laguz it'll prolyl be closer to the Beorc classes bonuses because when they do transform their stats are doubled.
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Kazemitsu
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If I participate dibs on black dergon
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oniskieth
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The Silver Light
Kazemitsu
May 5, 2018, 4:22 am
If I participate dibs on black dergon
In the setting, Black Dragons are part of the royal family. I'd like to avoid adding any Black Dragons to the story, but I'm willing to make amends if it's that important.
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oniskieth
May 5, 2018, 6:05 pm
Kazemitsu
May 5, 2018, 4:22 am
If I participate dibs on black dergon
In the setting, Black Dragons are part of the royal family. I'd like to avoid adding any Black Dragons to the story, but I'm willing to make amends if it's that important.
he just loves imagining himself with a big black dang-a-lang, cause he doesn't know the majority of pornographers (which are Jewish by the way) actually just use dildos or photoshop for that
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Kazemitsu
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No it's because my oldest oc, Kaze, is a black dragon.
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NTNP
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Hey Oni, long time. I saw this topic pop up, and since I’ve spent more than my fair share working on various systems over the years that are either straight up taken from the fire emblem series, or heavily inspired by them I was hoping to offer up a few suggestions based on what you have created thus far. Firstly, I am happy to see you show an interest in making a Fire Emblem RP- they are exceptionally pleasant and honestly one of my favorite series to work within because they provide a chance to use system mechanics very easily into both a tabletop like form, and an RPing one. Firstly, what I have seen from your work thus far: You are using a basic Fire Emblem inspired system, which is wonderful and seem to be relatively tied to keeping the system in place as much as reasonable. So what can I freely contribute I asked myself? You seem to be sticking fairly close to the system itself (relying on equipment, classes etc) but offering up a few cool modifications to the weapons/armor system which, while making minor differences, shouldn’t alter things too much barring perhaps eschewing offense over defense slightly so you might want to offer up a bit extra HP/defense/resistance to people to equal it out OR provide the same modification options to armor/gear. But that might create some extra difficulties for you. Now for what I really came for, what I learned from screwing up FE RPs like a hundred times.

First, some pitfalls I have uncovered: People hate being told that they can’t use this weapon, can’t do this ability, can’t stop riding this horse when they are fighting in a mansion etc because they chose a particular character class and now are stuck with it. Firstly, as Onime has said, offer up variety for the players to choose from. I wish, rather desperately, when I was running my various fire emblem RPs that I had chosen to create promotion webs and a more varied character system rather than locking people into paths at the very beginning requiring them to do/use certain paths forever without allowing the chance to transition between them based on what they liked/disliked in the gameplay segments. Especially since I locked them into these choices BEFORE I let them play the game. I would advocate making everyone start defining a “role” that they want to fill such as a fighter, ranged, magic etc and allow them to specialize their characters into the standard “classes” and switch between them over time. Perhaps stealing from a later point in the series (as much as I love FE9/10), and provide the ability to switch classes at will. Let’s go with an example: at the beginning of the story, have each person choose a single class. Brandt, for example, might choose cavalier. Then once they get to the base/safe place/become an army etc and have faced 2-3 maps worth of challenges, gained some experience and Onime has learned some things that worked/didn’t work with what Brandt has experienced, have it where he can now choose 2 other classes that Brandt can transition between before going to the next fight. Brandt might choose Cavalier (which he has been thus far), Knight and Archer as his three class options. At the beginning of the “combat” scene, have the player choose what “load out” that they will be carrying- will Brandt be mounted and using the cavalier equipment, abilities, passives etc because it is an open battlefield? If so, his stats are unchanged from what they are now. Is this going to be a siege against a castle, so he chooses to dismount his horse, strap on heavier armor to resist damage and fight on foot? If so, he gains some STR and DEF but loses some SPD and SKL but still carries his spear around. Or is this going to be an ambush based mission, where stealth is highlighted so he strips down to his regular clothes, straps a bow and arrow to his back and gets ready to snipe a few fools with enhanced SPD and SKL, but facing a decrease in STR and DEF along with tossing out his spear and picking up a bow from the quarter master. Have it where the character gains EXP (I am assuming you are going to be providing levels, growth rates etc) for there character which increases their base stats but also have it where the classes gain levels quickly as well that provide tangible bonuses that support versatility. After say 5 levels, they can use a “stronger” version of that weapon type. In game narrative, this would be going from say a D in swords to a C in swords, letting you use a steel sword now. Or perhaps with your system, provide an extra slot in those weapon types. After 10 levels, they gain an “ability/trait” from that class that can be used for any class, much like what happens in the game. After 15 levels, they gain a “use X weapon/armor/mount” in any class trait letting say Brandt, who put in 15 levels in cavalier can ride a horse no matter what class, while say Vincent, the dark mage, can now pull out his spell book and curse a foe no matter what class he is currently using right now. Then finally at 20 levels they can promote into advanced classes increasing the stat bonuses they have when using this class and what items/abilities etc they can unlock. You are a vet Fire Emblem player, you should understand a system like this.

Now why would you want to do this since it is a major departure from the regular Fire Emblem system? This will let you use a smaller group of characters (as opposed to everyone running 2-3 each, in order to function successfully in each role, that will sometimes be useless), ensure that players have a variety of ways to face challenges and would also allow you to not shoehorn in a particular combat style for laguz especially. As of now, laguz are limited to basically be “shifters” only who cannot by the system requirements not use equipment or classes, and are basically locked into just 1 range combat and will become useless more than half of the time. Letting them choose between 3 options, one of which is “locked” as their laguz form would make it a bit more interesting and might even let you create a system where a laguz can still be that “shifter” but also not be useless for half of every encounter. Using Kaze, for example- His black dragon must choose black dragon (laguz form) as a class, but also fighter and anima mage. Sometimes, choosing to become a large dragon is ideal- like say when fighting in an open environment, but sneaking into a mansion… that might be more of a limitation than a help. So there, he might choose to instead pick up his axe and focus on pushing his “laguz fury” into fighting in melee than transforming. And when he knows that there is about to be a big fight where it will be mostly against knights and wyverns (highly physically resistant foes) he might embrace that fiery breath of his, and instead choose to be an anima mage to inflict magic damage against those enemies. Now in regards to what the laguz classes should provide as bonuses: After 5 levels, any laguz could develop the ability to still “transform” even in other classes a la the half-shift ability, start shifted at the beginning of maps after 10 levels, “full shift” being available in a fight after 15 levels and finally “formshift” (aka stay in dragon form all the time) at 20 levels in the laguz class. This would let you also avoid those times where say in game Lethe, after 3 whole turns of wrecking faces, would shift back into her normal form and then spend the next 3 turns waiting to finally contribute again. With this system, she might have to suffer through 5 levels of just being a shifter for a while at the beginning of the narrative (like how Vincent would be stuck as a dark mage), but then after that might be able to choose to be a myrmidon at base- but still be able to use half-shift in combat to jump between a regular swordswoman and a giant cat (albeit with halved stat transformation) for a couple of turns. I feel like if you want to keep that “fire emblem” feeling of stats, tactics, classes etc rather than turn it straight into a generic RPG set in Tellius, this would be a great option.

Secondly, combat. You need to make a decision early on- do you want to run what amounts to a Fire Emblem game where you control one side and the other RPers control the other, with the general structure being “the PCs are at base engaging in social encounters” and “buying/support building/training” to enhance their units, the PCs get a scene setting the battlefield and they choose their loadout, then the battle begins. Each side gets “turns” where they move, take an action and then it switches to your side doing the same, then back to them where they face waves of tactical combat leading to (hopefully) the PCs emerging victorious after a hard earned conflict which leads to another scene, followed by starting the process over again. This was done, relatively recently with Sin’s RP although you can look at some of my FE RPs for examples here. Or do you want to run a standard RPG style system, that while borrowing slightly from the series, relies more actively on rules and systems common to other tabletop series, such as DnD where the PCs face “waves” of challenges to achieve a goal: they engage in skill based challenges, martial challenges and social challenges to advance the scenes until reaching a logical endpoint. Now, with that being said, there is NO wrong answer here. I’ve become almost purely a Dungeon Master at this point, where I run DnD based games now. Hell my last RP here, Fallout, relied purely on that type of system and it worked relatively well. I have also ran a Fire Emblem using almost an exact copy of the in game system, and it also works very well because it lets you divide up the story between the “narrative” sections and the “combat” sections where the two systems might not exactly overlap. It lets you avoid having to make any skill based systems, and generally allows the PCs to do just about anything they want to in the “base” sections as long as it does not break the narrative you are weaving, but places firm limits on the actual combat where death/dismemberment are a real concern. Once you choose, the majority of the problem will fade away since there are many wonderful options to choose from.

Third, encounter design. Now, I will first make an assumption on both ends- you will either choose a fire emblem based system or a tabletop based system. Either works, but I will address these sections individually since the suggestions will vary considerably between each system rather than trying to make an overall version. So let’s get started!

Encounter design, Fire Emblem style! You should, at minimum, create basic grid based zones that show the terrain, the location of interactable locations/items, enemies, PCs, walls/structures and objectives. This can be as simple or complex as you choose, ranging from the simple paint creations that Sin used before, to complex ones that look almost identical to say what you might encounter in an actual FE game. Having it where the PCs know their movement, know what they are looking at and can choose what happens IS the most important thing since it is basically a “minimap” of what they are seeing in character, and what they can assume might happen in the future based on what is nearby and what enemies they WILL encounter soon. Secondly, when in doubt run the battle in a white room with the stats from the PCs and NPCs, assume they make an “average” damage each time and hit the “average” against the foes you have created. Then minus say 2 off of the PC’s damage, minus 10 off their hit chance and increase the NPCs’ damage by +2 and increase their hit chance by 10 to balance it for chance. Then run the encounter how you imagine it in your head- they fight in groups, by waves, leading eventually to the boss. Run it and see- does anyone die? How long do the fights take (2-3 round KOs in game are fine, in narrative form aim for 2 turns at most unless it is a boss)? Does anyone have a chance of straight 1 shotting a PC? Does anyone take no damage from an enemy type on the map (it will be Kaze, just FYI)? And when that happens, start changing around the enemies stats until they fit the criteria you want for the encounter. To my eyes, this should be your goal: the average enemy, assuming an average hit each round should take 2 rounds of combat to KO. If they are resistant to a damage type (knights versus physical for example), it should increase to 3 rounds. If they are weak to a damage type (Pegasus knights versus arrows/wind for example) they should go down in 1 round. Damage wise, they should be able to 4 round KO most PCs- 6 round KO for those who are resistant to that damage type (like tigers against physical attacks), and 2 round KO those who are weak to it (like wyverns against a lightning mage). For bosses, who should show up as a leader in any given wave, double the number of rounds that they should survive, and increase their damage to reduce the number of rounds that each PC should be able to last against them by 1. But DO NOT allow any 1RKOs against the PCs, it is just bad form and unpleasant. Testing these numbers for yourself in a hypothetical battle will take a little time, but generally keeps from making the battles too easy/too hard.

Encounter design, Tabletop Style! I will suggest, considerably, that you steal the hell out of DnD as much as possible. It is the best, most widely available set of systems in tabletop and baring 5th edition is entirely free at this point. I have stolen from them for years, and for something like this it is VERY usable. Next, you will need to learn about the three legs of tabletop- social, exploration and combat. We know social, we are RPers and this is what we do. We talk, interact and socialize in character. You know how to do this. Combat, again is something we are generally knowledgeable of. Fighting using turns (with on average, 1 major action per turn) and switching back and forth between sides effectively until one side dies. You can pretty it up, dumb it down etc until it is unique but generally this is the way it is done. But what you might be less experienced with is exploration, also known as “using the skill systems to discover what your character can do in a scene!” Using Fallout RP, since you were involved in it, was that in most situations you had to create “challenges” that relied on a skill to accomplish most tasks, be it convincing someone to buy your stuff, climbing up a ridge, upgrading your wrench into a weapon of absolute death or anything else that you want to do based on both the skill of the user and (on average) a 1-20 chance of success. If this is what you want to do, then choose a basic system and then modify the pieces to fit. Like say 3.5, for example, could be transferred easily to something like this. You would choose say 3 classes (fighter for martial types, ranger for ranged fighters and wizard for mages) and make ALL the classes fall into those when it comes to creating your internal character sheet. Say Vincent, a dark mage, exists. You would go to an online generator, choose out only the stuff you need to fill out the sheet (like say “high magic” might transfer to “high INT” but an asshole might become “low CHA”) and then check out his information. It should give you an average HP total, an average set of saves (reflex, will and fortitude), an average DC for the spells he can cast, an AC to see if an attack would hit and hit bonus/damage bonus for how hard they hit. Then from there, you can access one of the millions of online RPG generator options with literally millions of potential monsters/effects/abilities to choose from. And then rely on the documentation: have the PCs face Challenge Rating (CR) enemies that are “moderately” challenging. Have them face “easy, medium and hard” skill checks, and you can use the resources that already exist, refluffed as you need it. Say an Orc Chieftan could easily be transformed into a laguz warleader, giving him the transformation stuff without shifting around his stats, and use the abilities that are listed already to let you make a “short cut” to see what is too powerful/too weak. I tried to make my own units for Fallout for example, and about killed everyone on the first major combat- and it was horrible. Sticking with an established system and using their units would have MASSIVELY made the system more pleasant rather than home brewing the entire thing and making it utterly imbalanced.

Hopefully this will help, at least a little bit. I hope that this works wonderfully for you and will let you have a great experience when making/playing a Fire Emblem RP. Due to my limited free time with my job and daughter (almost 5 months old now btw!), I will not be able to participate. I barely get a few hours to myself a week at this point, usually just one night per week for like 3 hours at a time, but I will be around to give feedback and offer up suggestions if you would like. Best of luck Oni.
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Onime No Ryu
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I'll be your Undertaker this evening
PLZ APPROVE

Name:
Grayson

Race:
Branded

Age:
Physically looks to be early twenties.

Gender:
Male

Appearance:
Height: 6' 2" φ Weight: 220 lbs φ Eyes: Gold φ Hair: Red φ Skin: Tan


Theme:
Red - The Outside

History:
Grayson doesn't know how many generations ago a Beorc and a Laguz came together to eventually make him. Maybe he's a direct Branded from a mixed set of parents. His first memory is only that of standing up as a toddler; standing up with tiny fists clenched, and watching as his orphanage burned to the ground. A man took him in, a man like him, though he hid it beneath a helm and a coat of arms. He was raised in the barracks, under the banner of a lord. He wore headscarves and hats, he grew his hair long. His savior never let him show anyone the mark, never let him tell anyone who and what he was--what they were. But he learned to defend himself, he learned to fight. He learned to fight well. Very well.

No secret can be kept forever. Not long after he was granted his own coat of arms, he stood on the hill and watched the castle town burn. He fought his way out through the flames, and through those he had once called brothers in arms. He wandered, and fought. He found work, and fought. They chased him out of towns, and he fought. And he was better at it than they were. Stronger than men. Smarter than animals. But in everyone's eyes, in the eyes of the goddess, he should not be.

He had always fought. He had fought bandits. He had fought beasts. He had fought mercenaries and knights. So why not fight fate? Why not fight the goddess herself?

Class: Mercenary
Traits/Skills: (Total skill cost cannot exceed 15 for Beorc, 20 for Laguz.

  • Dragon Blood: Increase your Strength modifier by +3
  • Secret Book: Increase Skill Modifier by +1.
  • Arms Scroll: Rank +1 for Sword (D Rank)
  • Speedwing: Increase Speed Modifier by +1.

Bonus Modifiers:
HP: 16
Strength: 8 (+3)
Magic: 0
Skill: 9 > 10 (+1)
Speed: 6 (+1)
Defense: 4 > 6
Resistance: 1 > 4
Luck: 2

Inventory:

  • Iron Sword - Rank D / MT 6 / HIT 90 / CRIT 0 / WT 7 / RNG 1 / USES 50 / EFFECT None
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Systematic made by Phaede of the SZ..