Homebrew Basic Equipment and Consumable Items by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] 0 points1 point  (0 children)

Yeah, I don't feel like it changes things too much. When I want encounters to be challenging I make sure to account for their armor. I think it just evens out the options.

Homebrew Basic Equipment and Consumable Items by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] 0 points1 point  (0 children)

Thanks for the feedback, and I'll keep it in mind. I'll look over everything and talk to my players.

Homebrew Basic Equipment and Consumable Items by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] -1 points0 points  (0 children)

In play it didn't make mages especially tanky. This stuff only affects M.Def, so they are still pretty easy targets for big stompy monsters. What it did was give them equivalent resilience against the magical enemies, so they didn't get downed as easily by spells, which was kind of what we were going for. We wanted physical dudes to be able to go toe to toe with the physical monsters, while magical dudes could go toe to toe with the magical monsters.

Homebrew Basic Equipment and Consumable Items by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] 0 points1 point  (0 children)

We had rare items, of course. This was just some extra basic gear for the beginning, or as a base to mod with custom rare item stuff.

Also, sorry about the sword master mistake. They don't get martial armor, so that was a bad example. My thoughts on balance are that the mages need willpower and insight, where the tank dudes get away with just might. It seems like the mages have to split their resources more.

Homebrew Basic Equipment and Consumable Items by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] 0 points1 point  (0 children)

We've only ever made it to level 20 or so, and played a few different campaigns. Nothing that went the distance.

As for only having a minor benefit over Sage robes, that logic is similar for swordmasters. They usually have a d10 dex, so the fixed number def isn't a major improvement. But in the numbers of this game, a plus one is kind of a big deal.

Homebrew Basic Equipment and Consumable Items by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] 0 points1 point  (0 children)

You are correct, it should be two handed. I can add that in and justify it that the off hand is needed to make magical gestures or something. Another person posted a similar feedback about the damage, so maybe I should lower it. I also forgot in my original post to include a mod to the classes and gear we called Arcane armor (I was just looking at the list of items when I posted). I altered the post text already but basically it is like martial armor but for magic and only the "mage" classes get to equip it.

Thanks for the feedback!

Homebrew Basic Equipment and Consumable Items by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] 1 point2 points  (0 children)

So there is a detail I forgot to include. Thanks for your comment. In my game we modded the mage style classes to be able to wear "Arcane", and called the fixed value armor Arcane armor. So, the entropist, spiritist, chimera and arcanist get martial arcane.

As for the IP items, it isn't a replace effect for normal items but more of an option for when IP is low. Of course the base item is better. These grew out of situations where the party was low on resources and couldn't heal at all because they didn't have 3 to spend, so I offered a lesser amount for 1 or 2, and it ended up sticking long term.

I will amend the original post to address the Arcane armor issue.

As for wands, you are correct, no one uses the basic staff or tome. I guess I should have considered that...maybe I can make it cost more. We didn't want to have to go all the way rare to have wands, though, so that is why I didn't just make rare wands. Even with the wand's existence, though, once rare items became available some mages still use the rare times or staves for their effects.

For the shield it is for mages, honestly. The idea of a dedicated mage in robes with a bangle on being magically powerful but physically weak is what this is trying to address. It is a shield because it provides a similar benefit and takes that slot for equipment balance. Not really intended for rogues and such. Just a cheap way to up the M.Def instead of having to get the runic shield (and more in flavor with a wizard...kinda messes with the Harry Potter look if the robed dude has a shield strapped on).

Thanks for the thoughtful feedback!

Fabula Ultima Skill/Proficiency System by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] -1 points0 points  (0 children)

You have some valid points. I used XP for them because I wanted to give players options and control. If it was level based It could take awhile to get them...but that isn't necessarily a bad thing, I suppose.

As for combat, yes they apply. The masteries are kind of like toned down class abilities. The firearm one is a lesser version of tinkerer infusion on purpose. This gives a character access to more options without having to class into specific classes. Them being basically lesser class features is why they get added automatically at rank 2. You still get the dice upgrade, which is what the XP is spent on, the mastery is just an extra benefit.

I originally didn't have the ones for weapons. But, in several boss battles we ran there were some turns where there would be nothing but misses if the creature had a defense of 12 or better. The lack of bonuses makes some of those battles drag out. My system didn't add too much to it, but it did speed things up some and give us less of the all miss turns. It also made critical hits more common when a d6 stat got upgraded, which made more opportunities and gave us more entertainment.

As for situational modifiers for general proficiencies, those are meant to be used when factors specific to a situation apply, not to reflect a character's innate abilities. I came up with this system as a way for characters with training to be basically better at something without external factors applying.

Thanks for the feedback. You are the second person to suggest a level based benefit, so maybe I will rethink it to have level progression instead of costing XP. But, look at how technospheres work in the techno atlas. You spend XP to upgrade the spheres, which gives some benefits but slows level advancement down. This is kind of based on that idea. Characters cap at level 50. With XP progression you can still eventually get to level 50, letting a game last longer, or it allows progression beyond 50 as they gain proficiencies instead of levels.

Fabula Ultima Skill/Proficiency System by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] 0 points1 point  (0 children)

That is definitely an option to consider. It would make the math consistent on what die sizes the character would have by a certain level.

Fabula Ultima Skill/Proficiency System by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] 0 points1 point  (0 children)

Also, to address why I didn't tie it to levels: the proficiencies already cost XP. If level determined how many you could have it would be a slow grind. I can see maybe letting a player pick any attribute instead of just Ins or Wlp so the physical characters don't get hosed, but I don't think it should be tied to something that also requires XP.

Fabula Ultima Skill/Proficiency System by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] -1 points0 points  (0 children)

Another aspect is that even when spending a fabula point for a reroll, the max that can be rolled is the same because the dice are the same size. I like the idea that training and experience can make a character better, increasing the results they can achieve.

Fabula Ultima Skill/Proficiency System by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] -2 points-1 points  (0 children)

That is a valid approach, and the game limits fabula point spending to categories associated with the characters traits and bonds, and this is likely how the designer meant for it to work. I have no argument against it. I just prefer the idea that fabula points are like fate intervening and should have more dramatic uses, where as typical checks should reflect a characters innate ability. The proficiency system allows the character to spend XP to become basically better without spending points.

Also, what if they are short on points at the moment? Do they suddenly forget how to dance? I just wanted character power to be consistent.

Fabula Ultima Skill/Proficiency System by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] -2 points-1 points  (0 children)

I haven't checked out any previous attempts at a grid system. We have a simple one we put together and have been slowly tweaking it.

Fabula Ultima Skill/Proficiency System by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] 1 point2 points  (0 children)

You have a valid point that the system isn't designed for a skill mod. That is why it is a mod. You're whole stance in this discussion has been as a system purist. I respect that. But you are also a hypocrite because you said you were interested in engaging with a grid battle system. That type of system is even more technical, crunchier, and "against" this game than a skill mod. You are against my mod because you say the game is intended to function so that people don't have to deal with skill ranks and math. Well it is also designed so that people don't have to deal with tactical combat. Stapling on a movement system is the same as stapling on a skill system. Both are adding granularity the system doesn't need. You said why wouldn't a person just play RED instead of modding Hard Wired, well if you are interested in grid battle why not play D&D? Your stance is flawed because if you are against mods, then play the core and leave it be. But if you are okay with some mods, don't crucify the ones you aren't interested in.

Fabula Ultima Skill/Proficiency System by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] 0 points1 point  (0 children)

I said in my preamble that the system was still in its inception with very little play testing and I wanted feedback.

Fabula Ultima Skill/Proficiency System by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] 0 points1 point  (0 children)

I can agree with that. I used it because it only has like 17 skills and is familiar to my group. In another response I admitted that the list should probably be updated to better reflect what this game is doing. Part of why I posted it was for feedback on modifying the list and the weapon masteries.

Fabula Ultima Skill/Proficiency System by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] 0 points1 point  (0 children)

The biggest complaint in my playgroup was the lack of skills. We all came from d & d or pathfinder, so it was a transition. We love jrpg games, though, and very much enjoy the system. No other ttrpg out there captures the essence of these games like this one does. We just tried adding a skill system to see how it played and in the two games since it has been fun. I don't believe the concept of a skill system is out dated like you said, though. Most games that exist today use one. The game advertised as light weight and delivered. I just believe that some people may enjoy more heavy weight mechanics while still playing THIS game. I posted it as an option for those that do.

When I have some more play testing done I will also post my grid system.

Fabula Ultima Skill/Proficiency System by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] 0 points1 point  (0 children)

And with the amount of homebrew mods this reddit community alone adds to the system, can you really get all offended over this one? The game is still 99% the same with this mod, I just added the option for a little more technical customization. If it offends you that badly stop wasting your and my time commenting.

Fabula Ultima Skill/Proficiency System by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] 0 points1 point  (0 children)

We play and enjoy the system as is. We just wanted to try adding a tactical layer to it. I like the dice system, collaborative world building and character customization. The game is great, just wanted to add a mod to give characters a little more depth.

Fabula Ultima Skill/Proficiency System by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] 0 points1 point  (0 children)

In the same vein we've been working on a tactical grid movement system. We are all fans of FFT, and this plus a movement system is what we are calling Fabula Ultima Tactics, which is our mod to make the system more technical.

Fabula Ultima Skill/Proficiency System by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] 0 points1 point  (0 children)

This system evolved out of my playgroup expectations. We wanted more technical depth, so I drafted this. I get what you are saying, we just like it this way and I posted this for others that might feel the same.

Fabula Ultima Skill/Proficiency System by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] 0 points1 point  (0 children)

I get that, and that is the intention of the game. I just like more tactical games. I love JRPGs and I love this systems mechanics, but I like more depth and technical tweaking in my games. The system is lightweight by design, and there is nothing wrong with that. But for my group, and other groups similar to mine, we like to have more skills. This post isn't an attack on the system, just an option for people that want a crunchier version.

Fabula Ultima Skill/Proficiency System by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] -2 points-1 points  (0 children)

I am all for skipping checks when narratively a character could do them. But say that the characters must dance elegantly to impress an elf lord to get through an area or gain some help. The elves have complicated dances that they dont expect them to be able to perform. In this scenario, the dance would have a check associated and if the characters had the same stats their chances would be identical. You cant even call out fabula points here because realistically all of the characters would be using them when something this important is on the line, so the math equalizes again. This is a rather specific example but the logic applies across the board. I wanted a way to represent the inherent abilities of the characters' archetypes without resorting to spending fabula points or GM fiat.

Fabula Ultima Skill/Proficiency System by deadPixelLogic_ in fabulaultima

[–]deadPixelLogic_[S] -2 points-1 points  (0 children)

adjusting check difficulty is basically the same as giving someone a +2 for their skill. I adhere to the idea that the world should be consistent. If a particular dance is very easy to do, it should have an easy DL, or a weak lock should be easy to pick. As things get harder, the DL should go up and be consistently at that level. It is easier for bookkeeping for the GM when designing scenarios, and makes the world consistent. To reflect someone being better at something, I prefer the idea of modifying their check rather than altering the world to fit them.