Tuesday, March 7, 2017

FF3e Houserules pt. 2


New Abilities
It was suggested to me that I should hack some stuff from FFd6 for use with FF3e. The first one isn't strictly canon FFd6, but it helps to make interesting characters. My Magicite Infused Thief, Rachel would pretty much be impossible without it. Been thinking about redoing her as a Cross Trained Thief/Red Mage. (Some of the abilities have been renamed)

Non-Job Abilities
Cross Trained
Level 8+
Target: Self
Type: Support Ability
Pick a class. The character gains all level 1 abilities of that class, as well as weapon and armor proficiencies, and gain an MP dice if they don't already have one, but retain HP Accuracy, Skill points and Aptitudes, etc. If the new class also gives expertise, the character gains that.

Subtract level when the ability is learned from total level and add 1 to determine effective level for gaining abilities in the new class. For example, if the character learned this ability at 8th level they act as if they are 7 levels lower for determining what abilities they can learn in the second class.

Different Strokes 
 Level 1
Target: Self 
 Type: Support Ability
The character has developed an unusual way of doing some things. Pick two skills. The character may trade the default attribute in those skills for another.

Infinite Arsenal
 Level 1
Target: Self 
 Type: Support Ability
The character is a master of using improvised weapons. If using the standard rules for Improvised Weapons found on p. 190, use the full weapon tier of your default weapon rather than half. If you don't have a default weapon, or are using the houserules I posed above, use full material tier rather than half. Furthermore, you have such an awareness of your situation that whenever an improvised weapon is used up, you can find another as a zero action. This ability can be used as an alternative to the monk's Brawler ability.

Defy Gravity (A New Resistance)
6 Points: Conditions of the Fatal type and Gravity subtype that target the character have their CoS halved after modifying for Evasion or M. Evasion. In addition, the character gains a Skill Affinity for Acrobatics. If the effect includes an ejection, the character is not immune to that effect, and the effect doesn't protect a character who has heavy objects fall on them by virtue of gravity.
Additional Options
This rule inclusion makes certain assumptions of the game world that aren't traditional of FF, but aren't really unheard of either--the effects of gravity.
  • Falls from a tall ladder or scaffold are probably equivalent to a Gravity spell.
  • Falls from a taller bridge onto a dry riverbed or a fairly high cliff are probably equivalent to a Demi spell.
  • Falls off of a mountainside or canyon are at minimum a Quarter effect that Ejects the victim. If the victim survives at all.
Demolisher (Advanced Trait)
Effect: The character's Strength Based weapons count as explosives for the purposes of dealing damage directly to the Durability of structures.
-1 Point (Tied): By spending 1 Key Point, a character can use his weapon's Strength Multiplier in place of Explosives Grade (up to x10 in the interest of maintaining compatibility) to attack the durability of a structure.
+1 Point (Tied): For 1 Key Point, any miss while inside a structure causes damage to it and bits of the structure may start to crumble around the party dealing (usually earth) Elemental damage equal to 10% of their maximum Hit Points for each Round spent in the structure; calculate this damage during the Status Phase.

Objects, Improvised Weapons, and Destruction
Basically I really had to dig for rules. I found that all objects have durability ranging from 1 to 10. I think it's probably fair to use Material Tier for this number.

Regarding scale, it can go from 1 (a trash can or crate) to 30 (large buildings) as an environmental feature, but I'd rather keep this consistent with Size Grades. This can be done by assuming that normally an object uses its longest dimension for Scale, but it can use its smallest dimension if that is significantly lesser (this would the large 4 foot tall trash can made of thin flimsy materials at scale 1 where it won't do any sort of absurd damage)

To advance Size Grade past 10, we can continue where it left off and multiply by 1.25 every time (at least for simplicity sake) and come to these numbers (which are admittedly rounded at my whim)

Scale/Size Grade Measure (in meters)
1           .1
2           .2
3           .4
4           .7
5            1
6            2
7            4
8            8
9            12
10          15
11          18
12          24
13          30
14          36
15          45
16          60
17          70
18          90
19          110
20          140
21          175
22          220
23          275
24          350
25          425
26          535
27          666
28          832
29          1,040
30          1,301

Improvised weapons deal (ScalexAttribute)+xdy where x is 1/2 Durability (Material Tier) and y is either d6 for Size Grade 1-3, d8 for size grades 4-6, d10 for size grade 7, d12 for anything bigger.

Reality Check:
It should be noted that the largest buildings are under about a thousand meters in the real world but nobody cares about that in Final Fantasy. Also, minimum durability should be no less than 1/3 of Size Grade. Note this applies to materials normally of a lower durability too. If a building is Scale 11, but made out of Iron Girders, it should not be tier 1, it should be tier 3 or 4. As well as the same Durability.


Explosives deal damage to Durability directly, based on their tier (1-10) we'll leave that unchanged, although it's noteworthy that if you want to use anything that's... say 1600 meters tall, you should probably try exploding it first.

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