Tuesday, March 7, 2017

FF3e Houserules

So back in the day, I used to peruse the giant in the playground forums because I had a strong desire for something different from your standard RPG fare. I looked over everything from houserules for porting existing systems to other uses, to 1km1kt and other 24 hour RPG sites, you name it, I'd give it a once over. I found one on giantitp called FFd6 that said it was based on the idea of simplifying FF3e Both systems are beautiful, but FF3e is complicated, and never had a bestiary. I've been trying to play the game for ages now, but so far I get GMs start a game, and fall flat. Anyway, there's a bit of an abrupt stop in FF3e's rules, so I thought of something they missed as a way of expanding them. (these rules will be crossposted on my discord https://discord.gg/JQ6jTvP)

Limit Breaks
Characters in Final Fantasy are famous for flipping out. They are able to use power beyond the potential of most humans. This ability is often unlocked at dramatic moments. Sometimes it is called Trance, Desperation Attacks, or Overdrive. Nonetheless, FF3e doesn't seem to have a system to replicate this. Or does it?

I noticed that the Monster Creation System has a nifty little XP/Gil Modifier system for creating monster attacks. Since we don't want players to throw limit breaks willy nilly, we need to establish some provisions.

Characters only limit whenever they are in dire situations, or when they have a lot of power to burn. The default rules allow for Key Points to be spent on certain special circumstances. As a result, Limit breaks occur either on a critical hit at 25% HP or less, or with the expenditure of 3 Key Points per level of the break. This is slightly worse than SOS Gain.
Characters limit breaks automatically hit. End of story.
The two modifiers roughly cancel out, and they're always on limit breaks, so those modifiers should be ignored when designing limit breaks.

Now on to the actual building of Limit Breaks. There are two camps that I'm aware of regarding limit break quality and quantity. The first wants 3 limit breaks, the second wants considerably more.

If you want 3, the limit breaks are gained at 15th 30th, and 60th level and are worth "Limit Points" equal 3x the level they are obtained at using the XP Modifier columns.

If you want 6, they are gained at 15th, 30th, 45th, 60th, 75th, and 90th level, and are worth twice the level they are obtained at using the XP Modifier columns.

Appropriate Limit Break Abilities

Attack, as well as any modifiers other than Auto-Hit or SOS Gain.
Add Status
Auto Status (until the end of battle)
Critical Attack
Elemental Absorbance, Immunity, Potency, Resistance (until the end of battle, possibly in conjunction with Weakness)
Imprison
Field Effects
Restore
Status Resistance or Immunity
or Steal Status

Lengthy Limit Breaks:
In doing a bit of research into Slow Actions for incorporating some FFd6 stuff into FF3e, I found out that spells don't seem to have CTs, but do seem as if they might tick off initiative. This is similar to my view of Limit Break cinematics inasmuch as they seem to take a while depending on the game, but nobody can really interfere. It is with this in mind that I make the following suggestion:

If your limit break is worth more than 35 points, it is "Extremely Lengthy" Feel free to be extravagantly lengthy with your description, and throw what you think is more than 1 turn of detail in there (additional details on pp. 188-189)


Advantage Rules
Maximum Advantages
When you make characters, the book suggests you should have a total of 0 or less in Advantages and Disadvantages. This houserule would change that by allowing your starting total to increase by 1 for every 10 levels. With these additional points, you may buy off disadvantages, or purchase additional advantages at the GM's approval.


Vehicles using Animal Companion
As with Animal Companion, Vehicles have 10 points per Advantage Point they are worth. The following Animal Companion features are appropriate for vehicles:

Sentient (2)
Summoned (2)
Packrat (3)
Flying (changed, see below)
Keen Senses (5)
Large (5)
Very Large (10) Extrapolating from this cost, a Multipilot vehicle could feasibly be 20 points

Additionally, vehicles may have the following:
Provides Rest (Varies)
If a vehicle is at least Very Large it can provide rest. A Fitful Rest costs 2 points, a Travel Rest costs 5 points, and a full rest costs 10 points. (This one may be appropriate for hideouts as well)

Combat Statistics
Hit Points/Mana Points-A vehicle has HP as a normal monster with a Hit/Magic Base of 1, 2, 4, or 8 for twice that number of points (e.g. 2, 4, 8, or 16 points). Otherwise, the vehicle just breaks when it breaks.

Calculate Acc, M. Acc, Eva, M. Eva, DEX, and Mind as if the vehicle has the character's attributes.

Armor and M. Armor Base is the same as a monster (.5, 1, 2, 4, or 6) for twice as many points.

Vehicles may purchase Attacks, Action Abilities, Field Effects, Reaction Abilities, and Support Abilities (except Comeback, or Minion) at full price.
Movement Abilities and Spells at half price (round up to the next whole number).

Use the Gil Modifier price to determine their point cost. Typically Boss Abilities are not appropriate for player created vehicles.

Experience
FF3e:
Due to the speed with which they are resolved and the large number of potential ‘safety nets’ players have at their disposal in the event of failure, physical challenges should not yield XP or Gil. Rather, they are best treated as obstacles to be overcome on the way to a greater reward.
That's debatable, but it leaves me context for my next point:
FF3e:
As with physical challenges, overcoming a social challenge rarely yields Gil or XP.
I don't like that. It contributes to a pure hack and slash game. If you have a conversation that has world or region changing ramifications but doesn't result in combat, it should be worth XP.
FF3e:
The effects of failure depend on the stakes; attempting – and failing – to intimidate a powerful political figure, for instance, could well land the entire party in jail indefinitely.
Be that as it may, it's not really a valid reason to disallow the player to gain XP or other rewards where appropriate (and successful). I'll concede that it may not be appropriate all the time (negotiating for a sword never is, nor is 'Roll play' Epically describing what happens on your end may be grounds for an award though).

Where appropriate, an XP or Gil award for a physical or social challenge is worth a little less than a monster: 25 EXP or 10 Gil x level.


Senses
For reference, here is the default rule:
Because FFRPG monsters have no Skills, they cannot use Awareness to spot or track a party. Instead, they use Senses as a When creating the monster, give each of these Senses a Rating from 0 to 100. If a situation arises where one or more party members are using Stealth to sneak by the monster, use the highest rated Sense in place of an Awareness Rating for the Opposed Skill Test to see whether the monster notices. Conditional Modifiers imposed on the characters sneaking by should be appropriate to the monster's primary sense. Wearing camouflage will do nothing to fool a creature using Life sense, for instance – the only way to completely disguise yourself is to cast Zombie.
I don't really buy that monsters not having skills is a good reason for not giving them a default Awareness rating. It would be fair to assume they also have a base 30 awareness to be further modified as follows

Add a number of points equal to the monster's level, so a 1st level monster gets 1 to spend somewhere and a 10th level monster can tweak one or more senses up to a total of 10 points.
You may add points in one sense after that, but should subtract points from another sense.
Alternately, if you aren't sold on base 30, there are 6 senses so you could spread 180+Level points among the senses as you wish provided you don't exceed 100 in any of them or go below 1. The main reason for this rule is that it feels less arbitrary. If you don't mind the arbitrary, you can always stick to the default rule.


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