Hidden 7 yrs ago 7 yrs ago Post by Rethel34
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Rethel34 Inverted Archery

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Character Skeleton
(To create your sheet, right-click the "Empty Sheet" Tab at the bottom and select "Duplicate". Then rename the new tab to your Roleplayer Guild username so I can tell which characters belong to whom. Then you can go about editing your character.)

A bit of music to accompany your reading this.


Time to break away from the typical D&D tabletops and try something different. Okay, so I realize the tabletop forum gets some of the least views, but I'm going to try this anyway. I have ported the rules of Fire Emblem into a tabletop game. In so doing, I have done my very best to emulate the mechanics of a Fire Emblem game to give an experience very similar to the actual games. The pros: you only need to keep up with 2 d10 (for use as a d%) or a random number generator, and a calculator for physical materials. The cons: you will probably need that calculator. A lot.

I've used elements from many different FE games to piece this together, and the group who signs up for this RP will be doing the honors of beta testing the system. Namely, most of the stats and mechanics come from some combination of the three games The Sacred Stones, Path of Radiance, and Awakening, three of my favorite Fire Emblem titles, and each with enough unique elements to help create a diverse, yet (hopefully) stable, system. This is not to say there won't be elements from other titles. For example, I have added traits from Fates in the manner of some of the classes geared toward eastern culture (like Samurai or Basura).

As stated above, the only dice you will need are 2 d10 to use as a d%/d100. We will not roll for damage like in typical Tabletop games, as FE originally does not include randomized damage. The things rolled for are all on a percentile scale: Hit/Crit chances, Dual Strikes/Guards, Skills, Growth Rates, etc. just as in the games.

As for plot, I can't say much, but the reason this RP is titled "Dimensions" is due to its heavy emphasis on the Outrealm Gates as a plot device. As a result, characters may be made who are from any known continent/nation/era in the Fire Emblem world (excluding the Embliam Empire and the Kingdom of Askr, the two nations from Fire Emblem Heroes, as little to nothing is known of their geography and government organizational structures).

How this is handled I will leave up to player vote. We can have each player control only one or two characters, or control a small army each. Either way, initiative rolls using the characters' Speed stats would likely be used to determine order of action within the Player Phase or determine Phase order if each controlled a separate army.

Another question I need to pose is whether we want to play this Classic Mode, where characters die when their HP reaches 0, or Casual Mode, where characters retreat and almost never die. Of course, even in Classic, we can have certain exceptions at key points, but that's all up to plot, I suppose.

When handling IC posts, I would like them to be written on a Casual level. Yes, tell us what tile your character moves to, and whom he attacks, and what rolls were obtained, but from there, narrate how the result may have happened in real time rather than, "Bob moves to C7 and attacks the Soldier on D7 using his Iron Lance. He rolls a 64 when attacking, so his attack lands, and deals 13 damage." That's rather bland, and while we certainly need to know those details, we want something more like this included in the post: "Hoisting his Iron Lance, Bob charged at the glaring soldier, tearing through the thick underbrush as if it were only a small hindrance. Even with the elements battling against him, Bob managed to lodge his weapon in his adversary's abdomen, leaving the villain barely clinging to life."

Okay, so maybe I tried a bit too hard with that, but you get the idea. Be as vivid as you can. I don't mind if you want to have short posts, but please attempt give greater effort than a Free RP. That's all I ask.

Anywho, I think that takes care of most of the preliminary details. As for where to look for the system, this link (also found in my signature beside the "Fire Emblem: Chalice of Dreams" header) should give you the majority of the system. There should be tabs at the bottom you can use to navigate through the sheets. Also, any boxes that have been blacked out contain data that will not be used currently for this beta test. This means all Laguz-related classes (Manakete, Taguel, etc.) as well as certain others are unavailable at present. Suggestions and requests are more than welcome. Ask and you MAY receive. I can't guarantee all requests will be filled, but I will do my best to meet the needs of my subjects.

Also, anyone looking to be co-GM, please let me know. I almost always need an extra pair of eyes around. The co-GM will have many powers, essentially being me when I'm not available.

All formalities aside, I'm looking forward to developing an awesome game system with all who show interest :)
Hidden 7 yrs ago Post by manapool1
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manapool1 A wanderer who is actually lost

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Yes please! I'd love this!
Hidden 7 yrs ago Post by Rethel34
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Rethel34 Inverted Archery

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Oh, fantastic! Glad to see someone interested. :) Maybe we'll have a few others join in as well. Though I have plans, I do want to leave this as open as I can to the players' customization.
Hidden 7 yrs ago Post by manapool1
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manapool1 A wanderer who is actually lost

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@Rethel34 Well I'll read up until then.
Hidden 7 yrs ago Post by Rethel34
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@manapool1 I should have the Character Skeleton done tomorrow and I'll post it so you and anyone else interested can maybe make chars.

Speaking of which, would you rather have only 1 character per player, or do this almost NRP style where each player controls a small army?
Hidden 7 yrs ago Post by manapool1
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manapool1 A wanderer who is actually lost

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@Rethel34 I prefer one but whatever works for you.
Hidden 7 yrs ago Post by Rethel34
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@manapool1 That works. In the beta my brothers and I are trying IRL, they each have a small group of characters and each group has its own "Player Phase", and that was the way they wanted to do things, but I'm good with one char apiece, too. :)
Hidden 7 yrs ago Post by manapool1
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Hidden 7 yrs ago Post by Rethel34
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@manapool1 Got the Character Skeleton done :) There are all kinds of prompts to make everything as easy as possible.
Hidden 7 yrs ago Post by GarlandChaos
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This definitely has my interest. Working on a character sheet via the skeleton right now.
Hidden 7 yrs ago Post by manapool1
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manapool1 A wanderer who is actually lost

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@Rethel34 I'll get a little dude set up soon.

@GarlandDaHero We should organize our characters so we have a balanced team.
Hidden 7 yrs ago 7 yrs ago Post by Rethel34
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@GarlandDaHero @manapool1 I'll try to have the OOC up tomorrow. Before I get that up, I'll go on and explain the way things work for rolling the dice.

First off, when you roll, your goal is low rolls usually, as a successful hit/crit/skill activation/etc is one whose roll is equal to or less than the percent chance of success. The only instance where a low roll is bad is when wielding a cursed weapon, and rolling to avoid the curse. The curse percent chance is (31-Lck)%, so a character with no luck would want to roll a 32 or above to avoid the curse, which must be done BEFORE rolling for Hit.

For the order of possible rolls in a battle:
Start by rolling for Vantage if the other team has the applicable Skill.
Once attack order has been decided, roll the following in order for each attack: Backfire Rate (if using a Cursed Weapon); Hit Rate (Skip if Backfire activated); Mastery Skill Activation (if applicable; roll even if Backfired); Crit Rate (roll once for each hit of the Attack if a multi-hit attack, i.e. Astra; roll even if Backfired; a Backfire counts toward the WHOLE attack, not individual hits); Defender's Dual Guard (if applicable; roll once for each hit of a multi-hit attack); Defender's Defensive Skills [Mantle/Pavise, Miracle, and/or Counter, in that order should a character have multiple Defensive Skills] (if applicable; roll once for each hit of a multi-hit attack); Dual Strike (if applicable; roll ONLY ONCE at the end of ALL hits; if successful, also roll for Dual Strike Criticals and applicable Skills/Backfires in the proper order); Adept (if applicable; roll ONLY ONCE; DO NOT roll for Adept at the end of an Adept-Triggered attack; DO NOT roll for Adept if the character with the Skill is a Support Unit rather than a Lead Unit); proceed to next attack . . .

Also, during each Level Up, roll once for each stat. If the value, again, is less than or equal to the given stat's % Growth, the stat is increased. However, in the case of an over-100% growth rate, 1 point is automatically given, and a roll is conducted against the excess over 100% to see if a second point is given.
Hidden 7 yrs ago Post by Rethel34
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