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Unread 12-05-2009, 08:33 PM   #111
Bard The 5th LW
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That was actually a reference to FF IV. The main character is a paladin, and his best friend, the dragoon, betrays him multiple times, and had basically made it his mission to kill the paladin for most of the sequel.

Keep in mind, I've never actually played the game, I've just skimmed through the plot on the FF wiki.
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Unread 12-05-2009, 08:40 PM   #112
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I know, Ive played FF IV numerous times! Kain wants to kill cecil in the sequel? wtf?
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Unread 12-05-2009, 08:45 PM   #113
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From what I understand, that is Kain's initial mission in the game.

What I was saying, is that I'm worried about the Dragoon backstabbing the Paladin. And I wasn't being too serious about it.

On a different note:how fast do we level up in game?
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Unread 12-05-2009, 08:57 PM   #114
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Don't worry, if he backstabs the paladin (and I'm in the same group) I'll just slip a dagger into each of his lungs. While he sleeps.

On leveling, you could look that up.

A standard level is about 5 exp. A mission complete is worth 1 exp, a session is worth 1 exp (I'm guessing Truce will make this a chapter), a combat is 1 exp, and a boss kill is an additional 1-2 exp. So you're probably looking at about a level per chapter.

Probably.

You can also gain 1-3 bonus exp by doing something particularly heroic or villainous (depending on your alignment) and awesome.

There's also a 1 exp bonus for a backstory, but I highly doubt we'll get that as it seems put in to give you an incentive to write one, where Truce was just like 'no backstory no character' so the incentive isn't necessary.
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Unread 12-05-2009, 08:59 PM   #115
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You level up every 5 exp. Hence why it is so hard to actually gain exp. Also ahhh, I only ever really started that one since I never actually owned. Which of course due to the incredibly long introduction just left me completely doomed every time.
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Unread 12-05-2009, 09:02 PM   #116
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Yeah, backstorys are fun to write anyways! XP is fairly interesting in this game, seems to want to give people level ups often(ie. once per session) where as DnD iit takes longer to level up the longer you play.

Thanks krylo! for having my back(post death of course). My reply was just for sillies as well. Knowing that dragoon betrays paladin means paladin could have wanted to backstab first :P The best defense is a good offense after all.
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Unread 12-06-2009, 12:49 AM   #117
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Quote:
Originally Posted by BardTheFifthLightWarrior View Post
That was actually a reference to FF IV. The main character is a paladin, and his best friend, the dragoon, betrays him multiple times, and had basically made it his mission to kill the paladin for most of the sequel.

Keep in mind, I've never actually played the game, I've just skimmed through the plot on the FF wiki.
I knew this too. Hence why I smirked when Bard suggested that our paladin practically demand a Final Fantasy Version of a restraining order. :3

EDIT: Am I the only one with Lore: Relic? I guess that skill is effectively an appraise item skill for items that can be equipped or other rare items.

EDIT 2: I noticed that every class has a class unique accessory... The Dragoon one so happens to be... A Rat Tail. *Cues the entire crazy Rat Tail quest arc from 8bit theater.*

Last edited by Menarker; 12-06-2009 at 02:35 AM.
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Unread 12-06-2009, 06:10 AM   #118
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Sorry for any troubles it might cause(seeing you apparently compiled our sheets externally), but I had to make a small correction to my character.

Since I dropped my DEX in favor of INT, my Medium Armor rating could no longer be 4, so it was reduced to 3 in favor of Weapon Systems gaining a point(3 is now 4)
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Unread 12-06-2009, 11:48 AM   #119
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Quote:
Originally Posted by Menarker View Post
EDIT: Am I the only one with Lore: Relic? I guess that skill is effectively an appraise item skill for items that can be equipped or other rare items.
Krylo had Lore: Relic when I posted my sheet, but he has lost it at some point. As for identifying items, Trade can do that, too.
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Unread 12-06-2009, 12:04 PM   #120
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Hey Truce, I got a question/request.

In regards to unconscious players (those that hit 0 hitpoints), according to the description, healing magic and items have no effect on them unless they are "revive" effects. However, the foes or opponents still have the ability to keep trying to knock the unconscious player down to negative health points thus risking KILLING the person off for good. This ability to drive hitpoints down but not up is bugging me a bit since until some point in the game, we will be without revive magic and those spells would probably be expensive.

I was wondering/hoping that healing spells such as cure and antidote and all that would be effective on unconscious players (such as to pad their lifetotals and stop the health draining effect so they aren't so close to dying) but leave them unconscious until the appropriate effect is applied.

(To be honest, it would have an additional benefit for me due to Epic Ability: Dragon Spirit allowing me to expend 3 destiny points to auto-life myself back out of consciousness. However, since auto-life effects bring people back only at 1 hitpoints, I would not want to expend 3 destiny points to come back only to get knocked back down to unconsciousness. If the above proposal is applied, my character would have a bit of padding to deal with the situation in a manner that isn't running away like a little girl and hoping no one targets me with any weak magic attack spell which can't be dodged.)

But my entire proposal is assuming that other players are willing to expend MP or items to keep other players alive when a situation goes out of control or when the Random Number God be hatin'. It's true that a white mage heal spell might be potentially directed to sustaining people still conscious and fighting, but a person who truly dies is pretty much irrecoverable. If the person goes unconscious due to being a jackass or being totally stupid, they can be ignored by the white mage or potion toting teammates. The situation is impossible to take advantage of by oneself because it's inherently a group interaction thing, even with my example.

This is also useful when dealing with bosses because according to the rules, some bosses have powerful "upon death effect" such which include heavy damage on everything around it.

^^ Hoping this will help keep people alive a bit and also spread good will between healers and generous potion users.
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