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Unread 05-25-2011, 07:05 PM   #11
Loyal
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DID I SEE SOME FIRE EMBLEM.

Er, I mean, yes I would be interested in signing up at some point in the near future once all information is available.

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Edit: Which is the only real problem with them IMO, they're unsuited for combat which makes them fall behind in xp which makes them unsuited for combat... Not because of their class, but because of their bases, really.
For what it's worth, Fire Emblems 5 through 8 give experience bonuses to thieves (as well as promoted healers) for exactly this reason. Without going into too much detail it roughly translates as "1.5x modifier".
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Last edited by Loyal; 05-25-2011 at 07:16 PM.
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Unread 05-25-2011, 07:17 PM   #12
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That... Should be everything.

I still encourage you all (And those of you lurking! I see you!) to discuss character concepts and party dynamics. You're more than just balls of numbers, after all.

Yeah, I remember that, but it was also really hard to promote thieves. I'll probably consider giving them a modifier anyway, seeing as they aren't exactly going to become overpowered because of it. I do recall matthew hitting level 20 way too early in my Hector hard mode run, but it didn't make him a monster.
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Unread 05-25-2011, 07:18 PM   #13
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Looks great.

Only thing I'm iffy about is that the PDF file you link doesn't seem to list the data and stats of many of the characters you listed such as Arch-Knight and Dancer.

Am I missing something or is that coming soon?

Also, can you go more into depth about rescuing people? You hinted to that regarding the Savior ability, but what is it like normally?

Last edited by Menarker; 05-25-2011 at 07:22 PM.
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Unread 05-25-2011, 07:32 PM   #14
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Arch-knights, being a cavilier archetype, use the standard cavilier statistics but lose all access to melee weapons in exchange for bows at the rating they would normally have their primary weapon at. In effect, they're a bit like nomads, but promote to paladins/silver knights instead of rangers.

10 and 11 would referr to them as "Bow Caviliers" Astrid was one. In the same sense, axe knights, free knights, and lance knights are done the same way.

Dancers/Bards should use the cleric statset, but trade staves for the dance/play command. Only one character is allowed to be a bard or dancer, seeing as they could create an action loop otherwise. Dance/Play allows you to refresh all 'spent' units in a cross pattern around you. You gain the same XP as if you'd used a staff.

You can 'rescue' someone with lower constitution if your 'aid' stat is greater than their CON. By default, your 'aid' is equal to your CON, but mounted units get a hidden bonus to it, +12 for pegasi, and +14 to regular horsemen, which essentially allows them to rescue anyone.

Useful for moving someone very fast (or across impassable terrain, in the case of pegasus knights), or saving someone from imminent danger, you can then carry them around as if they were in your inventory, but they cannot act. It is an action to drop them in an adjacent tile, and they drop in the inactive state. However, while rescuing, you add the rescued character's CON to your weapon's weight when determining how much speed you lose in combat from encumbrance. Since people are usually at the smallest in the 6-9 range, this usually means you'll be doubled by anyone who remotely threatens you. Saviour allows you to avoid this. If you are killed while carrying someone, they appear in the tile you were slain in.
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Last edited by PhoenixFlame; 05-25-2011 at 07:38 PM.
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Unread 05-25-2011, 07:41 PM   #15
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Loyal has indicated, by your reading this, that they are now President and you have to fart gourmet mustard arugula into your Obamacare. Loyal has indicated, by your reading this, that they are now President and you have to fart gourmet mustard arugula into your Obamacare. Loyal has indicated, by your reading this, that they are now President and you have to fart gourmet mustard arugula into your Obamacare. Loyal has indicated, by your reading this, that they are now President and you have to fart gourmet mustard arugula into your Obamacare. Loyal has indicated, by your reading this, that they are now President and you have to fart gourmet mustard arugula into your Obamacare. Loyal has indicated, by your reading this, that they are now President and you have to fart gourmet mustard arugula into your Obamacare. Loyal has indicated, by your reading this, that they are now President and you have to fart gourmet mustard arugula into your Obamacare. Loyal has indicated, by your reading this, that they are now President and you have to fart gourmet mustard arugula into your Obamacare. Loyal has indicated, by your reading this, that they are now President and you have to fart gourmet mustard arugula into your Obamacare. Loyal has indicated, by your reading this, that they are now President and you have to fart gourmet mustard arugula into your Obamacare. Loyal has indicated, by your reading this, that they are now President and you have to fart gourmet mustard arugula into your Obamacare.
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Regarding magic weapons (i.e. Wind Sword): Which calculation will you be using for their damage? GBA (Uses Str, targets Res. At range, Str is cut in half), PoR (uses Mag instead of Str, targets Res), or RD (Magic weapons are no different from Javelins or Hand Axes)? You mentioned Magic was relevant to people who use them, but the PDF mentions the GBA calculation, so...

I'm assuming we all start at Level 1, but what restrictions do we have on initial equipment choices? What and how many weapons do we start with (important for those with multiple options), do we get to start with other items, etc?
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Unread 05-25-2011, 07:42 PM   #16
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Originally Posted by PhoenixFlame View Post
In effect, they're a bit like nomads, but promote to paladins/silver knights instead of rangers.
Is there another website or page you're getting all this extra data regarding other classes? It's kinda disorienting not knowing the exact stats/abilities for the classes that aren't in the primer.

Unless you're talking about Great Knight which is in the Primer.

Also, can we opt out of a promoted class ability in exchange for one of the personal character abilities?

Like say I was a bow Cavalier and I promoted. Normally, my new skill is to learn another weapon. But for some reason or other, I don't want to. Could I opt out of it and choose one of the other ones since there is that "no more than 4 skills" limit?

Last edited by Menarker; 05-25-2011 at 07:49 PM.
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Unread 05-25-2011, 07:48 PM   #17
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Loyal: I'll be using 4's, which is like PoRs, so magic targets Res /at range/. You can still use the weapon as a normal sword, str vs defense, in melee (I think Florete worked this way in RD?). RD was strange, in that it started giving out wind swords like they were javelins or something, when magic blades were always rare and special, more or less. They're mainly for troubadors/valkyries and lords, really.

That said, you can probably still use certain magic swords to effect even with a terrible magic skill... Runesword in particular.

You start with an iron weapon or slim weapon (your choice) for every proficiency you have. Certain characters may be given specific equiptment on a case-by-case basis depending on how I like their backstory/if it makes sense for them to have it. I would, for example, consider allowing a mercenary to take an iron blade, or a cavilier to take a javelin or steel sword if his stats fit the cain/abel archetype he's going for.

@Mern: I've just played pretty much all the games, and it's pretty trivial to back-engineer them for tabletop. Silver knights were the Tellius' series name for knights who used bows and a melee weapon upon promoting, like Astrid. Don't worry too much about names though, the series has been very shaky about changing what stuff is named, when it basically is the same thing. Nomads for example are just arch-knights with a different promotion line. Or when Heroes were called Forrests, or something. What the hell.

You may not. Class abilities and personal abilities are seperate things. Another reason why mounted classes aren't de-facto superior to infantry classes, as Canto (the ability to move after attacking, due to being mounted) counts as a skill.
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Last edited by PhoenixFlame; 05-25-2011 at 07:54 PM.
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Unread 05-25-2011, 07:50 PM   #18
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Hilariously enough, you could rescue neutral characters, even if they had never met your characters.

I'm mainly considering a Mage or Shaman, probably the Cenian emissary. Already working on numbers and the such.
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Unread 05-25-2011, 07:57 PM   #19
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That can be handy if an objective or sub-objective hinges on that neutral character living, though.

It was also important to keep Marquess Reglay from destroying the entire map in FE7, so you could get the Gaiden chapter. (My god, Pent, we were supposed to save you, but you didn't need saving)
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Unread 05-25-2011, 08:00 PM   #20
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"So cute/sexy! I'm going to take you home with me!" (Kidnaps RESCUE neutral character)

I had a weird idea of being able to ferry a party member all across the map, by "rescuing" someone (like a cleric on the opposite side of a map with a wounded ally) then dropping them beside another party member who then rescues them and move as far as possible and drop them beside another party member until said character get to where they needed to go.
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