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Unread 12-08-2009, 09:26 AM   #81
Menarker
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Quote:
Originally Posted by Truce View Post
Menarker: You don't have to roleplay your dragon as the same stats as you. As for the grafts, I won't allow you to sell your grafts, but I will allow you to upgrade them at a lower cost.

Naqel: The only indestructible things I'm ever going to let you guys build with synthesis are weapons - and that's because it'll take up a slot that could be used for another weapon ability. I know NPF well enough to know that the first thing people will do with an indestructible vehicle is crash it through everything and everybody that they can. That, in my opinion, is worth a job ability.
*Totally happy* ^^

Also, I would totally be abusing any indestructible feature of an airship and Truce darn well knows it. :3 (Although just because it's nigh indestructible doesn't mean that it can barge and break through everything, otherwise, we would just take shortcuts by punching holes through mountains and all that.)

Really looking forward to the session to come.

EDIT: Damn, we haven't even started yet and we practically are nearly requiring a second discussion thread.
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Unread 12-08-2009, 09:53 AM   #82
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Originally Posted by Menarker View Post
take shortcuts by punching holes through mountains and all that
Now that you mention it, I think it'd be totally worth it to wait a while just to cash in three levels of Special Vehicle for a giant flying drill...

---

A thought occurred to me related to our heavy armor wearers that add themselves 1HP from the armor vitality.

As stated by the book, counting HP is done by simply adding what should be added upon level up to what you have. So why would they gain any HP from armor? They would get more at level up if they earned the level wearing the bonus granting armor, and keep it after taking it off. But because this system dosen't treat the HP retroactively(the formula isn't updated to accommodate attribute changes, unlike in D&D for example), they shouldn't get the 1 HP now, cause they didn't level up yet...

So a question appears:

Do we treat our characters as born naked and equipped later, or did they come to this world with their gear and its benefits(or in human speak, is the armor bonus counted as being there before level 1 or is treated as equipped at level 1)?

Last edited by Naqel; 12-08-2009 at 10:28 AM.
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Unread 12-08-2009, 10:33 AM   #83
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Originally Posted by Naqel View Post
Now that you mention it, I think it'd be totally worth it to wait a while just to cash in three levels of Special Vehicle for a giant flying drill...

---

A thought occurred to me related to our heavy armor wearers that add themselves 1HP from the armor vitality.

As stated by the book, counting HP is done by simply adding what should be added upon level up to what you have. So why would they gain any HP from armor? They would get more at level up if they earned the level wearing the bonus granting armor, and keep it after taking it off. But because this system dosen't treat the HP retroactively(the formula isn't updated to accommodate attribute changes, unlike in D&D for example), they shouldn't get the 1 HP now, cause they didn't level up yet...

So a question appears:

Do we treat our characters as born naked and equipped later, or did they come to this world with their gear and its benefits(or in human speak, is the armor bonus counted as being there before level 1 or is treated as equipped at level 1)?
For the giant drill thing, it would be neat, but we'd probably also anger some of the flying dragons or creatures that live in the area, or plunge headlong into a volcano that just hadn't erupted yet. The ship wouldn't burn or so, but the lava would probably kill everyone onboard (except for the lucky geomancer and anyone with fire immunity/absorb).


As for the armor, I think it's It's part of the video game thing. Armor that gives vit seems to give more maximum HP. In the game, it boosted your max hp but kept your health the same until you healed it. Once you took off that armor, your max health went lower and if your current health is higher than what your lower max would be, it would be shot down to equal the new max.

Difference is though that when leveling, we're given that little bit of extra hp that was benefit of the armor as a permanent bonus. Once the armor is taken off after that, the total hp is a little bit lower (because we lose 1 HP from the armor) but still higher than if we never wore it.

EDIT: EXAMPLE TIME!
Armor with +10 vit for someone with 33 HP max normally. Wearing it makes the new max health be 43, but his/her health be 33 still. Chug a potion to make it 43. Take the armor off, and the max health and current health be 33 again.

Upon leveling... Let's say the person had a HP bonus of 2. If that person was not wearing the armor, their new hp would be 35 and wearing the armor again would make it 45. If they WERE wearing it at the time, they would get 12 more hitpoints, making their base hitpoints 45, and their new max total to be 55 due to the +10 VIT bonus of the armor (Current health be 45 until healed).

It's... like how our Hit Points could be described like a tree trunk. A tree trunk shows its years by their rings. The outer ring is their armor. Upon leveling, that armor becomes absorbed into their base health bonus and the VIT bonus of the armor becomes the new outer ring... >_> HAPPY ARBOR DAY! :3

That's how I would look at it, although we're unlikely to see any stat bonus to be higher than 6 and even then only at higher levels...

Last edited by Menarker; 12-08-2009 at 10:48 AM.
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Unread 12-08-2009, 10:49 AM   #84
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The way it's written in the book, HP is only calculated at level up. You don't gain any benefits of +1 VIT until you level up, and you don't gain them retroactively either.

The issue here is if we treat armor as worn pre level 1 or not, which translates to: Do we add 1 VIT from armor to base HP or not.
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Unread 12-08-2009, 12:46 PM   #85
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Hey, Arhra, you have a typo on your STR rating, should be 3, not 1. All the derived stats are correct, which is why I call it a typo.
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Unread 12-08-2009, 12:53 PM   #86
Menarker
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I just noticed and found hilarious how Arhra is the only female out of the 10 members. We better hope that none of our adventures are going to require entering the ladies's room or tent (unless we have the resident sexy/cute sweet-talkers get themselves invited in.)

*Read about this video game where an item was found in the ladies' washroom when the party at the time consisted mostly of men I think. Also reminds me of when I played the Ranma 1/2 game and most of the party members that were normally guys either had to be shapeshifted to animal form or in Ranma's case, girl form, because the entrance to a gang's hideout was in the women's bathhouse.*

Last edited by Menarker; 12-08-2009 at 01:13 PM.
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Unread 12-08-2009, 04:08 PM   #87
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Originally Posted by Naqel View Post
So unless we use yet another house rule, or you don't plan to break your sword for uses other than a "Limit Break" you'll need to pick up the skills with whatever weapons you plan to have your sword "broken" to and eventually also some levels at Two Weapons.
Honestly, this seems like a mistake on the part of the rulebook writer, as what he's describing isn't a buster sword, which is typically a single large piece of metal, so much as fusion swords, which is the retarded thing Cloud used in Advent Children that broke down into all sorts of other weapons and could be assembled into the shape of a larger buster sword.

And given that the name used by Arhra was "Simple Buster Sword," I would say that this suggests that it would be incapable of breaking down into smaller pieces anyway.
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Unread 12-08-2009, 04:14 PM   #88
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Interesting... Didn't knew that. Might have something to do with me hatin on the FFVII hype. :P
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Unread 12-08-2009, 06:25 PM   #89
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I was flipping through the book again (because something new pops out every time) and, hey, something new popped out. Namely, the answer to "How dead do you have to be to be dead-dead, not just unconscious?" The answer: negative one-half total HP, page 126.

But, the reason I was down there was to look up stuff about Limit Breaks. We get one at level five, so it wouldn't hurt to start thinking about the first one. Do we want to plan around each other's Limit Breaks to cover all our bases, kinda like how we've covered most of the skills and roles together with our characters, or should we just go screw it, there's no guarantee that we'll even see all of our Limit Breaks and go nuts?
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Unread 12-08-2009, 06:27 PM   #90
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I have all three of mine planned out, honestly:

Level 5
Endurance
Jal picks himself up, wiping the blood and mud off his face, before gripping his daggers with renewed determination.
-1 Self Only
+5 Healing
+6 Stat Booster Dex


Level 15
Poison Blades
Jal seems to produce multiple small daggers from nowhere, flicking them out with his wrists they strike each enemy on the field dealing damage and afflicting them all with various status effects and weakening them.
+3 Attack
+4 Armor Break
+5 Area Effect
+4 Confusion
+2 Sleep
+2 Poison


Level 25
Life Thief
Jal moves so quickly that he seems to flicker in and out of sight as he strikes each enemy multiple times, leaving bleeding wounds before reappearing where he began. With a quick flick of his wrist the blood from his enemies' wounds flow toward him and he seems to rejuvenate.
+3 Attack
+5 Area Effect
+16 Drain HP
+6 Stat Booster Dex
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