So, it's decided (by me). We're playing Final Fantasy Tactics.
I'm not gonna bother bringing any of the non-hume races in right now...
Inspired by Evilcherry and yet quite different from his idea, the Speed stat no longer influences how soon your turn comes up. Instead, your speed stat is basically action points; you can spend them on moving, or actions, as you see fit. To fit with a mechanic I really like from the original game, some fraction of speed points you don't use in a round will carry over to the next one (up to a point). This gives some semblance of the ability to wait
just a little bit for an enemy to be where you want them to be.
You can also set up contingency actions (i.e. when an enemy passes through tile (9,3), cast Fire on him) given that you have enough speed left that round to perform the action, but it will take some speed points off your next turn.
I'm currently re-reading the plot, so that I can figure out who's dead, who's implied to be dead, who among the living is where, and who gives/gave a f**k about what.
I'm also gonna mess with the job tree a little bit, and add some new jobs. I'm thinking of adding a third job tree (possibly with Archer or Thief as a base), which would divide the job tree into warrior, mage and "specialist". I'm also kinda considering making the player characters' special classes distinct from Squire, as a fourth base class; a class with decent growths and abilities, but does not contribute one bit towards accessing other classes.
Everyone's unique class is going to grow and get more abilities as the plot moves on, similar to Ramza's skillset in FFT.
The skills that get added to your job will be influenced by two things: the character's birthsign, and a roleplaying choice.
-your starsign is basically your specialty; I'll likely be basing them loosely on the themes of the 12 zodiac boss-fights from Final Fantasy XII (I haven't fought them all in that game, but I DO have access to GameFaqs
). Interestingly, this makes the Dark-themed skillset unavailable (since Ophiuchus, the 13th starsign, does not have any birthdays associated with it), until the party reaches the plot point I may or may not put in the game that allows you to change your starsign. So, for instance, Scorpios (affiliated with Queklain) are gonna get a bunch of debuffing powers, and Arieses (associated with Belius) will get "punch it to death with fire, raaagh"-type moves.
-For the player-chosen skill, I'll take a look at each player's recent roleplaying and give them a couple choices for which skill to add to their list. For instance, someone's who's been lamenting over failing to protect someone will be given options themed around shielding allies, or dealing damage in retribution. SO ROLEPLAY LOTS, DRAMA MAKES YOU STRONGER
So, the work to do before the OOC thread can launch and take applications...
-make the job tree
-- make up the list of skills for each job
-make the list of starsign benefits
-design the combat system (how hard can it be
)
And then, work to do before the game can start...
-write the plot for the first chapter or two at
least--design battle maps for the first chapter at least
-finish putting
some detail onto the map, at least around the starting area
-build the character archetype in Maptools
--make levelling up macros in Maptools
--make combat macros in Maptools(?)