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Found 2 results

  1. Hi Tonight it's FE Awakening that makes me happy. I've tried it before, abandoned it but I'm back at it. I have few supports (mostly from automatism when I reached chapter 2) like Fred/Chrom C, Chrom/Lissa C and such, like 3 or 4 total. I use dual attack as little as possible (I generally pray for no dual attacks when I can't position my units any other way). Pair up is only used for mobility like rescue in older FE. My team is: -Kellam (knight/11.96): 27 hp/ 15 str/ 0 mag/ 11 skl/ 7 spd/ 5 lck/ 17+2 def/ 2 res B lances -Stahl (cavalier/15.08): 34 hp/ 17 str/ 1 mag/ 17 skl/ 14 spd/ 11 lck/ 17 def/ 4 res B swords (1 fight for A) A lances (paired up Chrom on him for +1 damage on Valdar, otherwise he had 5% crit rate with 18 or so damage, 24 damage was all I needed and Chrom pair up+silver lance allowed me to win without any losses, could've let the boss come but I was too hasty) -Sully (cavalier/11.89): 27 hp/ 12 str/ 3 mag/ 12 skl/ 14 spd/ 13 lck/ 13 def/ 2 res B swords B lances (used the Finn lance to display 0 crit rate from Valdar the Weak annoying Chick) -Frederick (great knight/4.48): 32 hp/ 15 str/ 2 mag/ 14 skl/ 10 spd/ 8 lck/ 17 def/ 4 res B swords B lances C axes -Lon'zu (French translation) (myrmidon/10.28): 24 hp/ 8 str/ 2 mag/ 18 skl/ 18 spd/ 10 lck/ 9 def/ 3 res B swords -Lissa (cleric/11.61): 26 hp/ 2 str/ 8 mag/ 9 skl/ 7 spd/ 16 lck/ 5 def/ 8 res C staves -Maribelle (troubadour/6.15): 20 hp/ 1 str/ 7 mag/ 5 skl/ 6 spd/ 8 lck/ 5 def/ 7+2 res D staves -Virion (archer/11.51): 27 hp/ 10 str/ 1 mag/ 17+2 skl/ 10 spd/ 11 lck/ 10 def/ 3 res (if only he had better bases...) B bows (I was blessed with 2 giant bows, used only 1 for all the 10 uses) -Chrom (lord of neverused/9.64): 26 hp/ 12 str/ 2 mag/ 14 skl/ 14 spd/ 8 lck (he should have way more!)/ 10 def/ 3 res C swords (5 move, no vantage and sword locked, so many downsides I'll only raise him for late game duel against Valdar) -Ricken (mage/8.16): 23 hp/ 3 str/ 11+2 mag/ 10 skl/ 7 spd/ 14 lck (amazing, boss tank for those annoying gamble/thunder tomes shenanigans)/ 7 def/ 5 res (he actually knows what defensive stats mean) D tomes (1 hit from C) (soon he'll be able to wield B rank tome which gives bonus against other tomes ^^) I don't see any reason to use Gaius, Panne (Palne), Vaike, Miriel, Sumia or MU (Classic) since their bases aren't wonderful and their performance in this type of run isn't the best (MU no skill until lv 10, which isn't what I call a skill so nothing until promoted lv 5 and tactician skill stat kinda sucks balls so activation rate for ignis would be inexistant anyway). I didn't even recruit Donny, his exp served Lon'zu very well before chapter 6 and Ricken and Virion levelled up once or twice too, thanks and R.I.P in your village Donnel, your potion will be useful. I plan to use: -Say'ri (vantage built in, high weapon rank, correct base stats especially magical stats for a physical class), -Henry (got an Aversa's night on the tile close to the boss in the prologue so might as well put it to use), -Cherche (Zelcher is far better of a name IMO) (Haar/10), -Libra will replace Lissa or Maribelle (maybe Lissa cuz less move), -Anna will replace the last one remaining, -don't know if I'll put the effort into Nowi (magical tank/10 but those shit tier base stats and hard joining map for her really suck) -or Gregor (quite bad as a mercenary each time I didn't reclass him, unlucky mercenary/10), -Cordelia (I might be able to kill Gangrel if I pump exp into her and get her to 20/5 falcon knight for rally speed in case she can't solo him and his 23-ish speed OMG most annoying thing about him, that's why Nowi could be useful for, those annoying 25-40 magic damage bosses others can't double without a +8 in speed), I think it's good for now, some of them might even not find their way into my team or some will vanish (Freddy Mercury will soon be replaced, Rev!Gunter/10). I'd love it if Panne was a Radiant Dawn/PoR cat, but sadly her class sucks as much visually as in stats on top of 1 range lock AND early game stones having only 50 uses then wait on the bench for chapter 10 boss kill to get the next for...the chapter where the boss has magic damage, crit rate and speed on top of accuracy, and there are many high damage ennemies + heroes and mercenaries with actual hit rates even if you're standing on a castle. Now that I think of it, Anna with rally speed could double Gangrel with like 2 level ups in speed, if only she had damage and more base res...and maybe an actual sword rank since C is Lon'zu's sword rank at level 4 unpromoted 5 chapters earlier...maybe Lon'zu could kill Gangrel if he decides to proc strength more than once in 10 levels with a silver/killer sword. TL;DR: See? I've rarely been so enthusiastic about Awakening. I don't have 20 def on anyone (yet), I don't have 5 res on anyone (yet), I don't have 19 spd on anyone (yet) but I'm excited, I have to think of what unit to do what task, I have to use more offensive strategies and for once chapter 5 wasn't a pain since full deployment was really useful on the map control with annoying wyverns going everywhere in little scattered packs (I like this paradox). It feels more like playing Radiant Dawn than Awakeshit (AKA Backpack Emblem, which I completed with a Kellam backpack Chrom with Chrom being promoted only for Valdar 1v1, then on hard with Ashnard's woman general as a dark knight or paladin, can't remember but it was a thematic run). Sure no reclass cuts some great units such as mercenary Donnel, Wyvern riders, and others but it feels more legit (I ended up changing units' classes in GBA FEs because I was too used to units being in other classes than their own or being reclassed). Finally able to enjoy more Radiant Dawn gameplay in a more recent and portable game, although walls can still be shot through, no balconies for bonus/malus to hit rates, no canto (for the best or the worst, being ganged up by a 6 cavaliers pack felt really bad, like a gangbang when you're not willing to give yourself in the first place), no Haar (Zelcher starts underlevelled but with good bases, the opposite of Jill in RD with bases inferior to her level's standards and her trash base strength on the second highest strength class, tied with Nolan for lowest strength on a strength-specialized class), no availability bullshit (sure I'd like to play Mr and Mrs Ferox before the endgame but they're not given for 4 chapters then taken back for 80% of the game and coming back largely underlevelled in the final chapters, with only one being relevant but seriously, I find Muharim completely OP, can tank forever even in hard as a human in Part 1, not taking any damage from bosses in tiger form, and comes back with still 34 or 36 def as a tiger, enough speed not to get doubled and high strength, this guy is Skrimir's Oifei like Duessel is Ephraim's, maybe even better than Duessel except neither him nor Skrimir can transform any time they want).
  2. Recently I found the rules for Dungeons and Dragons Rules Cyclopedia. For those who don't know, Rules Cyclopedia is a collection of the Dungeons and Dragons Basic, Expert, Companion, Master, and Immortals sets (or BECMI for short), which existed before D&D. Rules Cyclopedia makes some minor changes and adds a few things like a small skill system but otherwise it's unchanged. I think its really cool personally; there's depth to the game but it doesn't get bogged down by complicated rules like AD&D and the later editions. The book also has better structure and writing than the AD&D books. It's surprisingly easy to homebrew (I think there's a pdf out there that explains the mechanics for creating new classes/races for example) and best of all it's easy to pick up and play. I think if I introduce someone to D&D, I'll start them off with the Rules Cyclopedia before showing them the later editions/Pathfinder. What about you guys? Have you guys played this or read it? Do you know anyone who has? I'd be interested in playing with some of you guys if you are btw. What are your opinions on it?
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