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sairyu

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  • Favorite Fire Emblem Game
    Blazing Sword

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  1. You're not happy, and I apologize, but this is still returning data. Please keep in mind that this is a playtest and not an actual game, so it's going to have janky and terrible garbage all over the place. We've tried to minimize this with our own, internal, testing but it will still happen, especially when we try things outside the scope of hard numbers - and there's really only so much you can do with two people in a reasonable time-frame. Notes below, skip if you aren't interested: Also, as much as I'd like to, I can't actually move for people because that defeats the purpose of having testers. I'm not sure what you'd want me to do here besides not update? I can't force people to post, and a week is far more than sufficient time for them to do so.
  2. I used rand(1,100) on excel when I did this, but will post the rolls going forward if I am the one to update. I think invisiblecastle still works? As for the hit, the roll was over 80 (89 iron + 10 difference to bronze - 15 weapon triangle - 12 dodge = 72) so he would not have hit anyways. I will update the stat blocks though to reflect the bronze weapon, as I missed the equipment change when updating. Edit: A reminder to anyone else following the thread that there will be an update tonight and that there has been more than a week to post actions since the last update.
  3. I'd like to ask everyone participating in the general update to post their actions. Hammerpriest should be back to updating starting next turn; if not I want to move things along myself with an update (turn 3) tomorrow night. In case anyone is wondering, I use the same roll strings for all updates on the same turn.
  4. Recruitment occurs between maps, as in-map recruitment was less consistent than Hammer and I wanted. At Nino 4, that would probably be after the 3rd map of Hammer's 5-map test.
  5. I do not believe that Hammerpriest ever wrote an actual ruling for how recruitment would be handled with regards to starting level being based on party average* and you did not specify anything beyond interest in the system. Thus, I felt that it would be best to respond assuming that you would not know the former. As there was no way for me to know when you wanted your character to be recruited, I made the suggestion in the case that you would prefer an earlier recruitment. If you are still offended, please PM me and we can discuss this in further detail. *He may have added this information.
  6. It's still in testing, yes. Honey Bunny, you can't nino your level down past level 1. Please consider changing your character stat assignment to reflect this, else you'd have to wait for the party average level to reach 5 before your character becomes available for recruitment.
  7. Map 01 Turn 02 Main Party Edit: I will update the other maps when I have time.
  8. You should come up with a plan for your map. Think of it as a 1P GBA game, but on play by post.
  9. Control Map Player Phase 001 All characters are set to average growths. Edit: This post is for testing purposes. Please do not check the contents.
  10. The tentative idea right now is to have every interested person create one [1] first level character. All generated characters will be placed in a single party, which will then run through a few placeholder maps with various objectives such as annihilate all enemies, seize and defend, survive, and reach point X. There will be approximately five [5] maps. For the test run only, every player will have the option to control the above party either alone with others. Every run of maps will be done in parallel. This means that we will be running X instances of the test game, with each instance having a few players controlling that party. If there are four player characters, up to four games will be run simultaneously; fewer, if players wish to collaborate. The player(s) running every instance will decide at the start whether to use random or average growths on a per character basis. We will be using these runs to collect feedback on how well the system works and on various mechanics. Please share any opinions of the system that you might form as a result of the testing in this thread. Edit: We will also be testing if a rating mechanic makes sense for the system; currently it covers three [3] categories: speed/tactics, combat/exp, and funds/items found. Edit: I realize that I never actually answered your question. The short of it is that this type of forum FE runs like the GBA games, with sprites on a battle-map. The PCs usually take the role of a tactician, though some groups may find it more in-character or engaging to have all players individually control their characters. In this case, we are going with the tactician setup.
  11. For simplicity, we used a straight calculation for average growths of: stat = growth x level + base Players were given a choice between rolled (single roll) and average; the spread for the chosen option was roughly 60:40 average growths to rolled growths. Dynamic gains may not be a good fit for forum emblem due to the need to track level-ups in addition to anything else occurring. However we have never tested it, so it may turn out to be less a strong solution. I am of the mind that randomness should not be intrinsicly rewarded as a choice, but can see why it would be frustrating to suffer from poor gains.
  12. Just a quick response to the above concerns by Terrador before Hammerpriest gets around to it. 1. In previous games we found that the nuclear offense option does not actually work as well as might be expected. While players may kill things quickly, they also tend to die very quickly (see: the introduction of the incapacitation rule). Similarly, trainees tend to spike in power around the time that they promote to a base class, and at their strongest at around 10th level, falling back in line with the average power curve of the party around level 20. Trainees are meant to be played around by the party, and they do tend to actually become useful reasonably quickly - when they don't die. The most irritating stat stacking that I've encountered is the 9MAG, 5LCK, 9DEF, 9RES cleric/priest*, with all other stats dumped into HP. I believe that's why Hammerpriest has moved a good portion of growths into class chassis's. 2. EXP falloff generally begins to occur once PCs hit 8th level unless the DM is scaling enemies completely to their level. We've found that PCs will generally get to +5 or so levels of the average enemy level and then stop leveling with any modicum of speed. I personally scaled enemies up around an average baseline of 5th level for a professional soldier in the setting. Alternatively, some people scale to average party level in order to keep a steady rate of EXP progression. 3. Concerning incapacitation, Hammerpriest neglected to mention that a recovered unit is supposed to deploy back at the supply tent or initial deployment zone. This mechanic is meant to punish the party by causing them to lose turns rather than making the fatigued unit steadily more unusable. Due to its nature, it is obviously less punishing on 'annihilate' maps, whileon timed maps the recovered unit may actually never make it to the objective in a reasonable time frame. Edit: I'm not sure how Hammerpriest wants to do further testing and will leave that for him to respond to.
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