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dominoThief

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About dominoThief

  • Birthday 05/14/1999

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  • Favorite Fire Emblem Game
    Awakening

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  1. Well, with the TTRPG idea, it would have more added than just the fighting, though it would have much more focus on the fights. Ideally you could utilize the skill system (Which could work more like feats in a typical rpg) to allow characters to do things like in a typical ttrpg. For example people with high speed could aquire a skill allowing them to accomplish acrobatic tasks like jumping onto rooftops and fighting from above and stuff. There would be some out of battle scenes, but most huge encounter/dungeon settings would be organized like typical FE "Chapters". Everything else would be the between the chapter talking. I'm not saying this rpg would have to use exclusively FE systems. It needs adaptation, but I think FE adapts remarkably well. As for classes, the point of having the bases is so that you can essentially make your own class. You could still create, for example, a typical myrmidon character, but this also allows for the creation of crazy, unlikely classes. Like... say... Axes and Light Magic. It's to allow for a degree of freedom in creating your own class for your character. Do what feels right for them, you know?
  2. Bartre is now Batta. Batta starts as a level one Brigand. Brigands promote to Berserkers. (If that isn't already a thing.)
  3. Make Oswin's growths this: HP: 200% Strength: 5% Skill: 5% Speed:5% Luck: 5% Defense: 200% Resistance: 200% Swap Karel with Marcus, and make him an unpromoted level 1 myrmidon with preposterously low bases, but give him his FE6 growths. Make Marcus have all his stats capped when he's recruited in Karel's old spot Rename Eliwood to Emowood and change all his portraits to the sad one. Make him use lances, too, and make the rapier/durandal into lances. Make Hector's description say "The only lord with the FE Elitist seal of approval." Also give him the ability to play, pick locks, and fly. Make Lyn use bows in her unpromoted form, and make the Mani/Sol Kattis into bows
  4. Without forde, I think Franz can also go for FE8 As for PoR/RD, We can get rid of Kieran and Zihark, perhaps. Awakening could do without Inigo, Owain, and Severa. (I think we should add Sumia purely for the reason that she's Chrom's canon wife. And I'm only suggesting an addition because the awakening cast is small as-is.) Also, if we're getting rid of Fates' retainers, Arthur and Effie should go.
  5. Well, that's what I'm not sure about. I do have a few ideas to connect this to Awakening, and fit it into the real timeline, but this hack is meant to be a reimiagining of the real Fire Emblem timeline, as opposed to fitting into it. That said though, if I play my cards right, it could act as both something potentially canon, and a reimagining. So, the real answer is a flat "Maybe."
  6. Ok, so I've actually had ideas about something like this for, like, forever. So let me throw this out there in case y'all want some help. For a Fire Emblem TableTop RPG, you would need to decide what classes you wanna use. Personally, I would go for a system that abolishes weapon groups as we really know them. Rather, you would have class "bases" that allow you to add weapon groups onto them. Example class bases could be things like: Lord - A noble with high luck, and extra free stat points. (Has no particular strong point, but gives the player more freedom. I'll discuss this a bit more when I talk about stats.) Recieves one weapon group. Mercenary - A fighter who loves their brawn and their gold. Has high Strength and Speed. Recieves one weapon group at start. Scholar - A person of the mind who pursues knowledge relentlessly. High Magic and Skill. Recieves one weapon group at start, but acquires more with level. (As opposed to just at promotion. Potentially could acquire every weapon group in the game if you play your cards right when purchasing skills.) Cavalier - A person of high rank, trained in the art of horse riding. Has high Movement and well-balanced stats. Recieves two weapon groups at start. (Note that anyone could probably buy and ride a horse. Cavaliers just recieve bonuses from it. They could dismount and lose their bonus, but continue fighting.) And so on. So, for example, if I want to make a Healer character somewhat like Mist. I could make a Scholar and give them the Staff weapon group. As they level, they could also unlock swords for self-defense. If I want to make the Cain for the Bull and Panther archetypes, I could create a Cavalier and apply some of the extra stat points (Once again, discussed momentarily) into strength. But I don't want this bull to use Swords or Lances. I want his to use Axes, and bows. Well, I could elect to have him use those weapon groups when I create him. Or he could use... say... Dark magic and Thunder Magic. Or Axes and Thunder. You can do anything you want in this system, alloweing for an endless mix of class features and weapons. Now, let's move on to stats. This is honestly the part I've thought about the least, and could use the most work. In this system, Stats would work similarly, yet differently. HP: Ok, this works the same. Strength: Also the same. Strength + Weapon Might = Damage Dealt. Magic: See Strength. Skill: Each point of skill translates into 5% extra hit on top of the hit chance from your weapon. Also adds 1% to crit chance for each point. Speed: Each point of speed translates into 5% avoid chance, on top of whatever bonuses your weapon might give you. Also determines if you double the opponent. The exact number would need to be checked for balance, just like every number on here. Luck: Does a little bit of everything. Each point adds 1% to your Avoid Chance, your Hit Chance, and also decreases your opponent's crit chance by 1%. Defense: Decreases Damage. Resistance: Decreases Damage. You would have all of that on your character sheet, and then another section where it would list your Damage, Hit, Avoid, Crit, and Crit Avoid. On the online stat sheet I'm envisioning, these would be automaticall updated depending on the weapon you mark as equipped, but on paper you would have to either have another sheet to mark your full stats with each weapon, or do these calculations on the fly. When engaging in combat, you need a D100 to roll twice. Once for the attackers hit, and once for the crit. (You could opt to not roll crit if it's obvious there will be little chance of a crit.) If the number is higher than Attacker's hit-foes Avo, then the attack is a miss. If it is equal or lower, the attack lands. Same for Crits. This could probably be simplified and streamlined, but I was hoping to be as faithful as possible without making things too complicated. I recognize that the amount of calculating is potentially annoying still. So I'm crossing my fingers one of you have a method of simplification. Weapons would have MT, Hit, Crit, Avo, and probably not weight. Instead, I would go with the fates system of merely subtracting effective speed for higher level weapons. (Note that the fates negatives only apply to speed when checking if units will double attack.) I wouldn't apply restrictions like the silver weapons, rather every weapon would have a speed negative. Weapon ranks would not exist, rather, weapons would have a minimum level limit. Characters must meet this level in order to weild the weapon. Now for all these weird stat bonuses I'm talking about. At character creation, you would be able to apply bonuses to your stats to further make your character your own, and seperate them from a generic Sword Mercenary. More important stats like Speed could cost more points than less important ones like luck. These costs would also have to be balanced. That's all I can think of off the top of my head. (Then again, these are all just ideas I'm throwing out, you can ignore them if you like.) If someone actually wants to develop a Fire Emblem tabletop, I'd love to help out! I'll be keeping an eye on this thread.
  7. Oh, yeah, that would be important to note. The engine is going to be FE7, due to the abundance of resources for Manakete sprites for FE7. The way I want to implement them just works better in the FE7 engine.
  8. Here's my personal list of who could get removed from what's up currently. It's small, but comprised of some people who are unnecessary. FE6/7: Rath, Dorcas, Bartre, Wolt FE8: Tethys FE14: Mozu, Silas, Charlotte
  9. It has been three hundred years since the ending of Marth's final campaign, and the world is in turmoil. Long ago, Tiki, the daughter of the Divine Dragon, Naga, killed the White Sage, Gotoh. While asleep, she had dreadful nightmares of going insane and killing innocent people. Eventually, after being awake for a while, she decided that she was not going to allow Gotoh to put her back into the magical sleep with which she had been imprisoned. Rather than endure that hell again, she decided to kill the White Sage, Gotoh. The man who continually put her back to sleep. Shortly after her outburst and subsequent freedom, the nation of Dohlr began to look for a new ruler. They found no better candidate to turn to than the last remaining Divine Dragon, Tiki. The nation had devolved into multiple small sects, each supporting a different candidate for rule. Ultimately, the sect supporting Tiki for rule grew to overwhelm all opposition. Tiki found herself unexpectedly in charge of an Empire, and was welcomed among the rulers sharing her continent, but especially by her comrades-in-arms, Marth, Nyna, and Minerva. The centuries passed, and the Dolhr empire was peaceful for the first time in a long while. They kept to themselves, and rarely expanded their power unless it was critical to the nation's survival. Manakete were still feared by some humans, but with Tiki as their ruler guiding centuries of healing, the manakete were finally seen as a race of peace. This would not last for long. The nation of Macedon suddenly found itself under surprise attack by the neigboring Dolhr, with no provocation. The whole continent shook with the force of the first blow. No one understood why the peaceful Queen Tiki would have ordered such a thing. Soon, a good portion of Macedon had been sliced away, now under Dolhr rule. Alongside this, Dolhr began to attack the neighboring island of Grust, as well. Whispers of Draconic Degeneration similar to that experienced by Manakete who spent too long in Dragon form began to abound. What other explanation could there be for the Queen to suddenly become so warlike? The other nations of Archanea grew restless. Dolhr was growing more and more powerful by the day, though it seemed to show no signs of an attack on any mainland nation. But finally, when They saw no one to turn to but the king of Altea. The kingdom of Altea was not held in high regard these days, mostly due to it's fledgling king, (Name to be decided), who found it nearly impossible to hold any sort of responsibility. The nation was instead ruled mostly by the royal advisor, (Insert other undecided name here.). A Khadein of middling birth, who has long been friends with the Altean royal family. (Advisor) has promised Altea's support, and even more impressively, the use of the Falchion. The only remaining issue was that of getting Altea's king out on the battlefield in order to use the blasted thing. War is brewing. Something like that! This is the basic story for my new hacking project, Fire Emblem: Draconic Delirium. Essentially what would scroll through on the opening world map to inform you of the lore. (I may or may not actually include such a scene.) The idea sprung about when I was looking over Tiki's backstory and the Archanean timeline, and I suddenly thought to myself, "You know, Tiki would make a really awesome villain." After all, everyone seems to see her as only a weapon against Medeus. No different from the Falchion. Lying dormant until the day when mankind needs to kill a few more dragons. When she's not being used for combat? She's put into a torturous sleep full of nightmares in an effort to keep her from experiencing degeneration. Well, she is used to combat and killing people. In a certain turn of fate, it could make sense for her to decide to kill Gotoh as opposed to returning to her slumber. This is my personal idea of an Archanea sequel, complete with new characters, the same awesome worldbuilding, and a great villain. I'll avoid too many spoilers, but I've got a lot planned out for this hack. I'll continue to update this post as I slowly get more and more actually inserted into the game. I just wanted to go ahead and throw this out there for everyone! Gameplay-wise, this hack will feature a few new classes. Mostly, this will be new Manakete classes. Manakete will be treated more like normal units in the game, and will have no weapon ranks, but will recieve two weapon locks. One for a set of Physical Dragonstones, and another for a set of sweet magical dragonstones. These two sets will be split between two promotable Manakete classes, and will be slightly weaker than typical dragonstones. More classes may be implemented at a later period. The biggest reason for the variance in dragonstones and manakete classes is because the player will be fighting a lot of manakete, and we dont want that to get boring, do we? I'm also planning on playing around with the weapon triangle, increasing the effects of it, and forcing players into more situations where it can be used against them. For the moment, this post is just me talking, but I'm hoping that within a somewhat decent period of time, I can release screenshots and even possibly a demo patch. So look forward to that!
  10. Seal Resistance is a great Adventurer skill, though. At least, if you can get ahold of a Shining Bow.
  11. This is a good point. I would be available this Saturday to organize a few fights if anyone is interested.
  12. I need to play most of the games over again, in all honesty. But, if I had to throw out my first reaction, it would be Micaiah. As Ciarre pointed out, she has a lot of potential as a character, but ended up suffering due to bad writing. (Something which I've noticed is a trend across most games.) She makess mistakes, but she's called out on them. She wants to do good in the world, and I think her devotion to king and country is part of that. She knows Pelleas, and truly believes him the rightful heir. Along with someone, anyone, who would be more just to the people of Daein than the Begnion rulers. She's selfless, and willing to use sacrifice, even when it's dangerous for herself. (Though ingame, the skill turns out to be relatively useless.) Overall, I'll say it again. Good character, bad writing.
  13. I'd say for now, the bare bones rules should be: - No forged items - No Battle/Visitation Emblem - No Lethality (as an autokill skill is slightly out of the spirit of a competitive game.) and that should be it
  14. I second the idea of a tournament. I would love to see a metagame develop around Fates, no matter how shitty I may be at Fire Emblem. I could definitely get a multiplayer file up and running soon, should we have a tournament get underway anytime soon. We should have a tournament, and organize a chat room for all of us to talk in. This would probably be the serenes chat.
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