There was a FATE port for FFXIV floating around a few expansions ago, and a Roll20 variant.
I found a copy of the Fate 14 version here (link)
There was a FATE port for FFXIV floating around a few expansions ago, and a Roll20 variant.
I found a copy of the Fate 14 version here (link)
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Maintainer of the FFXIV RP Event Calendar at https://ffxiv-rp.org
Oh hey it's that thing I wrote, good to see it still around.There was a FATE port for FFXIV floating around a few expansions ago, and a Roll20 variant.
I found a copy of the Fate 14 version here (link)
Porting stuff to FF14 RP means finding systems that fit how freeform RPers actually behave. D&D is not a very good fit for that. I take into account these things:
-Making a new character can mean a significant time and money investment and is more complicated than rerolling, so character death is either off the table or a matter of player choice. Game needs to have other consequences to ruin PC lives.
-Scenes will take longer because everybody's writing in prose format so rules have to be adjusted away from the basis that a 4-5 hour session will involve people travelling to multiple locations and doing a lot of different things.
-Players are going to be interacting with other system users and freeformers all the time, so if Dan Diceuser gets injured and Fred Freeformer wants to heal him, you need a way to address that.
-RPers make individual concepts of unique character with weird powers and skillsets as a given, so class-based systems are doomed to failure.
Optionally, I prefer to make sure the system can be managed in the in-game dice roller, which was a real challenge when it was only a d1000. Makes it easier for players who are on consoles.
Character death is something very rare in modern tabletop games, outside of some games (Warhammer Fantasy, Call of Cthulhu, most OSR games) and if you're making a game where character death is easy... Warhammer is really the only one where character creation takes a while.Oh hey it's that thing I wrote, good to see it still around.
Porting stuff to FF14 RP means finding systems that fit how freeform RPers actually behave. D&D is not a very good fit for that. I take into account these things:
-Making a new character can mean a significant time and money investment and is more complicated than rerolling, so character death is either off the table or a matter of player choice. Game needs to have other consequences to ruin PC lives.
-Scenes will take longer because everybody's writing in prose format so rules have to be adjusted away from the basis that a 4-5 hour session will involve people travelling to multiple locations and doing a lot of different things.
There's a lot of ways to fix this, either by limited each post of a three to fix sentences, requiring people to pre-roll and pre-type in combat, do group initiative, etc.
Since this would be on downtime, if Fred Freeformer used healing magic, Dan Diceuser could easily roll the recovered hit points... Especially since it would be bad form for Frank Freeformer to be like "your character is fully healed because my magic is that powerful.-Players are going to be interacting with other system users and freeformers all the time, so if Dan Diceuser gets injured and Fred Freeformer wants to heal him, you need a way to address that.
In 2e AD&D, there was a NPC in the Ravenloft campaign setting named Rudolph Van Richten. Conceptually, he was a doctor, who's son was stolen by a vampire and killed, which set him on a quest to rid the world of supernatural creatures that prey on innocents. He wasn't a skilled warrior or magician, having to rely on other people for those things, but he was intelligent, learned, and a skilled tactician. Mechanically, he was listed as a Thief. The point is... Classes are broad strokes. Then again, having ran D&D for a long time, I sort of feel that 9/10 times when someone says there isn't a class that fits their concept, the player just wants to be Gary Stu.-RPers make individual concepts of unique character with weird powers and skillsets as a given, so class-based systems are doomed to failure.
Take a d100 system. Add a zero. In something like Zwihander, if you have 65 as your score for melee, you'll hit on a role of 65 or under. If you converted, convert it to a melee score of 650.Optionally, I prefer to make sure the system can be managed in the in-game dice roller, which was a real challenge when it was only a d1000. Makes it easier for players who are on consoles.
Last edited by DreadCrow; 02-26-2021 at 08:23 AM.
A lot of these are fine for more granular systems like the ones you mentioned, but my baselines are built for broader narrative strokes and collaborative storytelling with risk instead of granular moment-to-moment resolution of combat.Character death is something very rare in modern tabletop games, outside of some games (Warhammer Fantasy, Call of Cthulhu, most OSR games) and if you're making a game where character death is easy... Warhammer is really the only one where character creation takes a while.
There's a lot of ways to fix this, either by limited each post of a three to fix sentences, requiring people to pre-roll and pre-type in combat, do group initiative, etc.
Since this would be on downtime, if Fred Freeformer used healing magic, Dan Diceuser could easily roll the recovered hit points... Especially since it would be bad form for Frank Freeformer to be like "your character is fully healed because my magic is that powerful.
Take a d100 system. Add a zero. In something like Zwihander, if you have 65 as your score for melee, you'll hit on a role of 65 or under. If you converted, convert it to a melee score of 650.
The issue of characters wanting to do everything, at least in freeform play, is usually filtered out by the inclusion of dice at all, so I've only had one instance, in about seven years of experimenting, with a player who was salty their powers weren't a Solve Everything button. The classless nature of things just makes it easier for me to include non-combat characters who are more adept at social interactions (something these systems always incorporate), and helps me outsource the design of magic systems, which I am always too lazy to write in the exhaustive detail of D&D.
Regarding the d100, I did use a d1000=d20 on a 50/1 ratio for one system, and that works fine. Now you could just do /random 20 and there's no need for it anymore. Presently, I'm working on treating d1000 as 3d10, which opens up bell-curve probabilities and frees me from the tyranny of linearity.
This only applies if you're using a pre-written scenario like a dungeon crawl. My hubby and I have used D&D rules in numerous campaigns over 20 years that happen over IRC, so we type everything in prose format and do our rolling with dice scripts in channel. Our groups often go off the beaten path in RP, too, so it requires a lot of on the fly adjustment. We've done fantasy games, modern games, superhero games, you name it. The general rules for D&D can be used for pretty much anything you want.Oh hey it's that thing I wrote, good to see it still around.
Porting stuff to FF14 RP means finding systems that fit how freeform RPers actually behave. D&D is not a very good fit for that. I take into account these things:
-Making a new character can mean a significant time and money investment and is more complicated than rerolling, so character death is either off the table or a matter of player choice. Game needs to have other consequences to ruin PC lives.
-Scenes will take longer because everybody's writing in prose format so rules have to be adjusted away from the basis that a 4-5 hour session will involve people travelling to multiple locations and doing a lot of different things.
-Players are going to be interacting with other system users and freeformers all the time, so if Dan Diceuser gets injured and Fred Freeformer wants to heal him, you need a way to address that.
-RPers make individual concepts of unique character with weird powers and skillsets as a given, so class-based systems are doomed to failure.
Optionally, I prefer to make sure the system can be managed in the in-game dice roller, which was a real challenge when it was only a d1000. Makes it easier for players who are on consoles.
I'm aware it can be a pretty flexible system for people who want to use it, but in dealing with the primarily freeform userbase that we have on Balmung and in MMO RP in general, the number of players who are interested in more rules-intensive games like D&D as a system baseline are in the minority. It helps a lot as an outreach tool to use systems that give players more collaborative control over the storyline and has simpler roll results.This only applies if you're using a pre-written scenario like a dungeon crawl. My hubby and I have used D&D rules in numerous campaigns over 20 years that happen over IRC, so we type everything in prose format and do our rolling with dice scripts in channel. Our groups often go off the beaten path in RP, too, so it requires a lot of on the fly adjustment. We've done fantasy games, modern games, superhero games, you name it. The general rules for D&D can be used for pretty much anything you want.
For comparison, a popular system for conflict resolution on Balmung is the Grindstone system, which is a simple /random rolloff on attack/defense with the high roller winning, and the first to take three hits is the loser. This has no connection to character ability or tactics or any kind of modifiers, and it's fairly widespread because it's easy to use and (mostly) handles conflicts quickly without a lot of OOC chatter so people can get back to the freeform. I try to work with systems that strike a middle ground between pure simple RNG like that and more rules-intensive systems like D&D.
If I had a crowd that did prefer more rules-intensive games, I'd lob a copy of Big Eyes Small Mouth (aka GURPS for weebs) into the room and let them sort themselves out from there.
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