What is this blog?

This is a blog detailing my adventures in game development. I have been working on creating a standalone tabletop RPG that utilizes the Fire Emblem world and mechanics for over 3 years now. This is an entirely fan based project, meant only for fun, never retail. If you get the chance, please feel free to download a copy of the current rules and play a session with your friends. If you do, don't forget to send me some feedback, positive and negative.

Monday, April 6, 2015

April 6th, 2015:

Just an update... I'm uploading the newest version of the rules now. I added in a number of original classes, and reworked ALL of the statistics for every class to be more balanced. This unfortunately breaks the whole premade character sheets and enemy statistics, which will be remade eventually once the game is in a more final state. Let me know if anyone playtests this and what you would change.

Rulebook

Sourcebook

3 comments:

  1. FE Tabletop? Perfect idea! I'll try to gather a group of friends to try this out! If i'm susseful I would be happy to help by playtesting. Please Continue the Awesome Work!

    ReplyDelete
  2. I also am going to try to find some play testers for you. I had done some work on something like this, but it was really free form growth and less class based. The problem I was having was separating out armor, as it works within the games but not so well as a multiplayer and tabletop experience.

    ReplyDelete
  3. Hello, I just play tested this with a party of 7 in a one shot game with characters I built. Before I get into crtiques, I absolutely love the system, I want to play more games with it, I really hope to play more games with it, yeah, a few things though.
    A:This was the biggest glaring thing, there's a lot of features it looked like you started to implement and then forgot to finish, the two new weapon types, the classes associated with them, and armor sets. If properly implemented, the weapons and classes would be really cool, having armor items however wouldn't really fit given that some classes are known for armor and already have the bonuses for having that.

    B:Movement, this was something I learned quick as I was playing. Having a set movement square on a big grid can make games move REALLY SLOWLY. I'd recommend still having some classes be more mobile than others, but have movement be a bit more fluid. If I play again, I probably won't use a grid system. I know that changes the fundamental style of fire emblem, but change is good.

    C:Combat, combat was something that bogged it down even more. Having at least 4 dice rolls a fight was tedious, especially since enemy "AI" targets some players over others due to the nature of things, making others feel left out. A fix I came up with after my play test was have one round of roll for each. The number you get for the d20 applies as both your dodge and your hit, this would stream line combat significantly and make the game flow much smoother.

    D:Class balance, as I was going through the sourcebook, a lot of the classes seemed to get favor, additionally, some classes that gained a weapon type that the previous class didn't specialize in gain no sort of boost to bases or growths for the new weapon type. Also, some classes promoted to classes that used weapon types the previous class had no experience with, therefore making a player that would have wanted to progress that way start back at a base weapon level and go out and buy new weapons to appease that. The fact that some classes got upwards of 4 options for promotion while others only got a vague 2 or even 1 was another point of contention.

    Those are the major weaknesses I see with this system, but don't get me wrong, I loved it and I hope to play it again.

    ReplyDelete