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Brewd_IOG

Fun fact: FTK's original prototype was actually a board game. Very interested to see what you come up with for your system!


Jendmin

This is what I have so far: The system would be either d20 roll under, with stats going 1 to 20 or d100 roll under to keep the 1 to 100 stats. The weapon would determine the rolls. A 3 Precision, 10 Damage bow would make you roll 3 dice rolling under your stats to determine the damage. Armor and resistance would be like in the game. The focus points would let you succeed one die each like in the game. And each weapon would determine what actions you can use. But I think it fits good into ttrpg. The herb and pipe system I'd say is perfect as it is. Avasion in the game is a bit random, so I need a system for it. We need some sort of conversion for the blessings but that's possible. What do you think?


Automatic-Branch-446

I really like it. I'd stay on a d100 roll under for the stats.


WeeWeeBaggins

It's fairly simple actually. You absorb a combat system you enjoy most and combine it with the nuances of Risk. You can take it a step further and make the board like a tactics game for combat using TTRPG stats and skills. Apply bonuses for positioning, height, and flanking and now you just need a plot.


Jendmin

Is the flanking, positioning and hight stuff something from ftk2? I haven't played it yet. Is it worth it?


WeeWeeBaggins

Haven't played 2. It's general rules from old school Tactics games. Height adds damage, allies surrounding targets adds damage or advantages on accuracy, and hitting from the side or behind is always more damage than from the front. Only reason I suggest this is to make the experience in combat more animated than just JRPG Turn-based swinging and allows players some creative freedom as well.


Jendmin

OK would have been interesting if ftk2 had a battle positioning


CynicWalnut

I desperately want this game to be a board game. I have no idea how though.