Thursday, September 19, 2013

16-Bit Adventures updates

+Erik McGrath

As promised I have made an updated PDF.

It includes the static damage changes as well as the tweaks to single target spells.

16-Bit Adventures Downloads

Monday, September 16, 2013

Trouble at Castle Funfstein.

+Erik McGrath

16-Bit Adventures
The trouble was that the Good King's evil brother staged a coup and threw our heroes in the dungeon since they were known do-gooders.

They promptly escaped, and sans weaponry they fought several battles to get their gear back and then several more. We stopped before they finally got to face off with the Usurper.

Many things were learned in this Lv5 test.

Calculating Damage

Frankly its much too slow to use the rolled value when there is also division to be done. The solution is to give each character a static value to add to their other bonuses and each hit just does that much damage. The static value added is calculated the same as for magic attacks: half the max rolled value of your ATK die. 

We had crits doing 1.5x normal damage but I think they will need to go back to 2x. The reason being that the Dragoon could roll 3 crits and not drop a standard, Lv5 soldier. With DMG 15 his crits did 22 and Grunts have 100hp. If he used Jump his DMG went to 19 which still doesn't cut it. Granted this was with a Lv4 Spear but even with a Lv6 Spear (which was randomly in a chest) his numbers are 17/23 (crit 25/34).

So it takes a Lv+1 weapon and 3 crits on 3 attacks (12 on a d12) to one-shot an on-level monster. That's much too low a chance in my opinion. I want to see it be more like a 50% chance using appropriate gear for your level with your normal attacks.

My thought is to improve the rate at which DMG increases both by weapon and base. Right now the top-tier damage dealers have a DMG of [Lv + 6] for their base and Weapon Lv x1 for sword/spear, x2 for Axe or 2hand Sword and x3 for 2hand Axe. 

The alternative is to change the monster hp math. Its a lot easier to just do that, but if I narrow the numbers too much then there isn't enough difference by level for them so I will be looking at both methods and coming to some middle ground for the next test.


Specifically the trade-off between them. Today we discovered that our Lv5 Paladin healed for 12 when using Cura AoE. When you are routinely getting hit for 30 that's not good. 

The culprit was that even fully armed and armored plate, shields and swords don't help your M.Dmg. The fix was to just add half their DMG to M.Dmg because that's how Rods and Staffs work in reverse. This helped by upping the AE heals from 12 to 16 and single target from 22 to 26. Hi-Potions heal 50hp. so the AE stuff was good but the single heals were not that valuable, especially not in battle. 

Dark Knights would suffer similarly in this regard. 

The issue is compounded by having both a low M.Atk die and a slowed progression. I'm confident that they could go to the normal progression while keeping the D8 and become better without worrying the White Mage. For comparison a WM with a Lv5 Rod and Robe would have a Cura of 48 AE and 63 single target. Which, come to see it in print like that, is not that great for single. I think Cura needs a boost there as well from +5hp/die to +10. 

I expect the revisions to be done by midweek and I will update the PDFs links then.

Tuesday, September 10, 2013

16-Bit Adventures musings

+Erik McGrath

Final Fantasy XIV is the Very Devil 

If you were wondering where I've been and what inspired has been doing there you have it. For those who have no idea what I'm talking about FFXIV is an MMO that just came out and like all such things it devours the souls of those who play. Naturally, most of the Inspired family is playing. 

16-Bit Adventures


+Christopher Andersen and I have been discussing doing some more adventures for 16-Bit Adventures like the ones we did for Firstown and Secondville. So as of now my goal is to make an adventure path designed to take PCs from level 1-10 and fight a horrible Endboss and if they win they will save the world. 

We will assume 4 PCs as a base and provide notes and suggestions for how to make it work for more players. Normally it means just making the random encounters have more or fewer monsters and adjusting Bosses to account for the different damage being given and received. As is the math for Bosses is pegged at assuming they are worth about 5-6 monsters so I'm hoping it will be easy to make it work for other numbers without needing too much effort.

More Bits!

At this point the basic engine of 16-Bit is done. It needs a lot of formatting, perhaps more than I am capable of providing, but the gist is solid. 

For here I want to work on two things: Switching Jobs and Tactics.

Switching Jobs

Right now you pick your job class and then you just follow it as you level. Since the inspiration for 16BA is mainly FF5 I think its important to capture the real essence of that game by having a core level for your character as well as job levels which add abilities and traits. I've not yet decided if it will be comparable with the current system but I would like it to be. 


This is the most requested thing about 16BA, when will it be able to do FFT. For my view it has to come after job switching is in the bag and it will require modification of a fair part of the system. Not only will it need movement and facing rules, but weapons and spells need ranges, you need terrain, etc. The biggest change would be to the monsters though. Fights will take a lot more time in a Tactics environment than the bare bones system currently in place. Not to mention monsters will need to be adjusted just like PCs.

In all its a lot of work I've got ahead of me, and a lot of FFXIV standing in the way. I will try to get it done week by week.