Sunday, June 2, 2024

Final Fantasy Tactics - Jobs Evaluation

Every now and then I come back to this 20+ year old game. Here's my list of essential or notable job stuff in this game. Thanks to the changes made in the War of the Lions version, some stuff is just too effortful to get IMO.


Physical Jobs

Squire
Yell / Tailwind (for Ramza, I use it for most of the game. Did you know Knives and Ninja Swords use ((PA + Speed) /2) * Weapon Stat for their damage calculations?), Move +1, JP Boost, Focus / Accumulate (very useful for grinding. In any real fight, wait for the enemy to come to you while boosting your PA). Ramza's other Ramza-only skills are good, except note that Ultima is only as powerful as a Fire 3 / Bolt 3 / Ice 3, which are half as powerful as Flare or Holy.
Unlocked: At the start

Archer
Speed Save / Adrenaline Rush (take a hit, gain +1 speed; Knives and Ninja Swords use PA + speed for their damage calculations), Concentrate (improves success % of some stuff, and makes your attacks hit at 100% if every you find someone particularly dodgy)
Unlock: Squire 2

Knight
Speed Break (speed break the last enemy while grinding so you don't have to put up with them, or just any enemy in general. Synergizes very well with Dual Wielding / Two Swords from ninja, works with ranged weapons like longbows and guns), Power Break (reduce your own characters PA to 1 and have them attack each other to grind exp and jp)
Unlock: Squire 2

Monk
Chakra (restores HP and MP for free! amazing for grinding), Stigma Magic (cure conditions), Revive. other stuff is fine shrug. Brawler from the Monk and Two Swords / Dual-Wielding from the Ninja is supposedly the highest damage dealing combo in the game, but I don't use it.
Unlock: Squire 2, Knight 3

Thief
Move +2, Steal GP (not bad for grinding, amount of GP stolen affected by speed stat! triggers an enemy counter)
Unlock: Squire 2, Archer 3

Geomancer
Attack Up (it's been a while, but I remember this boosts the damage of Holy Sword for Agrias and Orlandu)
Unlock: Squire 2, Archer 3, Monk 4

Lancer / Dragoon
Auto-raise / dragon spirit, Ignore Height (ignore height is amazing for one fight in particular in CH4, at Zeltenia Castle against Zalmour the Heresy Exclaimer)
Unlock: Squire 2, Archer 3, Thief 4

Samurai
Blade Grasp / Shirahadori (get this on someone cursewording ASAP). I don't use anything else from this class but Draw Out / Iaido skills are affected by the Magic Attack (MA) stat, so this skill set might suit a female magic character or synergize with a male character using the Bard's MA Save. 
Unlock: Squire 2, Archer 3, Knight 4, Thief 4, Monk 5, Dragoon 2

Ninja
Two Swords / Dual Wield (too bad the duplicate weapon glitch was patched out), Shuriken and Bombs are fine
Unlock: Squire 2, Archer 4, Knight 3, Monk 4, Thief 5, Geomancer 2

Dancer
Too much effort for me. PA Save / Attack Save for possible niche strategies with female physical attack characters
Unlock: Squire 2, Knight 3, Archer 3, Monk 4, Thief 4, Dragoon 5, Geomancer 5


Magic Jobs

Chemist
Potion, Phoenix Down (all outdated by Monk IMO, except that Phoenix Down has a 100% success and Revive doesn't); Note that general use of auto-potion is just a good way to waste potions; specific-use only. There are better reactions for general use. 
Unlocked: At the start

Black Mage / Wizard
Frog (get this asap! Frog doesn't wear off on its own. It makes a character do damage in the single digits and stops characters from casting spells. When grinding, kill off all but one enemy, then turn them into a frog so that they are basically useless)
Unlock: Chemist 2

White Mage / Priest
Cure 3, Raise 2, Esuna, Holy, Wall (all excellent for Math Skills. Get anything else and I think it clutters up the Math Skill list. Holy is cheaper and more powerful than Flare from the Black Mage / Wizard spell list).
Unlock: Chemist 2

Oracle / Mystic
Repose / Sleep is notable as a poor-man's Frog. I don't really use anything from this class, but its spells look cool.
Unlock: White Mage 3

Time Mage
Haste, Teleport (ignores height and obstacles, can increase the number of squares you can move with a chance to fail of 10% per square beyond you Move stat, so Move +1 90%, Move +2 80%, etc.)
Unlock: Black Mage 3

Calculator / Arithmetician
I think you need a dedicated magic character in your roster to learn all these action abilities. All the action abilities are essential for this classes' skillset. 
Unlock: Chest 2, White Mage 5, Black Mage 5, Mystic 4, Time Mage 4

Mediator / Orator
Entice / Invitation (want to steal an NPC's gear? Just add them to your party roster instead), Preach, Enlighten / Solution, Praise, Intimidate / Threaten, Equip Gun (this is actually one of my favorite support classes although the stat growth is poor)
Unlock: Chemist 2, White Mage 3, Mystic 3

Summoner
I don't use this class or anything from it. Best MP growth (chakra and Math Skills roll eyes)
Unlock: Chemist 2, Black Mage 3, Time Mage 3

Bard
Too much effort for me. MA Save / Magic Save for possible niche strategies with male magic characters, Move +3
Unlock: Chemist 2, White Mage 3, Black Mage 3, Mystic 3, Time Mage 3, Orator 5, Summoner 5


Others

Mime
Too much effort for me / I don't use this class.
Unlock: Squire 8, Chemist 8, Knight 3, Archer 3, Monk 4, Thief 4, Dragoon 5, Geomancer 5, Chemist 2, White Mage 3, Black Mage 3, Mystic 3, Time Mage 3, Orator 5, Summoner 5

Dark Knight
I unlocked this class once. Once.
Squire 2, Knight 4 (Master), Monk 4, Archer 4, Thief 4, Geomancer 8, Dragoon 8, Samurai 8, Ninja 8, Chemist 2, Black Mage (Master), also supposedly you must kill / crystalize 20 enemies.

Onion Knight
Too much effort for me. Apparently, this class starts off poor and gets better after MASTERING all the other jobs. The exact mechanic, I've read, is the Onion Knight's job level goes up by 1 for every 2 jobs you master, and when the Onion Knight reaches job level 8, it gets some big boosts to its stats.
Unlock: Squire 6, Chemist 6

Monday, May 20, 2024

Pokemon Yellow Legacy - Please Fix This Cursed Back Sprite!

 Hi Pokemon Yellow Legacy team! I have a request: Please fix this cursed back sprite! I have redrawn it three different times, taking a few liberties with each iteration.



Friday, April 12, 2024

HOW TO HEX CRAWL

INTRODUCTION

I want you to think of hex crawling as playing your TTRPG like a board game. On the players turn, they travel a number of hexes and then roll to see what happens, good or bad. Hex crawling is a very simple, rules lite way to explore a portion of the game world as large as a 10s or hundreds of miles. Rules for hex crawling have been explained more clearly in legacy editions of D&D and in retro clones than in current editions, which is one reason why I'm writing this. Hex crawling emphasizes exploration and discovery rather than combat or talking. The risk-reward elements and in essence the "game" elements are in resource management including time and food, avoiding hazards and obstacles, plotting routes, evading dangerous wild beasts or wandering warbands or scouts, and discovering secret locations.


BASICS OF A HEX

Why a hex? A hex represents a circle, but circles do not interlock as neatly as hexagons, so we use hexes instead. A hex assumes you are standing in the very center of the hex, and the boundaries of hex represent your horizon.

A hex represents a distance in miles. That distance is based on the scale of the map. If you look at an entire continent, one hex might be 60 miles, but we don't hex crawl hexes that big. We zoom in so that a hex is more manageable. There are different philosophies about how big a hex can be or should be, but to keep the math at the simplest, we're going to assume all hexes are either 2, 4, or 8 miles. The math below is based on humans being able to marching 24 miles per day which is reasonable. 

Your map will have a hex-grid on top. Hexes themselves come in different scales and sizes. I don't know if there are standard shaped and sized hexes for this practice. I've seen sheets of paper with 15 hexes on the short side and 27 hexes on the long side, 15 hexes on the long side and 20 hexes on the long side, 15 hexes on the short side and 18 hexes on the long side. You could probably do this with square gird paper (graph paper) perfectly well. The goal is to have paper that is a lot of grids across, so it's not too quickly explored.


HEXCRAWL MOVEMENT RULES

  • Scales: Maps can show an area or region at different SCALES. Make these assumptions:
    • Large Scale or Kingdom Scale: 1 hex = 8 miles. The hex counts shown below are for traveling pace are based on 8-mile hexes.
    • Medium Scale (a seldom used in-between scale): 1 hex = 4 miles, double hex counts shown below. 
    • Small Scale or Province Scale: 1 Hex = 2 miles, quadruple hex counts shown below.
      • Note, province scales are actually1 mile hexes. Using 2 miles hexes simplifies my mini-game.
  • Normal Pace: Move 3 hexes per day.
  • Slow Pace: Move 2 Hexes per day. Bonus to stealth and perception.
  • Fast Pace: Move 4 Hexes per day. Only navigation is possible and possibly penalized.
  • Difficult Terrain: -1 Hex
  • Encumbered: -1 Hex if movement while encumbered is possible.
  • Forced March: +1 Hex per day and roll vs exhaustion. The roll is more difficult in Difficult Terrain or if encumbered.


GENERAL HEX RULES
Note that rules are intentionally rules-lite. GM rulings are encouraged.

  • 1 Day = 1 Turn. Players can move a number of hexes per day, and can do one action per turn.
  • Players subtract 1 day's rations / provisions at the end of each day. If you are out of rations, make a roll vs exhaustion.
    • Hot regions double water requirements per day. 
  • Assume you are in the center of the hex. 
    • Don't do fractions of a hex.
  • You automatically discover any landmarks or locations in a hex you're in.
  • You can see for 2 miles in all directions unless obstructed by terrain. This is true at sea level. At higher altitudes, people can see further. 
  • Roll 1 encounter per day and 1 encounter per night. 
    • Roll more or less encounters depending on the region. 
    • Encounters are not always detrimental; they can also be beneficial or neutral. Having potentially good encounters may make rolling for encounters exciting. 
    • For the purposes of defining an encounter, an encounter roll may be an event such as weather or anything that may provide an interesting roleplay prompt.


PLAYER ACTIONS
Players can do 1 thing per day:

  • Other / Specify: Be creative, I can't think up everything.
  • Navigate: The lead player character in marching order navigates. Navigation is automatically successful on roads or in familiar regions. If success is uncertain, make a roll. 
    • On a failure, stray off course by one 8-mile hex without realizing. 
    • On a really bad failure, end the day in either the same hex or in a random adjacent hex and the party is sure they're off course but they don't know how badly.
    • Some terrain and weather may make navigation more difficult.
    • Hire an NPC guide who knows the region. Such a guild does not need to roll to navigate.
  • Map: This player may make a map of the party's progress on blank hex paper. 
    • They must map their progress faithfully to the navigation rolls, even the failures.
  • Forage: Search for wild edibles, drinkable water, medicinal plants, firewood and tinder. On a success, add 1d4+Perception Provisions.
    • Geography can affect the availability of resources. This generally makes the difficulty higher or lower, but can also make foraging impossible.
  • Hunt / Track: Search for signs of wild game or some other quarry. Roll to succeed / fail. On a success, you encounter wild game or track it to its den.
  • Scout: You search for enemies, hazards, and other sources of danger. On a success, you detect the danger in time and can't be surprised by it. You may also have a bonus to surprise enemies at the GM's option.


OPTIONAL RULES
You could use the standard and more traditional 6 mile hex for kingdom scale and 1 mile hex for province scale. In which case, use the adjusted chart below. 
  • Scales: Maps can show an area or region at different SCALES. Make these assumptions:
    • Kingdom Scale: 1 hex = 6 miles.
    • Province Scale: 1 Hex = 1 mile, sextuple hex counts shown below.
  • Normal Pace: Move 4 hexes per day.
  • Slow Pace: Move 3 Hexes per day. Bonus to stealth and perception.
  • Fast Pace: Move 5 Hexes per day. Only navigation is possible and possibly penalized.
  • Difficult Terrain: -1 Hex
  • Encumbered: -1 Hex if movement while encumbered is possible.
  • Forced March: +1 Hex per day and roll vs exhaustion. The roll is more difficult in Difficult Terrain or if encumbered.