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FEF: LoI Rule Change Master List

Mar 6th, 2017
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  1. FEF: LoI Rule Change Master List
  2.  
  3. EXP rules
  4. Note that landing hits and defeating enemies are BOTH counted for exp.
  5.  
  6. Being in combat against an enemy who is at least Normal strength: 1 EXP
  7. Being targeted by ailment staves or hostile dances: 0 EXP
  8. Hitting an Enemy: 0-5 Exp, based on enemy level.
  9. Clearly inferior-0, Weak-1, Normal-3, Strong-4, Superior-5
  10. Killing an enemy: 3-8 Exp, based on enemy level.
  11. CI-3, W-4, N-5, S-5, Sup-8
  12. Killing a boss will always give 10 EXP.
  13. Staff exp is 100 / (Maximum Quality of the Staff), rounded down. Example: Heal has 30 uses. 100/30=3.3333333 etc. Heal grants as much exp as striking a normal strength enemy.
  14. Ailment staff experience is given a +2 bonus. If the attempt misses, the total exp gained is halved.
  15. After promotion to final class, all staves experience is penalized by 2, to a minimum of one.
  16. For purposes of Exp, when promoted units face unpromoted units or vice versa, the promoted unit is treated as if their total level was 2 higher.
  17.  
  18. Clearly Inferior Enemies: units at PTL-2 or lower.
  19. Weak enemies: units at PTL-1.
  20. Normal enemies: units at PTL or PTL+1
  21. Strong Enemies: units at PTL+2-3
  22. Superior Enemies: units at PTL+4 or higher.
  23.  
  24. Note that allied units will never contribute to the EXP pool.
  25.  
  26. Personal Skill Rules
  27. You may not base your personal skills on your own Equipment: I.E. When equipped with Slashing subcategory weapons... Is not viable. However, you may base your personal skill based on enemy equipment if you wish.
  28. Proximity based skills must be triggered by at least three units within three spaces, rather than one unit.
  29. The +5 HP restored effect can only be used in conjunction with healing that effects YOUR character, or with medicine. Example- +5 HP restored from staves, +5 HP restored from medicine used on this character, +5 HP restored to targets when this character uses medicine, +5 HP restored from regenerative effects if x condition is fulfilled etc.
  30. To avoid shenanigans, multiple skills that provide the same benefit will not be allowed UNLESS the triggers are mutually exclusive. Ex. +10 crit when fighting soldier and their promotions and +10 crit when fighting knights and their promotions is invalid, since that's +20 crit against generals. +10 crit when fighting soldiers and their promotions and +10 crit when fighting mercenaries and their promotions would be allowed. Skills with similar benefits (taking 10 hit/eva along with 15 hit and +50% support bonuses) is allowed.
  31. Being mounted/dismounted is not a viable trigger.
  32. Being Outdoors/Indoors is not a viable trigger.
  33. Personal Skills with higher parameters are available with GM approval, but must be paired with a more problematic Personal Fault.
  34.  
  35. At character creation, if a player chooses to put two points into HP, they will receive three instead.
  36. In the event replacement players are added after the party reaches first class, they will have trainee levels rolled for them.
  37. The promotion from Trainee to first class doesn't grant +5% to any growths.
  38. Disarm is Cost instead of Free.
  39. Daunt reduces the hit, evade, and critical of enemies in range by 5, not 10.
  40. Wyverns are no longer Vulnerable to Wind Magic. They are still vulnerable to bows and thunder magic.
  41. Only Thief and Rider Trainees get their class special as Trainees. This removes the stipulation of the other classes losing an ability when they change class.
  42. Archers do not get the Sidearm ability.
  43. Archers receive the Overwatch ability: As their action, the character with this skill can choose to make an immediate attack on the first enemy to enter their movement range until their next turn. Attacked enemies may complete their movement after the attack is resolved.
  44. The Knight ability Hold the Line is modified to the following: Hold the Line: Passive. Whenever an enemy enters a space adjacent to the unit with this ability, their remaining MOV is reduced to 0.
  45. Knights may choose from Sword, Axe, and Lance only.
  46. Myrmidons do not get En Passant.
  47. Scavengers do not get Power of the Underdog.
  48. Shaman class skill is changed to: Ancient Gamble: Once per map, the character with this skill may choose to move as many points from the CON to their MAG as desired. At the beginning of their next turn, one point of MAG is transferred back to CON. On the following turn, two points are transferred, etc, until the stats return to their original values.
  49. Spies get either swords or bows at C specific D general, either dependent on what trainee they promote from or which they choose if they start as spies.
  50. The Thief special Overdeveloped Sense of Self Preservation is modified to: Overdeveloped Sense of Self Preservation: After picking a lock or stealing from an enemy unit, the character with this skill may use any MOV they did not use.
  51. Scavengers, Spies and Thieves all get the Vision special. Vision also adds 50% to their chance to discover hidden items. Vision also alerts the character to traps.
  52. Hidden Items are items placed on a map, but not visible to players. If a unit enters a space where a hidden item can be found, they have a LUK% chance to discover it.
  53. Troubadours get D rank specialization, rather than C.
  54. Assassin weapon rank is S for specialization, B for general for whatever the character had as a spy.
  55. Bishops do not gain Sanctuary.
  56. Bounty Hunters can steal as many weapons per battle as their Level/5, minimum 1.
  57. Hot Start is removed from Duke Knights.
  58. Momentum is removed from Great Knights.
  59. Aura of Vitality restores 5 HP instead of 1/5 max HP.
  60. Medicine Man now has a cost of 100 gold for making vulneraries.
  61. Sentinels do not gain Retaliation.
  62. Swordmasters do not gain Faster than the Eye.
  63. Wyvern Knights no longer gain the Armored Class Skill.
  64. Critical Eye is removed from Wyvern Hunter, Mountain Warrior, and Inquisitor.
  65. Supply Line Healing only goes out 3 spaces and only heals 5 points.
  66. Separate rolls will be made for hit and crit.
  67. Thunder Magic as a whole is only effective against wyverns.
  68. Fire Magic is not effective vs. Undead.
  69. Whenever a character is equipped with Ward, they get +3 DEF/RES vs undead type enemies.
  70. Units may not pile into forts.
  71. There is no limit to the number of times a player may be snatched from the jaws of death.
  72. Status counters will count down at the beginning of the unit's phase, with the sole exception of Death counters, which will continue to update at the end of a phase.
  73. Poison functions more similarly to how it did in version 1.2: 1-5 damage at the beginning of the Player Phase, and damage from poison can down or even kill you.
  74. To rescue an ally, your AID stat must be higher than the target's AID stat
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