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  1. FF HERO: chemist

    On to the expert classes. They seemed a lot easier than the warrior classes. However, for the sake of personal preference, design ease, and such, I have really started to take a creative license to classes. So they may not look exactly like their original anymore, but I think, as a whole, they work.


    Category: expert

    Ability maxes: 7 10 12 15 8 8

    Allowed Weapons: Bows, knives, rifles, staves

    Allowed Armor: ...
  2. Imagi...Imagi...whut?

    C'mere for a second. I don't want to say anything in front of... you know... the other guy. He's a nice guy, and an okay player, mostly. He knows the rules pretty well, he can make characters, he tries to get into the game, I think... I guess... maybe. But I've been thinking... there's something about the way he plays, the way he talks about the game... I think I know what's wrong.

    Do you remember when you first started playing RPGs, and reading sci-fi or fantasy, watching awesome movies ...
    Tags: imagination Add / Edit Tags
    Tabletop Gaming
  3. FF HERO: Dark Knight and confuse/mini statuses

    This has a lot of status effects. I did not include some of them in the write up (because they are found under status effects file which isn't done). As such, for this blog post, I pasted the status effect numbers at the bottom of the page.

    Also, because samurai seemed more fitting for adepts (all magical attacks), I moved dark knight to warriors.

    Finally, this is the last of the warrior classes (YEAH!). From now on, I am going to bounce around in terms of which ...

    Updated 08-31-2010 at 01:52 PM by yukonhorror

    Final Fantasy in 6th edition HERO
  4. Old School vs Modern (continued)

    This is just a list of the differences.

    6.Ability scores. In Old School you rolled up a character and played it...no matter the ability scores. A character could have ability scores from 3 to 18. It was common for a character to NOT have a single score over 15, and several below 10. In fact, in an old school game...a character could even have a low score in their primary ability. My group fondly remembers 'BlunderFoot' the thief with a dexterity of six. And 'Driftwood' the fighter ...
  5. FF HERO: swordmaster


    Category: warrior

    Ability maxes: 15 15 10 5 7 8

    Allowed Weapons: knives, greatswords, light swords, swords, katana, swallows

    Allowed Armor: gauntlets, helmets, mail, Shields

    Starting ability:
    Delay attack: +8d6 minor transformation (add limitation extra segment to one of the targetís atk) (40 active points) OAF(-1) only works in combat (-1/2) All or nothing (-1/2) fast healing (REC/segment) (-2.5) Real ...

    Updated 08-31-2010 at 01:42 PM by yukonhorror

    Final Fantasy in 6th edition HERO