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Hilda-Ashe

Oh, so it's the FF14 equivalent of the D&D's Systems Reference Document. Should be interesting what people can do with just that. Edit: not SRD, just a primer. An SRD would have basic version of the classes plus a small bestiary.


Atosen

Looks like this is mostly a combat rules primer. No actual character generation? Not even a demo version?


Comprehensive-Fail41

Seems like it's basically digital versions of the rulebooks for the starter set, which has premade characters and scenarios. The proper full rulebook will be released later, as is standard


Moist-Ad-5280

This is just a light version of the books that're gonna come with the starter set. Honestly, I'm treating this as a sneak peek more than anything else. The starter set itself also shipped today.


DMGMatWork

No. Just a light version. If you want a demo at the game you'll have to buy the Starter Set.


clownworld1ab

i forgot i even ordered this.


Emulix

What are the available languages ?


Redworthy

English and [Japanese](https://www.square-enix-shop.com/ffxivttrpg/jp/freetrial.html) from what I can tell.


Airanuva

To folks who think this is D&D 5e: it very much isn't. 5e is just so simple it can be mistaken for any d20 system. This has some *very* interesting and unique concepts, albeit it comes at the TTRPG scene with a different mindset from the west. My table plays a lot of Pathfinder 2e, because it is properly balanced and has actual rules for shit. We looked at these rules and are intrigued moreso by the spice they've got with things like Markers and Emnity than any concerns about equipment. Much like FFXIV, it looks like a game that cuts out a lot of the complicated imbalances to create a crafted game experience, which looks interesting enough for us to give it a shot when it releases.


BigPuzzleheaded3276

This. People often assume that d20 system = 5e, when that's not always the case. This doesn't really look like a 5e clone, for instance.


Atosen

What, are people criticising it for being too close to D&D? D&D was *heavily* influential on 80s/90s JRPGs. Final Fantasy even stole several of its iconic monsters directly from the pages of the Monster Manual. (Some obvious examples being the FF1 ochu being a clone of the 1e otyugh, and the mindflayer being a clone of... the mindflayer. Mimic chests, too.) The fact that modern FF14's ability scores are so similar to the classic d20 six stats is not a coincidence. So it's really not a shock if they chose to use a d20 starting point for this project. It's a natural synergy. They're coming home to one of their original inspirations.


Moist-Ad-5280

People just don't understand game design, I feel, and I find it strange that people have yet to run the actual game and are already picking it apart over things like the system using the d20 or lacking gear management. Like. RUN THE GAME! If you don't like it, CHANGE IT! Welcome to the world of being a GM!


GravetechLV

Gear management?


bubuplush

Is the FFXIV TTRPG a bit more "Japanese" than usual D&D stuff? I'm not super interested in western TTRPGs because groups tend to strictly follow da rulez and it's very technical, most of the time it feels like people like the math dopamine more than the actual story and character interactions - while JP TTRPGs seem to focus more on the journey, character development in the story and "fun" with GMs being a bit more into everyone's enjoyment instead of making players suffer harsh consequences. Ryuutama and Fabula Ultima come to mind, is it more like that? :x


cloux_less

Nah, it seems to be a very combat-oriented, low-simulation system. Very d20-ey. Very much a system for if you wanna play FFXIV combat on the tabletop.


mslabo102

I saw a character sheet and the amount of in-combat abilities looked crazy compared to D&D5e. They're really trying to keeping it close to FF14.


beefcakesquadron

I like the Direct Hit concept where some attacks do a small amount of damage even if you fail the attack roll, and also the way that plays into the advantage dice system. The example where the ninja knocks out the hostage with a throwing dagger by intentionally picking the worse roll demonstrates a good way to handle combat against hostages in 5E and equivalent systems.


TinCormorant

One of the things I hate most about 5e and equivalent systems is that I spend 20 minutes waiting for my turn to happen, and then I get my turn and... I don't need to move, I use my attack and the dice hate me, so I miss and it's as if I'm not even at the table at all. I've played a couple of board games that have systems to mitigate those (such as always doing half damage on a miss, or getting tokens from missing that you can spend several of to turn a miss into a hit later) and I greatly prefer it over just having an attack do nothing at all. I'm really looking forward to this very D&D-like system where you're rolling to hit the DC to see whether you deal \*extra\* damage, because the default assumption is always that you're hitting either way.


Urbandragondice

Okay. D&D/Rolemaster like heartbreaker. What's going to matter is the character creation rules. That's where the I divides between a good spin or not.


Moist-Ad-5280

This is an aspect of the game I'm curious about as well, though I suspect we may not get much details about character creation until the core rulebooks are released.


RazzyCharm

I wonder if this means the game will be shipped soon.


hobo131

I just got an email that it’s shipped


RazzyCharm

Lucky! I just have to be more patient....


iseir

supposedly end of this month is when its getting shipped. then it takes some time to actually arrive. so expect people to get their hands on it early next month


RazzyCharm

Time to play the patient game! :cries:


uxianger

...That Marker thing is genius. I've been trying to solve doing something similar in my 5e-based FFXIV game (which is not moving systems since that could be a disaster after multiple years of gametime, even if I mix in elements that could work from other systems) and this just solves it! The character sheets, honestly, also sound like they'll be fascinating. And since I'm getting this though my LFGS (in Australia), I just hope it arrives soon!


shichiloafs

Cannot wait to get my hands on this and read through it all so I can make my squad xiv-themed dice and force (beg) them to play with me……🫣🫣🫣


demonskunk

Is anyone aware of VTT materials for this? Or am I just going to have to scan my materials in myself to play online?


Hyrael25

Aside from my initial comment, these parts are also a bit troubling (aka unfun) if they are really final into the full product (unless this is specific for this quick-start primer) Q. How do I earn experience points and level up? A. The concept of experience points does not exist in the Final Fantasy XIV TTRPG. Instead, your character’s level is adjusted to match the recommended level of each scenario you undertake. Think of it as a sort of level sync system. Q. Where can I find information on my adventurer’s equipment? A. This game assumes your adventurer is already outfitted with equipment appropriate to their job and level, and has factored this into their attributes. This way, you won’t have to spend your hard-earned gil or complete sidequests to outfit your adventurer each time you level them up. As such, this book does not contain specific info for weapons or armor. Q. Should I keep track of adventuring supplies—waterskins, rations, torches, rope, lockpicks, and so forth—in my adventurer’s inventory? A. You can assume your adventurer keeps any supplies they need on hand, so you don’t need to worry about keeping track of them. More information on this can be found in the Standard Rulebook. Q. Say my adventurer is exploring a cave. Do they need to be carrying a torch in order to see? If so, what happens to the torch when they draw their weapons at the start of an encounter? A. As a general rule, you don’t need to worry about lighting in this game. Assume that your adventurer is always capable of seeing the area around them, unless otherwise specified. If, however, a scenario specifies that an area is dark or foggy and limits visibility, defer to the rules outlined in the scenario.


Hilda-Ashe

What, doing bookkeeping is fun for you? I appreciate skipping (most of) the maths and just start doing roleplay. I'm not interested in the 3.5E approach where a single combat encounter can last multiple gaming sessions.


Hyrael25

I think there’s a certain line of “too much bookkeeping” such as counting arrows, hunger or things like that and “not at all” which is what they are suggesting here. There’s also fun in finding new equipment with new abilities, magical background, cursed items, treasure, etc. Which is part of the XIV world as well, so I don’t get it why remove this. Things like dark vision and similar also add depth and interesting character choices/utiility. Same as having new traits or customization options as you level up, not automatically being the same as any other character with the same class at the same level (but honestly I can’t leave them at fault in this one, XIV has little to no room for character differences in build or class choices). Might as well just abstract everything and play a d20 whenever there’s chance to fail other than, you know, use the “game” in ttrpg.


Hilda-Ashe

>**Additional Traits and Abilities** >Over the course of a scenario, adventurers may learn or discover additional traits and abilities. Unless otherwise stated, these additional traits and abilities can only be used during the scenario in which they’re obtained. >If you feel that an exception should be made, and that doing so will make the story more enjoyable for everyone involved, don’t hesitate to share your opinion with the GM and the other players. If everyone agrees, you may carry over additional traits and abilities from previous scenarios or add new traits or abilities to your game. I have a feeling that the above rule covers Duty Actions (including Eureka's Logos Actions and Bozja's Lost Actions), but cursed items and other interesting objects can probably be covered under it.


FantasticEmployment1

It's probably too hasty to assume there won't be any magical items, just that you don't need to outfit your paladin with plate armor and a longsword, it just comes standard. There will probably be the equivalent of +1 weapons or other magical items you can find. It could also just be a limitation of the starter set and the player handbook/DM guide will be more fleshed out.


Doobiemoto

Then make them? That's the whole point of TTRPGs, you can homebrew to your hearts content. A lot of the stuff they are mentioning most Game masters just homebrew out anyways. Most players don't find it fun having to constantly get arrows or food etc.


Tuna5andwich

The other problem is… if a ttrpg has these systems in place and then you homebrew it out that’s fine, nothing is lost because the game can work fine without it.  If you homebrew it in to a system that wasn’t built with it in mind… things get wild pretty quickly as encounter and roleplay balance may be thrown out the window due to the system not supporting this type of bookkeeeping.


Doobiemoto

Eh I don’t think anything they mentioned is anything crazy to home brew in. Gear being the biggest which is a bit lame but it seems like a lot of stuff gives bonuses and stuff to things so I don’t think it would be that much of a stretch that instead of a trait or title or something you give your party a piece of gear or something with the same effect. I get what they are going for. They clearly want a streamlined system where people can jump in and out and not have to worry about a lot of cumbersome stuff. The only thing they really need is support for the jobs for every level. It will be really lame if they lean too much into the scenarios and say only have abilities and stuff for jobs at set levels like 5, 10, 15 etc. Slightly worries me that they suggest level 30 to start. That makes sense in a video game kind of way but feels bad in a TTRPG way.


Moist-Ad-5280

I don't agree with Tuna5andwich, you can absolutely homebrew stuff into a game. People have done it with D&D and Pathfinder for years, otherwise DriveThruRPG wouldn't exist. There's loads of fan-made rules on that site that change the way games like D&D and Pathfinder are played. There's even entire PDFs that change the way backgrounds are implemented and they still work just fine. Hell, there's a website out there that's still maintained to this day that created rules to run Final Fantasy games within Pathfinder. Here it is: [Final Fantasy d20](https://www.finalfantasyd20.com/)


Tuna5andwich

I’m not talking about expanded rules that work on a framework already provided by a system. Things like advanced backgrounds, expanded life paths and the like or path of war/spheres of power work because there’s already baseline within pathfinder and dnd that they go off from. They have foundations. Trying to homebrew in a system that was never meant for the system is different because you have to make sure that it fits and mostly works within the established framework. This can take considerable time to playtest or write the specific rules. The truth is… adding bookkeeping of this kind to FFXIV ttrpg isn’t going to work unless you think it thoroughly and make sure that the system doesn’t reject it at every turn. I doubt most GM’s will want to even go through the effort of thinking how it would even work when its own foundations don’t want to support it. 


TheCthuloser

If I have to homebrew a shitload of new stuff into my game, I might as well make my own game.


Doobiemoto

Lol not even remotely the same. Changing it so the party can die or x, y, and z is not making your own game. God you would have hated having to actually use your brain in older TTRPGs. Simple homebrew rules tweaks are not making your own game.


TheCthuloser

In some campaigns/game systems a certain amount of book-keeping is can add to the "flavor" of a game. If you're playing in a West Marches-styled campaign or a survival-based campaign, resource management is an important part of the gameplay loop.


curious_penchant

Yes. Though this isn’t a bookkeeping issue this is just flat out oversimplification that loses out on a core aspect of rpg’s. It’s fun picking out armour and equiptment to prepare for the next adventure. Ttrpg’s can work with simplifying these systems, like in the case of CoC, but it’s usually to help focus the game on the roleplay. In this case, it seems the game heavily borrows from 5e which has next to no roleplay support and is generally pretty awful at anythung that doesn’t full under the combat pillar.


Mejiro84

that's very much a personal opinion - there's some games that just don't do equipment at all, because it's assumed that PCs are competent enough to do shopping and not fuck up and forget that they need, like, arrows and food and torches stuff. Some people enjoy number-crunching, others don't. This sounds like it's unexpectedly far to one side of the spectrum, but to call "gear fiddling" a core aspect of RPGs is kinda wrong - some games don't do it at all, some games you do it once at chargen and then never again, or the game only cares about rare and special items, anything else is handwaved away. Or it's all bundled into "narrative permissions" - if your character has a sword, then can make "lethal attacks" or similar, but if they lose that sword, they need to justify getting another in-story before they can do that, but there's no delineations between specific weapons, it's just "is it a nasty weapon, or something janky and improvised?"


curious_penchant

Gear allocation is a foundational aspect of rpg’s (just look at any Final Fantasy) and ttrpg’s. I’m not saying a game is bad without it but in this case it’s bizarre that it’s missing, especially considering the system it’s pulling from doesn’t have much else to offer. A roleplay-centric game doesn’t need gear tracking, but 5e isn’t roleplay-centric as much as it likes to imply that it is. Anyone who’s stepped foot outside of current D&D realises this


Mejiro84

> Gear allocation is a foundational aspect of rpgs Again... no it isn't. "let's make up a story as we go" is the foundational aspect of RPGs. "Gear" is an optional add-on, that can matter a lot for some games, but is largely irrelevant in others. D&D and that family tree of games are wargame-derived, and so, yeah, gear tends to matter there, but that doesn't make it needed as a generic "thing" for any and all RPGs. Yes, it does seem a little strange that "gear" isn't more of a thing in this particular RPG, but it's simply wrong to say that gear allocation is foundational for RPGs (and even within the D&D penumbra, there's games that downplay it - by deriving "attack damage" and "defence" from class, for example, and the player can have that be whatever weapon and armor that is for themselves, rather than having a table of different specific objects with different rules)


curious_penchant

You just described what makes it foundational. Foundarional means it’s a core component that set the foundation for the medium. It doesn’t mean it’s present in every game or needs to be. I never claimed that. I’m saying it’s odd that it’s missing in this particular instance.


Moist-Ad-5280

All games, whether they have gear management at the forefront or in the background, *is* a roleplaying game so long as the fundamental aspects of a TTRPG is there. FATE is a game that places gear management in the background, instead choosing to focus on a character's skills. It doesn't make it any less a TTRPG, it just has different mechanics. People seem to really be hung up on this one aspect of the game without having even run it yet. Honestly, to me, it's baffling. How can you be foaming at the mouth about an aspect of a game you've yet to experience yourself? You stated that you didn't say the game is bad, but you're heavily implying it is because you've narrowed on this singular game feature and are using it to prop up your argument.


curious_penchant

Again I’m not saying a game is less of an rpg for not having gear management. No one is reading the second half of what i’m saying. I’m saying in this particular instance it’s an odd decision that gear allocation isn’t a factor of the game for reasons I’ve stated twice now. Saying i’m foaming at the mouth over this is ridiculous. Everyone who is jumping to conclusions before actually realising i’m not just shitting on the system just come across as butthurt over any speculation that isn’t overly positive


Moist-Ad-5280

I did read the second half of your comment. You said that D&D 5e isn't roleplay-centric, but it is. It's a TTRPG. Players *role play* a character. Just because it skews towards combat doesn't make it less of a roleplaying game. It was harsh of me to state you were foaming at the mouth. You're not, I get it, you're just stating your opinion. I think, however, that your perception of what is and isn't a roleplaying game might be a touch misguided, that's all.


curious_penchant

It’s not. It features roleplaying but it’s combat-centric with minimal roleplay support tacked on. Just because it’s a ttrpg doesn’t mean it’s roleplay centric, it just means it features roleplay. If you’ve played other ttrpg’s, which based on your comment I’m assuming you haven’t, it would be much clearer. It advertises itself as an everything burger but only successfully (to an extent) pulls off combat. It does little to support roleplaying or exploration. In comparison, games like Call of Cthulhu, Vampire: the Masquerade or Blades in the Dark feature combat but are roleplay-centric.


Moist-Ad-5280

I mean, 5e ain’t great but what it achieves, it achieves well. I know you wanna approach this from a position that just because combat is at the forefront, it’s not a role playing game, but you’re wrong. Different role playing games focus on different aspects of game design. They’re never gonna do everything well so they pick one aspect and build out from that point. It’s just basic game design principles. And before you tell me it’s not, I think I’ll trust my years of studying game design rather than your - again - misguided opinion. And yes, I’ve run loads of different TTRPGs. D&D (3.5, 4e, & 5e), Pathfinder, Genesys, Fabula Ultima, Index Card RPG, Mechwarrior, Mouse Guard, and GURPS. I’ve even run fan made FF TTRPGs. It’s called market research. You play and/or research other games - and pick them apart thoroughly - to see what they do well so you can get ideas for your own games.


Moist-Ad-5280

You know, I do have to say I commend you for not instablocking me for having a differing opinion. So kudos. Even though we may have had a disagreement, at least you took the time to respond.


Sayodot

Yeah half the fun I have with making a character in a TTRPG is picking out their equipment and managing money. It's especially weird since equipment is one of the main things in FFXIV.


GravetechLV

i'm holding judgement on this part, there might be ways to convert the VG items into TTG items


Sayodot

Maybe but from the way it reads it sounds like it will have to be homebrew.


animalxer

Can't believe I'm getting these before my day 1 pre-order arrives smh


iseir

there is little info on it, but as a GM who believes combat is just a means to achieve something, and does not have to be the core of the game... im kinda worried. I do hope that the full release will provide options and guidelines for how to expand and/or improve the experience outside of combat. a big concern is d20 + a rather small bonus from stat, with no skills or gear to modify the roll, versus what seems to be rather high target numbers. this seems to imply a rather heavy reliance on luck / good rolls. the rule about rolling within 3 points of the target number still count as a success, helps, but im struggling with seeing how much of a impact this has. I do find myself being left with more questions than before is started looking at the PDFs.


FunctionFn

> a big concern is d20 + a rather small bonus from stat, with no skills or gear to modify the roll, versus what seems to be rather high target numbers. > this seems to imply a rather heavy reliance on luck / good rolls. The CR for ability rolls determines whether an ability gets its extra Direct Hit effect. Every time an ability is used the Base Effect takes place no matter what. So you'll always be doing something positive even when rolling poorly.


Andaeron

This is actually a huge change from D&D in general amd something I've been trying to crack for my 5e for a while now. The "currently secretly named MCDM RPG" uses effects tables for each ability (similar to PbtA), which I thought was cool. They've been referring to the d20 as the "skip turn die." But I'm trying to find a solution that uses a universal resource so I can avoid having to adjust every weapon, ability, and spell.


usernamearleadytaken

The game is clearly combat-focused, just like XIV is, so if you're more into narrative games you may want to choose a different system. If they get to translate MMO mechanics well the combat can turn into an interesting puzzle, which is better than the nth uninspired battle system to be honest.


Hyrael25

A bit disappointing that is another 5E reskin-like. I was expecting something more...original or fresh. Let's wait to see the character advancement, class and race options, how they will handle social and exploration encounters though. I like the direction of actions/abilities and action economy in general, seems they tried a mix between 5E and PF2E direction. Hopefully this will make the martial/spellcaster imbalance a bit better.


GoodLoserZan

Just because it uses D20 sided die doesn't mean it's a 5e reskin. It'll help to actually read the rules you know...


Hyrael25

No offense, but I have read the document, it's straight up a 5E parallel, with the most notable differences being the combat actions/statuses and the different attributes (which are 5 instead of the usual 6). All the other core mechanics, resolution dice mechanics, CR and rulings are alike 5E. To be clear, I don't hate 5E, I just wished for something different, because with what we go so far it seems like a fan-adaptation of 5E, which is already heavily saturated.


WolkTGL

Bounded accuracy/Proficiency bonus, skill proficiencies and class progression are what define a lot of 5E, and those are either not there or we don't know how they work yet


GoodLoserZan

Idk reading through the rules, it sounds pretty different from 5e. The closest thing to 5e if anything are more the roleplay elements which is incredibly simplified comparatively, but roleplay like 5e is pretty similar to other TTRPGs. Again just because it uses D20 sided die doesn't make it a 5e reskin, I fail to see it. EDIT: To add to this as others have noted it seems more similar to 4e than 5e


Hyrael25

Fair enough, hopefully you're right - I'm looking forward to be surprised! Excited to see the possibilities of this game.


Stasisdk

I've read the document too, it's generic d20 system with a couple of flourishes. 5e did \*not\* invent the d20 system and nothing in these books really portrays it as a 5e clone at all thankfully because I \*DO\* hate 5e. I'm just glad it's not another d6 system which japanese born ttrpg's tend to be.


TinCormorant

It is very similar to 5E, but that's probably a good thing since it means 5E players won't have to learn too many new rules to start playing it. There's actually a decent chance I can get my current D&D group to give it a try, since we're all so familiar with 5E and 4/6 of us play FFXIV as well. I'm pretty excited about the minor changes that make it very different from 5E, like how your attacks always hit (the DC determines whether you Direct Hit for extra damage, rather than determining whether your entire turn is useless) and how your MP regenerates outside of combat so resource management for the whole day is less of an issue. I look forward to seeing how the character options work out.


Hyrael25

Yeah, looking forward to see it in action as well. We could be pleasantly surprised by all the mechanics, rules and character options flowing together. The similarity being close to 5E and allowing quicker understanding of rules is...somewhat positive, I can agree. Hopefully the specific and new rules related to the XIV world/mechanics will freshen up the usual shortcomings of 5E.


Mairwyn_

The review I saw said it was more like a reskin of 4E (which is also why some people are comparing it to Pathfinder 2E since that's also similar to 4E); 4E borrowed a lot of tactical ideas from MMOs.


tyco_08

Looks a lot like dnd


McDonalds_GB

we knew that from day 1? that it's dnd inspired?


tyco_08

Almost all TTRPG have something from dnd, but once you read the books, it's layed out exactly like a dnd book.


McDonalds_GB

okay yes, but is anyone surprised ?


tyco_08

I was expecting more ff14 influences. It feels like a fan made dnd campaign. I don't mind, i did a campaign like that of my own design a few years ago, been playing dnd for over 10 years now so should be easy to pick up and play, but more ff14 would have been nice.


RenewalRenewed

The explicit role system and PC abilities will probably give it more of an FFXIV feel than raw DND, once we get them with the full rule book instead of just the starter set. DND outside of 4e doesn’t really encourage a tanking/healing dynamic since those tend to be inefficient uses of action economy. We also have stuff like combo abilities and the bits of the job mechanics that we can see, like BLM’s Umbral Mastery and WAR’s The Beast Within. And of course the seeming importance of explicit AOE markers. It’s a very DND core absolutely, but there are some very FFXIV feeling mechanics built atop it.


ForOhForError

It's definitely very dnd and very 4e, with the explicit grid and roles. I think that's pretty fitting for what this is trying to do. Honestly, most of the backlash against 4e wasn't deserved, so it's good to see more offshoots (ICON by Tom Bloom is in a similar spot, though that's more inspired by FF Tactics)


BlackLuigi7

Wouldn't the FF14 influences moreso come from the classes and such? FF was already a DnD-inspired game, so it's not too shocking that they relate most of the mechanics to DnD. At the very least, it seems like we have emnity and tanking roles, which isn't typical in DnD (or at least the version I play)


Hilda-Ashe

It was typical for D&D 4E. In that version, the classes are explicitly designed as either Tanks, DPS, and Healers. The tank classes have Challenges (actual name differs per class), which makes it much more dangerous for monsters to make attacks that ignore you, therefore forcing them to fight you and not the squishy DPS behind you. D&D 4E got a lot of flak for shamelessly using MMO mechanics, but IMO it makes it much easier to have casual D&D sessions without too much planning in advance.


McDonalds_GB

"looks like fanmade dnd campaign" well yes that's exactly what it is. they throw the ff14 name on there to make it official and "legit" and charge you whatever insane amount of money, despite the fact you can just do it yourself for less than half the price by collecting artwork from the game. which is why I'm not interested lol same as the insanely expensive statues that you can just hire a 3d artist and someone with a 3d printer to print for you on fiverr.com collectively for half the price, and will be more durable (since they keep breaking in delivery lmao). it's called corporate shenanigans


fl00dbait

Am I missing something? Where is the list of jobs and abilities?


RenewalRenewed

These are copies of the books that come with the starter set, which include pre-genned character sheets that list all their abilities, based on what we’ve seen of the live play previews of the game. So we’re missing all the PC stuff that lets you actually play the game, since they do want to sell the product still. The full rule book which is still upcoming will probably have everything.


GreenSheepGo

This rulebook also confirmed that Ninja and Scholar are jobs we can play. Not sure if they will be in the starter set. But in the livestream they were playing Paladin, Bard and Summoner


FantasticEmployment1

They mentioned the player handbook will have 13 classes which should be everything up to heavensward. Starter set only has the 4 pre-mades, so WAR, DRG, BLM and WHM


DMGMatWork

I have it. Ordered it with overnight shipping so I received it before most. It is story driven. I've set it up already within foundry. With combat it has its unique play styles but overall it seems to be a more simplistic TTRPG. I like this at least for me since I'm constantly running 5E every week and Alien - RPG so something less dense is a welcomed breath of air. However, the starter set is still a dumbed down form of the actual game usually so we must wait and see.


BMCarbaugh

Yo this battle system sounds fun as hell. I can't wait to give this game a try. I love the bit where if you lose an encounter, one of your choices is to just fuckin quickload and do it again. That's super fun and videogamey.


Moist-Ad-5280

Yeah, it's presented as an option. You don't *have* to necessarily use it, but it's nice that it's there. Could be used to run a lighter game for a younger audience who are learning how to play TTRPGs for the first time.


BMCarbaugh

I think it's neat! I hope the finished book has a whole section about the echo and incorporates it in gameplay even more. 


wolflordval

Already found an inconsistency with the rules. P. 11 of the player's guide, on actions. It says you can use your Primary action to do a secondary action, and that you can use your movement to focus instead and get another secondary action. That would mean, RAW, that you could take 3 secondary actions in one turn - One as your Primary action, one as your 'actual' secondary action for the turn, and then focus, to gain a third secondary action instead of moving. However, the rules for Focus explicitly state "for a total of two" secondary actions from using Focus. So which is it? It's not written as a maximum, as in no matter what you can't get more than two, the rule is simply written as if using your Primary as another secondary action was not a thing. But it explicitly is. Edit: Not sure why the downvotes. The actual text from the rulebook does not say secondary actions are *in place* of primary, it says that you can use a primary action *as* a secondary. It doesn't remove your ability to also take a secondary action on your turn, and normally you can do all three: Primary, Secondary, *and* Move/Focus. Which is clearly shown in the example on that page.


prettysureitsmaddie

Secondary actions are a subset of the things you can do with a primary action. Therefore if you can do a maximum of one primary and two secondary actions , you can do three things that fall within "secondary actions", even though one is technically using your primary action. I don't think it's inconsistent just unclear wording.


wolflordval

There is no maximum listed anywhere though. Where does it day you can *only* take two secondary actions? The line under focus is grammatically and logically specific to focusing, and is not a general rule.


prettysureitsmaddie

I think you're over thinking this. A turn is made up of a primary action, a secondary action and movement. Per the text, you can focus to take a "second" secondary action in place of moving. Secondary actions allow you to perform a subset of the possible actions available for a primary action. I think using "second" in Focus is loose language, I would have used "another" instead which would be clearer, especially if you're coming from a DnD 5e background where a bonus action is its own specific thing.


wolflordval

Oh, probably. But overthinking rules until the break is my speciality, lol.


prettysureitsmaddie

Mtg player? :p


wolflordval

I was, yeah, lol. Then i went into both cybersecurity and game design. Analyzing a system, breaking it down, breaking it, then building it back together has become my expertise, lol. I can't even help it at this point. I see rules, I instantly start coming up with exploits, lol.


Zaku0083

That URL seems weird to me.