Results 1 to 9 of 9

Thread: FF7 PVP system

  1. #1
    kawakami Gensai's Avatar
    Join Date
    Nov 2004
    Location
    wouldn't you like to know
    Posts
    136

    Default FF7 PVP system

    Here is a math challenge for any1 out there. I have an idea as to how to pit two different ff7 parties in battle by using a pen and paper system, but in order to do so I need to crack square's code (or so to say) for FF7. Basically I need to know point for point how traits like VIT and Agility work out mathematically. If this can be done a player vs player system can be devloped with a few tweaks. (And btw the ATB system couldnt really be used for a pen and paper system)
    I intend to try to figure out how this works, but I was hoping that someone knew where I could find such info. At any rate this may take some time....
    98% of the teenage population does or has tried smoking pot. If you're one of the 2% that hasn't, copy & paste this into your signature.

  2. #2

    Default

    On GameFAQs, go to the FF7 section and read the "Battle Mechanics FAQ". It fully lists all the calculations for damage and so forth.

    Here's the bugger: They're way more complex than can be done in a pen and paper RPG format, though you might be able to figure a way to simplify them and still reflect realistic FF7 figures. Also, a PVP system could only work competitively if HP could go up 99999 (but not damage) as a single 4x-Cut would mean victory for whomever pulled it off first.

    Don't let me put you off having fun experimenting with this idea, though.

  3. #3
    kawakami Gensai's Avatar
    Join Date
    Nov 2004
    Location
    wouldn't you like to know
    Posts
    136

    Default

    Well I developed a system to counter quick deaths. I plan to give each party member like 50 lives. This would make the game last longer.
    98% of the teenage population does or has tried smoking pot. If you're one of the 2% that hasn't, copy & paste this into your signature.

  4. #4
    Trisdyn's Avatar
    Join Date
    Jul 2007
    Location
    Calgary, AB, Canada.
    Posts
    21

    Default

    That would still leave the problem of things like

    Meteo, the simple magic spell, and Knights of the Round doing the same thing.

    I don't really see what kind of problem there is, other then the quick deaths. I think you should really cut down the damage taken, but other then that it should work out pretty nicely.
    Max sig height 250 pixels, max sig filesize is 50kb.

  5. #5
    Enderof1337 leader of mortals's Avatar
    Join Date
    Jan 2006
    Location
    Yellow Submarine
    Posts
    3,816
    Blog Entries
    1

    Default

    maybe if you divide all damage dealt by 10, to a maximum of 999 damage in 1 attack, and make kights of the round do only 4 or 5 hits instead of 13.

  6. #6
    Back of the net Recognized Member Heath's Avatar
    Join Date
    Jun 2002
    Location
    United Kingdom
    Posts
    5,461
    Contributions
    • Former Site Staff

    Default

    Or possibly even outlaw multiple hit attacks if you were to be terribly heavy-handed over it. Seems to me that characters would end up too overpowered anyway, to be honest.
    Not my words Carol, the words of Top Gear magazine.

  7. #7
    A Big Deal? Recognized Member Big D's Avatar
    Join Date
    Mar 2003
    Posts
    8,370
    Contributions
    • Former Cid's Knight

    Default

    Quote Originally Posted by leader of mortals View Post
    maybe if you divide all damage dealt by 10, to a maximum of 999 damage in 1 attack, and make kights of the round do only 4 or 5 hits instead of 13.
    That sounds like a good way to go

    It should be reasonably easy to make a working replica of FFVII's battle mechanics using pen and paper; it'd just have to cut a few corners and simplify things a bit. Dice and such would be good for determining misses, criticals and the random damage modifiers. Maybe two dice - first one for hits (1=miss, 2 to 5=hit, 6=critical) and the other for damage randomisation.
    Something like that, anyway.

  8. #8
    Enderof1337 leader of mortals's Avatar
    Join Date
    Jan 2006
    Location
    Yellow Submarine
    Posts
    3,816
    Blog Entries
    1

    Default

    Quote Originally Posted by Big D View Post
    Quote Originally Posted by leader of mortals View Post
    maybe if you divide all damage dealt by 10, to a maximum of 999 damage in 1 attack, and make kights of the round do only 4 or 5 hits instead of 13.
    That sounds like a good way to go

    It should be reasonably easy to make a working replica of FFVII's battle mechanics using pen and paper; it'd just have to cut a few corners and simplify things a bit. Dice and such would be good for determining misses, criticals and the random damage modifiers. Maybe two dice - first one for hits (1=miss, 2 to 5=hit, 6=critical) and the other for damage randomisation.
    Something like that, anyway.
    Then it would be a bit more like a board game, which would be a very good idea really. Pretty cool too

  9. #9
    Who's scruffy lookin'? Captain Maxx Power's Avatar
    Join Date
    Sep 2002
    Location
    Millennium Falcon
    Posts
    7,905

    Default

    For the sake of calculations I would try and reduce any damage done to single digits or below a la D&D. It would help to cap any other stats in the same vein as well, since attempting to calculate with pen and paper beyond double digits becomes tedious.

    If it were me this is how I would do it;

    Level ranges from 1 to 20. Main stats range from 1 to 20. At level 1 a character can distribute stat points between the six main stats, with luck set to a base value of 5. The highest valued stat, or alternatively a one the player chooses if their is a tie, is considered the primary stat. On levelling up they can place two stat points into their base stats, along with one point automatically added to their primary stat. Luck does not go up at all except every five levels, so level 5, 10, 15 and 20, and goes up by a number between 1 and 4. HP starts out as equal to Vitality stat + 10. On each level up you gain Level gained + Vitality * 2 HP e.g. On gaining level 9 with 11 Vitality, you would gain 9 + (11 * 2) = 31 HP. MP is the same except you only gain your Magic / 2 rounded stat. This bonus is applied after a player adds their stats for that level.

    Now for combat. Each player can either choose a physical or magical attack. If a player chooses a physical then a check is done against the dexterity of the attacker and the defender. A player must roll higher than Defender Dex - Attacker Dex. E.g. 10 Dexterity Vs. 6 Dexterity = 4 or higher to hit. Rolls of 1's are automatic misses and 20's are automatic hits, so even players with high dexterity can miss targets/be hit. Once a hit has been determined then the damage done is equal to Weapon Power + Attacker Strength - Defender Vitality. If the value is below 1 the damage is considered to be 1. Damage done is capped at the attacker's level * 2. For magic elemental attacks automatically hit, and do (Attacker's Magic - Defender's Spirit) * Spell Power damage, with a bottom range of 1. Status attacks use the same formula as above except with both player's Spirit stat, i.e. Defender Spirit - Attacker Spirit. If successful the status is applied, if not nothing happens. Any magical attack uses up its MP value. Critical checks are done afterwards against a player's Luck, with two d20 rolls both under the player's luck stat to create a critical hit, automatically doubling the final damage done.

    Or at least that's a basic idea.
    There is no signature here. Move along.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •