[personal profile] jadedmusings
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There a couple of things bothering me right now when it comes to FFRPG and, specifically, Triumph player submissions.

First of all, RTFM. At level one, the highest rank you can have in any skill, language, or lore is 50%. It's right there in Chapter 2, you know, the one entitled "Character Creation." It's in a section labled "Skills" right after the "Combat Statistics" section. It would make sense that if you're creating a character that you would read this chapter especially. When I read your sheet and see that you have 70% in a skill at level one, I'm not going to bother reading anything else on your sheet. Why should I? You obviously didn't feel the need to read the whole rulebook.

Secondly, if you have to ask "Does my character fit the setting?" the answer is likely going to be no. It's most certainly no if your character is some sort of zombie or lich (yes, this actually happened). When a setting is provided and the GMs/devs have put time and effort into providing a world map with descriptions of regions, cities, and towns, it would behoove you to take advantage of the information provided. If you still have question about the appropriateness of your concept, then ask a GM so you can save both your time and our time. It's better to look like a fool in front of one of us than to demonstrate your foolishness for everyone who reads the wiki and to be told "Hell no" by nine people.

Thirdly, if you want to stab shit/beat the shit out of bad guys, then please take a fucking Warrior job. White Mages, Bards, and especially Chemists are support jobs. Support means you help the party, whether it be by healing Hit Points or buffing. Your primary function is to aid your fellow players. Yes, White Mages have a few offensive spells, but by and large their spells are for healing and buffing. Chemists get that awesome Mix ability at Level 34, but that is the only ability they get that is not support. Bards get a couple of neat offensive abilities, but their true awesomeness lies in their ability to buff the hell out of the party (especially at end-game - I speak from experience). I do think it's silly to give a WHM Two Weapons, and I hate seeing a Chemist with twinked out MAG at level freaking one.

Yes, I know I may be a minority in this as a GM, but my experience has solidified my position on this matter. In a small campaign, the party is static for the most part. Players can adjust to having someone play a healplz job as something else. However, in a campaign like Triumph, when the party changes every session, players come to expect that a healplz will act as support. Again, speaking from experience here, nothing is more annoying than watching your Sword Master go into SoS and seeing the WHM blast enemies instead of heal you because his awesomely tweaked out MAG lets him blast Aeraga. Remember, those with a Warrior job in the party usually can't do much else but beat things senseless. If you're there both healing and taking away from their killing spotlight, player resentment builds up quickly. If the bulk of you abilities center around healing, then take that as a big clue as to what others will expect from you when you play. Honestly, no one is going to be surprised if you say you prefer beatstick jobs over healplz. Plenty of us feel that way, and I say that as someone who got burned out on playing a WHM.

To sum up: For the love of deity, THINK before you submit your sheet.

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Wrathful and Unrepentant Jade

December 2013

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