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Hidden 11 yrs ago Post by Light
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THIS ROLEPLAY IS ALWAYS OPEN TO JOIN! Simply create a character to join, there's no being denied admission to the game!

Fire Emblem: Battle Royale is a player versus player focused strategy rp that combines in-depth rpg elements with intense battles of wits in a chess-like fantasy game. Since it's primarily done in a match-making format, I haven't prepared a story for the game, but players are more than welcome to act out custom stories in a series of grudge matches or pve gametype matches, or just go for the gold by building the most efficient team and playing to win. Primary features of the game include a deeper character creation than other Fire Emblem games, and team-creating, letting players pick classes from the official games and from my own divination to assemble squads of units for battle, shops to buy and sell items and units to and from the game engine or other players, multiple different gametypes for dynamic pvp and pve gameplay such as Deathmatch, Capture the Flag, Survival Modes, etc, and a smooth blend of mechanics from across the official games as well as actual maps to view and battle on to make the best FE experience.

FEBR Statistics v1.1.3

The OOC can be used to create your Lord character, shop for items and units, and organize matches with other players and prepare for battle. Use the spreadsheet linked above to organize your character and army.
F.A.Q


Character Creation


*Consult the Lord and Class tabs in the FEBR Statistics Spreadsheet for the Weapon, Asset and Flaw part of the CS. It is advised that you select your Asset/Flaw in a way that compliments the weapon you choose and the classes/skills you wish to pass your Lord through.
Player Stats

Asura
Big Al Jefferson
Dedonus
Eternal_Flame
Freeshooter92
Gareth
hermjiouji
Light
MercuryHg34
obliqueObloquy
Olsted
PlatinumSkink
PrettyOddHuman
So Bored
TheRpgGamer
Maps

Arena


Crypt


Temple



Competitive Gametypes
In Competitive mode, players play against eachother in a slew of different gametypes. Most games can be played in teams as well as free-for-alls or duels. Most of the regulations of a gametype including party size and team construction are fluid, and can be changed as agreed upon by the combatants.

All rules are subject to interpretation/rulings by GM's at their discretion.

Rout the Enemy


Rout the Commander


Deathmatch


Capture the Flag


Survival Modes
In Survival, players must work together to fight off npc's. In these gametypes, players will be colored differently to help identify unit ownership, but all players take their turn in the same phase at the same time. The rules for each gametype here are not fluid, and cannot be changed by players.

Risen


Horde


Beheaded
Hidden 11 yrs ago Post by Freeshooter92
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Freeshooter92 Wasteland Scourge

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Shweet, LET'S DO THIS.
Hidden 11 yrs ago Post by Freeshooter92
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Freeshooter92 Wasteland Scourge

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I think I'll go with this:

Eve,
Female,
Axe Lord,
Asset: Strength,
Flaw: Resistance.

Also, please tell me I don't get Gimped out of Fighter/barbarian. Dat never made no sense.

EDIT: Upon reading everything, I find it to be in order. Good Jiub.
Anyway, I have a couple of gripes.
1: Triple promotions. I find it ridiculous that several classes have THREE choices to promote to. In addition, one oddball only has one promotion.
2: Redundancy. Why is the rogue available? His functionality (Don't need picks) belongs to the base thief now, so there really isn't a point. Also, there really isn't any reason to have the Nomad if he only has one option, since you can promote an archer to a ranger anyway.
3. Confusion. Why can priests/clerics promote to Druid? What is a wizard? Why don't Valkyries wield light magic?

So, I'd say, In my opinion,
Just send Battlemage back to Tactician/grandmaster.
Move summoner to a wizard promotion. If we're gonna use a wierd calss, he needs proper support.
Axe the Nomad.
Axe the Rogue.
Remove sage, bishop, or holy knight from the monk.
Perhaps remove holy knight? I understand the way you've got a physical paired with every kind of magic, but wouldn't it be more sensible to give light magic to war-cleric/priests, change the dark flyer back to a pegasus, give them lances as opposed to axes, and move Dracoknight back to a wyvern rider promotion? Also, I'd say that you should likely only keep bishops if you plan to use enough monsters to make it worthwhile. But not too many, I remember how broken they were at times.
Remove holy knight from knight.
Remove Druid from Priest/cleric.
Remove assassin from archer and replace with ranger. Having assassin on the archer means there are THREE classes that promote to assassin, meaning it an have dire ramifications (I.E, way too easy to get lethality)

And one final note, I'd say it'd be good to give two choices reclassing options to the lords. For instance, the poor Light magic lord only has one choice, while each of the physical ones have three save the archer. The Sword-lord also has WAY more promoted options than everyone else leading to a greater choice of skills. I also noticed they all share a weapon type with the lord, which might make reclassing for anything other than skill-grinding pointless. In addition, in Awakening everybody's options were linked more to the character rather than the class.

I'm not stepping on your authority here, because I know I myself have none. Feel free to completely ignore me, it's your game. But these are the concerns I'm voicing and I think they will lead to a better, more balanced game. thank you.
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When i add the advanced skills, everything will make sense. Dont worry.
Hidden 11 yrs ago Post by Freeshooter92
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Still, there isn't much point to reclassing if everything just uses the same weapon anyway. I'd say pick two is a nice compromise from the Avatar's "Bitch, I pick what I want!" Options. Espescially since my female Axe lord can only actually be one of the reclasses.
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While there are a lot of reclass options for some lord options, remember that Internal Level will make it near impossible to progress after only doing a few of them. Every base and advanced class has diverse enough skills and growths to make weapon type overlaps not an issue, although I'll probably remove swords from the General class, that was actually a typo on my sheet.

Also gender restriction upon certain classes was a part of build-planning in core games, so of course I would leave it. My take on the classes, including revived classes and original classes have been balanced compared to core games; archery isn't under powered and paladins arent overpowered, to state the least. Once I finish the Classes page on the sheet, I'll hear your counsel, and I'm sure the others would like to have their say before I start making changes.

Once the game gets under-way, I'll be recording everything and making more balancing and other changes as we play.
Hidden 11 yrs ago Post by Freeshooter92
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Light said
While there are a lot of reclass options for some lord options, remember that Internal Level will make it near impossible to progress after only doing a few of them. Every base and advanced class has diverse enough skills and growths to make weapon type overlaps not an issue, although I'll probably remove swords from the General class, that was actually a typo on my sheet.Also gender restriction upon certain classes was a part of build-planning in core games, so of course I would leave it. My take on the classes, including revived classes and original classes have been balanced compared to core games; archery isn't under powered and paladins arent overpowered, to state the least. Once I finish the Classes page on the sheet, I'll hear your counsel, and I'm sure the others would like to have their say before I start making changes.Once the game gets under-way, I'll be recording everything and making more balancing and other changes as we play.


It's a matter of versatility here.
Sword guy has access to, Sol, Axebreaker, Astra, swordfaire, lethality, I assume Ignis, bowbreaker, pass, and whatever skills the rogue gives.
Me? Axefaire and slow burn.
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I took out all the breaker skills. And you'll get more skills than that. Trust me, wait until the sheet is done.
Hidden 11 yrs ago Post by Freeshooter92
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Light said
I took out all the breaker skills. And you'll get more skills than that. Trust me, wait until the sheet is done.


But all I have is wyvern rider...
Hidden 11 yrs ago Post by MercuryHg34
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Like I said earlier, my character will probably start off like this:

Name: Randal
Gender: Male
Age: 24
Weapon: Sword
Asset/Flaw: Speed/HP
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Freeshooter92 said
But all I have is wyvern rider...


I did lift some restrictions on gender earlier on in the projest, the gender locked classes are as follows:

Male Only:
Barbarian
Wizard
Priest
Berserker
Warlock
War Priest

Female Only:
Pegasus Knight
Cleric
Troubador
Falco Knight
Draco Knight
War Cleric
Valkyrie

Women CAN be Fighter > Hero/Warrior and can also be Monk > Sage/Bishop/Holy Knight in this roleplay. The trade off is that Men (and women) can now be Dark Fliers, and the Dark Flier uses Axe/Dark instead of Lance/Anima.
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Well, if nothing else we really should move summoner to a wizard promotion. Dat guy needs another class.
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The problem with that is I'm not fond of making classes lose weapon types upon promotion. And I'm not sure how I'd feel about giving Anima to Summoner.
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Light said
The problem with that is I'm not fond of making classes lose weapon types upon promotion. And I'm not sure how I'd feel about giving Anima to Summoner.


Eh, Ewan managed.
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are you viewing the spreadsheet right now?

if you are, you can click the little word bubble next to where is lists other people viewing the sheet (near the top right) and we can chat about this in real-time. send a hello on that chat if you would
Hidden 11 yrs ago Post by Freeshooter92
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Got it, Confucius.
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Growth rates added and color-codded for easy reading.
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Kendal
Female
Sword Lord
Asset: Speed
Flaw: Luck

Probably not the best choice in assets/flaws, but it'll do
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Really the only builds that don't work are -Skill or -Speed builds. We still have some time before we're fully ready to launch, but if that's the build you're set on. then I'll make note of it.

And freeshooter I took your advice and let Wizards promote into Summoners if they want, as well as removing Nomad.

And no, I will not be changing the Rogue's Spd growth.
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There reaally isn't that much point to the nomad when you have branching promotions, huh?
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