- Isn't Dark Knight a beast unit? I think you forgot to put that in
Yep I will fix that shortly
- So are we not having any Fates classes? A shame, some of those are really cool - kitsune, werewolves, X-bloods... Though, besides slight ability changes, kitsune and werewolves can be considered taguel in that they use beaststones, and -Bloods can be considered Manakete except they can also use swords.
As i have never played fates (I will probably be waiting for the English release of the special edition) i think it will be best to leave that out. However, if enough people want the cat or wolf or whatever they were classes i'll consider adding them later.
Would this mean that in order for a character to become a Manakete, they would need to use a second seal from another class (since the second seal info is right next to the manakete/taguel stuff), or does it mean that a player starting as a manekete could use a second seal to train to use another weapon but remain a manakete?
How would a second seal mechanic work? For example, could I go Great Knight > Sniper > Sorcerer > War Monk and then wield every single weapon class as the beastliest of generals? Or is class changing more limited? (like, being stuck to a certain tree or number of class changes)
Manakete and Taguel ares races not classes exactly. They have the special abilities of their race. Similar to how Nowi could become another class via the second seal players choosing to be a manakete or taguel can also have another class, e.g. archer.
Since this is a RP and not a game the seal will instead take place with training instead of an object. Theoretically a character can then change to any class provided they first have found someone to train them, have learned the skills and have had time in the rp to learn them well.
Traditionally, great knights have both beast- and armour weaknesses, whereas fliers have a weakness to bows and wyverns lack the beast weakness in exchange for a wyvern weakness. Have you changed this for simplicity/accessibility or is there another (lore?) reason for this?
I didn't mean to change that at all, there must have been something I forgot to add to the chart, I ended up simplifying for my own sanity when I realized how much code it was taking. Go with the traditional
Do bandits, sailors and berserkers have advanced traversal abilities like in the games?
because it's an RP i going to say that each class probably has specific skills, however some things I'd like to leave up to the players. Though it would make sense for a sailor to know lakes and rivers better than anyone else, or barbarian's to know their homeland etc.
Do Berserkers get to wield special weapons like Swordmasters and Snipers?
Sure ^_^
- The dark mage promotion tree confuses me a little. Can they only promote to sorcerer, or can they branch off into druid or Dark Knight?
- Also, what do druids have over sorcerers?
Dark mage promotes to Sorcerer or Dark knight. And Druids have the ability to promote to Summoner. I also imagined someone would want to have fun with the cultural side of that class
- You mentioned you wanted to keep access to learned weapons when swapping classes. When a pupil can promote to the dark mage, does that mean they keep anima magic?
- Monks/clerics can promote to Warmonks/clerics, but wield different weapon classes. Do they gain access to all three in their promoted class, or do they just gain the axe? I think it's the former, I just want to confirm instead of assume.
yes, you keep any skills you learned in a prior class, That's all magic and all weapons . (I made the chart based on what you'd have if you started in that class)
How do you plan on implementing lords? As a regular old character class, or will they have special story significance?
Story wise I'd like the lords to be the leaders, or family of the leaders, of the various lands in the world. Other than that it's up to the players
Would great lords be able to become mounted units? In FE7 and FE8 there are lords that promote to mounted units. If so, would these units be limited to horses?
I'm going to say yes, and that if the player can give a good reason for another type of mount (as in makes sense to the story) I'll allow it
This is more a suggestion than a question, but considering the current distribution of magic types amongst classes, would it be an idea to give valkyries light magic instead of anima?
I went with the traditional Anima magic on that one since I pulled that class magic from the first Fire Emblem game I ever played
Let me know if I missed any questions ^_^