System

The system used for conflict resolution (combat, magic, and other) is based on the Super Console tabletop RPG system, published by Valent Games, and it's expansion, Monster Mash. Use of this is permitted by the Creative Commons Attribution Non-Commericial, located here:
http://creativecommons.org/licenses/by-nc/3.0/

Super Console, and it's expansion Monster Mash, can be found at the links below, placed there by the publisher, Colin Fredericks of Valent Games. Sharing of these links is also listed under the CC Attribution Non-Commerical license, as above. The links are as follows:

While the books are freely available, there are some changes being made by the staff of Dissidia: Final Fantasy (primarily reworking the Classes to reflect more common Final Fantasy classes, as well as our Class System). Additionally, the systems for Fiend PCs and their advancement (IE: level-requirement monster evolution) in Monster Mash are being used in it's standard setup, but with specific monster Families (and their upgrades) rather than those listed specifically in Monster Mash.

System Specifics

Below will be listed the three major systems on the MUSH, culminating in the automated Combat System, which is where all of the . Now, that being said, no player is required (outside of specific staff-run interactions such as TinyPlots) to use the actual Combat System; RPed out combat is as cool and fulfilling as using the Combat System. As well, as detailed in Advancement, there will be a system from increasing your attributes and buying support abilities as you Level, buying, wearing and using equipment and items, which all ties into the Combat System, however.

Level System

This bears mentioning and probably will be repeated throughout the news files, particularly Advancement. Character Levels, in the Final Fantasy series, represent an increasing level of competency, skill and overall power; as such, we will be using Levels (ranging from 1 to 75) and Stats (detailed in [[Attributes]]) on Dissidia: Final Fantasy MUSH. That being said, the MUSH is not a MUD; staff will not be placing softcoded mobs or enemies onto the MUSH to go around and kill for XP. As explained in greater detail in the Advancement News File, characters gain Experience Points (XP) for participating in the MUSH, ranging from things such as simply being approved on the MUSH, to participating in scenes and getting +votes from your fellow players, awards from staff for participating in scenes, and rewards from staff for running scenes for the overall good of the MUSH.

Item System

Tying in with the Level and Stats (above) and Combat System (below) is a system of equipment and items. Ranging from weapons, armor and accessories to disposable items like Potions or Elixirs, Items are an integral part of the Final Fantasy games. As such, we will be using an Item System on Dissidia: Final Fantasy MUSH. Again, unlike a MUD, characters will not have to go kill mobs for money to buy ever-better and ever-increasing equipment. The Item System in place on Dissidia: Final Fantasy MUSH takes care of this by having a pool of 'points,' much like a character's HP Gauge or AP Gauge, that represent how much disposable income that the character has, rather than tracking money in flat Gil amounts, like a number of other MUSH economy systems or a MUD economy system. The Item Point (IP) System allows characters to utilize any disposable item that has been added into the Item Database, as long as they 1) have enough IP to 'pay' for the item (to represent using up items that they've purchased previously) and match the level requirement (to keep the game-style setup of higher-level characters requiring higher-powered items to heal and such). Additionally, the IP System is used to upgrade a character's equipment; as with disposable items, as long as the character has the IP and matches the level requirement, they'll be able to buy particular equipment from most anywhere on the MUSH. As well, equipment and items will be rewards for participating in the MUSH (again, as above, participating in staff-run plots or as rewards for running plots for your fellow players to better the MUSH); in this instance, particular items will be added to a character's Personal Inventory.

Combat System

The Combat System is the piece that ties the above systems together into a coherent whole. Unlike many MU*s, who have 'combat systems' in the loose sense of the term and require a judge to be present for every scene where dice end up rolled, Dissidia: Final Fantasy MUSH has a completely coded, automated system that will adjudicate the success of physical attacks, magic attacks, defenses, and other concerns of combat. It will apply HP damage, lower MP when using spells or abilities, apply Status Effects, and alter HP and MP from item use. As detailed elsewhere in the news files, the staff of Dissidia: Final Fantasy MUSH has chosen to go this route to allow players more freedom to run plots and have scenes without staff intervention. If there are complaints or concerns, please inform members of Staff.

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License