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JRPG/FF-inspired systems thread.
Post systems, hacks, campaigns, or ideas inspired by Final Fantasy.
FF fan systems, Fabula Ultima, ICON, homebrew job systems, limit breaks, all that stuff.
>Which system actually nails the FF feeling best?
>>
>>98076307
Anon the game was made to mimic tabletop, not the other way around
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>>98076307
Isn't anima another system with the goal of emulating ff?
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>>98076339
Its a circle. Everything is connected.
>>
Isn't FF2 literally copping 2e?
That said I know I'm being an asshat because I'm sure FF's systems diverged heavily over the years
>>
>>98076307
My current "class" design philosophy revolves around an idea similar to the original Final Fantasy; options can pertain to stealth, improving unarmed strikes, improving weapon use, enabling healing & undead destruction power, or enabling full on ranged offense & area of effect power.
Of course, these "class" options come in the form of "features", which can not only be equipped/removed, but can even be damaged and broken in combat. I heard one of the Final Fantasy games has a magic system revolving around outfits, and my features are flavored as manifesting as accessories, clothes, items, etc. so maybe there's a similarity there.

Other than that, there was one time I wanted to incorporate FF-XIII style Gunblades in a game. The weapon would have a highly-reactive "enemy phase" style when in gun mode, allowing the user to potentially interrupt foe actions or even stagger them. Entering a "focus state" against one enemy allowed the user to change the weapon to blade mode, which increased a tension resource whenever the user rolled. This tension could then be spent on gravity-based abilities, or could be saved up for a "gestalt mode" that greatly increased all of the user's attributes for a limited number of turns, and adding gravity power to her blade strikes.
I never found a way to fit the idea into any of my projects, though, so I never actually tested it.

I do like the paradigms of FF-XIII and the ability to have group-based bonuses based on class composition, but I don't know how I'd fit it into any of my current projects, especially since I enjoy the build freedom my features system enables.
>>
>>98076410
It features summoners and some magitech stuff, but I was actually kinda disappointed that it's not as final fantasy-y as advertised.
>>
>>98076307
>>98076638
The tricky bit is Final Fantasy doesn't even handle that consistently from game to game. Some games have little to no magitech. Some games have it where Summons are just glorified AoE spells.

Just off the top of my head, Fabula Ultima cleaves a lot closer towards games like 4-6 as well as 9. It pays some lip-service to the idea of a more magitech world, but it wouldn't really work out for people who wanted a game like 7 or 8 where things are leaning heavily into the modern day.
I remember seeing a thread about Magicpunk which was a system that pitched itself as fantasy cyberpunk but in practice just felt like somebody was copying notes from FF7.
And the most recent thing I've seen is Last Arc Tactics Analogue, which cleaves pretty well to the very earliest Final Fantasy games in the sense that it's still got Dwarves and Elves and is otherwise cleaving pretty closely to D&D.

It's probably more productive to just find a fantasy system you already like and then just worldbuild your way into the JRPG vibes.
>>
>>98076865
>The tricky bit is Final Fantasy doesn't even handle that consistently from game to game.
I wish there was a good rule slight exploration game in the style of FF1. AD&D has been suggested but it has so much extra unneeded bullshit.
>Last Arc Tactics Analogue
I've been seeing some reviews popping up about the system but I'm not a fan of heavy tactical combat. I'm also just not a fan of static defenses over saving throws. I think it's more fun for a player to roll their own defense.
>>
>>98076546
1 is based on choosing a job/class that will eventually turn into a more powerful job/class around the mid game. There are 6 tracks you can take assigned to 4 permanent heroes
2 has no class or job distinction, but you progress your stats by using actions connected to the attack. If you want more powerful magic, cast spells. If you want higher HP, take damage. If you want to fight better use weapons in melee.
3 has a jobs system like 1, but now you can change jobs at your leisure and there is a deeper well of the jobs as well as a specific job level that unlocks a deeper well of actions for the character using the job
4 mimics these jobs with characters assigned specific jobs, but the playable characters switch from 4 to double digits, and thus the party of your you choose or have chosen for you affects your range of actions in game
5 goes back to the job system and 4 main characters, but this time you can mix and match skills from various jobs you master
6/7 are like 4. Characters embody a job, and party composition determines your range of abilities, but in 7 specific gear can be equipped with material allowing you to customize the character’s abilities akin to 5
8 allows you to attach espers and learn and use magic by drawing it from enemies.
9 is akin to 4 with characters embodying job types, but certain gear will grant abilities while used.
>>
>>98076307
Anything queer-friendly will do, judging from the fans.
>>
>>98077087
>I wish there was a good rule slight exploration game in the style of FF1. AD&D has been suggested but it has so much extra unneeded bullshit.
You could try poking around the /nsrg/ thread. NuSR games are pretty much all about different people's ideas of 'AD&D with less bullshit'. Though I suppose if you ask the OSR crowd they'd point to B/X instead.

>I've been seeing some reviews popping up about the system but I'm not a fan of heavy tactical combat.
Entirely fair. Speaking as someone who does enjoy some more combat-heavy games it did have quite a few aspects reminiscent of 4e, but it's in a weird middle-ground.
>>
Is FFd6 worth playing? I've heard good things about it but mostly from reddit google searches.
>>
Why are so many of the fan Final Fantasy systems d100? What's the appeal of it? I ask because I've never read or played a d100 system.
>>
>>98077781
d100 or d% is dead simple to gauge your chances of something unless if you have an actual learning disability. It allows for a bit more granularity over d20 but that is a fine line to balance. It also allows crit successes and crit fails to be rarer compared to a d20.
>>
>>98077781
To add on to >>98077812 I could also see a reason why it shows up for FF games specifically is because stats in a d100 system also tend to be higher. A bit closer to the games if you've got characters with 90 Str instead of 20. As well as the possibility that the percentages might be used to translate elements of the vidya more directly.

I've seen a Fire Emblem tabletop that used d100s for similar reasons of trying to copy Fire Emblem's grid based combat as closely as possible. Not something I think someone writing a tabletop game should aspire to, but some people just enjoy their crunch.
>>
>>98077849
Fire Emblem's formulas, with the arguable exception of 2/RN, are some of the simplest you can find from video games.
I think Morrowind might actually be easier to adapt to tabletop, but that's just because it's mostly just 1/RN roll under (IIRC).
Fuck Pokémon's damage formula, though, and screw the fact that the games never entirely explain what goes into the calculations nor the "weight" of each parameter in the formula.
>>
>>98077237
Queer friendly is straight hostile.
And that was a pun, but also I meant it.
>>
>>98082535
I'm stealing this, no you can't do anything about it. Just let it happen and take joy that someone wants it.



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