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<blockquote data-quote="Merlin the Tuna" data-source="post: 4423082" data-attributes="member: 55638"><p>As much as I love Final Fantasy Tactics, it's not really a good fit for D&D, for both framework and detail issues. D&D is big on the vertical growth -- Wizards go from making lights pop up to making Meteors come crashing down, warriors gain the ability to take down hordes and hordes of mooks if they manage to avoid tripping over shovels for a little while. Gaining skills in FFT has more to do with lateral growth -- you pick either Earth Slash or Wave Fist, and both do similar (raw) damage but with vastly different targeting restrictions. Then there's the fiddliness of simultaneously tracking progress with up to...what was it, 19 or 20 classes? And not just graduating from Squire to Knight to Slightly-Better-Knight to etc., but jumping around between them. Today I'm a Squire, tomorrow I'm a knight, then a monk, then a thief, then a squire again, then an archer, then a monk again, then a geomancer. Very un-D&D. Especially when you realize that character level means approximately squat in FFT.</p><p></p><p>Some of the abstractions in FFT are <em>really</em> elegant, though again not D&D-ish in the least. Flat damage, no accuracy stats, and heck, no armor stat at all. Armor adding to HP... a beautifully simple thing that would absolutely not fly in D&D. The gnashing of teeth over minions was enough for me for a good while, thank you kindly.</p><p></p><p>Unless you just meant a turn-based strategy RPG. In which case, wa-hey, I'm in. It'd certainly be more interesting than trying to play Icewind Dale and having to pause to tell your casters what to do every single action.</p></blockquote><p></p>
[QUOTE="Merlin the Tuna, post: 4423082, member: 55638"] As much as I love Final Fantasy Tactics, it's not really a good fit for D&D, for both framework and detail issues. D&D is big on the vertical growth -- Wizards go from making lights pop up to making Meteors come crashing down, warriors gain the ability to take down hordes and hordes of mooks if they manage to avoid tripping over shovels for a little while. Gaining skills in FFT has more to do with lateral growth -- you pick either Earth Slash or Wave Fist, and both do similar (raw) damage but with vastly different targeting restrictions. Then there's the fiddliness of simultaneously tracking progress with up to...what was it, 19 or 20 classes? And not just graduating from Squire to Knight to Slightly-Better-Knight to etc., but jumping around between them. Today I'm a Squire, tomorrow I'm a knight, then a monk, then a thief, then a squire again, then an archer, then a monk again, then a geomancer. Very un-D&D. Especially when you realize that character level means approximately squat in FFT. Some of the abstractions in FFT are [I]really[/I] elegant, though again not D&D-ish in the least. Flat damage, no accuracy stats, and heck, no armor stat at all. Armor adding to HP... a beautifully simple thing that would absolutely not fly in D&D. The gnashing of teeth over minions was enough for me for a good while, thank you kindly. Unless you just meant a turn-based strategy RPG. In which case, wa-hey, I'm in. It'd certainly be more interesting than trying to play Icewind Dale and having to pause to tell your casters what to do every single action. [/QUOTE]
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