Final Fantasy Table Top help

Mellow

First Post
I'm trying to work out a system for Final Fantasy XII that hopefully won't break when certain people that play it the first time. Anyway, what I plan to do is to take a little bit of everything I find on the world of Ivalice and makes classes and give pluses or negatives to races. If there's a place already out that that has that then I'll gladly go there.

I already have a plot for the game I just need other elements to tie everything together.

Help would be gratefully appreciated.
 

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There are three attempts at a Final Fantasy tabletop RPG that I know of (not published ones - all are fan efforts, though above-average ones), plus a number of places where people have done d20-based material adapting elements of FF to D&D.

ZODIAC is a surprisingly elegant little system where each player essentially designs his or her own class, including all the weapons and such that they will eventually find throughout the campaign. It's a very different approach to character creation to say the least.

Originating right here on ENWorld, Final Fantasy Zero is a d20-based OGL implementation, but it's gotten about as different from core 3E D&D as, say, Spycraft. It's still a work in progress, but is, or at least, should eventually be, the most comprehensive such implementation, and is certainly the highest-quality one I've seen.

And the oldest and most comprehensive is the Returner Final Fantasy RPG. Frankly I don't like its mechanics at all, however, there are about a zillion worldbooks that may be helpful to plunder ideas from.

As I say, there are also a zillion d20 things ranging from single prestige classes for otherwise vanilla D&D to attempts to comprehensively replace the class system using FF tropes. They vary considerably in quality and there are too many for me to attempt a comprehensive list of, at least right at the moment, though I keep meaning to try someday. FF0, noted above, I think is probably the most notable one but it's by no means the only one.
 


I've got a rework of Saga Edition rules myself. I've only done some light playtesting and I never really had time to clean them entirely up (and there's some heavy reworking here). I'm sure there's balance issues with the advanced classes, too. And the conditions are way to complex at the moment. I don't really think I'll ever have time to get them any more presentable...

But I have run these for an ongoing game set in the Golden Age of Ivalice over the course of 3 levels (5-7) with 2 GMs, and the did work.

FF Saga

(you'd need a copy of Star Wars Saga ed. to play these, and there's some small rules tweaks that are purely preferential house rules, mostly in the combat section).
 
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