Looking for feedback on how to proceed with my project for a Final Fantasy Ivalice Alliance RPG

Black Barth

First Post
Hello, long time GM, first time thinking on doing really seriously (but non-profit for copyright reasons, just for fun).

Currently I'm working in a game for the Ivalice Alliance Settings from Final Fantasy Series (Final Fantasy XII, Revenant Wings, Tactics: War of the Lions, Tactics Advance, Tactics A2 and Vagrant Story). The idea is to assemble most of the similar mechanics of each setting while different mechanics will be assigned to specific supplements for each game.
But during the process I'm still unsure what should be the most appropriated way to handle the mechanics that possibly would be more pleasant to players and GMs.

On your opinion would you rather see a system tailored specific to Final Fantasy Games of those settings (with Stats up to 99, percentage rolls) or an adaptation or at least similar to a more familiar system (such as D&D, Cypher System, FAGE) but with the FF dressing (Magick instead of Wisdom, Mind instead of Intelligence, Jobs instead of classes, etc)?
 

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Since Final Fantasy started as an unlicensed adaptation of Dungeons & Dragons, it would make plenty of sense to just adapt your favorite edition of D&D rules to look slightly more like Final Fantasy. It wouldn't be too much work to extend levels out to 99, as long as you give up the idea that every level needs to give you something beyond just Hit Points.

I once saw someone post a system that was nominally inspired by Final Fantasy, but which used elemental stats like in Legend of the Five Rings, and it completely missed the tone. You would have similar problems in trying to adapt it to Cypher System, FATE, or basically anything with narrative mechanics.
 

Mechanics change with every FF so you can't exactly copy everything.

What you need to focus on is common stuff in all the FFs. Summons, potions, dragoons, etc.
 

You may want to try a flow chart leveling system similar to FFG's Star Wars mashed up with FFX's system. A lot of the fun for me in the games was planning character progression ten+ levels out.
I find percentage systems to be clumsy if you want my two cents on game mechanics.
 

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