Wanting To Start A New Campaign. Final Fantasy? Help!


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Angelsboi said:
I was thinking Sorcerrers who make a correct Spellcraft Check get to learn the 'spell-like' abilities of the monsters ...
Doesn't sound bad. I would make the character burn XP to actually learn the ability.
 

Angelsboi said:
I was thinking Sorcerers who make a correct Spellcraft Check get to learn the 'spell-like' abilities of the monsters ...

Yeah, that sounds cool. Are you thinking of modifying Sorcerers or making a new Blue Mage class that are sort of like Sorcerers but learn and cast differently?

On the subject of making a game have a Final Fantasy feel the real question is: Do your players like it? Mine are FF and anime fans so my game naturally picks up that flavor without me even doing anything.
 

How will you do Red Mages? Technicly, they're a bit like bards more focused on magic and without bardsong, but how will you have them?

*idea* In FF5, you got extra jobs/classes as you went through the game. PrCs, anyone?
I think incorporating FF5's battle system (which was the best of the series, IMHO) would be the best way to go, as it is quite similar to the Combat in 3e, especially if you use the more powerful classes (such as Red Mages) as PrCs (say being a Black Mage3/White Mage3 as a prerequisite). Also, in the FF games, there are no D&D style Wizards or Clerics. Black and White Mages don't need to prepare spells.

FF5's Jobs are here:
http://www.angelfire.com/me3/jimpower/page4.html

The Order of the Jobs:
1st set:
Knight,
Monk,
Blue Mage,
Thief,
Black Mage,
White Mage

2nd set:
Time Mage,
Mystic Knight,
Summoner,
Red Mage,
Berserker
Bard
Archer

3rd set:
Monster Trainer,
Geomancer,
Ninja,

4th set:
Samurai,
Dragoon,
Dancer,
Chemist

Extra:
Mimic

So plenty of potential for PrCs there. And more true to D&D's class system.
 

i dont think im doing red mages. Im a big fan of Final Fantasy IV (II here), VI (III) here, IX and X and none of those had red mages. Red mages, were, in my opinion, fighter mages.

And as for Blue Mages ... they will start off with a selection of Sorrcerer spells from level 1. As they gain levels, they burn XP and make a spellcraft roll to learn other spells from another Class.

Example. Blue Mage Celia has gained a level and wants to be able to help the party. She wishes to learn a cure spell. She makes a spellcraft roll and succeeds and then burns 15 xp x the caster level she wishes to learn it at (1st level).

How does that sound?
 

Angelsboi said:
i dont think im doing red mages. Im a big fan of Final Fantasy IV (II here), VI (III) here, IX and X and none of those had red mages. Red mages, were, in my opinion, fighter mages.

And as for Blue Mages ... they will start off with a selection of Sorrcerer spells from level 1. As they gain levels, they burn XP and make a spellcraft roll to learn other spells from another Class.

Example. Blue Mage Celia has gained a level and wants to be able to help the party. She wishes to learn a cure spell. She makes a spellcraft roll and succeeds and then burns 15 xp x the caster level she wishes to learn it at (1st level).

How does that sound?

I could see that working.

Yes, Red Mages are exactly like multiclass fighter/mage.
 


dglass said:


I could see that working.

Yes, Red Mages are exactly like multiclass fighter/mage.

I'd think they're more like a fighter/cleric/mage, or a cleric/mage that can use edged weapons. They have White magic, after all.
 

Must I self-pimp every time? :)

A*hem:
Final Fantasy d20

Angelsboi, you should know this! :)

It's got a few little details right now. How I'd do things:

Whitemage/Blackmage: Already there!

RED MAGE: Base this off of the bard. Remove their songing, and their bardic knowledge. Instead, give them the ability to cast spells in light armor without a failure chance, and a selection of "magic styles."

BLUE MAGE: As red mage, sorta. Go Pyshic Warrior for the baseline, and remove all their special abilities, but give them a 9-level progression. I'd make the blue mages either (a) execute a level check when hit with a spell they can learn. If they beat the caster level of the spell, they learn it. Or, the method I prefer (b), make a Knowledge (monsters) check when encountering a monster to see if they can learn something from it, and then use a full-round action to gain the spell. Also, give them Scan as a supernatural ability.

If AT ALL POSSIBLE, go psionics for this...the psionics system mirrors the FF magic style quite closely...(I'll be posting an article on it to FFd20 eventually)

WORLD NOTES: Magic + Technology is a must. The technology should be based on the supernatural...magitech, mako energy, the Mist, whatever. There should eventually be an airship, and the person who gives it to 'em should be named Cid. I'd have "Chemists" be the ones making the items and using the technology (item creation feats, etc.) Include frequent opportunities to replace, upgrade, and enhance weapons and armor and "accessories" (basically wondrous items)...make sure they visit progressively more expensive and better-quality scores. :) Call gold "gil," and get rid of anything less than 1 gp (or have it traded for, to keep realism). Random encounters are prefered, and whether you want to go simulation or realistic is up to you (do you enter a new battle screen, or do you fight when the monsters appear, where they do?). If you want the technology to be IX-X level, keep it fairly mideaval and add in the technology only as a specialized nation or people (think of the Al Bhed, or IX's airship-town)...it's not common or practiced, but it exists.

PLOT NOTES: Something is shaking the world. The big baddie is becoming immortal/godlike. Pull a last-minute switch (the guy they have been chasing turns out to be the puppet of something bigger). Revel in high school philosophy ("What if I am but the dream of something larger?"), and make sure that each PC has a character that exists in the world, and not independant of it (no "we meet in a bar" stories...you may want to spend several sessions having the PC's enounter each other).

If your theme is destiny, think about what that means on many philosophical levels...is it a force? Who puts it in place? How does it affect the characters and the journey they go on, every step of the way? How does the villain pervert it? Can you fight it, or can you choose your path? This kind of thing may be ripe for the inclusion of an FF favorite -- complex and mind-boggling time travel.

GAME NOTES: Dungeons and random encounters are the norm. "Boss Level" encounters are generally 2-3 CR's above the what the party can handle, but make sure to give low-hp monsters some advantage. Don't shy away from "minigames"...rolling a d20 for something like poiloting a chocobo is a good thing. :)

Keep in mind all this is going up there eventually....I'm just a busy college student right now, but expect a few things before break ends...I'm working on the Red Mage, the Blue Mage, and the Dragoon as we speak.
 
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UPDATE!

Finished the Red Mage (what I like to call "the easy one"). Can't put it on the site quite yet, as I'm at home and have a dail-up connection clocking at something like 14.4...whoopee. But I should be doing an update somwhere around the 6th-7th of January. And by then I may have blue mages done.

And if you want input from my players on those:

Whitemage: "It's good, but it's not very...heroic...maybe with a high strength it could do well in cases when it doesn't need to heal or buff"

Geomancer: "I cast Lava Ball and watch them all fall down! Mwahaha!"
 

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