Final Fantasy Conversions (FF ---> D&D) [Archive] - Wizards Community

Post/Author/DateTimePost
Ultima0071

12-04-07, 05:49 PM
Tomb of Fantasy

I am a huge Final Fantasy fan, though I mainly play FFTA (Final Fantasy Tactics Advanced) and FFIII (Final Fantasy III, Remade for the DS). So, when I post Final Fantasy/Dungeons and Dragons conversion, I am basing it off these two games. I’ve decided to convert some different material from Final Fantasy to give my campaign a cooler feel. Below are the different conversions I have made:

“Judge Point” System
In FFTA, there is a judging system where the various characters are awarded “judge points” for various things they accomplish. Each of the following tasks are awarded one “judge point” for completing:
• Knocking out an opponent (aka 0 or less hit points)
• Defeating an opponent
• Clearing a dungeon
• Finishing a minor task
• Leveling up
• Accomplishing an above average roleplaying feat

These tasks are even more major, which are awarded three points for completing:
• Killing an opponent
• Clearing a campaign
• Finishing a major task
• Using great roleplaying skills
• Using complicated strategies with ease
• Defeating a “boss”
• Other (Dungeon Master’s choice)

Each player can obtain a total of 10 judge points and add their charisma modifier to this maximum. Once a player reaches his/her max, she cannot obtain any more experience points until she has room for at least one more point. Judge points can be used for two different things. The first one is executing a “combo” attack also known as a roleplaying attack. By emphasizing his/her roleplaying and spending any number of judge points, a player can attempt to attack her opponent with her allies in succession. You can also activate a “Totema” maneuver with these points. This action requires all your judge points and cannot be activate if you have less than 10 points.

Combo Maneuvers
By spending any number of judge points, a player can execute this attack. This combo requires a full-round action. He/she may make a standard melee attack against an opponent. Any ally that is also flanking his/her opponent may also take an immediate action to make a standard melee attack. Use the following table to determine all extra damage dealt (from your attack).

Number of Judge Points Used Extra Damage
1 +1 per level
2-4 +2 per level
5-9 +3 per level
10+ +4 per level

Also, depending on judge points spent, a player can add an extra effect to her attack. Follow the information (in show blocks) below to determine all extra effects.

Slash of Quickness

Number of Judge Points Used: 1

Effect: Your opponent may only take a standard action in the following round.

Requires more than one person: No


Slash of Extreme Speed

Number of Judge Points Used: 2

Effect: Your opponent may only take a move action in the following round.

Requires more than one person: No


Attack of the Thundering Blades

Number of Judge Points Used: 3

Effect: Your opponent is paralyzed for a number of rounds equal to the number of judge points used minus 1.

Requires more than one person: Yes


Attack of the Heavy Clubs

Number of Judge Points Used: 4-5

Effect: Your opponent must make a Reflex Save (DC 10 + Your intelligence modifier) or lose his armor bonuses to his armor class in the following round.

Requires more than one person: Yes


100% Success

Number of Judge Points Used: 6

Effect: Your opponent is threatened by your next attack (confirm critical with another roll).

Requires more than one person: No


150% Success

Number of Judge Points Used: 7

Effect: Your opponent is automatically stricken by a critical hit on your next attack (no dice rolled).

Requires more than one person: No


Aim: Muscles

Number of Judge Points Used: 8

Effect: Your opponent looses 1d4 strength points for 1d8 rounds.

Requires more than one person: Yes


Aim: Head

Number of Judge Points Used: 9

Effect: Your opponent automatically faints for 1d4 rounds (considered helpless).

Requires more than one person: Yes


250% Success

Number of Judge Points Used: 10

Effect: Your opponent is stricken by a critical hit from your next melee attack. You deal x3 damage instead of x2 (or x4 instead of x3).

Requires more than one person: No


Attack of the Thousand Swords

Number of Judge Points Used: 11+

Effect: Your opponent takes +50 damage from this combo.

Requires more than one person: Yes
Totema Maneuvers
The most powerful of all monsters are called the Totemas. Unlike other monsters, they are not a race but instead they are the most powerful in their separate races. There is a separate Totema for each race, however all have the same stats and such. By taking a full-round action and using all your judge points (you must have at least 10 to activate), you can summon a Totema of your race to initiate one attack against a wide area. When summoned, a Totema attacks up to 5 of your opponents in a 1-mile range and deals damage equal to 15 per level (so a total of 150 damage at 10th level split evenly among your opponents). After this attack, all opponents must make a Fortitude Save (DC 25 + Your hit dice) or faint for a number of rounds equal to the damage dealt divided by 10 (so if 40 damage was dealt opponent is knocked out for 4 rounds.)

Penalties
Of course, like any other system, there are penalties associated with the risks one takes to achieve true power. Whenever you go against your alignment in any way, you receive one “penalty point.” For every penalty point you have at the end of a day, you loose 1 ability point (for a total of 4 days) of your dungeon master’s choice. You cannot go to 0 or lower by this method. Your dungeon master also has the option of enforcing laws in your campaign. If you break the law (or at least your dungeon master’s rules), your dungeon master can either give you a yellow or a red card.

Yellow Cards
When breaking the law (or not following your dungeon master), your dungeon master may award you a yellow card. Upon receiving this, you take a -1 to all ability scores for a total time of 10 minutes. Also, your dungeon master should (optional) penalize another part of your character (permanently). Examples in such are taking away experience points, loosing an item(s), or even loosing ability points.

Red Cards
Upon receiving this “card,” your character is sent to an ethereal imprisonment where no actions can be taken. Even though your body is still here, your mind is trapped in an unreachable space until your dungeon master decides and a wage is paid. Your dungeon master can also inflict a penalty such as a yellow card, but to a greater degree.

Side Noets
I will add a complete "fluff-up" later. Also, contributing to this thread would really help it get going and continue to have success. Any final fantasy related classes, conversions, etc. are welcome.
Ultima0071

12-04-07, 05:53 PM
Final Fantasy Conversions/Classes
Classes:
Fantasy Knight (http://forums.gleemax.com/leaving.php?destination=http://forums.gleemax.com/showthread.php%3Fp%3D14314254%23post1431 4254) (FFIII) by Ultima0071


Prestige Classes:
Fantasy Assassin (http://forums.gleemax.com/leaving.php?destination=http://forums.gleemax.com/showthread.php%3Ft%3D905423) (FFTA) by Ultima0071
Fantasy Fighter (http://forums.gleemax.com/leaving.php?destination=http://forums.gleemax.com/showthread.php%3Ft%3D905729) (FFTA) by Ultima0071


Works/Conversions:


Items, Feats, and Skills:
Ultima0071

12-04-07, 11:09 PM
Hope this is not hated TOO much :waits:
Dither

12-16-07, 03:46 AM
I was so ridiculously bored by the beginning of Tactics Advanced that I'm glad I read this to get an understanding of how the "Judge points" system might apply to D&D. Sounds interesting but requires a bit too much extra bookkeeping. I don't see my players actually being interested in it enough to use Judge points and they'd flat-out hate losing EXP because they weren't using the JP.