Final Fantasy D&D

Post/Author/DateTimePost
#1

CrimsonAssassin

May 03, 2015 2:00:57

Howdy folks!  I was wondering if I could get a few pointers or some advice on running a proper D&D game based around Final Fantasy (based around one's like 6 and 9 with sword and sorcery with some steampunk element).

Story: Everyone is a fresh level 1 recruit in an adventuring guild that protects the City from the mist that spawns monsters and they also partake on various quests.  They begin with the equipment and money granted by their class and background.

There's no super-villain or end-of-the-world scenario as of yet and I don't want to expose them to that for a good long while.  If anything, I'd like some sandbox and a bunch of miscellaneous quests that can be completed in a fairly small time frame (1-2 sessions).  Some quests will take longer, depending on the length/gratuity.

There will be random battles, just like in FF, except they will be short and sweet by lasting about 3-4 rounds (the mosnters will be fairly weaker and easier to kill and sometimes they may run away).

Gold has been converted in a simplistic manner.  1 gil = 1 silver piece.  Any item in the PHB that would cost any amount of copper would just cost 1 gil.  That may make the item more expensive as a result (such as a bucket, or chalk), but I hardly see that being a significant impact, especially when I will be dishing out gil to the party fairly often.

I absolutely DESPISE potions of healing costing 50 gold (or 500 gil) so I'm reducing the price to 100 as to encourage purchase.  Though, the shopkeep will only have a limited supply everyday (I roll a 1d4+1 and that's how much she has to sell that day).  This prevents adventurers from buying 99 potions by stockpiling gil.

Gil can also be used to upgrade shops for better items/discounts/hidden rewards.

As far as I know, they don't have a designated healer, but I honestly think they will be okay if I sprinkle potions and gil safely into their rewards.  I don't want to make it TOO easy for them, even though it looks like I am.  Is there anything you would do?

#2

Novama

May 04, 2015 7:58:19

CrimsonAssassin wrote:
#3

cowleymen

May 04, 2015 23:39:47

Yeah I think its pretty easy. I know there is a really large fan made FF rpg for the old D20 3rd edition. I think most of the early games will convert really easily and you could just use FF maps and style to complete the transition. Early i mean the american 1-4, which are the ones ive played along with 7 and 10

 

Novama has really good ideas as for ways to change healing. I also think SP are one of the rule variants that are cooler then normal rule. 

 

#4

DaomSlayer

May 07, 2015 13:28:26

A guy posted up a great set of FF D&D rules over on EnWorld, in a pdf.

(Reply to #4)

Jenks

DaomSlayer wrote:
#6

Lord_Ventnor

May 08, 2015 10:16:57

Call wizards black mages and make it so they have no faces.

 

Call Clerics white mages.

 

Call Bards red mages and have them all wear stylish hats.

 

Done.

#7

reddaemon

May 08, 2015 13:25:33

I'd also change the way combat is handled.  Final Fantasy is famous for having a 'front row' and 'back row' in combat.  I'd probably use a two row grid or something and have the players choose their formation that they will use for all combat encounters.  The enemy side will also have a front and back row.

 

Each grid space represents 5 feet, but measuring between rows is considered 10 feet, traveling from your side to the enemy's side is an additional 10 feet.  In order to make a melee attack you must have sufficient movement to reach the grid space you are attacking (you must be able to reach the space, not merely be adjacent to it), and you return to your original space after completing your attack action(you don't need to have enough movement to cover both directions, you only need enough movement to reach the target of your attack, but not the trip back to your original space).  For example, if you are in the front row and want to make a melee attack against someone in the enemy's front row, you need 20 feet of movement to accomplish this (travel from your side to enemy side costs 10 feet, plus 10 feet to travel to enemy front row).  If you want to attack someone in the enemy's back row, it takes 30 feet of movement (10 feet to reach enemy side, 10 feet to reach enemy front row, 10 feet to reach enemy back row).  Therefore if you were in the back row and wanted to attack someone in the enemy's back row, it would take 40 feet of movement making this only possible for Rogues, Monks, etc.  If you drop an enemy to 0 hp and still have attacks and movement left, you can use the rest of your movement to reach another grid space containing an enemy combatant and make an attack, befor being returned to your original space.

 

If you make a melee attack against the enemy's back row, you trigger an attack of opportunity from combatants in the front row (subject to DM discretion on which ones get a chance to attack you).  Combatants in the back row are always considered to have cover (+2 AC), even against melee attacks.  Abilities and effects that ignore cover negate this.  Making a melee attack against an enemy in the back row while there are still combatants in the enemy's front row grants resistance against the damage of that attack unless you have reach (though you may still subject to attacks of opportunity, at the DM's discretion).  AOEs are calculated the same way movement is, therefore 20 ft and 30 ft radius effects can be contained entirely on the enemy's side (additional 10 feet to reach your side), but 40 ft radius effects could spillover onto you front row and 50 ft radius effects could hit your back row (DM could modify this on a case by case basis, for example, the battle is taking place in an open field and a large radius could be centered behind the enemy's back row so it doesn't hit your front row).

 

 

There are probably some issues that would come up that would require a ruling to make it work, but I think generally this would re-create the feel of final fantasy battles.  With a system set up like this, you can also adapt this system to special combat situations from final fantasy like pincer attack, back attack, attacked from both sides, etc.