Fan-made Final Fantasy RPG conversions

Post/Author/DateTimePost
#1

yukonhorror7373

Mar 20, 2009 16:53:59
Copied from my blog in pen and paper games. Wouldn't mind any critiquing on some of the ideas:

From the fan-made final fantasy RPG, I decided to try and translate character concepts in a 4e format

hume or humans --> humans
moogles --> gnomes seemed like best fit
bangaa --> dragonborn
viera --> elves
ronso --> half-orc
varg (wolfmen) --> gnoll
al-bhed --> half-elves
dwarves --> dwarves
nu mou --> deva

The jobs also seem to have a nice translation, but maybe with a bit of flavor messing.

Archer --> Ranger (archer build, duh)

Dragoon --> I would do fighter on this. I would have the dailies and/or all charge related powers be "leaps". The leap in this case is a charge that ignores all terrain. Of course must be equipped with spears or polearms for leap powers. Some of the powers of barbarian may be better for charging, so maybe transfer some of those over. And any power (utility/atk) associated with jumping should be allowed to be transferred to that class.

Fencer --> probably the rogue with artful dodger with rapier prof feat.

Knight --> either paladin or fighter.

Monk --> Avenger but allow for his fists to do damage equivalent to a weapon an avenger would use. As for magic weapons, create brass knuckles that are in the mace category. Also, replace channel divinity with a counterstrike type ability.

Counterstrike
at-will immediate reaction
if hit by atk that targets AC, make basic melee atk against target. If number on roll is odd, you do not make the strike, even if the roll was high enough for a successful hit (i.e. 50% won't make counterstrike).

samurai --> too hard, pass (in terms of FF style play)

swordmaster --> either swordmage or weapon master build for fighter.

bard --> bard

chemist --> artificer (although only a playtest at this moment) fits this one ok. Trade ritual caster for alchemist.

dancer --> no good fit here. definitely a controller type though, so choose a controller and stick with controller type powers. Instead of casting the spells, you are dancing.

Engineer --> also artificer

gambler --> no good fit here. skip

mediator --> spirit shaman because of the tame but could do warlord for the rest of the class.

Mime --> I have some thought on this and will come to it at very end

thief --> rogue

black caller --> invoker or summon build for wizard (from arcane power)

black mage --> sorcerer or warlock would probably work equally well. Possibly the wizard, but black mages are all about damage not controll

red wizard --> some sort of multiclass option. Bard, wizard, cleric, invoker.

sage --> same as red wizard but maybe replace invoker and wizard with warlock and sorcerer (in terms of what to multiclass with)

summoner --> no good way to do this one (in a final fantasy sense) maybe druid (summons are wild shape) but hard to say without a copy of the PH2

Time Mage --> tricky

White caller --> leader class multiclassed with class with summoning dailies. Also, and this applies to the black caller, calls are one shot deals, so could change the flavor of daily powers to reflect "calling" a creature

white mage --> cleric with healer build

blue mage --> could be possible to have powers like those in the monster manual, but would take some thinking.

dark knight --> fighter multiclassed with warlock or vice-versa also could maybe do paladin, but necrotic damage instead of radiant dam on powers. Maybe replace a class feature with this:

Darkness
encounter
free action immediate interrupt
trigger: hit target

the dark knight may choose to spend a healing surge. If he does, the atk does extra nectrotic damage equal to 1[w] (or an additional dice if not a weapon power) + con mod instead of regaining hit points.

geomancer --> the warden and druid seem to fit this one well.

magic knight --> swordmage

ninja --> rogue with two-blade warrior multiclass feat

paladin --> paladin

rune knight --> not interesting enough for the effort


so those are my takes on how to have FF flavor classes/races with 4e D&D mechanics.

as for the mime, this is kind of what I am thinking

Role: none
power source: none
Key abilities: None

Armor Proficiencies: Cloth, Leather, Hide, light shield
Weapon Proficiencies: Simple Melee, simple ranged

Bonus to defense: +1 fort, +1 ref, +1 will

HP at 1st level 12+ con score
HP/level: 5
healing surges/day: 6+con mod

trained skills: any 3

Features:

Jack-of-all-trades: gain a +1 bonus to all untrained skills

Multi-class versality: there is no limit to how many multi-class feats you take

Mimic features: Take 2 different multiclass feats (maybe only one would have to playtest this one) that you qualify. These feats do not count towards your limit of feats you get at first level.


Powers:
So for first and second level powers, they will work like this.

Mimic at-will
You can use any at-will power you have observed being used this encounter by an ally you can see and hear. This can be an at-will atk or a class feature.

Once you have "mimicked" the power, you can't use that specific power again until that ally uses the power again.

If the power is associated with a class feature (like the eldritch pact of a warlock) assume you have that feature when using the power.

1st level encounter power
Mimic Encounter power
works just like mimic at-will above, but for encounter atks and racial/class features used by ally. Can only be used once per encounter.

1st level daily power
Mimic Daily power
works just like mimic at-will above, but for daily atks, and can only be used once a day.

2nd level utility power
Mimic utility power
works like mimic at-will above, except for the following. If the power mimicked is usable once per day, you lose the use of this power until you take an extended rest. If the power mimicked is usable once per encounter, you lose the use of this power until you take a short rest. You only duplicate utility powers with this power. The power mimicked must have been observed before taking a short or extended rest.

When you get to third level, choose a 1st level encounter power of any class you are multiclassed in.

when you get to fifth level, choose a 1st level daily power of any class you are multiclassed in.

When you get to 6th level, choose a 2nd level utility power of any class you are multiclassed in.

At 7th level, choose an encounter power of 3rd level or lower from a class you are multiclassed in.

At 9th level, choose a daily power of 5th level or lower from a class you are multiclassed in.

At 10th level, choose a utility power of 6th level or lower from a class you are multiclassed in.

At 11th level, you qualify for paragon multiclassing as long as you have one multiclass feat for the class you are doing it for. I.e. you don't need the novice, acolyte, or adept powers to qualify for paragon multiclassing.

The exception is the following:

Because you only have one at-will power, don't replace it, just add an at-will power.

You can never replace any "mimic" powers.

At 13th level, you can choose to replace an encounter power with any power of 7th level or lower from a class you multiclass in or a paragon path encounter power of a paragon path you could qualify for.

at 15th level, you can choose to replace a daily power from any power of 9th level or lower from a class you multiclass in.

At 16th level, you can choose a utility power of level 10 or lower of any class you multiclass in, or choose the utility power of a paragon path you qualify for.

At 17th level, you can choose to replace an encounter power with any power of 13th level or lower from a class you multiclass in or a paragon path encounter power of a paragon path you could qualify for.

at 19th level, you can choose to replace a daily power from any power of 15th level or lower from a class you multiclass in.

At epic level, always similar to the above (powers of lower level than current level, including powers from paragon paths you qualify for [even daily powers at this point])
#2

fragsie

Mar 20, 2009 17:14:50
I've seen a few Final Fantasy classes created on the boards, but of them all the one that is the most complete, and IMO the best designed is Eldarin's [thread=1055198]Time Mage[/thread], I highly suggest you take a look at it
#3

jimprofit

Mar 20, 2009 17:57:13
Samurai would just be fighter with a new power.

Throw Gil (Level 15 attack)
Daily*Martial Standard Action. Range: 3/10
Attack: Strength +X (See text) vs Reflex
Hit: 2d12 damage.
Special: Throw is a strange attack created by a long forgotten samurai warrior whom one day was sick of a begger bothering him. Through gil at him, and the force of blunt gil killed him! It was then they realized that your very money could make a good weapon! You gain a bonus to your attack for this power equal to the amount of gil you are willing to expend.


It's like the samurai only cooler in D&D as you're not always saving money for phoenix downs. So your chump change can make a great auto-hit!