I'm Thinking About Homebrewin...

Post/Author/DateTimePost
#1

CelticPaladin

Sep 26, 2008 16:20:33
...Final Fantasy.

Alright, I know a lot of you here probably rolled your eyes at that. However, my tabletop gaming and video gaming were always side by side (blame my Dad for teaching me DnD the same year he bought me an SNES with Final Fantasy IV).

For one, I think more than any other edition 4e lends itself to Final Fantasy, almost beckoning.

I will use this class list to get started:http://en.wikipedia.org/wiki/Final_Fantasy_character_classes

Now the obvious obstacle; Holy Christ on Broadway, that's a lot of classes. Indeed. Even some of the classes 4e already has, like the Paladin, would probably be a Paragon Path as far as Final Fantasy is concerned, so you'd have to homebrew that as well (or use one of the Paladin's Paragon Paths and rename it).

Most of those classes listed will probably have to be paragon paths, with requirements featuring multiclassing. (White Mage + Warrior to get Paladin, etc.)

Another problem is races. The only constant in the games are Humans (sometimes called Humes) and Moogles (and to a lesser extent dwarfs. Rally ho!). I personally don't like the races from XII and Tactics Advance, so I figured I would have to make up some sort of Final Fantasy-like races.

Any quick ideas or anything? I'm just brainstorming. Feel free to throw ideas at me.

If you don't like the idea at all, well, there are plenty of other threads out there. Don't bother mine. :P
#2

CelticPaladin

Sep 26, 2008 17:39:28
A lot of the classes I can take pre-existing ones and change them to fit the flavor. I think they'll be about 3 heroic and 8 paragon path classes I'll have to homebrew from scratch.
#3

tequila_sunrise

Sep 26, 2008 19:18:19
This certainly is a mighty undertaking you have here! While I heartily endorse it, I can't offer much in the way of ideas as I have only really played one FF game. So I'll just make this suggestion: KIS (Keep It Simple). For example, if you can use individual builds as FF archetypes, don't write up a whole new class to fill that archetype. And don't make up new stats for things like giant swords; just describe a bastard sword differently. That kinda thing; keep it simple so you don't overwhelm yourself. I can tell you that there is at least one major FF D&D project over at giantitp.com homebrew forums that you might get ideas and help from.

Cheers,
TS
#4

CelticPaladin

Sep 26, 2008 21:36:29
This certainly is a mighty undertaking you have here! While I heartily endorse it, I can't offer much in the way of ideas as I have only really played one FF game. So I'll just make this suggestion: KIS (Keep It Simple). For example, if you can use individual builds as FF archetypes, don't write up a whole new class to fill that archetype. And don't make up new stats for things like giant swords; just describe a bastard sword differently. That kinda thing; keep it simple so you don't overwhelm yourself. I can tell you that there is at least one major FF D&D project over at giantitp.com homebrew forums that you might get ideas and help from.

Cheers,
TS

Hahahah! Thank you!

The whole giant sword thing was a staple of later Final Fantasy games, really. I'm going to focus on the SNES games, which were more traditional class based fantasy.

Thank you for pointing out the project though!
#5

ff6shadow

Sep 26, 2008 22:21:20
Not nearly as hard as you think.

Fighter
Warrior
Samurai
Berserker

Cleric
White Mage
Chemist - - (Trade Ritual Caster for Alchemy feat)
Bard - - (Is the buff class, maybe splash some arcane for magical offense.)
Red Mage - - (Warlock or Wizard multi-class)
Scholar - - (Multi into warlock or wizard)

Paladin
Dark Knight - - (Reverse powers. Radiant becomes necrotic,. buffs become status penalties. Maybe splash an arcane multi-class)
Paladin
Mystic Knight - - (Multi into Warlock or Wizard)

Ranger
Hunter
Monk - - (See Dragon for conversion)

Rogue
Thief
Ninja - - (Add Warlock multi to add a bit of mysticism)

Warlock
Black Mage - - (Add Wizard multi-class for area affect access)
Red Mage - - (Add cleric)
Scholar - - (Add cleric)
Bard - - (Add cleric)

Warlord
Red Mage - - (Add wizard and call your healing magic)
Samurai
Bard - - (Splash cleric for more magical buff effects)

Wizard
Red Mage - - (Add Cleric)
Scholar - - (Add cleric)
Black Mage - - (Add warlock for slightly stronger single target effects.)
Mystic Knight - -(Add fighter of warlord)

Sword Mage
Mystic Knight
Red Mage - - (Splash cleric of warlord for healing)

For everthing else
Dragoon - My Lancer fits the bill.
Summoner - My Summoner not only helps fit the bill, I blatantly stole some summon names for high level stuff.
Time Mage - Not my work, but this Time Mage looks good to me.
Blue Mage - Again, my work, Blue Mage has you covered. Also includes the Mimic Epic Destiny


That only leaves Geomancer, Beast Master, and Gambler. Also the Mime if you want it available from level 1.

For the Beast Master, you could reflavor my Summoner to make it work.
#6

CelticPaladin

Sep 27, 2008 1:17:15
Not nearly as hard as you think.

Fighter
Warrior
Samurai
Berserker

Cleric
White Mage
Chemist - - (Trade Ritual Caster for Alchemy feat)
Bard - - (Is the buff class, maybe splash some arcane for magical offense.)
Red Mage - - (Warlock or Wizard multi-class)
Scholar - - (Multi into warlock or wizard)

Paladin
Dark Knight - - (Reverse powers. Radiant becomes necrotic,. buffs become status penalties. Maybe splash an arcane multi-class)
Paladin
Mystic Knight - - (Multi into Warlock or Wizard)

Ranger
Hunter
Monk - - (See Dragon for conversion)

Rogue
Thief
Ninja - - (Add Warlock multi to add a bit of mysticism)

Warlock
Black Mage - - (Add Wizard multi-class for area affect access)
Red Mage - - (Add cleric)
Scholar - - (Add cleric)
Bard - - (Add cleric)

Warlord
Red Mage - - (Add wizard and call your healing magic)
Samurai
Bard - - (Splash cleric for more magical buff effects)

Wizard
Red Mage - - (Add Cleric)
Scholar - - (Add cleric)
Black Mage - - (Add warlock for slightly stronger single target effects.)
Mystic Knight - -(Add fighter of warlord)

Sword Mage
Mystic Knight
Red Mage - - (Splash cleric of warlord for healing)

For everthing else
Dragoon - My Lancer fits the bill.
Summoner - My Summoner not only helps fit the bill, I blatantly stole some summon names for high level stuff.
Time Mage - Not my work, but this Time Mage looks good to me.
Blue Mage - Again, my work, Blue Mage has you covered. Also includes the Mimic Epic Destiny


That only leaves Geomancer, Beast Master, and Gambler. Also the Mime if you want it available from level 1.

For the Beast Master, you could reflavor my Summoner to make it work.

Have I mentioned that you are a god?

Those homebrew classes are awesome!!

More than likely I'm going to make a few cursory changes to already existing classes to fit the bill. I would like commands like Cover and Jump to be able to feel like Final Fantasy via DnD. Very good suggestions though.

I've already started some races. I'll probably post them here sometime. I figured Hume would be just be the Human from PHB. I want to change the Dwarf to give him a 'Rally Ho' encounter power (so I'd have to sacrifice some of his other stuff, and probably change his weapon proficiencies to hand axe and battle axe). Moogles I have a simple outline for.
#7

ff6shadow

Sep 27, 2008 5:14:01
Paladin's have a power that covers Cover. Martyr's Blessing, level 2 Utility. Make a few better versions of it for some other levels and your good to go. Another consideration is that using my Sorcerous Sentinal, multiclassed into Paladin, since the Sorcerous Sentinel defends in a way very similar to cover, but the powers don't really match for character that are most likely to have cover. Maybe allow a Paladin to replace Divine Challenge with Tracer and Warded Transfer, and add all the Ward related powers to the Paladin list.

Jump is covered by the Lancer. Just rename the at-will Rushing Strike. That along with Encounter 13 Leaping Assault, Encounter 27 Lancer's Assault, and the Dragoon Paragon path give you an at-will basic jump, 3 encounter Jumps, and a Daily Jump. And between Utility 22 Lancer's Leap and the Dragoon Utility, you can return to your original square twice per encounter. If you want it usable more often, alter the Dragoon Path Utilityn to at-will with a clasue stating that it can only be used after one of the Jump attacks.

For the Dwarf, remember to remove his Swift Action Second Wind, since that is his encunter power.

For Moogle, I'd like to see your outline. I end up dissapointed with most moogle racial features.

And no I'm not a god just an exarch, but thanks and I'm glad you like the classes.
#8

Phantymwolf

Sep 28, 2008 15:00:48
For the races try looking at FFXI (otherwise known as Online). They have some great races there. There should be a website for it somewhere that details the races so you don't have to go out and buy it just for the information. Also look at FFIX which had some varient races in it as well (like Freya and the big blue.....whatever it was.)