Final Fantasy TTRPGs.

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RadiantPhoenix
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Post by RadiantPhoenix »

So, the Summoner.

We want them to summon a big monster, and then have it rampage for a while, and then they summon another one.

Clearly, the appropriate resource management mechanic is "stances":
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Consumate martial artists, Monks practice many forms and have several fighting styles available to them. Each style a Monk knows has associated maneuvers within it that can be used once while the style is being used. At the start of battle, a Monk may begin fighting in a specific style as a free action in their first turn, but thereafter changing or adopting a style is a full round action. A Monk is free to "change" their style into the same fighting style they were already using in order to be able to reuse maneuvers in the same combat - this represents the character adjusting their fighting style to match their opponents' adapting to the moves they've already used. Monks are fully capable of using their fighting styles outside of combat if they want to use their combat maneuvers in another context.
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Here's how it's going to work:
  • You "memorize" how to summon a couple Espers
  • As a full-round action, you can summon an Esper you currently have memorized. This does not unmemorize it.
  • Each Esper is a simple creature with probably one or two at-will or passive abilities, like flying or something, as well as a bunch of one-shot abilities.
  • When you summon an Esper, it comes with all its one-shot abilities armed and operational.
Thus, you Summon your Esper, run around doing things while it spends a couple rounds dispensing its one-shot pwnage abilities, then you summon another Esper.

So, you basically only have one ability: "Summon", and it gets better as you go up in level. You do get some other cool things, though, like "Reverse-Summoning" and some spell-likes to make you seem more magical.

All Espers share a common chassis, probably appropriate for a cohort, and then each one has a handful of abilities, maybe more as you go up in level.
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Post by Wiseman »

Pathfinder has a summoner class with a fairly customizable eidolon. Maybe you'll want to take a look at that?
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Post by GnomeWorks »

Wiseman wrote:Pathfinder has a summoner class with a fairly customizable eidolon.
There really isn't anything "final fantasy" about PF's summoner, though. The eidolon is basically just a melee combatant that you get to give nifty things like tremorsense and what-not. I think there's an option to give it a tiny bit of spellcasting, but I'm pretty sure it's generally not worth it. Most summoner builds I've seen focus on turning the eidolon into a physical combat monster and leave it at that.

They're basically a far cry from summons in any FF, where the summons do crazy magical shit and/or have a variety of tricks up their sleeves.
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Post by RadiantPhoenix »

Next, what are our Espers?

Classic:
  • Chocobo: Runs fast and kicks people; a basic little summon that won't be OP in the hands of first-level summoners.
  • Shiva: Sleep and Cold damage
  • Ramuh: Paralyze and Electic damage
  • Ifrit: Healing and Fire damage
  • Titan: Earth damage and more earth damage
  • Odin: Reflect and Zantetsuken (Death)
  • Leviathan: Death, Wind, and Water
  • Bahamut: Haste, Death, and MEGA FLARE!
Let's assign some powers to each:

Chocobo:
  • Passive: Chocobo are Magical Beasts
  • Passive: Chocobo can run across swampwater and other difficult terrain as though it were clear ground.
  • Expeditious Retreat
  • Chocobo Kick: Attack for +Xd6 damage per hit, where X is the Summoner's CR minus the victim's CR. Convert fractional CRs to log ("normal") CRs. (e.g., 2/3 is 0, 1/2 is -1, 1/3 is -2, 1/4 is -3, 1/6 is -4, 1/8 is -5, and 1/12 is -6) Attack, dealing double-damage to all foes with a CR at least 2 less than the Summoner's CR.
Shiva:
  • Passive: Shiva has the [Cold] Subtype
  • Passive: Shiva's weapons, natural and otherwise, do +1d6 Cold damage
  • At-will: Icy Stare: Shiva shoots an Ice ray for [L]*1d6 Cold damage. Ranged touch to short range.
  • Mesmerize: Enemies in close range must make a Will save or fall asleep for a minute or until dealt damage.
  • Diamond Dust: Generate an ice storm in medium range. Enemies within close range of the target point take [L]*2d6 Cold damage. Reflex half. Those who fail to save and take damage are dazed for one round.
Ramuh:
  • Passive: Ramuh is immune to Electric damage
  • Passive: Ramuh's weapons, natural and otherwise, do +1d6 Electric damage
  • At-will: Thunderstorm: Ramuh shoots an Electric ray for [L]*1d6 Electric damage. Ranged touch to short range.
  • Mind Blast: Enemies in close range must make a Will save be paralyzed for a minute.
  • Judgement Bolt: Generate an electric storm in medium range. Enemies within close range of the target point take [L]*2d6 Electric damage. Reflex half. Those who fail to save and take damage are paralyzed for one round
Ifrit:
  • Passive: Ifrit has the [Fire] Subtype
  • Passive: Ifrit's weapons, natural and otherwise, do +1d6 Fire damage
  • At-will: Hellfire: Ramuh shoots a Fire ray for [L]*1d6 Fire damage. Ranged touch to short range.
  • Healing Light: Heal all allies in medium range for [L]*2d6 damage.
  • Inferno: Generate a fire storm in medium range. Enemies within close range of the target point take [L]*2d6 Fire damage. Reflex half. Those who fail to save and take damage catch fire.
Titan:
  • Passive: Titan has the [Earth] Subtype and level-appropriate DR
  • Passive: Titan has an Enhancement bonus to Strength and Constitution.
  • At-will: Rock Throw: Ramuh throws a magic rock for [L]*1d6 Bludgeoning damage. Ranged attack to medium range.
  • Wall of Stone
  • Earthen Fury: Generate an earthquake in medium range. Enemies within close range of the target point take [L]*2d6 magical bludgeoning damage. Reflex half. Those who fail to save and take damage are knocked prone.
Odin:
  • Passive: Odin is immune to [Death] effects
  • Passive: Odin has a magic sword, magic armor, and a magic shield. He is also on a Phantom Steed.
  • Protective Light: Grant a level-appropriate amount of Spell Turning to all allies in medium range.
  • Zantetsuken: Slash Dimension Door to a point in medium range. Enemies within close range of the target point must make a Reflex Fortitude save or die. Those who save take [L]*1d6 slashing damage.
Leviathan:
  • Passive: Leviathan can swim super-well.
  • At-will: Control Water
  • At-will: Demon Eye: One enemy in close range must make a Fortitude save or die.
  • Control Winds
  • Tsunami: Summon a massive wave. All enemies within long range take [L]*2d6 magical Bludgeoning damage. Reflex half. The battlefield is now covered in about three feet of water.
Bahamut:
  • Passive: Bahamut is a fucking dragon. He has natural attacks as appropriate.
  • Passive: Bahamut can fly
  • Passive: Rend: Anyone Bahamut deals damage to with a melee attack must make a Fortitude save or die.
  • Aura: Cast Haste on all party members. Swift action
  • Mega Flare: Shoot a blast at a point in long range. Enemies within medium range of the target point take [L]*4d6 Force damage. Reflex half. This attack also disintegrates the ground, so they're probably falling over a hundred feet right now.
EDIT: Revised Chocobo Kick

EDIT 2: Revised Zantetsuken
Last edited by RadiantPhoenix on Thu Oct 23, 2014 8:46 pm, edited 2 times in total.
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Post by Seerow »

Chocobo Kick: Attack for +Xd6 damage per hit, where X is the Summoner's CR minus the victim's CR. Convert fractional CRs to log ("normal") CRs. (e.g., 2/3 is 0, 1/2 is -1, 1/3 is -2, 1/4 is -3, 1/6 is -4, 1/8 is -5, and 1/12 is -6)
This sounds both needlessly complicated and completely worthless.
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Post by virgil »

Seerow wrote:
Chocobo Kick: Attack for +Xd6 damage per hit, where X is the Summoner's CR minus the victim's CR. Convert fractional CRs to log ("normal") CRs. (e.g., 2/3 is 0, 1/2 is -1, 1/3 is -2, 1/4 is -3, 1/6 is -4, 1/8 is -5, and 1/12 is -6)
This sounds both needlessly complicated and completely worthless.
Would you not do better with something like "double damage against targets with fewer hit dice/level/CR"?
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Post by RadiantPhoenix »

Changed Chocobo Kick
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Post by RadiantPhoenix »

I've got an incomplete draft of a Summoner class now:

Ability Scores: +4 CHA, +2 INT, +2 WIS
HP: -1
Attack Bonus: +0
Saves: Will +2
Armor: None
Skills: Concentration, Craft, Knowledge (Arcana), Knowledge (The Planes), Profession, Spellcraft, [???]
LevelAbilitiesEspers
1SummonChocobo
2Cure
3Ifrit
4Fire
5Shiva
6???
7Ramuh
8???
9Titan
10Reverse-Summoning
11Odin
12???
13Leviathan
14???
15Bahamut

Summon (Sp): As a full-round action, a Summoner may summon any one of her [memorized] Espers.
  • Only one Esper may be summoned at once. If she summons an Esper while one is already present, the old one disappears
  • An Esper [...] [abilities]
Note: If I allow multiclassing, a multiclass summoner will continue to gain new Espers, but not new abilities.

Cure (Sp): A 2nd level Summoner may cast Cure at will. (See: the Final Fantasy spellbook (no, I haven't written it yet))

Fire (Sp): A 4th level Summoner may cast Fire at will. (See: the Final Fantasy spellbook (no, I haven't written it yet))

Reverse Summoning (Sp): As a full-round action, a 10th level Summoner may cast Plane Shift to or from the Esper realm.
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Post by Wiseman »

Odin:

Passive: Odin is immune to [Death] effects
Passive: Odin has a magic sword, magic armor, and a magic shield. He is also on a Phantom Steed.
Protective Light: Grant a level-appropriate amount of Spell Turning to all allies in medium range.
Zantetsuken: Slash a point in medium range. Enemies within close range of the target point must make a Reflex save or die. Those who save take [L]*1d6 slashing damage.
I don't know having a SoD targeting reflex is a good idea. Reflex isn't usually all that high a priority on most creatures.
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Post by RadiantPhoenix »

I was going to ask, "what if I made it short range around him?" but then I remembered that he drives at a hundred miles an hour on his phantom steed and fucks people up. Fortitude save it is!
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Post by Username17 »

I think you should have a serious discussion about whether the Summoner is supposed to be basically an Evoker who has big spells that cost big amounts of MP, or is basically a Pokemaster who has a single big monster out all the time. In different Final Fantasies, the Summoner has been either one of those things. The classic Final Fantasy "summons" are just special effects for big attacks. You "summon" Ifrit and you get a cool graphic and then a big fire attack goes off and it's over. Like Giga Fire in Disgaea.

If you do it like Pokemon, then you should probably do it like the Pokemaster. If people are going to play it combined with D&D there's no reason why a Summoner couldn't top out at "Marilith" rather than "Bahamut." If you do it as an Evoker, then the point is that you have very limited slots and probably a cool down, and have to resort to low end White Magic in between your big hoodoo spells.

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Post by pragma »

RadiantPhoenix wrote:Thus, you Summon your Esper, run around doing things while it spends a couple rounds dispensing its one-shot pwnage abilities, then you summon another Esper.

All Espers share a common chassis, probably appropriate for a cohort, and then each one has a handful of abilities, maybe more as you go up in level.
Do you intend for tactical positioning to be a part of this game? It's not super appropriate to the source material, but is generally desirable for a TTRPG.

If so, it might be cool to make summons have a programmatic approach to using its powers rather than allowing the summoner full control over it. If everyone knows a chocobo kick is going to be pointed at the nearest enemy then team bad guy has to do some interesting jockeying for position in response to the summoner dropping a chocobo in their back rank. This also curbs the summoner's power because the utility of a summon is subject to their ability to engineer appropriate tactical situations. Further, the rule contrubutes to the feel that the summon has a mind of its own.
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Post by RadiantPhoenix »

@Frank:
  • Regardless of what's decided with the Summoner, I do know that I don't like dealing with MP.
  • I want the Summoner's summoning to involve "actual creatures" as opposed to just "spells with special effects"
  • I want the Summoner to Summon several times in a fight.
  • I want the Summoner's Espers to be recognizable as the iconic Espers from Final Fantasy games.
@pragma: I'll think about that, but it will probably come later in design. For now, getting something that works.
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Post by Username17 »

I'm not a big fan of MP either, but as Final Fantasy staples go, it's pretty entrenched. I mean, I don't think you get MP in Final Fantasy 8 because of the stupid fucking Draw system, but you get MP in pretty much all the other base games and the the offshoot games like FF4 Interlude and FF X-2, and of course the spin-off titles like all the Tactics games and Crystal Chronicles and shit give you MP as well.

If you aren't going to use MP, you have to have a pretty fucking good reason. Because I'm pretty sure you get MP in more Final Fantasy titles than you have an Accuracy stat (or Hit Rate, or whatever). If you're doing a D&D hack, then D&D has an available MP system (psionic power points) that kinda sorta works OK, and people will look at you like your penis is hanging out if you don't use it.

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Post by Omegonthesane »

FrankTrollman wrote:I'm not a big fan of MP either, but as Final Fantasy staples go, it's pretty entrenched. I mean, I don't think you get MP in Final Fantasy 8 because of the stupid fucking Draw system, but you get MP in pretty much all the other base games and the the offshoot games like FF4 Interlude and FF X-2, and of course the spin-off titles like all the Tactics games and Crystal Chronicles and shit give you MP as well.

If you aren't going to use MP, you have to have a pretty fucking good reason. Because I'm pretty sure you get MP in more Final Fantasy titles than you have an Accuracy stat (or Hit Rate, or whatever). If you're doing a D&D hack, then D&D has an available MP system (psionic power points) that kinda sorta works OK, and people will look at you like your penis is hanging out if you don't use it.

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The original Final Fantasy had spell slots á la D&D, as did FF3.

They got rid of that mechanic in the remake of FF1; I haven't played the DS edition of 3, and a quick Googling doesn't tell me if it did or didn't drop spell slots.
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Post by RadiantPhoenix »

FF3 for DS has spell slots.

Anyway, I'm going to do some more research.
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Post by Whipstitch »

I feel like Mystic Knight/Spell Fencer would be a fun class to have in some capacity and the concept is pretty simple--you're a gish with sweet attack riders and have some built-in defenses against magical effects.
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Post by OgreBattle »

A point buy system seems more logical for FF as some characters are gear dependent for materia and tools while others have inherent magic or raised by monsters and gain skills from them.
Last edited by OgreBattle on Fri Oct 24, 2014 7:30 pm, edited 1 time in total.
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Post by RadiantPhoenix »

OgreBattle wrote:A point buy system seems more logical for FF as some characters are gear dependent for materia and tools while others have inherent magic or raised by monsters and gain skills from them.
That's pretty much a game-by-game thing.

All the characters in FFVII equip materia for powers, and none of the characters in FFIII need that.
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Post by Lago PARANOIA »

Not all of the Final Fantasy games use a recognizable class system, but enough do it so that if you announced that you had an on-rails class system no one would complain that it didn't feel like Final Fantasy. Hell, FF1, FF4, FF9, and FFX for 75% of the game had essentially a single-class sytem and those games worked fine.

At any rate, remember that idea that game up on these boards years ago about FFXI-style multiclassing? Why not use a modified version of that? That is, you have a primary class that gives you some broad suite of abilities paired with a list of unique secondary classes with lesser abilities. And by unique secondary class I mean that even though you have a Black Mage primary class and a Black Mage secondary class both give different abilities. That way you can have fools prancing around single-class style and you can also mimic the class systems of FF3, 5, 11, 14, Dimensions, and Tactics.

Now granted, that's a lot of permutations that you need to test but Final Fantasy fans are okay going to the mattresses with 8-12 main classes. If you have main classes of Paladin, Dark Knight, Dragoon, White Mage, Black Mage, Thief, Summoner, Engineer, Monk, Blue Mage, Warrior, and Red Mage and secondary classes of Soldier, Black Mage, White Mage, Archer, Thief, Summoner, Engineer, Gambler, Monk, Geomancer, Ninja, and Samurai you have 132 classes to test or at least eyeball. Not exactly easy, but it's certainly manageable and covers all possibilities. And if you want to do something like letting people switch classes on the fly it's pretty much the only way.
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In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by OgreBattle »

Lago PARANOIA wrote: Now granted, that's a lot of permutations that you need to test but Final Fantasy fans are okay going to the mattresses with 8-12 main classes. If you have main classes of Paladin, Dark Knight, Dragoon, White Mage, Black Mage, Thief, Summoner, Engineer, Monk, Blue Mage, Warrior, and Red Mage and secondary classes of Soldier, Black Mage, White Mage, Archer, Thief, Summoner, Engineer, Gambler, Monk, Geomancer, Ninja, and Samurai you have 132 classes to test or at least eyeball. Not exactly easy, but it's certainly manageable and covers all possibilities. And if you want to do something like letting people switch classes on the fly it's pretty much the only way.
You could collapse some classes together. I'd say the main classes you'd get out of this are...

Power fighters: Warrior/Berserker+Monk
Mobility fighters: Thief+Dragoon+Ranger
Black Magic User
White Magic User
Blue Magic User
Ninjutsu User
Tool User: FF6 tools and Puppeteer puppets
Performers: Bard+Dancer
Summoner
Pet User

So you could assemble Dark Knights (Warrior/Blm) and Red Mages (Blm/Whm) from that list.
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Post by Lago PARANOIA »

And that's the tricky part of the Final Fantasy classes. A lot of concepts don't just come from mashing two classes together. The Red Mage isn't just a Black Mage/White Mage that can use a sword; in later Final Fantasies, enchanting their blades and casting spells extra quickly is their thing. Dark Knights aren't just warriors with some black magic spells; indeed, black magic is a tiny thing that they do. They're all-or-nothing warriors who layer down a side order of status effects. There are characters that boil down to 'cast spells in between sword strikes' like Celes and Cloud and Golbez, but a FFT or FFXI Dark Knight isn't quite that reductionist.
Josh Kablack wrote:Your freedom to make rulings up on the fly is in direct conflict with my freedom to interact with an internally consistent narrative. Your freedom to run/play a game without needing to understand a complex rule system is in direct conflict with my freedom to play a character whose abilities and flaws function as I intended within that ruleset. Your freedom to add and change rules in the middle of the game is in direct conflict with my ability to understand that rules system before I decided whether or not to join your game.

In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by Koumei »

MP is mostly annoying when you're tracking hundreds of points of it. If you made Fire cost 1 MP and scaled it up from there, a first-level caster could have like 5 MP and you could pretty much put them on Sorcerer casting without exploding into stupid amounts.

Then you optionally let people multiply MP and costs by 10 when writing it on their sheets (so that first level caster writes "MP: 50/50" and lists "Fire: 10 MP") for the Authentic Final Fantasy Experience. Just the same as how players might want to multiply their HP by 100 on their sheet, and multiply all incoming damage by 100, such that when they have 50/50 HP and get hit for 12 damage, they go "Okay, I had 5,000/5,000 HP, and I take 1,200 damage".

I know someone who actually did that for a D&D Psion, just so they could be "all Final Fantasy-like". She did it ironically.

Anyway, here are what I consider the key things of Final Fantasy, that you need to consider if making a FF game:
  • That fucking victory tune. Put it on your phone and play it after every fight.
  • Specific creatures exist: Chocobo, Moogle, Cactuar, Tonberry. Optional: Moomba.
  • A stronger version of an existing spell goes AGARAGARA (Fire, Fira, Firaga, Firaja in FF12?) because Fire III apparently sounded too much like a game mechanic rather than something people said in-game?
  • Most characters end up with some form of "pick different bags of abilities". FF5 and X-2 have job-changing where you can keep one or two cross-class things, 7 lets you glue shiny balls to yourself, 10 lets you wander about on the Sphere grid (is that was 12 basically did too?), 8 lets you junction different monsters and such, blah blah blah. Tictacs does the sub-classing thing, as does one of the MMOs. So some form of "I am a fighter but also I cast this type of spell" needs to be available.
  • The players start off thinking they're plucky rebels against a megacorp, government, kingdom or whatever. But then partway through, SURPRISE, they actually have to go and fight a SUPER SPESHUL AND UNIKE villain who wants to destroy the world.
For casting spells, I would probably divide them by level into various chunks like so:
Fire Spells: Fire (1), Fira (2), Firaga (3), Firaja (4), Flare (5), Meltdown/Beta (6)
Then do the same for Water, Ice, Earth, Wind, Electricity, Gravity, Time, Sealing, Affliction (put Poison in there rather than 3 Bio spells?), Boost (Barriers and shit), Curative, Healing (status+resurrect)

Classes then work like spoilered for length:
The Black Mage gets a basic progression where at level X you learn level Y spells of all schools you have unlocked. Then their progression is "Level 1: select 3 schools from Fire/Water/Ice/Electricity/Earth/Wind". At level 2 you let them have another of those or Gravity or Affliction. After a few more levels let them take another choice, adding Seal to the mix, then give them another choice after a few more levels and so on. Then at [High Level] you say "You learn Ultima because you're a Black Mage".

A White Mage starts with Curative and "Healing, Boost, Sealing - select two". They can eventually unlock Gravity and Time but get more class features to make up for the lack of schools available, and end up casting Holy.

A Red Mage starts with "Curative, Boost, Healing - select one" and "Fire, Water, Electricity, Earth, Ice, Wind - select one". They get a lot of things to choose from, but fewer actual slots with which they can make choices, and also don't get an ultimate spell. Chuck in better combat prowess (in the sense of general numbers).

Then if you really want you can specifically make, say, a Time Mage that starts with Time and Gravity, then gets a bunch of Class Features where their Time spells affect heaps of people at once and last longer, or they learn special Time spells other people don't get, and they can teleport and shit.

You then have the chassis where a Mystic Knight is a Knight or Fighter who chops off a bunch of their Fighter/Knight abilities, has more generalist numbers, and gains a couple of magic schools, slower spell level access, and has special unique class features, and so on. And then making "The Affliction Mage" or "The Dark Knight Cecil" is really easy.
And with that, you can seriously just let players swap one or two things around to emulate what most of the games do. This works even better if you take Weapon Techniques and put them into schools with levels - considering a FIGHTING MAN has some combination of [Power Break, Armour Break, Magic Break, Resist Break, Blind Attack, Slow Attack, Paralysis Attack, Death Attack, Petrification Attack, Poison Attack, Silence Attack, Rage, Double Attack, Triple Attack, Quad Attack, Slash All, Flash, Throw Item, Throw Cash, Assault, EVERYONE FRENZY!, Dispelling Attack, Confuse Attack, Barrier-Slicer, Vampiric Attack] before we get to the spell channelling, or Thief/Alchemist/Gambler/Monk/Ninja skills or whatever.

If most abilities are put into "schools" like that, then it becomes easy to give choices in the classes, let players swap a few things around, make new "multiclass" classes, or whatever.
Count Arioch the 28th wrote:There is NOTHING better than lesbians. Lesbians make everything better.
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mean_liar
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Post by mean_liar »

+1 for pointing out the necessity of the victory theme.
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RadiantPhoenix
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Post by RadiantPhoenix »

Victory theme? We can put that in the book.
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[/img]
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