Friday, October 6, 2017

Final Fantasy Progress/Battle Mechanics Rundown

FF1: No character, pick a class, roll with it; upgrade to prestige class
FF2: Jobs attached to characters
FF3: Characters, Job changes allowed; leveling up under jobs determine stats. //DnD 3e Multi-classing. 1 class skill/job, only usable when job equipped.
FF4: Callers...
FF5: Chosen job has multiple skills, which can be leveled up using Ability Points; point-buy paradigm within the job.
FF6: Relics, Character Abilities, Espers act as Summons and teach spells 
FF7: Materia, materia slots on equipment, materia level up; 'Summon' is a type of Materia
FF8: Guardian Forces, Draw System, Junction System, Limit Breaks
FF9: Equipped items like espers: provide ability, and also teach that ability. Action and Support abilities; character abilities & triggered/conditonal; Trance (//Limit Breaks); Summons (Eidolons)
FF10: Sphere Grid; Summons (Aeons); Sphere levels allow you to move around the grid, other spheres act to unlock the node you are on. Key spheres bypass lock nodes; later on, cyan spheres teleport you all over the grid. Purple spheres transform empty nodes into stat nodes; clear spheres remove these. 'Summon' is a character specific ability; 'Aeons' are collected by visiting temples. C
FF11: MMORPG...Job System: Modified class system, with Primary and Support Job. // to DnD 2.0 dual-class; Can obtain 'Advanced Jobs'; 6 basic jobs, 16 'Advanced Jobs'. //Prestige classes? Job controls abilities, traits and spells... and equipment. Summoner Job has two types of Summons: Avatars, which at as pets, and Elementals, which act like FF6 Espers. Level things up with 'merit points', which are obtained instead of XP at the level cap.
FF12: License Board and Gambit System. Gambits are heuristics, with a 'target, action, priority' framework. Defeat Espers to gain their help; Esper as time-limited character; espers are unique; License Board a checkerboard grid; rook-case adjacent expansion; single license board, although expansion adds 12 more. 
Different characters get different initial licenses, and are hence able to expand into different areas more easily
Licenses cover not just abilities, but also ability to equip armor/weapon. Cost ('License Points) varies by grid-square.
FF13: All but the main character become programmed agents ('Paradigms' with a specific role, which can be switched mid-battle. Crystarium System, a personal sphere grid with paths defined by each possible role; //4e Combat class roles. Use XP to buy stat-boosts, spells and abilties on the chart. Spell tiers available along the chart, progression along the chart is game-progress locked by 'crystimarium levels'; Summon Eidolons as pet...they can also be 'vehicles'. Gear leveling up also a part. Acquire summons by defeating Eidolons to get Eidoliths. 
FF14: Failed MMORPG; Armory System+Job System. Class determined by equipped item. 4 classes: fighting, magic, crafting, and gathering, aka: War, Magic, Hand, & Land. (Virtual Economy). Base components from Gatherers, special components f/ Monster Hunts. Character+XP? Materia upgrades equipment. Armory (class)-specific jobs; limit what abilities from other classes can be equipped. 5 expected 'roles' in play: DPS, Tank, Healer, Crafter, Gatherer
FF15: Open-World Action roleplaying game...aka Darksouls. 

Final Fantasy Tactics: Job system, with job access 'licensed' by attribute requirements. 
Final Fantasy Tactics Advanced: Skills learned from equipped items (//Espers in FF6 or gear in FF9)

Should make a table of this, following categories:
.Summons: Pets or recurring effect?
.Equips: Wpn/Armor, relics; espers? Are there slots? Are there levels?; jobs?
.Learns: Permanently gained new abilities or spells

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