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.
Original Board: http://faqsmedia.ign.com/faqs/image/article/743/743186/mike_jarod_ff12_license_gri.jpg
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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