What is a good system where players can create and play characters like the ones in final fantasy 6 in a narrative way?

What is a good system where players can create and play characters like the ones in final fantasy 6 in a narrative way?

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You mean like how everyone has their own personal demons that get brought up in the course of the game?

Yes, also the unique powers and things they have

That's a tough question. My first thought was something like Apocalypse World that tracks relationship webs, but that doesn't feel quite right.

Maybe taking a generic system and adding unique things to characters like custom powers

Maybe you need three pseudo-separate systems, one for narrative (Overcoming trauma, recovering friends, saving the stupid ninja from ridiculous situations), one for actual combat (how am I going to cause havoc, what are common core powers, what are descriptive unique character powers), and one for social shit.

So, kind of:
-Wraith/Spectre (Harrowings)
-Gurps (Pick as many as you need)
-Exalted : Dragonblooded (Social related charms?)

And build from those ideas? IDK

With twenty thousand RPG systems available on the internet, there's gotta be one with a unified mechanic that ties together backstory, combat, and social.

I'm sure there are many but I just don't remember any at the momment, that's all.

Yeah it's called the GM you retard. What you're proposing is basically the GM setting up a scenario that involves the personal issues of the protagonists, and giving them special rewards or whatever for confronting them, which is literally system agnostic.

We could talk about games that specifically pitch themselves as offering that kind of thing, for example Don't Rest Your Head (players are insomniacs who discover they gain a dreadful power that increases in potency the harder they push themselves but threatens to consume them, sometimes but not always is related to the very reason why they can't sleep), but this shit can apply to literally any system.

Why does Cyan have a lollipop?

Fate would be a good fit, I think.

is there an alternative combat system for fate?

You can bolt it on top of Strike! tactical combat. It's very Final Fantasy-y anyway.

Use the 2d6 variant for both for consistency, if you want.

13th age has a relatively simple mechanic where every PC has their "One Unique Thing" that defines the character; no other PC or character is supposed to step on that, so it's an instant plot hook and the GM can tie that into bonuses and progression.

I dunno about anything more structural.

It's a Japanese snack, not a lollipop. I don't know what it actually is though.

lol, pathfinder brah.

Sounds like you want classes, and skills. The classic package.

Now, what you want to make things different, and closer to Final Fantasy is:

>Magitec, which is really just magic items. Simple. Magic items ARE magitec. Make them out of steel and electrically charged crystal, rather than wood and other natural shit. Done.

>Summons. Don't worry about it. One thing you can do is ban summon monster spells, and only have summon planar ally spells. Done.

>Airships.
They have rules for that. Next.
Everything else is just setting and theme. Play final fantasy music in the background, Use Pictures that evoke the whimsical noble bright theme that final fantasy generally has. Don't use overly realistic and detailed western art.

Also try not to lean on British accents too much unless you are going to vary it up.
youtube.com/watch?v=nDdRHWHzwR4

But, standard american international is probably best.


Now that the feel is set up, create monster blocks for iconic FF monsters like chocobos, bombs, cacutars, etc.

Final fantasy at it's core is dungeons and dragons dumbed down into console play, so, it's not hard to do it as a setting.


Serve Raspberry seltzer with blue food dye for potions, and and Sprite with green food die for ether. Rotisserie chicken for chocobo, and roast veggies. Shortbread cookies for dessert.

en.wikipedia.org/wiki/Dango

>lol, pathfinder brah.
stopped reading

Or we could be like
"have you tried playing gurps" and shitposted and left.


Pathfinder has almost all it's content online for free legally, has classes (which simulate final fantasy's mechanics)

And is more likely to get actual play with most people than some obscure hipster-trash system of the week.

Does it have it's hiccups? Sure. Is it playable, popular, and pretty easy to pick up? yeah.

Take your fucking head out of your ass.
It's a honda civic.
Don't try to say, either ferrari, or car kit, or walk.

If you can't play a simple game, you are definitely doing it wrong. it still works for the most part.

there's original rulesets on final fantasy tho, like Anima Beyond Fantasy or The zodiac, for an old school feel

I'll throw in Heroquest 2 because it sound like the kind of thing it handels well and is basically made for.

Heroes are mostly defined by their abilities. An ability is ANYTHING your hero can Solve problems with.
Karate could be an ability
Excalibur could be an ability
good humor could be an ability
Just to mention a few examples.
And there are keywords which are ability on their own, can be a source for be abilities but can at the same time be a flaw.

Combat isn't nearly as defined as in DnD and need around being quick and cinematic, with dramatic encounters being more complex.
In turn it handels dramatic stuff really well and less defined things like JoJo's bizarre adventure and wuxia stuff too.

Have you fuckers never heard of the Forge? This is Sorcerer or Dust Devils to a T.

Classes are a mistake and only offer the illusion of choice.
It makes sense in done video games to hide the player.

The wizard problem can be acceptable if the GM has a say in the wizards work list and the game stupid before level 10

Problem are all the trap choices and stupid shot that comes with using the online database.
Also there is the fallacy that similar mechanics = similar feeling. While it's certainly nice to have some familiarity with the mechanics they usually do jack-shit to replicate the feeling which is usually created by narrative and the choices made by the characters.

>online for free legally
Who gives a fuck
>has classes
So does every single other edition of D&D, all of which I'd recommend before Pathfinder UNLESS your group really just wants to play Pathfinder.

For FF, I'd especially recommend 4e over PF, without a doubt.

>Classes are a mistake and only offer the illusion of choice.

Classes are stupid when used wrong (i.e., any system that allows level-by-level multiclassing). They are meant to be constricting to force good team dynamics (by protecting mechanical niches) and for ease of design, and when used so, they are really good.

You want to recreate unique powers from the background of a character, specifically with a JRPG in mind?

Deja vu, user.

Also it's super easy to learn and in "Da Archive" for free.

Do it OP

If you are just going to give the guy sandbox rules and narrative go ahead, then we aren't really helping at all, because it's a passive way of saying "do it yourself".

Without trying to break the shit out of the game, most people can play a pretty rational game of it pretty easily.

Poorfags give a fuck. As well as people who might not have internet that isn't highly policed.

On the second point, 4e is good yes, but if he's trying to find a game online for example, looking for someone who is willing to play 4e/final fantasy IS going to be harder.


You gotta aim for the lowest common denominator,
For all the complaining, there are a lot more people playing one of those than the other.

But that's why IRecommend what I do.

Basically you can write "specific class" on the profession keyword and your character has all physical, social and maybe magical capabilities of said class to some degree or another.

Keywords work as collection of abilities, like a class, just less harshly defined and under consideration if the context of the setting.

So a Fisher, as example, will know different kinds of fish, the dangers that could be in the water, to swim, maybe to steer a boat or how to throw Spears.
He will know some people who buy fish, other fisherman and some fish receipts.

Same fur every other profession.

Don't forget, it assumes that RAW a person also comes with the equipment needed to perform it's profession.
Over all it's a neat systeb buried in google under the board game and videogame of the same name.

I dont know who that guy is

Could i port that kind of mechanic to other games?

How does magic works on heroquest 2?

Use open d6

What about a Final Fantasy-themed RPG, with a FF VI sourcebook also published?

You can find it for free at ffrpg4e.wikidot.com/

Hello Bruno

>Could i port that kind of mechanic to other games?
Fundamentally it is and idea and you could get that idea into other systems, but that could be better discussed with a person familiar of the importing system.

>How does magic works on heroquest 2?
Oh right magic, then i'd go with Heroquest:Glorantha, also in Da Archive (Also it got, imo, nicer art and some cool comics as well as rule examples.). most of the crunch is the same but it comes with an extra chapter on magic.
Also Magic is really flexible.
in HQG characters start with 3 affinites, usually "runes" but could be easily replaced.

For this exercise, let's asume we have "Toby" with the Rune for "Fire", "Movement" and "Plant" which also act as Keywords.
Now toby could take one of his affinites and create a "breakout ability", An ability that has been focused on from a keyword and is basically a specialization, from said rune.
This can be pretty much anything as long as it makes sense for the narrative and the GM greenligths it.
With an breakout from the "Plant rune" Toby could be an magically supportet farmer with an "green thumb" breakout, or maybe he cant talk with plants or maybe he is a little like a plant and is more enduring in the sunligth, your call.
With the "Fire rune" he could start fires, make light, hurl fireballs, become immune to it, etc. Same for "Movement", maybe he can move faster than others or make other things move.

Then we will take a look at "sorcery"
Sorcery works in the setting by looking at the natural laws, and then pry them apart with the crowbar of knowledge and personal power.
Mechanically a player using sorcery has a "Grimoire", or "spell book". which is pretty much what it says on the cover amd an Ability.

For example someone with the fire ability, how do you determine how much damage can he cause, for example he says he wants to engulf the entire city on fire

Grimoires created at chargen contain 5 spells which are centered around a central mystic aspect, which is in short "If you have a Fire rune Grimoire it will have Fire rune Spells." Like "Summon fire Elemental, create Ligth, Cook food, etc. Fire related stuff"
Now Toby could take the Fire rune Grimoire "Hot & burning stuff and how to do it" as a new stand alone Ability
OR he could have it as a Breakout from his Fire rune
If he had the "Law rune" he could run any Grimoire he finds as a breakout from "Law", because sorcery is manipulation of the laws, but sadly he hasn't that one (for now).

Then we got Divine Magic.
OOooooh boi where do i start...
Well to use the god juice Toby needs to push one if his "Runes" to a value of 20 or more.
Let's say Toby really likes the "Sun God", so he pushes fire to 20 as soon as he can (which can he at HQG's chargen).
Now he can basically start as a "initiate" at chargen or look for a Temple of the "Sun God" to become one.
Now his stronges "Rune" shared with the divine being is his "divine Rune affinity", but he also needs to take part in days of worship, keep the divine laws and do what the people above him say.
What the Gains in turn is the Ability to use his "Runes (yes plural)" shared whith his God to it's full potential (more or less) and isn't forced to create "breakout abilites" to use them indirectly anymore.
Sadly Toby only shares the "Fire rune" with his new symbol of worship. But that means he could use his Fire rune to attack enemies with burning rays of ligth, help plants grow at a faster rate by shining the divine ligth on them, whip up creatures of darkness really good and act as human beacon, you know, "Sun God" stuff.
Also Toby now can't worship any other gods as "initiate" anymore, this deal is binding, but Toby doesn't seem to mind.

I'll get to that in a few minutes, only want to whip up shamanism real quick.

Any system with "effect-based" mechanics, like Open Legend or Mutants & Masterminds, would be an easy homes for this. Typically they have robust character options, but an emphasis on dramatic flair in how you pull everything together and actually use the rules in play.
And then there are "keyword-based" systems, like Fate or HeroQuest or Risus, which are all about narrative direction, and flexibility in outlining a character. Most could work well, but many people find they feel a bit 'thin'.

A friend of mine's been sitting on this idea to use Feng Shui 2 for something like this. Past and Ancient character types handle pretty much all of FF6's characters with no snags, with Full-Metal Nutball's 'bag of homemade guns' feature representing the Machinist's tool weapons. Plus it's one of those few systems that's both class-based and has a narrative bent to it, which is the sort of thing that just kinda feels 'right' for a Final Fantasy game.

If you like grid-based combat, you might enjoy Strike. It's an odd mix of D&D 4e's power/role concepts and a unified degree-of-failure mechanic (which sorta feels like a knockoff of PbtA's). It also has an open-ended background/skill system and a narrative archetype power system that feel like they need a little bit of love, and the book needs to be reorganized, but it's not bad. Not *my* first choice for pretty much anything, mind you, but it's an interesting compromise between a handful of different concepts and you can easily use it for any sort of genre, which is novel in a game that's all about grid-based combat.

I haven't played it, but if you don't mind funky dice then Genesys might be what you're after. Its dice and dice pool mechanics are designed to introduce narrative beats to every scene, and if what I hear about it is anything to go by it does a really good job of it. It also has a sort of build-your-own-spell system which seems fun but a little too scant on options in the core book.

I'll try to keep it comprehensive.

Shamanism
There are two broad ways to use Spirits in HQG, the first one is rather simple, you got an "Spirit Talisman" as a stand alone ability, either gifted by a shaman or bougth, gound, inherited, etc.
The spirit will do task which also define his being.

Lets just say Tobys grandfather gave him a "Frog spirit Talisman"
A Frog spirit may help Toby to jump, swim, or stay underwater for a long time. In turn you take good care of it's talisman, offer some worship and keep a "taboo", some single rule given by the spirit. In case of Toby this may be "don't hurt Amphibians" or "Wear a dried frog around your neck" or "Swim every day if possible", something that migth be a small hindrance to Tobys player. "Don't ride horses" in a game without horses doesn't make any sense and should be replaced with something that affects the player in question.

And you can use advanced stuff as Shaman, like create new talismans with new spirits you found along the way.
But being a shaman also comes with new costs and possibilities

>Strg+V
A shaman has the abilities of a spirit society member in every spirit society associated with his Tradition that he is eligible to join.

Once per session per charm, you may specify that you are releasing the spirit from its containing object as you draw on its power gaining a +9 bonus. However you can’t draw on the spirit again until the next session, as it must undertake a timeconsuming journey back to the charm from its original home in the Spirit World.

A shaman may travel to the Sky World and the Underworld if prepared.

A shaman may take up to a dozen others with him to the Spirit World.
>Spirit REAAAAAALM adventures.

As a shaman, you do not need to renounce magic from divine or sorcerous sources, or from other traditions, but you can’t make use of them while you remain a shaman unless that is part of your tradition.

Also shamans get a Fetch which is like a personal spirit but also a second self.

>The fetch is treated as a breakout from the shaman’s Spirit Rune. If your fetch is somehow destroyed, you die, too.

Also Shamans NEED the spirit rune to be shamans and do shaman stuff, kinda like a mix between the Divine runic affinity and the law rune of sorcery.

Okay, to damage.
HQG is a rather narrative system, so most figths that aren't the escalation of some dramatic build-up are over really fucking fast. That doesn't mean that there isn't any depth involved, just look at the magic system and it got quite a depth when it comes to solving problems and assisting one another as well as in general.
But it doesn't put much thinking about PC's having the higher ground or the exact distance from one another.
It is greate for giving a sense of adventure, rewarding player choices, being a plasure to play and creating the exact character you want. But it certainly isn't DnD 4e combat.

Characters trying to hurt each other usually use an ability to enable them to do such a thing, usually players roll "Fighty man" vs "Evil magic man" to kick the shit out of each other and damage is the resulte of the amount of success.
There is:
Dazed: which basically says that the character is confused or unaware, but otherwise healthy.

Hurt: The character took soem damage and suffers a -3 for actions related to the way he was hurt.
This may be: Getting stabbed and now he has a -3 for physical actions, or Getting dissed on the local market without good combat and now social actions have a -3. Maybe even drinking a "Anti Magic poison" and failing a test with a "Toughness" ability so he suffers a -3 for Magic related stuff.

Impaired: Like injured but worse -6

Injured: Being crippeled as a result of the attack, this can be a crushed leg as a result of combat, having a rumor spread that you could have raped the mayors daugther or walking into a Anti-Magic field and not clenching your magic butt hard enough to prevent it anti-magicing you.
>Strg+V
You may act of you first manage a roll to motivate you somehow. Physical action: Endurance, High Pain Threshold, Grim Determination, etc.
Intellectual activity: Concentration, Iron Will, Love of Homeland, etc.
Social humiliation: Savoir Faire, Unflappable, Stoic Dignity

And then we have dead or dying, either you are already dead or you are dying.
For combat that's pretty self explaining.
In case of social results it migth be that the rumor is getting out of hand and a angry mob is carrying you to the guilliotine in case of "Dying"
Or a metaphorical "Dead", like being exiled from the community.

SOOOooo to get to the fire mage burning down the city.
That pretty much depends on the narrative and context.
Do your players leave chargen as demi-gods ? Then burning down the whole city at once could be ruled as normal challange.
If your players start as average above-average heroes then they might create a narrative where they wait for a dry summer day, look for the local grain storage, dristract or remove the firewatch and then have a hard challange to set the stone building on fire.

Power in HQG is always in relation of the Context but it's always ture that an ability with 20 is more powerfull than a ability with 13 in the same context.
Like:
>Attacking with spell a spell that creates a magical energy blade: 13
versus
>Soldier keyword 20
Usually the soldier will have the upper hand agains the spell user.
Ignoring augments, teamwork, creating new narrative situations and such.

So in case of HQG the difference between "Fire" and "Firaja" would not be the fact that those are different spells but that "Firaja" is just "Fire" used by a powerfull mage.

Nope, too late, Cyan is officially a loli in search of someone to pop him.

I hope this was helpful.

It's a little depressing that you thought this would count as humor.

Everytime someone talks about FF tabletop I get summone

>narrative way

Don't use buzzwords.

You are everywhere my man, you make me want to actually try out your game for a one shot and see what happens

When i say narrative way i am talking more about social style of playing

Some dm just use npc as quest giver shops and that is not bad but i like people to have a reason and a personality

Well, if you wanted to play a game where magic and weird special abilities are disgustingly overpowered and martials lag behind magic unless you're way overleveled for what you're dealing with, there is a game for you.

Which game?

Since Strike! got mentioned not once, but twice, I'll third it.

I have some ideas for statting Cyan and a "best-of" version of the Dragoon class, so I'll maybe post those tomorrow.

It's certainly depressing that you don't know humor is subjective anyway so you only have your opinion, sadly not fact.

i find this hilarious

I don't. Wanna fight about it?

There's a 2d6 variant for Strike?

Really more of a GM approach thing than a system thing. A GM can introduce more narrative aspects to pretty much any game by just having everyone answer questions during character creation.

If you're specifically looking for a system that does fantasy games with a lot of in built MECHANICAL stuff related to narrative, character themes, personal demons, etc, try Burning Wheel.

Yeah, it's in the book. There's a 2d6 variant for both the skill and the combat system.

Hope this helps.

>Fate + Strike
DOUBLE THE MEMES, LADS

...I might give this a shot one day, nevertheless.

>Fate + Strike
>DOUBLE THE MEMES, LADS

You underestimate the power of

FATE STRIKE WORLD, powered by the Apocalipse.

I think we can get Genesys in there somehow

Sure

Just add some funky custom dice.

Exalted 2E.

Sure, I would be happy to hear how it turned out to be :D

(even if you just didn't like it at all, even negative feedback can be good to make it better)

arent you afraid of being sued? or you are looking to work for square?

Neither. I highly doubt Squenix will sue me for a derivative work, distributed for free, in a totally different media. And I have no desire to work for them, as I already got a stable job in my country's government.

I do that for fun and for the love of the franchise. There's a saying here that "each man must plant a tree, write a book and have a child"... I only need to have a child now :D

I'm trying to put this the nicest possible way possible.

No you don't.

Anyone here have experience with FFd20? Seems like it covers a lot of things, but I'm curious as to how good it actually is.

It depends on how much you like Pathfinder. It has exactly the same strong points and weaknesses.

This entire thread makes me wish Anima wasn't a trash system.

I've never played Pathfinder. Haven't played any RPG other than oWoD sometime over a decade ago.

>This entire thread makes me wish Anima wasn't a trash system.

I wish for a rule medium game like anima

Bump

Anima beyond fantasy.

However as stated by many. This sounds like a gm narrative house rule issue more then a game system. But if you like final fantasy like fighting anima nails it pretty well. Along with most d20s and exalted.

How'd that look like? What would you remove?

Making character generation more accessible, making combat faster

Burning Wheel.