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Made in us
Fresh-Faced New User





So one of my favorite games of all time is Final Fantasy Tactics, so when I saw EFT on Kickstarter I jumped on it immediately (one of the few Kickstarters I didn't wait until the last minute to pledge). While I have no issue with the printed campaign in the book, the one thing I really craved was the class/job system from FFT/FFV/Bravely Default. So I decided I would try my modest hand at rules for such a thing. Again, this is in no way meant to be a replacement of the printed campaign, only an alternative. What I did was take the printed campaign as a baseline and then wrote out my modifications. Constructive criticism is welcome.

Changes to Campaign Start

Each player gets one 3C Model and three 1C Models in their starting party. All Models start with a single 1 EXP Command already learned from their starting Class Command List. The 3C Model may be either a Unique Hero or a Custom Hero. Only one copy of each Unique Hero can be involved in the Campaign. Roll off to determine picking order for Unique Heroes if a consensus cannot be reached on who gets to play which Hero. Custom Heroes are constructed as follows: Pick two Classes and choose one of them to be your main Class. Your Custom Hero will use the stats and Core Ability from this main Class. Select 4 Commands between the two selected Classes to be the Hero’s available Commands. Pick two Passives from any Class. These represent the available Command List to your Custom Hero. Feel free to give this constructed Class a creative name to be referred to as. Both Unique and Custom Heroes start at Level 1 as per the Leveling chart. Note that this means that 3C Unique Heroes do not start knowing all of their Command List. Unique and Custom Heroes cannot Class change and receive a +1 to their dice roll on the Church of Numina table. If a Hero would be lost as a result of their roll, the player must instead sacrifice all ITM they would have earned that battle.

Changes to EXP

EXP is earned on a per Model per Class basis instead of banked for the party. Once a Scenario has been completed, take the earned EXP and divide it equally among the participating Models of your party. After splitting the EXP equally, the controlling player chooses how to split up the remaining EXP among their participating Models, with only one additional EXP being allowed to be allocated to a Model. This EXP can only be spent on the Class that earned it, so note how much EXP each Model’s Class has. Parties earn a minimum of 1 EXP per Model after a battle even if they would not have gained that amount per the Scenario’s conditions.

Changes to Levels

Level 1 - 1 Command, 1C
Level 2 - 2 Command, 1C
Level 3 - 2 Commands, 1 Passive, 2C
Level 4 - 3 Commands, 1 Passives, 2C
Level 5 - 3 Commands, 2 Passives, 2C
Level 6 - 4 Commands, 2 Passives, 3C

Model Crystal Cost is no longer tied to a Model, only to Level. Note that a Level 6 Model does not know all their Class commands like a normal 3C Model does.

Changes to Recruiting

As EXP is no longer a bankable commodity by the player, 1C Level 1 Models can be recruited with 3 ITM.

Changes to Classes

Models are able to change their current Class based on the printed Class tree as follows. Adepts, Bandits, and Squires can always be freely changed to. Once these Classes have reached Level 3, they may freely change to any Class under their tree (ie, Squires can freely change to Knights). If a Model wants to change its current Class to a Class from another tree, they must first level the tree’s root Class to Level 3. As with EXP, Class Levels should be tracked separately. Models no longer become Hero Models at Level 6.

Changes to Church of Numina

Instead of the entries that list gaining 1 EXP when a Model is lost, instead gain 3 ITM.

Overall Changes

Each Model must first learn a Command or Passive before they can equip it to an available slot, as outlined by the Level chart. Each Command or Passive costs 1 EXP to learn unless it is a ATK + MAG Command, which costs 2 EXP. It is possible to know Commands or Passives that are not currently equipped. Models can only equip a maximum of two different Class' Commands, including the Model's current Class. E.g. A Knight that has Sorcerer Commands equipped cannot then equip a Cleric Command unless it unequips all Sorcerer Commands. Models can equip Passives from any Class as long as it has learned them. A Model's stats and Core Command are based on their current Class. E.g. a Knight with Sorcerer Commands would have a Knight's stats and Core Command.

Extended example:

A plucky new adventurer named Valion has joined your party as the Squire Class. He has chosen Unwieldy Strike as his starting Command. As it is his only known Command, he equips it to his only open Command slot. At this point Valion looks like this:

Squire* LVL1 (0 EXP), Unwieldy Strike* (* represents currently equipped Class, Commands, and Passives)

After his first battle, Valion has earned 2 EXP. As Valion participated in the battle as a Squire, he can only spend his EXP on the Squire Class. Valion decides to increase his Level by one for 1 EXP and purchase Throw Rock for 1 EXP. Since Valion has gained a Command slot for being Level 2, his current stats look like this:

Squire* LVL2 (0 EXP), Unwieldy Strike*, Throw Rock*

Valion participates in another battle and again earns 2 EXP. At this point, Valion decides that he’s done being a Squire and wants to change his Class. He spends 1 EXP to increase his Squire Level to 3, allowing him to Class change to a new Class within his tree. Valion decides to change into a Knight. Valion’s Squire Class still has 1 EXP remaining, but he cannot spend it on Knight Levels, Commands, or Passives. In addition, he doesn’t know any Knight Commands yet, so he equips the Squire Command Unwieldy Strike to his single open Command slot. Now Valion looks like this:

Knight* LVL1 (0 EXP), Squire LVL3 (1 EXP), Unwieldy Strike*, Throw Rock

Valion now goes into battle as a Knight, earning EXP for the Knight Class and spending it on Knight Levels, Commands, and Passives. After a few more battles, Valion looks like this:

Knight* LVL4 (0 EXP), Squire LVL3 (1 EXP), Unwieldy Strike, Throw Rock, Heroic Charge*, Sword Spin*, Stalwart*

Valion decides that he’s ready for another change, and that he wants to be a Sorcerer and wield powerful magic. However, since Sorcerer is a Class under the Adept tree, Valion can’t Class change directly to Sorcerer. Instead he changes to an Adept so that he can satisfy the prerequisite Levels needed. Since all of his current commands are ATK based and he knows Adepts are not very good with ATK, he decides to equip Throw Rock to at least try to stay out of close combat range. At this point, Valion looks like this:

Adept* LVL1 (0 EXP), Knight LVL4 (0 EXP), Squire LVL3 (1 EXP), Unwieldy Strike, Throw Rock*, Heroic Charge, Sword Spin, Stalwart

Valion participates in some more battles as an Adept and then as a Sorcerer once he reaches Level 3 as an Adept. He manages to get his Sorcerer up to Level 4 as well. His stats now look like the following:

Sorcerer* LVL4 (1 EXP), Adept LVL3 (0 EXP), Knight LVL4 (0 EXP), Squire LVL3 (1 EXP), Unwieldy Strike, Throw Rock, Heroic Charge, Sword Spin, Stalwart, Concentrate, Mana Shield, Ice Blast*, Earth Armor*, Windslash*, Teleport*

Valion decides that he has enough Sorcerer abilities and wants to build a magically inclined knight. He Class changes back to Knight (he is already a Level 3 Squire so this Class change is possible) and takes a look at the Commands he has available to him. As Knight is a Class designed to receive damage and keep moving, he decides on the following build:

Sorcerer LVL4 (1 EXP), Adept LVL3 (0 EXP), Knight* LVL4 (0 EXP), Squire LVL3 (1 EXP), Unwieldy Strike, Throw Rock, Heroic Charge*, Sword Spin*, Stalwart, Concentrate, Mana Shield*, Ice Blast, Earth Armor*, Windslash, Teleport

Valion has chosen Commands from his current class of Knight as well as Sorcerer, meaning that he is now unable to equip Commands from Squire or Adept even though he knows them and even if he increased his Level and had an open Command slot. However, since he can equip Passives from any Class, he has chosen the Adept’s Mana Shield. Coupled with the Knight’s Core Ability, Shield, this will make it very difficult for his enemies to damage him from the front arc. Valion continues leveling his Knight to LVL6, finishing his build.

Sorcerer LVL4 (1 EXP), Adept LVL3 (0 EXP), Knight* LVL6 (0 EXP), Squire LVL3 (1 EXP), Unwieldy Strike, Throw Rock, Heroic Charge*, Sword Spin*, Stalwart*, Concentrate, Mana Shield*, Ice Blast, Earth Armor*, Windslash, Teleport, Heroic Beam*

At this point Valion can either continue fighting in his current build, gaining EXP for Knight which he may or may not use, or change his Class again to continue gaining new Commands and making himself more flexible.

As a quick example for Custom Heroes, let’s say Valion is the Hero for his party at the start of the campaign using the previous LVL6 build example. As it is heavily focused on defense, let’s call this custom Class “Templar.” The Templar’s stats are based off the Knight, and its available Commands are Heroic Charge, Sword Spin, Earth Armor, and Heroic Beam and its available Passives are Stalwart and Mana Shield. These Commands and Passives would make up the Templar’s Command List. At Level 1 he can know any one Command to begin the game with (except Heroic Beam since it costs 2 EXP), but otherwise functions as any other Class, with the starting profile of:

Templar* LVL1 (0 EXP), Heroic Charge* (or any other 1 EXP Command)
   
Made in us
Dakka Veteran





This is a really neat idea. We had tossed around more complex class changes during early development, but had decided to leave such ideas for expansionary content.

With the low party count, this looks like a nicely deep concept, with just the right amount of paper work. Some blank cards, or easy command reference pages would help in battle.

This message was edited 1 time. Last update was at 2014/03/04 21:14:50



Lockark wrote:If you stat it, they will kill it.
 
   
Made in us
Dakar





Pegasus Games

That is cool. I might look at this or something similar if I ever run a full campaign.
   
 
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