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==Homebrews== Of course there are homebrews. Some notable homebrews are: * '''[http://www.ffrpg.net/ffrpg/ Final Fantasy RPG]:''' A surprisingly detailed and almost wholly original system created by a group called the Returners. Built to be essentially a translation of the Final Fantasy games directly onto tabletop, it can appear esoteric and bizarre on first glance, but it's actually much simpler in practice as [[4th Edition Dungeons and Dragons|it just involves a lot of math]]. It lacks a monster manual, which was going to be rectified by the Returners, until they lost the ability to host their forums. * '''[http://seedrpg.wikidot.com/seed1:home Seed RPG]:''' A spiritual successor to Final Fantasy RPG created by a new team known as the Seed Team, with its major plus side being how modular it actually is. From skills systems to growth systems to even inventory, almost '''everything''' can be customized about this system for a GM and campaign's individual needs. It's primarily meant for IRC chatrooms. * '''[https://forums.giantitp.com/showthread.php?173958-Final-Fantasy-d6-(Complete-System) Final Fantasy d6]:''' More closely related to [[Exalted]] than to Dungeons and Dragons, this system, started by Scott Tengelin, only requires 2d6 for most play usage. Very obviously a labor of love from the introduction post to the amount of detail and care put into the system. Classes start with an "innate" ability and can choose from multiple abilities as they level up, meaning two Red Mages (or insert other class here) aren't inherently going to be the same, due to them choosing different abilities. * '''[https://www.finalfantasyd20.com/ Final Fantasy d20]:''' A homebrew system compiled and created by Viladin in 2006, this is a rather comprehensive homebrew adding new classes, spells, feats and items into the Pathfinder system to replicate the Final Fantasy experience. Though the system has a heavy emphasis toward representing Final Fantasy XIV and Final Fantasy XI, Final Fantasy d20 (or ffd20 for short) does make an attempt at replicating classes in their basic, popular states, while using Pathfinder classes as a chassis. Spellcasters even use [[Mana|MP]] rather than [[Vancian Casting]]... kind of. MP is balanced very similar to Vancian Casting, except there is much less MP to the point that a Black Mage has less MP than a wizard's equivalence in spell slots. Though the common argument is that a Black Mage becomes more capable of using more spells than said wizard (albeit, a Wizard at that point will have pearls of power), they will lose access to ''all'' spells by spending all their MP on level 9 spells rather than just the level nine spells, to say nothing about the relative weakness of level 9 spells in FFd20 versus Pathfinder casters (most level 9 spells being raw damage rather than narratively powerful spells like Wish). There is another argument that the MP is more flexible; in that you may sacrifice three 3rd level spells to cast a 9th, which ignores the relative weakness of the spells. Granted, some casters are better than others (namely Time Mage, Geomancer (with very specific builds), Necromancer and Illusionist (unless you get a metagaming GM)) but the most iconic casters such as Black Mage, Red Mage, Blue Mage and Summoner are either hindered, outshined by everything else or outright bad. [[Skub|That being said, due to this system being fan made and with an overly active creator,]] [[Derp|it is very prone to intensive changes and modifications over time]]; [[Rage|with classes sometimes getting overhauled mechanics overnight]]. On the flip-side, with the active creator and members it is simple to get an answer to a question or a fix to an issue with the content on their site; though occasionally the fix can be seen as a monkey's paw. In addition, there's a number of archetypes that are expressly not Final Fantasy related, but this is less of an issue. If there's any particular flaw, it is that although the system primarily averts the usual issue of [[Linear Warriors, Quadratic Wizards]], it does so by making casters quite a means inferior and unable to truly match up in combat versus their martial brethren who gain immense numbers of dice, [[Book of Nine Swords|rather than making martial fighters more interesting]] [[Spheres of Power|in combat and able to compete with mages in these encounters]] or [[Psionics|limiting casters in a way that also]] [[Spheres of Power|could thematically fit Final Fantasy but keep them viable.]] They're also then stripped of their "toolkit" spells (save for Time Mage, Necromancer, Illusionist and Geomancer), and are often forced into a blasting role or otherwise mostly rely on their class features over their spells. When the original mechanics are actually found, however, they are quite literally amazing features to behold with an immense (albeit untapped) potential seen in the combo-system used by the [[Monk]] class; [[Awesome|granting the usually maligned concept a unique identity besides "flurry of blows until the enemy dies"]], but otherwise, there's a surprisingly high amount of content taken from other sources; such as [[Book of Nine Swords|Path of War]]'s Field Medic, Ruby Magister taking the Arcane Potential mechanic from Legendary Magus, Engineer being the third-party class, Machinesmith, and Sword Saint being almost 1:1 to a Path of War Warder; albeit with a butchered version of Maneuvers. It's entertaining and quite detailed, but it is definitely worth a warning before going into it. It's also one of the most popular Pathfinder homebrews out there, with a thriving community and a few living worlds dedicated to its gameplay. * '''[https://www.gmbinder.com/share/-LsDqsNbupzeLhkTIcPv Final Fantasy x DnD 5e]:''' Created by Silent Soren/Sorenson Asgard, this is a much more "minor" incarnation of FFd20; focusing on Final Fantasy XIV and mainly making races, new classes, and archetypes designed to work alongside 5e's own. Unlike FFd20, it chooses not to rework the wheel and instead uses the standard spell casting system of 5e; though there are a handful of new spells such as Flare and Holy. For those who want a more "grounded" experience, this isn't a bad option, though players will have to scour for actual FF-themed monsters to use with the system. There are other attempts at making FF classes and mechanics in DnD 5e, but this might be the closest one to a "full" set. * '''[http://pathfinalfantasy.wikidot.com/ PathFinal Fantasy]''' A Final Fantasy system designed for Pathfinder; created by previous members of the FFd20 community. The system at core utilizes a modified form of [[Psionics]] as the core of its casting and makes an attempt to make casters and martials feel "equivalent" without compromising on setting or Final Fantasy feel. In addition, its creators are less of a singular individual but rather a council of differently minded individuals with a common goal of "making as close a Final Fantasy tabletop as possible". By comparison to the more popular and older FFd20, the system lacks content on account of it being very fresh and new, and its balance is potentially very wonky on account of its newer release. The nature of the creators being a "council" rather than a singular, autocratic visionary can also lead to some very jarring differences in classes; as each creator has their own unique visions (the Warrior and Red Mage feels different to Thief, which feels different to Black Mage, White Mage, Bard and Ranger, which feels different to Knight, Paladin and Dark Knight which feels different to Monk) which can lead to some classes being overtuned (an argument levied toward Red Mage and previously Warrior) or undertuned (levied toward the White and Black Mages and Bard). This system needs some additional time and effort to stew and truly come into its own, so an accurate assessment is difficult; as with nearly all newborn systems. Despite the initial burst of activity and steam, it appears the creators have somewhat lapsed into a more "quiet" period; though it doesn't mean they are completely inactive due to releasing new classes and new races. However, yet again, the nature of the "council's" conflicting beliefs and design philosophies means that the new classes and races are either [[Pathfinder|overtuned]] or [[Dungeons & Dragons 5th Edition|undertuned]], and the nature of the game being a split off from the FFd20 community means the new community has split expectations on what the game's "power level" should be. Additionally, the differences in the team have reached a point where they are more wiling to yell and attack each rather than get to work on the project; an environment seemingly built on a difference of who's more experienced than the others. These differences create an environment of uncertainty and tension in the pathFF community, and will likely need resolution so that the team may move forward. Compared to the other popular Final Fantasy homebrew in Pathfinder, it isn't as prone to massive overarching changes, and it isn't very similar outside of superficially similar concepts (Limit Breaks having a different build up mechanic, Red Mages, Warrior and Black Belt being based on Magus, Fighter and Brawler respectively, ability names). It's also relatively lower powered versus FFd20, but still a degree above Pathfinder.
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