Fantasy ground 5e homebrew classes12/28/2022 ![]() Particularly, you're throwing out a lot of babies and a lot of bathwater if you start building classes and races from the ground up. I think you might be going about this in a way that creates more work than you need to. So, with all that out of the way, does anybody want "In" on Final Fantasy 5e? This role can overlap with any and all of the others above. Thus, I would appreciate having at least one person around to reign me in. * Balance-Checking - I am notorious for making overpowered ****. Since I tend to favor casters in my homebrew, I'm especially looking for martial enthusiasts, though help with any of the classes, martial, caster or otherwise would be great! So I'm looking for others who want to help bring to life the jobs of final fantasy within the basic framework I provide. * Class/Job Creation - While I have a pretty good idea of how I want to handle the Jobs/classes making all the rules for them by myself would be a lot of work. * Monster Design - This is one area of homebrew I have 0 experience with in ANY edition, so if there are people out there who love to make monsters, I really am in need of your help with this. I am mainly looking for people to do the following things on the project. I am looking for anybody willing to lend their time and effort to this project. Thus, I am turning to you, the final fantasy fans of the Playground. I am a great big concept guy, but when it comes to the nitty-gritty of hombrewing I often need help. However, while I got a lot of good concepts going, I need help with the finer details. Other then these points, the game will function like 5e as-per the PHB. Those that are from 5e will likewise need to be renamed to "fit" with the FF theme. ![]() * Magic works as 5e, but with MP (Spell Points) instead of spell slots and most of the spells are going to be custom. (with summoner possibly being an entire class as appose to just a mage job) will likely have to be released in expansions. Note that Only certain jobs will be covered in "Core" More "exotic" job types Time Mages, Blue Mage, mimes, Summoners etc. theif would require expertise in theif's tools, Bard expertise in performance, ninja stealth etc.). knight and dark knight requiring the two-handed fighting style, archer the archery style, fencer dueling etc.) and troubadour would actually be based on choice of skill expertise gained at level 2 as-per the rogue (I.E. Likewise, fighters job improvement would be based on fighting style choice (I.E. a white mage can become either a white wizard (wisdom), devout (charisma),or scholar (intelligence), a black mage a black wizard (int), Magus (Cha or Wis), a red mage a red wizard (cha) or sage (Wis or Int) Each job improvement has a prerequisite of "X mental stat as your spellcasting ability" I.E. Thus, while white mages, black mages and red mages cast off any mental of their choice, what mental they choose impacts their job improvement and the RP of how they are using their magic. Instead, approaches to that color of magic are. Eventually, due to how the vairous mages have been tied to vastly different magical origins over the course of FF each type of magic is not tied to 1 score. Other that it's starting job, the big choice the mage makes at first level is which of the three mental stats(Int, Wis, Cha) it will use as it's spellcasting ability. As an example of this, lets take the mage. Instead, it gives you first level features that further define your role.Īs you progress in your class you eventually gain your "Job Improvement" which works as your bogstandard 5e archetype except that they have a prerequisite based on a choice you made earlier in your class. Your starting job/job title is not an archetype in the same sense as 5e. ![]() At first level you get both a role-defining class feature (So fighting style for fighters, sneak attack for troubadours and Spellcasting for mages) and your job title/starting job. The three "classes" are fighter (roughly maps to fighter), mage (roughly maps to wizard) and troubadour (roughly maps to rogue). The three base classes map to the chassis of existing 5e classes, but with some slightly edited features. ![]() Rather than have a single class for each job, the game only has three main "classes" which then divide into individual jobs. * All classes are removed, and replaced with classes that represent the final fantasy jobs. Elves as the basis for Elezen, Halflings as a basis for Lalafells etc.) ![]() Some of the standard 5e races may however get included in slightly altered final-fantasy-ized forms. * All races except human (Hume) are removed and to be replaced with custom races based on those from the final fantasy games. It is essentially 5e as-per the player's handbook, but with the following changes: I have basic ideas, but I need help with fleshing out certain areas of the system. I am in the process of creating a D20 Final Fantasy system based on the 5e ruleset, but I need help. ![]()
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