General => The Lounge => Topic started by: Havermayer on March 18, 2009, 04:18:06 pm
Title: Has anyone ever made a FFT tabletop rpg?
Post by: Havermayer on March 18, 2009, 04:18:06 pm
I'm curious. I googled, but didn't find anything.
I think it'd doable, although you might have to simplify some of the math a bit.
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Post by: Dokurider on March 18, 2009, 04:45:16 pm
You need to get this: http://en.wikipedia.org/wiki/Zocchihedron (http://en.wikipedia.org/wiki/Zocchihedron)
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Post by: dwib on March 18, 2009, 06:16:17 pm
^ is a must have
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Post by: philsov on March 18, 2009, 06:29:37 pm
I used to have some file on my computer where someone converted FFT into DnD terms. Can't seem to find where I stashed it, though...
it was linked to from 8-Bit theater like.... years ago.
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Post by: Xifanie on March 18, 2009, 06:31:44 pm
I did start working on this in January. Kinda FFT style but way more possibilities.
24x24 field, with 1200 pieces. 1/5 of the pieces have angles.
I also planned to cut some kind of colored paper to know the kind of terrain it is.
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Post by: Kaijyuu on March 18, 2009, 06:32:35 pm
Seems entirely possible. Zodiac compatibility, faith, and defense up/m defense up might need to be simplified, and of course you'd need that 100 sided dice, but everything else would fit nicely into a board game and/or a DnD style game of players controlling single heros.
The big thing that'd make a conversion of FFT easy is the fact armor doesn't mitigate damage. Just increases health. It makes damage outcomes far simpler than the traditional % damage reduction in most video game RPGs. EDIT: not to mention all the positioning mechanics, turn order, and balancing (heh) has already been done. Perfect transitions of required game mechanics.
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Post by: philsov on March 18, 2009, 06:33:36 pm
2d10, people. 2d10.
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Post by: Kaijyuu on March 18, 2009, 06:51:23 pm
Honestly, I'd prefer a (computer) board game that's as perfect a transition as possible. Cut off all the unnecessary stuff like graphics. Give it a new ui, rebalancing, and online matching. Maybe even with tournaments and rankings...
A physical board game would be nice too, but like a tabletop RPG conversion, it'd be difficult to translate all the mechanics without sacrificing game flow. Calculating zodiac compatibility, your faith vs their faith, range, and damage of something simple like Fire would take forever. It'd require some simplification.
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Post by: Celdia on March 20, 2009, 06:45:12 am
Here. Closest thing I've got to it. Might be the thing philsov mentioned from 8bit since I can't remember where the hell I got it. Needless to say, its not my work and nothing even close to being finished but you're welcome to it.
I'll try attaching it to this post but just in case that doesn't fly here's a megaupload mirror.
http://www.megaupload.com/?d=55ZUAVWF
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Post by: Madmartigan on March 20, 2009, 07:27:49 am
I've got a Magic the Gathering FFT card set about half done. Uber-nerdy. It's playing very tediously and stalemating most of the time, needs work...
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Post by: Celdia on March 20, 2009, 07:38:25 am
That could be interesting. Are you just writing up the mechanics spoiler list style or actually making full card images?
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Post by: Madmartigan on March 22, 2009, 06:16:54 pm
Quote from: "Celdia"That could be interesting. Are you just writing up the mechanics spoiler list style or actually making full card images?
http://magicseteditor.sourceforge.net/ I print them on paper, cut them out, and slip them into sleeves with a real card for backing.
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Post by: CidIII on March 22, 2009, 08:21:45 pm
Haha, I used to sell people fake Charizards and shit doing that
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Post by: Zuka on March 23, 2009, 10:27:32 am
Quote from: "philsov"2d10, people. 2d10.
Exactly... I created a working D20 system of tactics, had to convert a couple small things, but over-all it plays like tactics with thousands of new options, I even went so far as to create as to create something like 12 or 13 new jobs, not to mention converting the traditional D&D jobs into more tactics oriented ones, I like the system, if anyone is interested in it then let me know and maybe I'll get around to transfering it all onto my PC for upload.
|| Edit || Okay so i looked at the PDF conversion of tactics that already exists, and it's cool 'n what not, but it's not tactics, it's just standard D20 system D&D with the addition of a bunch of new 10'th level classes, there seems to be very little place for job points, and several abilities simply don't exist within the book, I hate to say it, especially since some people seem to think it's pretty cool, but the PDF is a sorry excuse for a conversion and it really rings to me to be much more of an expansion on the current d20 rules, however other than class names and ability names, like I said, I see very little similarity to tactics.
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Post by: Smitson on April 04, 2009, 11:44:04 pm
Quote from: "CidIII"Haha, I used to sell people fake Charizards and shit doing that
LOL i did the same thing with the Egyptian god cards in yugioh ahaha
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Post by: KazeKasano on April 05, 2009, 01:11:11 am
I've been working on a similar skirmish game for a while now involving the basic rules of Star Wars Miniatures (a simplified D20 with stat cards instead of character sheets, and more of a single-game focus instead of campaign). I use the D&D miniatures maps to play it, and create my miniatures out of actual sprites from FFT (and lately other sources) printed onto card stock and folded/taped. It pretty much runs on the same rules as SWM, so much so that I could even use them in the same game. The stat cards are a real piece of work, too. I used a Star Wars template for them, and just went crazy in Photoshop. Here's the Judge Gabranth card. Note: Not all the cards look so good. This is my new template. The original is far more horrid.
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Post by: Kaijyuu on April 05, 2009, 01:58:09 am
The bottom left logo seems misaligned a bit to me. I'd move it to the left.
Other than that, holy freakin' awesometacular, batman.
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Post by: KazeKasano on April 05, 2009, 02:28:34 am
Yeah, its been moved in the template since this was made. This is a version from about two months ago.
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Post by: SentinalBlade on April 05, 2009, 02:30:31 am
If you consider that one horrid, your definition may very well be far off. If the one before this could not be to bad, considering this is a very professional looking piece...
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Post by: KazeKasano on April 05, 2009, 02:51:15 am
Thank you. I don't really see it as too impressive, just something I did in my spare time.
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Post by: Kaijyuu on April 05, 2009, 03:49:23 am
Quite honestly, I can't find anything wrong with it (cept the aforementioned fixed logo). Looking really hard, maybe the white text box could use a texture. The text within that box could benefit from a new font, as well.
Other than that... perfect.
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Post by: KazeKasano on April 05, 2009, 04:21:44 am
I've tried several fonts, actually. But this ends up being a 2.5x5 inch card, so TNR is infinitely more readable than anything else at that size.
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Post by: Havermayer on April 20, 2009, 12:49:27 pm
I'm a total noob at tabletop rpgs. But can anyone post the entire, um "rules" for their tabletop versions of FFT? I'd love to try it out.
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Post by: KazeKasano on April 20, 2009, 01:10:25 pm
It's very hard to create such a game, honestly. And the materials you'd need are not exactly everywhere. Mine isn't near finished yet, but I may have a chance to work on it over this weekend.
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Post by: Neuromancer on April 20, 2009, 02:59:34 pm
I've been working on a minis skirmish game based on FFT as well, but using a direct conversion from the game mechanics plus some elements from the Flat Out War system rather than from SWminis.The game uses stackable 3D hex tiles made out of styrofoam to build the map. I've got most of the mechanics down but need to find a decent way to translate the clocktick turn order system and work out a decent design for Job cards and Equipment cards.
I intend to include all the Jobs from FFT plus some from FFTA (namely the Red and Blue mages plus the Assassin).
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Post by: KazeKasano on April 20, 2009, 04:21:26 pm
Never heard of Flat Out War, but it sounds similar to Heroscape. My game can actually use hexes or squares, depending on player preference.
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Post by: Neuromancer on April 20, 2009, 04:43:34 pm
Quote from: "KazeKasano"Never heard of Flat Out War, but it sounds similar to Heroscape. My game can actually use hexes or squares, depending on player preference.
Actually Flat Out War is a gridless system . The styrofoam hexes were my own idea, lol.
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Post by: KazeKasano on April 20, 2009, 07:51:59 pm
Ooh. Gridless systems are pretty epic as well, though much harder to use.
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Post by: Neuromancer on April 20, 2009, 08:01:53 pm
Quote from: "KazeKasano"Ooh. Gridless systems are pretty epic as well, though much harder to use.
Yeah, implementing FFT on a gridless system would be a nightmare :/.
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Post by: Havermayer on April 21, 2009, 08:32:51 am
I'm a total tabletop noob, so I don't quite understand why it's so complicated.
For just the battle-mechanics, couldn't you just do all the calculations manually, and just use a 20 sided die as the random number generator? You could have characters move around the maps with the same rules as the game.
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Post by: KazeKasano on April 21, 2009, 01:21:40 pm
Yeah, but there's a reason it works well as a virtual system. There are way too many variables for the game to be very much fun in a direct port of the rules. The gameplay would be almost so slow that everyone would lose interest. That's why parts of it need to be streamlined.
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Post by: Neuromancer on April 21, 2009, 05:51:23 pm
Quote from: "Havermayer"I'm a total tabletop noob, so I don't quite understand why it's so complicated.
For just the battle-mechanics, couldn't you just do all the calculations manually, and just use a 20 sided die as the random number generator? You could have characters move around the maps with the same rules as the game.
If you don't streamline and systematize things, the game would flow at a snail's pace. Try playing Warhammer 40000 and you'll understand why it's so important.
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Post by: KazeKasano on April 21, 2009, 05:55:10 pm
Exactly. A completely faithful adaptation of Tactics would take longer than a game of Risk between world champions. I'm no world champion, and I've played a game of Risk that lasted three days before. By the end of it, nobody wanted to even think about world domination.
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Post by: Zuka on April 22, 2009, 08:09:57 pm
http://geocities.com/deusincarnum/CTCalcpage.html (http://geocities.com/deusincarnum/CTCalcpage.html) HP calculator that made my tabletop game a little easier.
http://geocities.com/deusincarnum/CTcalc.html (http://geocities.com/deusincarnum/CTcalc.html) CT calculator that REALLY streamlined my tabletop system... this way I could actually make use of CT which was all but impossible before the calculator
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Post by: Neuromancer on April 23, 2009, 11:01:26 am
Cool stuff, but the point of a tabletop game is to not need external digital tools to figure things out . Otherwise why make a tabletop port at all?.
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Post by: Smash on April 23, 2009, 02:46:11 pm
Use legos.
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Post by: Kaijyuu on April 23, 2009, 04:25:29 pm
Getting rid of the CT system would make speed and casting time of spells much, much less important.
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Post by: Neuromancer on April 23, 2009, 04:42:47 pm
Quote from: "Smash"Use legos.
That was my first thought, but I don't own enough pieces and I'd have to mod the minifigs :/. Maybe I'll do that when I gain access to a rapid prototyping machine (that means not anytime soon)
Quote from: "Kaijyuu"Getting rid of the CT system would make speed and casting time of spells much, much less important.
I'm working on an adapted version of the CT system that doesn't involve a lot of data to keep track of but it's a bit hard to grasp:
-Assign each unit a Speed value from 1 to 10.
-Make a list with all your units from highest speed to lowest speed, putting tied units on the same speed tier. Your opponent will have to do the same.
-Determine initiative by whatever method you see fit (die roll, coinflip, RPS game, whatever).
-The player who has the initiative activates his Unit with highest speed.(we'll call him "Player A") If there's a tie among the highest speed units, that player chooses one of them. After resolving that unit's actions, initiative is passed to the other player ("Player B") and she must activate a unit with the same speed as the one that previously acted (that means if Player A activated a unit with Speed 8, Player B must pick a unit with Speed 8. If she controls no Units that can match said Speed Value, she must pass initiative to Player A).
-When all units in a speed tier controlled by both players have completed their actions (or a player has passed the initiative for a lack of able units), the following speed tier is checked (that would be Speed 7 in this example), and is resolved in the same fashion. Then players move to the next tier, and so forth until all units have acted.
- One Speed Tier advancement= 1 Clocktick.
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Post by: SentinalBlade on April 23, 2009, 10:34:30 pm
How are you handling the reaction abilities Neuro?
you could restrict some levels of stats to keep a smeblance of trade-offs.
choose between 3 differently sized number of die to represent your brave/faith. the larger the die you use/brave you would like offsets your characters max pa/sp/hp/mp and so forth. It sounds complicated, but a general table would help depending on how large an offset you chose. you could even make it simpler and say lowest brave is no penalties, second lowest gets -1 to a stat or -10 to hp/mp, the next one gets a -2 to a state or minus 20 hp/mp
Dont know if you even plan to include them. but its something that shouldnt entirely be removed(cause it can really make you think about taking the chance on that unit with HP restore), and its relativly easy to do once you figure out how you want to handle it.
EDIT: HOLY SHIT KAZE! your avatar blinks... i was just scrolling up and i thought i saw the eye move... so i stared at it for a sec and it fucking winked at me xD
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Post by: KazeKasano on April 23, 2009, 11:03:14 pm
Yeah... Firion does that. I'm thinking of increasing the frames in between the motions, so that it makes people believe they're seeing things.
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Post by: Neuromancer on April 24, 2009, 10:05:36 am
Quote from: "SentinalBlade"How are you handling the reaction abilities Neuro?
you could restrict some levels of stats to keep a smeblance of trade-offs.
choose between 3 differently sized number of die to represent your brave/faith. the larger the die you use/brave you would like offsets your characters max pa/sp/hp/mp and so forth. It sounds complicated, but a general table would help depending on how large an offset you chose. you could even make it simpler and say lowest brave is no penalties, second lowest gets -1 to a stat or -10 to hp/mp, the next one gets a -2 to a state or minus 20 hp/mp
Dont know if you even plan to include them. but its something that shouldnt entirely be removed(cause it can really make you think about taking the chance on that unit with HP restore), and its relativly easy to do once you figure out how you want to handle it.
EDIT: HOLY SHIT KAZE! your avatar blinks... i was just scrolling up and i thought i saw the eye move... so i stared at it for a sec and it fucking winked at me xD
Reactions are easy as pie: If you have a Reaction ability equipped, roll percentiles after your opponent makes his Hit roll (which maybe successful or not). If the result of your Reaction Roll is equal or LOWER than your Brave score, the Reaction ability will trigger, otherwise it won't trigger .
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Post by: SentinalBlade on April 24, 2009, 05:38:24 pm
^Very welll thought. kudos
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Post by: Neuromancer on April 25, 2009, 07:57:59 pm
Quote from: "SentinalBlade"^Very welll thought. kudos :D . I've yet have to test it, but hopefully I'll be able to come up with a basic demo in a few days.
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Post by: Neuromancer on May 18, 2009, 12:46:15 pm
Okay here's a mockup of the Unit Card template, suggestions on improving it are welcome
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Post by: KazeKasano on May 18, 2009, 01:16:38 pm
That's looking really great, Neuro. Keep it up!
Mine's been on hold for awhile due to finals and such, but I should be back on the project soon! I'm much closer to completing the rulebook now, and should have a playable version pretty soon, if all goes well.
Also looking into the new D&D Minis packs. They've dropped the skirmish game now, and let you see what minis you get in each pack. Heroes and Monsters are separate now, and I might begin making real miniatures for the game.
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Post by: Neuromancer on May 18, 2009, 04:11:54 pm
I'm not 100% happy with the stat icons because they're not as descriptive as I intended: The Evade, MDEF, and Move icons need to be reworked, but I can't think of a more suitable pictogram.
EDIT: In the light of Square's epic crackdown on the CT hackers group, I'm not really sure if I should continue with this.
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Post by: Kaijyuu on May 18, 2009, 08:46:29 pm
Quote from: "Neuromancer"EDIT: In the light of Square's epic crackdown on the CT hackers group, I'm not really sure if I should continue with this.
*whack with newspaper* Bad, bad! Just stop saying anything until you release it >.> Discouragement is the opposite of what should happen in light of recent events.
As for the icons, I think you should just make them all like the speed one: short, 3-4 letter names. (with the possible exception of attack and m. attack, since they had icons in the original game)
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Post by: LastingDawn on May 19, 2009, 12:07:54 am
If you let Square's crackdown scare you regarding it, there's obviously a few problems. Square will Not attack anything as insignificant to them as a board game. I'd say rest your paranoia.
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Post by: KazeKasano on May 19, 2009, 07:51:40 pm
Do you think they'd take down a miniatures game that's extremely expandable and uses a metric shitton of their artwork for everything? These are most definitely NOT simple boardgames we're talking here.
Honestly, I don't see why SE hasn't thought of this themselves, being market milkers as they are.
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Post by: Neuromancer on May 27, 2009, 12:52:30 pm
Alright, updated mockup, with better-looking icons and the evade modifiers granted by equipment: (http://img37.imageshack.us/img37/8426/fftpriest1.th.png) (http://img37.imageshack.us/my.php?image=fftpriest1.png)
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Post by: Kuraudo Sutoraifu on May 27, 2009, 02:06:40 pm
The new setup looks a little cluttered, but I do have a suggestion. For the Male/Female in the upper corner, just make it the male or female symbol.
This looks very awesome though.
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Post by: Neuromancer on May 28, 2009, 10:43:05 am
The upper right corner symbol denotes the unit type and gender (either human or monster).
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Post by: Dome on June 28, 2009, 06:02:34 pm
No more upgrade of this?
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Post by: Neuromancer on July 02, 2009, 05:23:27 pm
Haven't had much time due to school madness (being an assistant teacher is a PITA), so there's not a whole lot of upgrades worth mentioning yet, just some minor changes to card layout and basic damage formulas. Ergonomics for the game have been a major pain, as you need a brickload of cards to keep track of everything (the basic unit card, equipment cards, item cards, and cards for skills), so I'm looking for ideas to reduce component count.
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Post by: Neuromancer on July 14, 2009, 04:53:18 pm
Alright , here are some pics of the terrain and miniatures: http://img176.imageshack.us/gal.php?g=pict0485.jpg (http://img176.imageshack.us/gal.php?g=pict0485.jpg) They're rather crappy but they get the job done.
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Post by: Neuromancer on August 10, 2009, 02:56:43 pm
Yet another update: Final card layout for units and Ability Cards for jobs. http://img193.imageshack.us/gal.php?g=neostarter.png (http://img193.imageshack.us/gal.php?g=neostarter.png)
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Post by: SentinalBlade on August 10, 2009, 09:35:08 pm
This is actually my favorite topic in the entire general boards. You should post an entire rule list and or example game.
Id love to actually try this with a few people.
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Post by: Neuromancer on August 11, 2009, 03:06:33 pm
I'm working on that, but I was setback because my stupid little brother trashed the comp and I lost all the game data :/.
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Post by: KazeKasano on September 06, 2009, 07:39:20 pm
Not sure how much help this will be, but worldworksgames.com has some really great printable modular terrain in 1" and 1.5" square and 1" hex grids (gridless also available). The .pdfs usually come at about $15, and while the process can take a little work, the payoff seems to be incredible. If I ever get around to finishing my FFT Minis game, I'll use their terrain to play it.
As far as my project goes, I'm considering retooling it to use character sheets, and making it just a more streamlined RPG as compared to the skirmish game it was before. More on that as I figure it out myself.
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Post by: Tersius on September 06, 2009, 11:43:10 pm
I'm not sure how the cost would compare, but you could use Heroscape's terrain instead of making it yourself. It would save you a bunch of time and allow you to focus more on the actual rules porting and character sheet creation.
Wiki page of Heroscape: http://en.wikipedia.org/wiki/Heroscape (http://en.wikipedia.org/wiki/Heroscape)
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Post by: Neuromancer on September 07, 2009, 12:41:00 pm
I've considered Heroscape, but adapting the rules to a hex-based system is a major headache, and the cost gets prohibitive when you make large maps/maps with a lot of elevation.
The stuff at worldworksgames seems to be nice, and can be turned into 3d terrain by affixing the tiles to styrofoam pieces. I like that :)
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Post by: KazeKasano on September 12, 2009, 06:11:52 pm
I am also drawn to it by the 3D terrain. I'm thinking of purchasing a pdf or two when I get paid, and making some of it. I'll let you know how it works out.
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Post by: Neuromancer on September 28, 2009, 08:13:02 pm
After checking out the instructions for their terrain building system, I can design some FFT-themed terrain using tiles from the game . But I'll make sure if there's no problem with that first.