Now that I have thought about of Arknights and a Dark Souls rip off, it is only fair that I give mind to FF14.
Now, there is a lot of FF14 that you can read up on or playthrough the entire game itself. Now, I'm not sure how much I should homebrew for... It is a fantasy setting, yet it has those Final Fantasy-ism to it. Magitek, magic crystals, various races of questionable differences, guns, what-have-you.
FF14
- Knight
- Site Admin
- Posts: 171
- Joined: Mon Aug 09, 2021 6:24 pm
Re: FF14
Races
I believe that in any fiction, one of the things you should speak of is the races. Mostly because I believe in terms of character generation, races are one of the most important things to take into account. A human is rather plain, yet has no downsides but still no advantages. Yet in a system like Anima, different races have unique upsides. The basic "dark elf" race, for instance, has a weakness to steel and is strong against darkness. Meanwhile, in D&D, most races would be a +2 to one stat, +2 to another, while having Dark Vision and then some other advantage.
While this may seem negative of D&D, this simple take on races is common to how FF14 does things. The difference between a Roegadyn and a Lalafell, lorewise, is great in terms of power and speed (depending on the clans selected). Therefore, I would say the D&D approach is pretty accurate to how FF14 handles thing, although mechanically speaking it should only matter at the beginning and then afterwards not at all.
Then you would say: this take on races would be perfect for Anima! Having a +1/+2/-1/-2 to stats only really matters at the beginning. As you evolve your character, it starts to matter less what racial benefits you have. However, this is far from how Anima handles thing. It prefers Races to have unique attributes assigned to each. As mentioned before, the dark elves have a weakness to steel, which is something unique among the WotC races. Something like that would be assigned to a particularly weak race or a unique one.
This is why I would say do of two things: first of, don't are are at all for the differences between races. They will be overcome in time, so there is little use in assigning them. Sure, there are some lore reasons why one race is better at one thing over another, but it isn't important to the character generation enough to warrant a reason other than: Roegadyn have a +3 to size, Lalafell have a -3 to size, female Au'Ra have a -2, males have +2, what-have-you. If you don't take this idea as satisfactory, then I have an alternative suggestion for you. From what lore we have been given, I have devised the following racial gains:
Hyur:
Your rather "human" race. Although the Midlanders count as your most average race while the Highlanders are more physically fit for them. For Highlanders, add +1 STR or CON. Midlanders
gain +1 INT if they're a mystical class. Otherwise, add +5 to one Secondary Skill every other level (starting with level 1).
Elezen:
Tall and lithe with large, pointy ears. They exhibit great hearing and eyesight, always having a +1 to Perception. Wildwood has Acute Sense (Eyesight) while Duskwight have Acute Sense (Hearing).
Lalafell:
Short, child-like, and almost roundish in shape. They have a -1 to STR or CON, but a +1 to Agility. Their size is also reduced by 3. Plainsfolk have Acute Sense (Hearing) while Dunesfolk have +1 to Intelligence when figuring out how high their magic level is.
Miqo'te:
A race with cat ears and tails and are, on average, a head shorter than Hyur. They have a -1 to Size. Females outnumber the males-- while the males are much more withdrawn than your average Hyur male. They have a +1 to DEX or AGI. Seekers of the Sun add a +1 to CON or AGI (as long as AGI wasn't the one chosen beforehand). Keepers of the Moon have Night Vision.
Roegadyn:
Large and muscular folk, their arms are like tree stumps and body that of a bodybuilder regardless of their childhood. They have a +1 to STR, +1 to CON, and +2 Fatigue Points. Their size is also +2. Sea Wolves and Hellsguard have little differences between each other aside from culture and skin color.
Au Ra:
A dragon-hybrid race, is what anyone who first lays eyes up on them would think. Females have a -1 to Size while Males have a +2 to Size. They have better spatial awareness thanks to their horns, lowering any vision obscured penalty by 10. The Raen clan gains +2 to their WP while the Xaela clan has +2 to their STR.
Viera:
Bunny-eared folk that choose isolation over everything. They have Acute Sense (Hearing) along with a +1 to AGI.
Hrothgar:
A large and bestial race with furred skin and snouts. They have +2 to Size and a +1 to CON and STR. They also have Acute Sense (Hearing) or (Smell).
Whether this is a perfect fit or not is up to you. You may, obviously, adjust them as you see fit. I feel as if FF14 is popular enough that lore for each race doesn't exactly need to be added. However, I made add them at a later date.
I believe that in any fiction, one of the things you should speak of is the races. Mostly because I believe in terms of character generation, races are one of the most important things to take into account. A human is rather plain, yet has no downsides but still no advantages. Yet in a system like Anima, different races have unique upsides. The basic "dark elf" race, for instance, has a weakness to steel and is strong against darkness. Meanwhile, in D&D, most races would be a +2 to one stat, +2 to another, while having Dark Vision and then some other advantage.
While this may seem negative of D&D, this simple take on races is common to how FF14 does things. The difference between a Roegadyn and a Lalafell, lorewise, is great in terms of power and speed (depending on the clans selected). Therefore, I would say the D&D approach is pretty accurate to how FF14 handles thing, although mechanically speaking it should only matter at the beginning and then afterwards not at all.
Then you would say: this take on races would be perfect for Anima! Having a +1/+2/-1/-2 to stats only really matters at the beginning. As you evolve your character, it starts to matter less what racial benefits you have. However, this is far from how Anima handles thing. It prefers Races to have unique attributes assigned to each. As mentioned before, the dark elves have a weakness to steel, which is something unique among the WotC races. Something like that would be assigned to a particularly weak race or a unique one.
This is why I would say do of two things: first of, don't are are at all for the differences between races. They will be overcome in time, so there is little use in assigning them. Sure, there are some lore reasons why one race is better at one thing over another, but it isn't important to the character generation enough to warrant a reason other than: Roegadyn have a +3 to size, Lalafell have a -3 to size, female Au'Ra have a -2, males have +2, what-have-you. If you don't take this idea as satisfactory, then I have an alternative suggestion for you. From what lore we have been given, I have devised the following racial gains:
Hyur:
Your rather "human" race. Although the Midlanders count as your most average race while the Highlanders are more physically fit for them. For Highlanders, add +1 STR or CON. Midlanders
gain +1 INT if they're a mystical class. Otherwise, add +5 to one Secondary Skill every other level (starting with level 1).
Elezen:
Tall and lithe with large, pointy ears. They exhibit great hearing and eyesight, always having a +1 to Perception. Wildwood has Acute Sense (Eyesight) while Duskwight have Acute Sense (Hearing).
Lalafell:
Short, child-like, and almost roundish in shape. They have a -1 to STR or CON, but a +1 to Agility. Their size is also reduced by 3. Plainsfolk have Acute Sense (Hearing) while Dunesfolk have +1 to Intelligence when figuring out how high their magic level is.
Miqo'te:
A race with cat ears and tails and are, on average, a head shorter than Hyur. They have a -1 to Size. Females outnumber the males-- while the males are much more withdrawn than your average Hyur male. They have a +1 to DEX or AGI. Seekers of the Sun add a +1 to CON or AGI (as long as AGI wasn't the one chosen beforehand). Keepers of the Moon have Night Vision.
Roegadyn:
Large and muscular folk, their arms are like tree stumps and body that of a bodybuilder regardless of their childhood. They have a +1 to STR, +1 to CON, and +2 Fatigue Points. Their size is also +2. Sea Wolves and Hellsguard have little differences between each other aside from culture and skin color.
Au Ra:
A dragon-hybrid race, is what anyone who first lays eyes up on them would think. Females have a -1 to Size while Males have a +2 to Size. They have better spatial awareness thanks to their horns, lowering any vision obscured penalty by 10. The Raen clan gains +2 to their WP while the Xaela clan has +2 to their STR.
Viera:
Bunny-eared folk that choose isolation over everything. They have Acute Sense (Hearing) along with a +1 to AGI.
Hrothgar:
A large and bestial race with furred skin and snouts. They have +2 to Size and a +1 to CON and STR. They also have Acute Sense (Hearing) or (Smell).
Whether this is a perfect fit or not is up to you. You may, obviously, adjust them as you see fit. I feel as if FF14 is popular enough that lore for each race doesn't exactly need to be added. However, I made add them at a later date.
- Knight
- Site Admin
- Posts: 171
- Joined: Mon Aug 09, 2021 6:24 pm
Re: FF14
Classes
One thing I don't think needs much work. Warrior, Dragoon, Monk, Bard, Black Mage, what-have-you can be made without much fuss from changing to classes. I don't think "Weaponmaster" fits too much unless you're going for an early Warrior/Dragoon/Gladiator (so Marauder/Lancer/Paladin). Aside from that, it's just how "specialize" you want to get. I don't think you should stick to Warrior if you want to be a Paladin, nor being forced into the Warrior class for the fact that it makes the most sense base game wise. While it may, there is no reason you can't go for Dark Paladin! Or even Weaponmaster if you want to go full "kill with axe".
But let's talk about the magical classes. Magic is much prevalent in FF14. You could reduce it to 1 CP to make it more prevalent! It would make more sense in this world.
There is one thing with magical courses: I would want to make paths for each of magical classes. The Black Mage path has little to do with choosing a single path of maggyks. Black Mage combines many elements to boost their abilities, for instance. From Fire I to Blizzard II to Fire III as an example. Then, creating something decent for healing classes that aren't focused on creation entirely.
One thing I don't think needs much work. Warrior, Dragoon, Monk, Bard, Black Mage, what-have-you can be made without much fuss from changing to classes. I don't think "Weaponmaster" fits too much unless you're going for an early Warrior/Dragoon/Gladiator (so Marauder/Lancer/Paladin). Aside from that, it's just how "specialize" you want to get. I don't think you should stick to Warrior if you want to be a Paladin, nor being forced into the Warrior class for the fact that it makes the most sense base game wise. While it may, there is no reason you can't go for Dark Paladin! Or even Weaponmaster if you want to go full "kill with axe".
But let's talk about the magical classes. Magic is much prevalent in FF14. You could reduce it to 1 CP to make it more prevalent! It would make more sense in this world.
There is one thing with magical courses: I would want to make paths for each of magical classes. The Black Mage path has little to do with choosing a single path of maggyks. Black Mage combines many elements to boost their abilities, for instance. From Fire I to Blizzard II to Fire III as an example. Then, creating something decent for healing classes that aren't focused on creation entirely.