

In this way, characters of distinct levels can exist even with the same XP, and that leads to better balanced spels and skills that use Character Level (no more Lv.5 Death kiling either no one or your entire party) Instead of the traditional "Gain XP -> Level Up -> Improve Stats", you invert the logic, and you "Gain XP -> Improve Stats -> Level Up", akin to systems like L5R (but simpler). Also, the job descriptions present several different abilities and spells who can be chosen or not - no more "every swordmaster knows the same skills" from 3rd Edition. Characters of all levels can contribute to meet the party's goals, without creating the situation where only optimized characters can have a chance of sucess in their area of expertise.Īlbeit still working on a class/level structure, the job system presents 17 unique jobs with multiclassing rules that allow over 80 unique job combinations. The task resolution mechanics uses a intuitive system, without tables or abitrary difficulty scales. This way, the GM get inputs before and during play to what story better suits its players - and while the GM still have the final word, the players have the tools to really feel in the driver's seat of the story. In character creation and during play, the players can use the built-in collaborative mechanics to drive the story foward. And with most of it being lists for Jobs, spells and equipment, you'll be amazed at how quick and easy you can do character creation and the actual gameplay. The actual game book have 125 pages total, in comparison to 3rd Edition's over 400. I've taken inspiration not only from Returner's FFRPG, but also in SeeD, Zodiac, FFd6 and other FFRPG sources available.Īnd it's done. So, since January 2015, I've been creating what I (without any modesty, I confess) call the FFRPG Fourth Edition. And after looking at it for a while, it seemed that the best course of action was to start it anew and create a new game, instead of trying to fix its myriad of problems. So I decided to keep the steam going, and to do that I'd rather adress some of the glaring problems with Third Edition. That year, she decided to abandon the project to real life issues. Upon the death of the Returner's group and SeeD's decision to move to computer-assisted gaming (as they openly recognize FFRPG SeeD is optimized for IRC gaming and not for tabletop), there was a Brazilian game designer called Fernanda Parker who took the third edition and translated it to Portuguese, maintaining it alive here in Brazil. I'm from Brazil and a huge fan of the Returner's FFRPG (been playing it since the First Edition - and yes, it was EVEN WORSE than the dreaded second). My name is Bruno Carvalho and i've been playing and GM'ing since the nineties (1994, to be exact).
