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fanboymaster

(He/Him)
Notably missing from this discussion, both of FFXII's directors when it reached the finish. One of them was Hiroyuki Ito, a man who previously directed FFIX, a game with no shortage of esoteric secrets that fall in line with FFXII's brand of weirdly missable or difficult to obtain ultimate weapons. Also missing, co-writers with Matsuno Daisuke Watanabe (shitton of Kingdom Hearts games, 13 trilogy) and Miwa Shoda (Legend of Mana) who both would have done a lot to shape the narrative that made it into the final game. We see directorial thumbprint by what they have final say on and what they ultimately decide to let through more than by things they're strictly author of themselves.
 

Issun

Chumpy
(He/Him)
On my current playthrough of FF5 I realized that the main protagonist of all three 16-bit Finals Fantasy have fathers from another world.
 
In the case of FFXV, the game suffered greatly from a lack of vision and cohesive planning, and the DLC were attempts from the producers, writers, and director, to flesh out the game and build upon its story and characters even if they further diluted what vision it had.
This is splitting hairs because the result is basically the same, but I would say if anything, it suffered from too much vision and cohesive planning. I thought the launch version of FFXV had a very tight, self-contained, well designed story. And the project for years was designed around the concept of being a multimedia event where you could watch a side film and anime mini-series to supplement the story and dig deeper into the cast's back stories. It also felt like a conscious directorial choice to limit the perspective strictly to Noctis, because there are so many important story beats that hinge on knowledge gaps of Noctis being filled in.

But the problem with narratives like that is that you end up with a large chunk of your audience confused and thus upset because they aren't used to more high concept narrative forms like that, where they have to read between the lines or be patient as information is dolled out through second and third hand sources. So they hastily shoe-horned in a bunch of added cutscenes in the day-one patch and later patches, to try and address lowest common denominator confusion about the plot. And when you suddenly start chopping up and butchering the narrative structure, it makes the whole thing feel even messier.

DLC and patches can be used to great effect to enhance a game. But it's a double-edged sword where you can really harm a product if you use it wrong. Imagine if DLC was something possible back in 1997, and Squaresoft hastily rushed out a bunch of patches to "clarify" a lot of the story bits of FF7 that made no sense to a lot of players. On the one hand, an updated translation patch where the grammar and diction was cleaned up would have been warmly welcomed. But now imagine Squaresoft chopping the game up and adding a bunch of info dumps into the story anytime a proper noun gets introduced or an intentionally confusing event takes place. Or giving FF7 an ending rewrite because fans were sad Aeris died. Big yikes.
 

Felicia

Power is fleeting, love is eternal
(She/Her)
EDIT: Also the final boss is preeminently Matsuno, the succession of Super Saiyan Broly Vayne to The Undying is identical in theme, style, and visual motifs to another Matsuno game under Squaresoft, Vagrant Story.
Oh yeah, I definitely got flashbacks to Vagrant Story while chasing the boss who's sliding around the edge of a circular arena, including when he unleashes a flashy and terrifying superattack that ends with everyone simply blocking it, taking no damage at all.
 

gogglebob

The Goggles Do Nothing
(he/him)
On my current playthrough of FF5 I realized that the main protagonist of all three 16-bit Finals Fantasy have fathers from another world.

Then they skipped Final Fantasy 7 (focusing on how moms can be from other planets, too), and resumed with Final Fantasy 8. Everyone knows that Squall's dad is from Planet Dork.
 

Octopus Prime

Mysterious Contraption
(He/Him)
Even then, one of the more prominent dads in FF7 jacked himself full of alien goop. And 9 also had a Space Dad.

10s kind of a borderline case, too
 

Zef

Find Your Reason
(He/Him)
So, next June, keep in mind this completely spoiler-filled list of Dads to give crystal-themed cards to:

I: Are there any dads? There's the King of Corneria and the Princess of Corneria but we can't really make any assumptions there can we.

II: Presumably some or all four protags who were orphaned by the Empire had Dads at some point? But they're described as "orphaned by the Empire," so, yeah. But they all want bloody revenge so those who had Dads likely had a positive relationship with them. Then there's a Dad who is Indiana Jones'd by a boulder in the process of lending them his sled. Very Citizen Kane of him but also maybe they could have bought another one from the same sportings good store he got his from? There's also Ricard Highwind, the Dragoon who is not FFIV's Kain Highwind's Dragoon father whose last name was also Highwind and the Dawn of Souls remake names Ricard's adopted son Kain and they probably would have created the Shinra Electric Company together. But he dies and goes to Heaven and kills the guy in charge. No, really.

III: Another group of orphans raised by the elders of Ur on the NES, and by a few foster families on the DS. From the latter, I think Takka and Refia are the only ones described as having any sort of parent-child relationship?

IV: Space Dad with Vulcan Ears and/or Vulcan Eyebrows, if FuSoYa's face is any indication (which I guess Cecil has, they're just hidden under his hair or something, and everyone knows about them but no one thinks anything of them and Golbez is the only one making a big deal of them? How rude.) But before that, Cecil was also raised as a son by the King of Baron who has some very sharp notions about cutting class and also rides the only horse in the world. And now Rydia has the guy on speed-dial so does that make her Cecil's mom or something. Then again, we're told that he was only defeated once when his sword was struck by lightning yet Cagnazzo is water-based and also weak to lightning so where's that third lightning-wielding combatant that Cecil should watch out for?

V: First we have a Dad who is a very big fan of A Streetcar Named Desire and then sealed himself off in a parallel world for understandable reasons but without a word to his son. Poor form. Then another dad who is presumably good (other than his inability to hear rumors about that famous pirate lord whom he really should have reached out to before Father's Day) but we spend half the game chasing after him and he dies immediately after we finally catch up. There's also a couple of pretty decent, engaged, supportive, and loving granddads, and only one of them dies!

VI: A Gigas-like satyr with Chaos Magic and a regular human woman somehow make it work. A sparkly dance is involved. But their sparkly kid never met either of them so who even knows who raised her, but at least the big guy was just enough of a good dad to give her comfort and reassurance when half of her was fading from existence. Also, a banana cosplayer always wanted to be a dad so you feed him bad fish, and another dad just up and left his kid to the wolves just for having green hair and fangs like he's never seen a natural-born Broly before. Then there's a deadbeat dad whose stranger-eating dog has a stronger connection with his daughter than he does himself, and ends up going New Game on his own life rather than make amends with said daughter or his father-in-law. We don't know how Cyan was like as a dad but I get the impression he really loved his family? He only brings it up once or twice so I dunno.

VII: Mr. Lockhart or Rock-heart amirite? :V Ahem. Anyway he blames his daughter's ambiguously nigh-fatal injury on Kid Cloud and the kicker is that Kid Cloud was basically just an innocent bystander. Then there's a guy who has been extraordinarily involved in his son's development, right down to the genetic level, and is just. So. Proud. Of the little guy's achievements. He wants every kid to have a little bit of what makes his son special! But OTOH there's a guy so disengaged from his son that said son just shrugged and took over the family business when the dad was found stabbed with what apparently is just one of many, many extra-long custom-made swords. But they're all balanced out by a loving and selfless dad who taunts us, much like Parom and Polom did, by standing there all petrified but impervious to Gold Needles. Also also, Marlene gets two dads, both of whom sport complementary gun-arms, one of which is regular-sized and spindly and loves coal power and murder and the other is a giant teddy bear with a passion for recycling and, uh, oil. So she comes out ahead in the Dads department.

VIII: Squall dreamt he was a moron. Then we learn he really dreamt about being his dad. There's a lot of issues there. None of them come up even remotely other than a guy with a passion for arm blades telling Squall he's really his father's son. Squall should be offended but have you seen the blades on those katars? I wouldn't argue and neither would Squall. We also have General Caraway who secretly hired SeeD to assist in his little princess's presidential assassination afterschool project but has the gall to object when the band of mercenaries welcomes the girl into their ranks and then she has ideas about Saving Both Him And The World From The Sorceress. And he thinks telling her she's grounded and can't leave the house during the parade is going to work. How he got to be General of the largest military complex in the world with such poor insight is anyone's guess.

IX: Does Garland count as Space Dad, or is he just Space Farmer for the batch of Blond Gokus? Either way, he's pretty bad at it, what with losing control of his two best little "angels" after failing to manipulate them, and then trying to kill them both.

X: Jecht. Also Braska and Cid but really when you have a guy who shaves his abundant chest hair in the shape of a J, mauls ze shoopuf while in a drunken rage, turns into a flying space manatee, and (as a manatee) revises his trademarked underwater soccer kick into a gravity ball that destroys half the planet, Braska ain't balancing anyone out and Cid ain't helpin'. Oh yeah and Wakka later becomes Dad to the personification of the Uncanny Valley but other than First-Timer Dad jitters before the little blitzball's birth, he seems to have gotten over his religious fundamentalism-fueld racism, so he may turn out okay.

XI: ???

XII: The King marries off his daughter to the prince of a neighboring kingdom as a political move, but the kids legitimately loved each other so I guess he's lucky things worked out as well as in a romance manga? But then the prince is killed and he is killed so the princess is kinda sorta upset and ends up wanting to nuke everything, which is not like any romance manga I've read, but that's not really his fault . You know who's at fault? The Archadian Emperor for basically pitting his kids in a political (and murderous) in-family battle royale that kinda backfired spectacularly. And you know who's even more at fault? The dad who decided to rage against the gods so hard he, uh, allied himself with a renegade god, isolated himself from the family he was doing all this for, went completely nuts, and then started wielding words like "manufacted nethicite" at people (and magical gatling guns, too, but those are awesome.)

XIII: Look, we know how much chocobos poop. And we know how bad it is to have bird poop in your hair. We also know how bad it looks when one minute you're losing your shit over your son's apparent death and the next you're doing sick donuts with your flaming hot rod with a big chocobo poop-eating grin on your face. But in the end, Saszh is one of the best FF Dads out there and one of the brightest spots in that game's, er, convoluted mythopoeia, so give him some slack. OTOH Mr. Bunnyverse, by dint of being the creator god and skyfather of the whole thing, is just the worst. Absolute worst. Other Bad Dads up there have wielded their kids as metaphorical weapons but this guy does it literally. And they're not even good weapons! More like that weird swallow/oar thing from Chrono Cross. (Oh hey that game has a bunch of Dads too.)

XIV: I unno I haven't met any dads here yet.

XV: Prince Night Light's dad, King King, seems like a reasonably good king and also a decent adventurer if a total curmudgeon like Cid has fond memories of their travels together. He's also voiced by Sean Bean so you know he's toast. And although he was enough of a good dad to send his son and his son's friends on a state-sponsored field trip when he felt trouble coming to town, and even gave them his prize, his baby, his flight-capable, custom muscle car that can turn into a monster truck, which is the most selfless thing a Final Fantasy Dad has ever done, he did little to prepare his actual kingdom against the betrayal he knew was coming, so don't rush to crown King King as King of Dads.

XVI: The storyline seems to involve a magical catastrophe revolving a pair of brothers so you know there's gonna be a Dead Dad somewhere in there.
 
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spines

cyber true color
(she/her, or something)
i just wanna say i think it's hilarious that noctis' dad's name is basically "king"

king king
 

Juno

The DRKest Roe
(He, Him)
XIV: I unno I haven't met any dads here yet.

There are plenty of dads in FFXIV, although what is particular noteworthy is that many of the most prominently featured parent-child relationships are of adoptive family. FFXIV's themes largely focus on dealing with tragedy and attempting to rebuild in its wake, which translates to a lot of stories about children losing their parents and finding a new family.
 

TyrMcDohl

The Goofiest Hrothgar
(He/him)
osugi.png


This is Hirotaru Inaba, the titular Final Fantasy XIV: Dad of Light, as played by the late Ren Osugi. Dad of Light is a drama-comedy television series featuring in-game machinima, and is based on a true story. Sadly the blogger passed away late last year, due to cancer.

The television series is available subtitled on Netflix.
 

Peklo

Oh! Create!
(they/them, she/her)
It was just one of those kinds of nights that the thought occurred to me that while I've long recognized and resented the bias Final Fantasy has for featuring old men in playable contexts (all over the SNES games) versus old women (it has never happened)... what's actually the oldest playable women have ever been allowed to be in the main series? The answers may not shock anyone, but they're pretty depressing.

First off, Lightning in XIII is the oldest protagonist at 21. The very oldest main playable characters are Aerith in VII and Lulu in X, at 22. Beyond this, we have to start looking at all kinds of mitigating qualifiers to include anyone else, so in that spirit: Beatrix in IX is a briefly controllable guest party member at 28; Fran in XII is ambiguously "old" but only in magical terms to further exoticize and sexualize her; Aranea in XV is a guest party member but one the player cannot directly control and play as--she is 30. The absolute oldest playable woman outside of the main series is the returning Rosa in The After Years, at the almost unthinkable 36 years old. That's actually the game with potentially the highest concentration of adult women in its cast, even if exact numbers derived from supplementary material aren't there in all cases--new characters like Izayoi and Harley come off older than the barely-past-twenty series median, while the previously youngest of the young Porom and newly playable Luca are now in the upper threshold of permissible age ranges for women at 22 and 21, respectively. And you thought The After Years had little going for it!

As stated, I doubt anyone's been totally unaware of this status quo that's been in place for more than thirty years, but I've found it gratifying in looking at other series of comparable vintage and (one hopes) status, such as SaGa, and how they've historically handled things. To note, the same bias exists here in the comparative emphasis for female youth and male seniority, but in much smaller doses, and less limited in the contexts of what kind of roles women are allowed to have, in what degree of prominence, and how old in the portrayal. I don't even have to dig into the supporting character rosters or twist the definition of what "main series" or "fully playable" even means; all the examples below are protagonists from SaGa games, even the most mildly exceptional of which blow past anything Final Fantasy has ever allowed the women in it to be:
  • the four leading women in Romancing SaGa: Aisha at 16, Claudia at 22, Barbara at 26, Sif at 28. I make mention of them all, including the teenager, because if you add all of their ages into a sum total, it comes out to 92--the same total the four analogous men end up with. I'm especially fond of this detail, accidental or not, as even when there is a woman of notable maturity present in an ensemble cast like this, usually there's a man just a few years older there as well to maintain these gendered power dynamics. Here, at least, a sort of aggregate parity is achieved.
  • Katarina in Romancing SaGa 3, at 24, is nearly a decade younger than the oldest playable leading man in the game, and even then outside the reach of Final Fantasy's grasp.
  • Emelia in SaGa Frontier, also at 24, is only a year younger than the oldest male lead in Lute. The restoration of Fuse into a protagonist role in the upcoming HD remaster will muck this up, however.
  • Laura in Unlimited Saga, at 30, is one of the oldest leading women in the genre. Again, there's a dude hovering around just a few years her senior, but at least she's the most prominent character in promotional art for the game.
  • finally, Scarlet Grace does not provide exact ages for its cast as far as I know, but from contextual writing, character design, and presentation, I'm confident in Taria, the witch-cum-potter, as being one of the oldest woman protagonists in the genre, once again. Whether that's late twenties, somewhere in the thirties, or even forties, that's up for anyone to decide for themselves, but it's all plausible in the treatment.
And so on. Who really knows all the reasons for the differences between the series, but women in prominent creative roles or the lack of them seems like a good starting point; Tomomi Kobayashi as character designer is attached to nearly all of the SaGa examples above, while similar roles in Final Fantasy have been driven and defined by people like Yoshitaka Amano, Tetsuya Nomura, Akihiko Yoshida--wonderful artists all in their own way, but notably lacking in how they portray women in pretty much every facet of their creative process.

Akitoshi Kawazu as the longstanding head writer for SaGa has always done a more diverse job of depicting women in his games either of his own wont and will, or arrived at it through cooperation with others--such as Squaresoft scenario writer Miwa Shoda, who's definitely credited as co-writer for SaGa Frontier (the Mystics scenario was her work, as per the 2nd Div developer's room, and supported by her thematically similar gothic and queer work in penning the scenario for Nights of Azure, nearly twenty years later) and might have worked on the sequel too; the writers are unlisted, and she again worked in conjunction with Kawazu around the same time on Legend of Mana. Shoda has a writing credit for Final Fantasy XII as well, but conjecture suspects it was not as in major a capacity as some of her other work in her time with the company. Or maybe I'm just grumpy about how Yasumi Matsuno writes women, because I often am.

Most of Final Fantasy has been written by men, legions and committees of them, throughout the series's history, with only a select few exceptions here and there, like Soraya Saga's contributions to Final Fantasy VI. It's only in more recent years that women have been able to write for the series in more prominent capacities, like Saori Itamuro as lead scenario writer for XV (beholden to Kazushige Nojima's original draft), and the much-celebrated Natsuko Ishikawa as the lead writer for the more recent XIV expansions. The presence of women in major creative positions does not always lead to an automatic sense of better representation for women in the resulting work--women can write women (and men) badly; men can write women well; men can take good ideas presented and conceptualized by women and make them unrecognizable, etc.--but it's one of the things one hopes signals better days for the series, in contrast to how it's historically fared at the subject.
 

gogglebob

The Goggles Do Nothing
(he/him)
Another caveat case, but Edea Kramer of Final Fantasy 8 is briefly playable (but also wholly essential to the plot). It doesn't mean as much as it should, but, while her age is officially "unknown", her hubby is listed as an even 40. I only note this because she is literally repeatedly called "the Matron", so I personally am willing to assign her the rare "JRPG fighting mom" title. Mom's are, as they say, tough.

Final Fantasy 8 is also the first main game in the franchise where you could have a party of all women. Only took eight games to get there...
 

Peklo

Oh! Create!
(they/them, she/her)
Good call with Edea; slipped my mind completely for how brief her party member stint is. I did always read her and Cid as being a couple of a pretty significant age gap, though.
 

Positronic Brain

Out Of Warranty
(He/him)
Good call with Edea; slipped my mind completely for how brief her party member stint is. I did always read her and Cid as being a couple of a pretty significant age gap, though.
She was the matron at the orphanage and an adult when Squall and Quistis were kids, though. Let's be generous and say she was 18 when she inherited Ultimecia's powers - Squall was a child then, let's say 8. So Edea would be 28 at her youngest.

Yes, I know, many assumptions.
 

gogglebob

The Goggles Do Nothing
(he/him)
I think there are significant implications that being a nigh-omnipotent sorceress grants some level of youthful rejuvenation, so I always got the impression that Cid was "showing his age" while Edea just picked an age and stuck to it around when SeeDs were young. But it really could go either way! Regardless, she's already an adult when the main cast are a bunch of kids, and we've also got Laguna's team with an official average age of 42 by the time Edea is throwing parades. I would be willing to assign Edea at a "birth" age of around or approaching 40, but totally up for interpretation.

... I have been really into FF8 on occasion.
 

Peklo

Oh! Create!
(they/them, she/her)
I think it's a question of what audiences like ours would prefer or assume versus the realities of how women and their ages are treated culturally in media works like this. In absence of anything but conjecture I assume the worst/an emphasis on youth, however "illogical" when examined from a real world perspective, because the precedent is there creatively.
 

FelixSH

(He/Him)
I started Final Fantasy Tactics, for the, uh, fourth time, I think. Made it through Dorter, after dying the first time, and now I'm unsure how to develop anyone.

Should I train everyone in the base classes a bit? Chemists seem quite useful, considering how cheap healing items are. Or should I use a White Mage? I thought developing someone as a Chemist, and then looking for some strong magical class would be useful.

Would it be a good idea, to develop two mages? Does it matter?

Should I just switch immediately to the next job, when I have unlocked one? Or develop the lower classes a bit more? I'm just overwhelmed with all the possibilities. But I guess a Samurai and a Ninja can't be that bad?

I will teach everyone JP Up, or whatever the name of that ability is. But elsewise, can I just do whatever, and expect something decent to come up?

I do know that I should save in separate files, whenever I'm prompted to save, or something like that. And I will develop Ramza as a Ninja, should make him strong enough for that one-on-one battle, that's supposed to be so hard?

Dunno, I would like to develop everyone just in some way that seems fine, but I don't know if there are bad jobs, and if I need to grind? So, I think I just need some general tipps, about stuff to avoid, if I can make it through the game without grinding without too many difficulties, stuff like that.

Oh, and how does leveling work? It looks like there are character levels and job levels? I guess job levels are leveled up by using abilities? And character levels by killing enemy units?
 

Mightyblue

aggro table, shmaggro table
(He/Him/His)
None of the jobs are bad, per se, but you can broadly categorize then in tiers of strength as the higher requirement jobs also give access to more generally useful skills. Ninja and Samurai are limited by the fact that their signature weapon types don't show up until the back half of the game, and there's a handful of jobs (Mediator/Bard/Dancer/Mime) that are more about messing with the battlefield as a whole than raw damage.

Character level determines base stats and increases every 100 EXP a character earns; this isn't super important generally, but random encounter levels are pegged off of Ramza's level iirc?

Job levels are gained by accruing JP as that job and by earning JP through linked jobs (in much smaller amounts). You unlock Jobs per character by a combination of Jobs and their levels, so when you get Squire to JL2 you unlock Knight and Archer. If you stay in Squire a very small portion of the JP you earn as Squire will then flow down to Knight/Archer.
 

Destil

DestilG
(he/him)
Staff member
Chemist is very good, not FFV broken but an absurdly good healer. Keeping one or two around is a good idea.

Job Levels come from taking actions, there’s also ‘JP bleed’ in that the rest of your party gets some JP for your job when you do something. Levels are mostly from landing the killing blow, yeah. Ramza’s level is used as a base for random encounters, but story battles have fixed levels. Over or under leveling Ramza will make random fights stronger or weaker.

The floor and ceiling for jobs is easily much less constrained than FFV (except for using the Calculator’s Math Skill on a normal mage, a combo so broken it would make a Mime with !Time, !Mix and !Blue blush) so there are weaker jobs but they can all be made to work with some effort.
 

Octopus Prime

Mysterious Contraption
(He/Him)
Should I train everyone in the base classes a bit? Chemists seem quite useful, considering how cheap healing items are. Or should I use a White Mage? I thought developing someone as a Chemist, and then looking for some strong magical class would be useful.

Some of the early classes do have some nice passive abilities that are helpful to keep around, and you don't get gear suitable for more advanced classes until later on. Some abilities are pretty nice to get as early as possible, but you're going to be pretty darn far into the game before you get particularly well rounded with your skills. White Mages get a bit more use than Chemists in my experience; healing magic is less consumable and stronger
Would it be a good idea, to develop two mages? Does it matter?

I usually do myself; there's a LOT of ground to cover with mages in the game; way more than one character could reasonably cover
Should I just switch immediately to the next job, when I have unlocked one? Or develop the lower classes a bit more? I'm just overwhelmed with all the possibilities. But I guess a Samurai and a Ninja can't be that bad?

Like I said before; advanced classes don't get the gear that makes them really excel until farther into the game; you can get some low level skills; but just subbing in to more advanced ones for abilities that look appealing is a good idea

I will teach everyone JP Up, or whatever the name of that ability is. But elsewise, can I just do whatever, and expect something decent to come up?

Basically; you can't really screw up a party build and JP Up decreases the grind quite a bit
I do know that I should save in separate files, whenever I'm prompted to save, or something like that. And I will develop Ramza as a Ninja, should make him strong enough for that one-on-one battle, that's supposed to be so hard?

I don't think a Ninja would help with that particular fight; not as much as using the SPeed Up skill is (I think it's a Ramza-exclusive Squire ability)

Dunno, I would like to develop everyone just in some way that seems fine, but I don't know if there are bad jobs, and if I need to grind? So, I think I just need some general tipps, about stuff to avoid, if I can make it through the game without grinding without too many difficulties, stuff like that.

A lot of classes have movement/jumping boosting skills and most of them are wastes of points; except for the ones which give HUGE boosts; Dragoons have an ability that lets you ignore terrain height all together and... I think Time Mages can teleport around the map. It's usually not worth getting every single tier of magic on the Mage Classes; the high level stuff doesn't have enough of a damage boost to justify the grind or cost.

Ramza gets a number of exclusive abilities as a Squire, especially later in the game, that make him excel in that job

Oh, and how does leveling work? It looks like there are character levels and job levels? I guess job levels are leveled up by using abilities? And character levels by killing enemy units?

Either by using class abilities or by learning them; don't recall which, but yes. Keep in mind that the difficulty of random battles scales to your experience level; so grinding too much can make the game MUCH harder than it should be
 

Destil

DestilG
(he/him)
Staff member
Healing magic has charge times, can be weakened by low faith and leaves the caster open to taking extra damage while charging and enemies walking into the AoE. White mages can be good (their stats are quite good for mages) but white magic is kinda just whatever. Buffs missing hurts them a lot and they have nothing on par with Elixir. Holy is nice, though.

High level magic is good, but you really need the Time Mage passive Short Charge for it. Maybe not the -jas, their cast time is kinda excessive (fun to use though).
 

FelixSH

(He/Him)
Thanks, that's already a lot of useful information. I think I have some kind of idea now how to proceed. I am surprised that the movement skills are bad, but I guess it isn't particularly sensible to have one single unit move around on its own. But elsewise, I'll just try different jobs out, and grind, if necessary.

Thanks for the info.
 

conchobhar

What's Shenmue?
When it comes to developing your Tactics party, I don't think you need to worry too much. Yes, the game has numerous ways to develop terrifyingly-effective units, but you don't need to. All the jobs have their uses, and the job system is so customizable that it's basically impossible to make a poor character or party without actively trying to do so. I used Black and White Mages throughout the game— the White Mage was a mainstay in my sorties— and didn't feel like I was ever lacking for anything. The worst you can say is that there's a couple jobs (Archer and Dragoon) whose abilities are of limited value when passed onto others, and maybe you shouldn't spend too much time on them (as they'll amass JP that could have been better gained on other jobs), but it's not really a big issue— I had my Ramza as a Dragoon for a good while just because I liked the job and it didn't stop me from still making him a very effective unit.

That said, you do really want Ramza to learn his exclusive Squire skills, namely Tailwind (Yell on PS1), which is basically the key to those tricky one-on-one fights. And if you're just looking for a fairly easy and straightforward build for the generics, the ol' standby is Ninja with Barehanded or Monk with Dual Wield.
 

Mogri

Round and round I go
(he)
Staff member
Moderator
I like Move +1 quite a bit: a low barrier to entry, you probably don't have anything better to put there for some time, and the extra point of Move makes a substantial difference for low-Move classes like Knight.
 

Torzelbaum

????? LV 13 HP 292/ 292
(he, him, his)
Hey Felix - which version of FFT are you playing? I don't think it changes things too much but I'm not familiar with the PSP version so I can't say for sure. Also, have you ever finished either version of the game?

A character gains JP in their current job by successfully performing any action - even if it is not from that job's active ability. The amount gained depends on the characters level in that job - which goes up as they accumulate total JP in that job.

Experience is gained in the same way with a base gain of 10 for every successful action. That value is increased by 1 for every level that the target is higher than the actor. There is also a 10 point bonus for killing the target but I think you can only get that once per battle (but I'm a bit vague on what the limit is on that).

Move range increases are important for the reason Mogri mentioned and also because it is used to determine the range of the Ninja's Throw ability.

I agree with what everyone else has said about party builds and grinding. I have done complete playthroughs with no / minimal grinding. I also think you should avoid grinding too much when you have guest characters or else you'll leave them far behind. Also I think there are some classes which don't have many skills you want to grind for but are still useful because of their equipment options and intrinsic abilities.

One important ability that hasn't been mentioned is the Chemist's Maintenance support ability. It can save you so much headache in so many battles.
 
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