10-12-2017, 04:39 PM
Converting Classes:
Using Pathfinder classes should be fine for weaker nps, but keep in mind that Final Fantasy d20 classes are way more powerful. some conversions will be harder than most. a fighter is a fighter, sure, but a druid in FFd20 could be a Blue Mage (or Morpher if you want "Beast shape"), a Beast Master (for an animal companion or natural fighter), or a Geomancer (for a more mage-y druid) depending on what aspect of the class you are going for. their are quite a few situations where the classes won't align, and it'll have to be your call to figure out what to do with them.
Converting Monsters:
Pathfinder monsters are fine, just keep in mind that FFd20 classes are slightly more powerful than pathfinder classes at low levels, and MASSIVELY more powerful at higher levels. I run a game for a group of level 15s that regularly deal with CR 18 combats with little real threat to them.
Converting items:
Your good to go on Items, though FFd20 items sometimes seem very inexpensive for what they can do as compared to pathfinder items, Materia is a huge example of this in my opinion.
Converting Races:
Elvaan are not elves, but ultimately the races are interchangeable. you want Final Fantasy races in your game? Go for it. You want Pathfinder races in your game? Go for it. their aren't any mechanical incompatibilities with them, but if you need it. I'd say this for the base races:
Humes = Humans
Dwarves = Dwarves
Elvaan = Half Elves? (They are kind of their own thing)
Galka = Half Orcs
Mithra = Catfolk
Moogle = Gnomes (and sometimes Halflings)
Tarutaru = Halflings (and sometimes Gnomes)
Converting setting:
Do whatever you want. Like you said, this is by far the easiest.
As a note, Magic in FFd20 is smaller in scope than in Pathfinder. Things like Wish don't happen by means of the players, and Bringing people back from the dead requires much more immediate action, as Full Life's Time limit of 10 min/lvl is paltry compared to True Res's 10 years/level. Depending on what the module calls for, you might want to check and see if your conversions have any effect on the higher end possibilities for the story.
The unfortunate thing is, there is no such thing as a lazy GM. Even with the module and everything, we still have to put in some decent effort, but it all pays off in the end.
Using Pathfinder classes should be fine for weaker nps, but keep in mind that Final Fantasy d20 classes are way more powerful. some conversions will be harder than most. a fighter is a fighter, sure, but a druid in FFd20 could be a Blue Mage (or Morpher if you want "Beast shape"), a Beast Master (for an animal companion or natural fighter), or a Geomancer (for a more mage-y druid) depending on what aspect of the class you are going for. their are quite a few situations where the classes won't align, and it'll have to be your call to figure out what to do with them.
Converting Monsters:
Pathfinder monsters are fine, just keep in mind that FFd20 classes are slightly more powerful than pathfinder classes at low levels, and MASSIVELY more powerful at higher levels. I run a game for a group of level 15s that regularly deal with CR 18 combats with little real threat to them.
Converting items:
Your good to go on Items, though FFd20 items sometimes seem very inexpensive for what they can do as compared to pathfinder items, Materia is a huge example of this in my opinion.
Converting Races:
Elvaan are not elves, but ultimately the races are interchangeable. you want Final Fantasy races in your game? Go for it. You want Pathfinder races in your game? Go for it. their aren't any mechanical incompatibilities with them, but if you need it. I'd say this for the base races:
Humes = Humans
Dwarves = Dwarves
Elvaan = Half Elves? (They are kind of their own thing)
Galka = Half Orcs
Mithra = Catfolk
Moogle = Gnomes (and sometimes Halflings)
Tarutaru = Halflings (and sometimes Gnomes)
Converting setting:
Do whatever you want. Like you said, this is by far the easiest.
As a note, Magic in FFd20 is smaller in scope than in Pathfinder. Things like Wish don't happen by means of the players, and Bringing people back from the dead requires much more immediate action, as Full Life's Time limit of 10 min/lvl is paltry compared to True Res's 10 years/level. Depending on what the module calls for, you might want to check and see if your conversions have any effect on the higher end possibilities for the story.
The unfortunate thing is, there is no such thing as a lazy GM. Even with the module and everything, we still have to put in some decent effort, but it all pays off in the end.