Let's Play Every Final Fantasy Game In Order Of Release [Now Finished: Final Fantasy Tactics]

So, now that Omi has hit Dorter it's time to start the list!

Behold! The assorted rakes of Final Fantasy Tactics!



Let's start from the top:

Rake #1: HAVE MULTIPLE SAVES, IN SEPARATE SLOTS.
Status: Avoided, hopefully.

Secret Rake #2: UNKNOWN (it's a secret)
Status: :whistle:

Bonus Round Rake #3: Trying to YOLO the Academy battle with just Ramza and Delita
Status: This is a thing, apparently :rofl2:

Rake #4: Chosing to save Argath, Argath having the self-preservation instincts of a lemming.
Status: Dodged

Rake #5: Forgetting to check your secondary ability after switching classes.
Status: Rake'd

Rake #6: Naked Knights
Status: Dodged by sheer dumb luck pure genius

Rake #7: Damn, monsters got hands.
Status: Dodged...for now.

Rake #8: Bombs
Status:

Rake #9: Dorter
Rake #10: Friendly Fire *exists*
Status:

So that's all of them so far! Here's to many more :rofl:

Oh, and @Omicron?
 
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He avoided the 'naked knight' problem too, where since you can only buy armor at igros, but may not have any knights yet, you don't buy any armor.

Then you figure out class change after leaving, get some knights and realize you can only equip them with swords, shields, and boots.
 
Every time we pass other either the Mandelia Plain or the Siedge Weald, we have a chance to trigger an encounter with a group of monsters.
As I mentioned, this is one of the things that the LFT mod fixed; in the mod, if you click on a town spot (blue), you'll move there directly and have no encounters; if you click on a green dot, then you'll stop there and always have a random fight. It cuts down on wasted time, and lets you avoid random battles when you don't want to go through them.

By the way, did you notice the daily counter growing whenever you move on a dot on the map?

At last, our roster is complete. Now all we need is to pass through Eagrose and Gariland again to purchase enough gear to equip everyone, and we'll be off to the races.
And this is what I meant by "forced grinding": you needed three extra battle to get access to units with actual abilities you can have fun using. Of course, grinding in FFT isn't boring the way it was in FF2, despite using a similar mechanical approach - but I wanted to point out that, if you'd tried to just get through the fight without grinding, as you noticed, it would have been remarkably challenging for being so early in the game.

Zalbaag and Dycedarg are referred to as the "trueborn" sons of Barbanath, which suggests Ramza and Alma are bastards, ie born out of wedlock, though legitimized by their father, but if they have the same mother, it's possible that they might just be the children of a second wife? Alternatively Barbanath just had a long term mistress, or a concubine. It's very unclear.
It is my understanding, although I couldn't tell you were I picked it up so it's easily possible I'm wrong, that Barbaneth did marry Ramza and Alma's mother, so they aren't bastards - but, unlike Dycedarg's and Zalbag's mother, who was a noblewoman, Ramza's and Alma's mother was common born. So, they are still noble, but of a lesser breed, and thus need to prove themselves. Or, at least, that was my understanding of things - I'm sure if it's correct some rumor or biography will mention it at some point, and if not then I misremembered something. FFT has a lot of stuff to keep track of, so forgetting things is always a possibility.

labeled 'The Siedge Weald.'
The original translation has this named as Sweegy Woods. Also, "Argath" was named Algus, and "Eagrose" was "Igros."

Our lineup is comprised entirely of Squires, for JP Boost learning purposes
And that's the third issue about having Gained JP Up as an ability, in addition to the other two you correctly identified in the first post: the opportunity cost. It forces you to stay Squire instead of immediately shifting to something else, and it forces you to spend your first 250 JP on itself, instead of saving for Accumulate/Focus or unlocking other options from the rest of the Squire's abilities.

I want to build my own custom blorbos that I control in battle. At this point I'm sort of hoping either Delita or Argath leaves soon.
In the original PSX version, you can freely change the classes and equipment of guest; was that feature removed from WotL? I honestly can't remember, but I would be surprised if it was.

I… don't know which ones of these are good? It's genuinely hard to tell without prior game experience. I imagine the Rend [Gear] options are useless against monsters, but are they especially useful against human targets? I imagine they're likely to have a variable success rate, and if this ends up like typical 'status effects vs bosses' FF fashion that doesn't seem worth it, but on the other hand maybe Rend Weapon actually allows us to trivialize enemy melee class? I'd welcome some advice there.
It really depend on your playstyle; Break Speed, Break Weapon and Break Shield all have obvious usefulness, but if you build around them each of the other Breaks can be useful. The passives all have much more use if you don't want to stay into Knight - Swords are the best weapons in the game most of the time, plenty of classes can't use Shields innately and would benefit from extra defense, and any melee class can find a use for the extra HP Armor provides, whereas there's plenty of specific weapons that are excellent if you have Weapon Guard at hand when they pop up.

Oh, and also, Zamra can become a monk now. Not sure what I'll do with that yet.
As you have now unlocked the class, I believe that you can now check on the characters that haven't unlocked it, and this will tell you (by pressing the "online help" button, which is select on the PSX) how that class can be unlocked. This can be useful to figure out unlock requirements, since they are all pretty similar, except for a couple of very late-game exceptions.

Chemist is... probably meant to be similar
If it truly was, wow was that a design failure. Honestly though, there should be no useless classes in a game like this one, so the fact that vanilla Squire is one such is extra annoying to me.

Squire is stupendously boring
Yes. As I mentioned, certain classes are very much useless in the base FFT game, and Squire is decidedly one of those.

For my own fun, and since it's not a spoiler, here is how the LFT mod fixed the Squire, turning it into a valid class choice, even if being a bit subpar in the early game (as most of the best aspects come online later):

Substantial increase in stats: HP 100 > 110, PA 90 > 110, MP 75 > 110, MA 80 >110 and Speed 100 >110. This makes the Squire the most well-rounded class in the game, while still being inferior to the specialist classes - the Knight's 120 HP and PA multipliers are still superior, and most mage classes have better MP and MA, whereas the difference in Speed isn't noticeable until a good few levels in. So you have a use for the Squire if you need a good generalist class - but if you do need a generalist, it holds its own with the specialists relatively well.

This is added on by itemization changes - they still can't wear armor or shields, and so are inferior to Knights early on, but they can now wear robes, making them able to keep up with late-game mages, and have additional weapon options in Sticks/Poles, Crossbows and Knight Swords, all of which help with the class' general versatility and the feeling of being a more "generalist" class by having different options for different setups (Crossbow for ranged, Pole for a magic build, and Knight Swords for lategame).

And finally, of course, the skill set and abilities are revamped substantially. For the skillset itself, Focus/Accumulate had its JP cost reduced to 150, so it can be learned more quickly and gives early game Squire something to do in empty turns; Heal retained its 150 JP cost, but is modified to heal a ton more stats - it doesn't cover everything, and misses some things other abilities get, but it's still competitive, with the short range being the primary detriment. In addition, the skillset got three extra abilities - an ability that recovers MP, a parallel to Focus/Accumulate that increases Speed instead, and a revival option, which cost 250, 400 and 800 JP; this cements the skillset as a solid support option, while giving it things for which one might want to stay in the class, or at least come back to it later in the game when JP gains are easier.

As for the other abilities, with Gained JP up gone, the Squire got Gained EXP up instead; this one costs 200 JP, and unlike Gained JP up, it has a clear use case that doesn't force people to learn it - you only learn the skill if you want to grind level on a specific unit, set the ability in the battle you're grinding it with, and then remove it. Doesn't keep people from learning and/or using other support abilities, and is not an "instant purchase" like Gained JP Up, instead letting you pick it when you need it. And to match it, the Squire was also given Move-Gain EXP, also costing 200 JP to learn, while Move +1 was transferred to a class that didn't have any movement ability, and needed a bit of encouragement for people to stay into it; and having Move +1 further into the Job three also means that the lesser movement abilities (such as Move-Gain EXP and a few others) get a bit of time for people to try them out before everybody gets to have Move +1 equipped as default.

Overall, this doesn't make the Squire play too much different in the beginning, since most of the new equipment it can use aren't really available until later, same as the more pricey abilities and the increase in speed, but it can at least hold its own, and then, once the player progress into the game, the class slowly gains utility that keeps it a viable option - so, instead of never using it, people will sometimes use it, which make the gameplay more varied by its presence, but doesn't really change the nature of the gameplay itself. It's a set of subtle changes that completely modifies the nature of the class, but without making it overpowered or revolutionizing how battles play out, it just expands players' options.

LFT mod makes that battle even harder btw. The Bombs can self-destruct multiple times in the same battle. So they can blow up your team, come back to life at the start of their next turn, then immediately blow up again.
They can! Every monster is more interesting in LFT due to innate Monster Skill, modified reactions, and the occasional tweaks like the Bombs having the ability to resurrect, which makes them tougher to face, but also more fun for the sheer chaos they can cause in a fight.

Of course, LFT also gives you better tools to deal with them - the Wizard/Black Mage will generally already be available at this point (since you didn't need to stay in Squire for Gained JP Up) and likely have access to the buffed Poison, and Ramza & Delita's vanilla Chant having been changed to Wish, which is a revival ability. Having Delita able to resurrect makes him a lot more useful and can save you from mistakes, and of course Ramza having revival himself makes it easier to get into the mindset of not having him charge forwards, since he can revive while normal Squires cannot (until much later in the game). LFT also makes the Longbow available earlier, so you aren't stuck with Crossbow-using archers and their friendly-fire. They are small changes, but make the game's somewhat greater challenges still feel fair, in my opinion.
 
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Rake #5: Forgetting to check your abilities after switching classes.
Status: Rake'd

Rake #6: Naked Knights
Status: Possible, Omi did switch Ramza to Knight immediately after the Plains battle. Currently unknown.
 
and the Order of the Southern Sky, led by one Cidolfus Orlandeau, also known as the Thunder God.



Zalbaag: "We received a ransom note from the Corpse Brigade."
Argath: "What!?"
Zalbaag: "Something about it sits unwell with me. They are anarchists to be sure, bent on bringing down the aristocracy. But they fancy themselves righteous, and prey only on the nobility and those in their employ. Would such as they truly kidnap the marquis for want of coin?"

Wait a minute, you're telling me the Corpse Brigade aren't motivated by money, they're actual anarchists who are specifically targeting the nobility and trying to end its rule?

wtf i love the corpse brigade now

We still suffer a few losses… But by a stroke of luck, it's Delita and Argath, and as guest character they can't permadie in this battle, so we don't suffer from any time pressure. Ramza and the three Squires are able to sweep the board afterwards.
"Noblesse Oblige, my lord! Surely all will see your bravery!" I scream over the sound of battle as I grab the struggling Viscount and pull him bodily in front of me to catch a dozen arrows in our charge.

In the wake of the clash I am duly awarded my standard field promotion for my cunning, balanced out by the demotion for my casual handling of the nobility. The Viscount fresh from the healers' tent punches me in the face and gives me a bottle of fine wine in celebration of his plaudits.

So it goes in Ivalice.

As a tangent, I said I'd come back to the 'Sand Rat's Sietch' earlier, and, okay, this is kind of funny. Last update I talked about the WotL script borrowing from Game of Thrones? This is unlikely to be news to anyone on the year of the release of Dune Part 2, but 'Sietch' is, specifically, a term made up by Frank Herbert for his Dune novels, describing the hidden and fortified cave warrens used by the Fremen people of the desert planet Harrakis. While it's derived from the Cossack sich, the spelling is, specifically, an invention of Herbert's. Its use here for the burrow/home of a desert rat, used as a metaphor for a dwelling of desert bandies, is a direct reference to Dune.

"We have wormsign the like of which Glabados himself has never seen."
 
See, my take on reading this plus the earlier bits during their father's death puts me thinking that Dycedarg just doesn't particularly care for Ramza? In a Catelyn Stark sort of way (if less outright hostile), he would prefer the bastard boy just be set in a corner somewhere and not draw attention or have to deal with him.

Meanwhile, Zalbaag is clearly the fun older brother that cares deeply for Ramza, including wanting him to enjoy himself and get better opportunities.
See my take on reading the update was that Zalbaag maybe kind of wants Ramaza dead?

"Here, you set off with these five guys and go take on a group of bandits that were large enough to tear through a noble's guards and kidnap them."
 
See my take on reading the update was that Zalbaag maybe kind of wants Ramaza dead?

"Here, you set off with these five guys and go take on a group of bandits that were large enough to tear through a noble's guards and kidnap them."
Really? I always thought he was playing the part of being The Cool Authority Guy pointing the gutsy protagonists at a soft target knowing the worst they'd get would be a half-hearted lecture from Dycedarg.

The original translation has this named as Sweegy Woods.
Or as I like to call it, Squeegee Woods.
 
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My first thought on reading this update: 'there's a king?'
I mean, the presence of the King is minorly mentioned in-game somewhere near the end. We have Ovelia the princess hidden in Orbonne until Delita kidnapped her. Even with the shoddy translation on PSX version, it is known that there is a King.

There is a King, until there isn't. That's why the Lions War is just around the corner.
 
Out of curiosity, if you don't choose to save Argath, what does Delita do differently? And if Argath falls to 0 HP in the ensuing scuffle, does he actually die and disappear from the story or does he still survive so he can fulfill his narrative role?

Argath is a knight apprentice in the service of His Excellency, the Marquis Elmdore of Limberry. Elmdore, known as the Silver Prince for his bright armor and silver hair, is a hero of the latter days of the War, as well as a devour member of the Church of Glabados and an ordained inquisitor.
Wait a second. Silver hair... war hero... prince imagery (alien cancer jesus is close enough to being a prince)... is this just medieval European Sephiroth? I can hear One Winged Angel playing already.
 
Honestly I'm not sure it's that worth using Stone? If you wait after moving instead of using an action, you get your next turn faster than you would otherwise, so might be better trading off that potential 5-10 damage for moving again sooner.
On the other hand, any turn where you don't act is a turn where you don't get JP. Stone can also push enemies back one tile, though that's rare enough that you can't really strategize with it.
 
As far as I can tell, we're currently at the economic/military/societal crisis which is going to be compounded by the succession crisis that is right around the corner caused by the current King dying without a clear male heir (given that we're doing 'War of the Roses with the names changed'). Funnily enough, if you disband your armies and do not pay them, your country suffers a sudden mysterious plague of bandits; if you then fail to secure a solid line of succession, every petty noble in the country - and outside of it - will jump on the chance to claim the throne.

Amusingly, this is the exact situation that started the 50 Years War, from what Omicron has said of the history.
 
A plebian's note: JP boost is an absolute must, followed by Salve/Heal. Omi probably hasn't noticed yet, by the divide between gold and items is pretty wide in early game Tactics. Having an infinite source of healing on every Squire is very tempting.
 
Out of curiosity, if you don't choose to save Argath, what does Delita do differently? And if Argath falls to 0 HP in the ensuing scuffle, does he actually die and disappear from the story or does he still survive so he can fulfill his narrative role?
You get some flavor dialogue to highlight the differing choice and Argath can get knocked out without causing a Game Over.

Yes, if you opt to save him it's an immediate Game Over if his HP gets reduced to zero. It's a rake for a reason.
 
A plebian's note: JP boost is an absolute must, followed by Salve/Heal. Omi probably hasn't noticed yet, by the divide between gold and items is pretty wide in early game Tactics. Having an infinite source of healing on every Squire is very tempting.

I'm honestly not seeing the point of JP Boost, if you can get infinite JP by just straightforwardly grinding stuff instead. At least early -- the opportunity cost seems extremely large.
 
I'm honestly not seeing the point of JP Boost, if you can get infinite JP by just straightforwardly grinding stuff instead. At least early -- the opportunity cost seems extremely large.
I mean. I've not actually played the original Final Fantasy Tactics but Omicron noted how some individual skills were looking at 'it's faster to learn JP Boost first outright' kinda costs.

At that point if you're willing to straightforwardly grind you may as well grab it first then grind. It's less grinding overall.

it'd only be if you were doing some kinda no grinding challenge that the opportunity cost would be an incentive to not get it early, it seems to me.
 
Out of curiosity, if you don't choose to save Argath, what does Delita do differently? And if Argath falls to 0 HP in the ensuing scuffle, does he actually die and disappear from the story or does he still survive so he can fulfill his narrative role?
As mentioned, if you choose to save Algus, and he gets killed, that's a Game Over. And by "get killed", I don't mean "actually die beyond the ability of resurrection abilities to bring him back and turns into a crystal", which is the way death works in gameplay and what causes a Game Over for Ramza; I actually mean "is reduced to 0 HP and fall to the ground". You don't get the chance to resurrect him, if he goes down, you've lost.

I suspect that this is due to the game's innate limitation - Algus and Delita are coded as "immortal" units, so they can't crystallize the way Ramza and normal units can, as Omicron mentioned - but in either case, deciding to save Algus means making the battle genuinely harder, since as mentioned he starts in the middle of the enemy formation and is not especially durable.

If you choose not to save him (or rather, in the dialogue option, to just say "our priority is the Corpse Brigade, take them down"), Delita say "Are you mad, Ramza? Leaving him stranded?" Ramza answer "That's how fights are", and Delita goes "then I'll save him", but your battle objectives is still just "kill all enemies", and thus if Algus get knocked out it's no big deal. It does lowers Ramza bravery a bit, but that's reversible, so it's really just a choice of "do I make this easier on myself by making Ramza act like a jerk, or not."

Of course, this is just the FIRST rescue mission in the game; each subsequent one will be harder, and as the game goes on, you don't get to "opt out" of them anymore. So, you know, even if it's harder, it's probably best to try and save Algus anyway, as a way to practice.
 
There is a Zodiac compatibility chart which affects the effectiveness of attacks and magic between characters.
Real Min-Max psychos would grind out some cash, kick out all of Ramza's initial party, and then hire a bunch of randos with compatible zodiac signs. So if you set Ramza's zodiac to Capricorn, you'd hire a bunch of Virgos, Tauruses, or female Cancers. (male Cancers would have the worst compatibility with him, due to being on the opposite side of the zodiac wheel and being the same gender) Of course, zodiac min-maxing won't make or break any playthroughs, but it would make party support easier.
 
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Out of curiosity, if you don't choose to save Argath, what does Delita do differently? And if Argath falls to 0 HP in the ensuing scuffle, does he actually die and disappear from the story or does he still survive so he can fulfill his narrative role?
If you choose to prioritize killing over being a hero Delita says "what the shit, bro" and the fight is significantly easier. There are no significant gameplay effects of the choice beyond that.
I'm honestly not seeing the point of JP Boost, if you can get infinite JP by just straightforwardly grinding stuff instead. At least early -- the opportunity cost seems extremely large.
It slashes the amount of grinding you need to do by an enormous amount. Not only does it make the actual grinding faster, but if you have it on during story battles you'll require less grinding anyway.

That being said, I never minded grinding in FFT anyway. Just kill all the enemies except one in a random encounter and then have the party "spar" (read, throw rocks at each other) until the desired amount of JP is gained. At worst it's a bit dull, but I always enjoyed it by imagining it as a team building exercise slash airing of grievances - "Damn it Ramza, maybe this will remind you to clean your dishes after breakfast!" "Ow! Maybe this will teach you how to not burn the oatmeal, then!" - and I'm easily amused by things like that.

Regardless, I never use it in story battles unless that unit doesn't have anything useful for that slot. Even something as simple as Move+1 is enormously good.
 


This was significantly more interesting than previous battles, now that we have a full roster of individual jobs that can support one another and each have a particular battle plan.

I probably could have won this battle just with my Squires and Chemists if I had invested in Squire Abilities (they can get Move +1, which should stack with Combat Boots, and Counter-Tackle to react to melee attacks, and Stone for ranged attacks), but also, eh? This was more fun. We finally have a party that resembles something. It's annoying that having both Delita and Argath as guests is restricting us to 4 party members - in the random encounter, we had neither of these, and our available roster was a full complement of 5. Having two extra characters certainly means more overall power, but like… I want to build my own custom blorbos that I control in battle. At this point I'm sort of hoping either Delita or Argath leaves soon.

A note on Ramza's Knight: He's racked up a pretty hefty amount of JP by now, but I, uh… Haven't spent any of it yet.

Here's the list of Knight's Command Abilities:


These are 'Arts of War,' and they're all in the form of 'Rend X.' Each one is a debuff that either destroys equipment or reduces an enemy resource: Break Helm, Armor, Shield or Weapon, Deplete MP, or directly reduce Speed, Power, or Magick.

I… don't know which ones of these are good? It's genuinely hard to tell without prior game experience. I imagine the Rend [Gear] options are useless against monsters, but are they especially useful against human targets? I imagine they're likely to have a variable success rate, and if this ends up like typical 'status effects vs bosses' FF fashion that doesn't seem worth it, but on the other hand maybe Rend Weapon actually allows us to trivialize enemy melee class? I'd welcome some advice there.

As for Reaction and Support Abilities, Knights can learn Parry, which grants a chance to block physical attacks with the weapon (separate from the already existing chance to block with a shield), that seems fairly decent. They can also learn to Equip Heavy Armor, Shields or Swords; these are all of course available to the Knight by default, the point is that by learning them permanently, we could then make Ramza into, say, a Black Mage wearing heavy armor.

So yeah, basically I have choice paralysis because there are so many options and a limited pool of JP to spend. I expect this'll be a regular occurrence. Still, even without these Arts of War, just being a Knight is a huge boost in power and survivability and Ramza has been doing pretty well for himself.

So let's see the outcome of this battle before we leave off for today.
Storywise I won't comment yet other then having a legit peasant revolt is quite rare in the fantasy genre, so having one crop up like this is really cool(wonder if the german peasant revolt of the 16th century had any influence on this game hmm actually seems this one played the most influence given the outright naming of the black death Peasants' Revolt - Wikipedia).
I actually had trouble on my concurrent no grind playthrough(all this talk made me nostalgic) there because for some reason I thought I lacked enough xp on my chemist for phoenix down an potion still won but could have avoided pain that.. Its not too bad if your clever with equipment and abusing the mages to deal damage to the knight, prob wouldn't have rammed my head against it had I remembered that as it was it was a close run(blame it being my first ever time replaying tactics ). I noticed I could buy it next map lol which was a little embarrassing given I had little trouble on my first playthouh with this map.
One things that you might want to know is that class points bleeds (even if you haven't unlocked the class on the bled to teameate) to others in the party, this has lots practical perks and it even affects the two meatshield npcs(meaning getting jp boost is quite easy), I personally have kept them as squires as the extra speed makes them handy meatshields alongside class bleed though making Argath as a archer seems like a handy way around his cowardly AI.


Here's a class overview alongside notable skills.

Squire has good equip options early and better speed then a knight, so it isn't completely useless you still want to only stick around in the class for as long as get the 1+ move and the boost skill(maybe beasmaster too that ones cute) unless your Ramza who wants to stick around long enough to grab Yell stacking speed boosts is nuts especially on turns where you couldn't attack anyways.
Knight is a solid class with a fairly bad command for what the class does as their better off damage then breaking weapons in most scenario's equipping shields and swords is handy though and they have the niche of a near exclusive weapon type...which isn't a good as you prob think it is.
Archer has a good weapon type in exclusive access to bows but has a fairly weak command in charge (at least for archers), still its not all bad as they can get crazy range and seem to make good use of item and arts of war commands as a supporter bot, archer and knight prob wish they could trade. Crossbow access is the most notable skill archer arguably gives, range is okay(but worse then bows) but the damage ain't great, and they miss out on the speed scaling of bows. Still 4 range is not nothing.
Chemist has one of the best commands in the game, but its stats are uh middling still having items by default is never bad, throw item command allows you to basically allows you to role compress chemist into a class with better stats but having item as your default is still crazy strong.
Black mage is a cannon simple enough, big magic(strongest magic stat in the game baby!) and it learns teleport(which is as nuts as it sounds) and gets a magic boosting skill to boost it further what you see is what you get.
There also a class role if you keep the game title screen long enough but its up to you if want to spoil it or not.
Practical gameplay tip for later make your minor gameplay prep spoiler thief sagitarius if you get one, thats basically the only time zodiac matters meaningfully, prob female to because it reduces bad compatibility penalties if I recall for other cases of theft.
 
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