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General Mechanics




Final Fantasy Tactics Advance (hear by known as FFT-A) is the third product of Square's engulfment of Mission. It's a Strategy RPG (known as a Simulation RPG in Japan) based on the "world" of Final Fantasy. If you have played the original Final Fantasy Tactics, or any of the Ogre Battle/Tactics Ogre series, or even Advance Wars; this game should be familiar territory. Battles are turn-based and take place on what essentially is a grid. Each time it becomes a unit's turn, they will get a chance to move and execute an action. Each unit has 8 stats which determine different attributes:

Move         Amount of panels that unit can move each turn.
Jump         Maximum height that unit can scale.
Evade        The % of attacks that unit can possibly dodge.
Weapon Atk   How strong that unit's physical attack will be.
Weapon Def   How well that unit can defend a physical attack.
Magic  Pow   The strength of any magic cast by that unit.
Magic  Res   How well that unit can resist a magical attack.
Speed        Determines the order and frequency of AT.

 Unlike FFT, there is no "casting" time for spells and abilities, not even for Jump (which is highly unorthodox by Final Fantasy standards). Also there is no Bahamut summon... a break of a tradition set since Final Fantasy III.

FFT-A is filled with many systems; some are old, some are revised, and some are brand spanking new. Because of their complexity, I might as well go over them one at a time for you:

 

 







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