This party kicks ass. Fighter and bb can pack a good punch with rm handling all the light magic work and chopping foes when necessary. The Thief can run, and the Ninja becomes an excellent asset later on with an extra FAST per round and great defenses.
A variety of spells and a heckuvalot of magical payload is sacrificed for this party, but it doesn't make this foursome much weaker. This is a good crew.
The beat-down party. The only problem is... if you can't attack it or drink it, it's the sole responsibility of RW. It gets a little rough in the middle until you've collected all the casting items and N and M finally get enough power to make the lack of magic irrelevant.
I hate this party. I tried playing as it one time, just because it was the default, and eventually gave up. It's such an annoying party. You need more magic than just one Red Mage when you have characters as fragile as a Thief and a Black Belt in your party. Blegh.
In the NES FF1, the black mage's spells were like your mom's fine china - you saved it and saved it for that special occasion that never ended up happening and would've been better off investing in Tupperware... As much as I like the guy, I can't really argue for using one in the original magic system of spells per level. He's fine with standard MP.
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The default party for the NES version. Heavy on the melee, but light on the magic.
Bleh.
also Bleh.
Magic is the soul of FF1. Remember that.
I like this party a lot... and for some reason, it's usually a similar set-up that gets used in just about every RPG I play.
Metal Beatstick/Fast Guy/Fist of God/Light Magic Support is awesome.
I wonder why this was the default? I would think the Fi/Th/WM/BM or Fi/BB/WM/BM parties would have made more sense.
Because red mage is a fighter as well as a mage
Perhaps, they thought this would be the easiest for new players at the time, without using repeat classes.
This party kicks ass. Fighter and bb can pack a good punch with rm handling all the light magic work and chopping foes when necessary. The Thief can run, and the Ninja becomes an excellent asset later on with an extra FAST per round and great defenses.
A variety of spells and a heckuvalot of magical payload is sacrificed for this party, but it doesn't make this foursome much weaker. This is a good crew.
This is pretty much my party in Dragon Quest III right now, come to think of it.
Warrior/Thief/Fighter/Hero, in that order.
brutal power
The beat-down party. The only problem is... if you can't attack it or drink it, it's the sole responsibility of RW. It gets a little rough in the middle until you've collected all the casting items and N and M finally get enough power to make the lack of magic irrelevant.
This is the second party I used. Jose is a perfect name for the Red Mage. Just 'cause.
... Jose?
I hate this party. I tried playing as it one time, just because it was the default, and eventually gave up. It's such an annoying party. You need more magic than just one Red Mage when you have characters as fragile as a Thief and a Black Belt in your party. Blegh.
This is an okay party, I've played it myself. It lacks magic, but with 2 super-attackers (Fighter and BB) plus a Ninja late ron, this party is good.
good Party I guess, but who doesn't miss high level magic. You certianly use a lot more items.
In the NES FF1, the black mage's spells were like your mom's fine china - you saved it and saved it for that special occasion that never ended up happening and would've been better off investing in Tupperware... As much as I like the guy, I can't really argue for using one in the original magic system of spells per level. He's fine with standard MP.
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