So, some friends have asked me to do a Fire Emblem game, but they want it to run in 3.5. So they don't have to learn anything new I suppose. Anyway, I accepted the task and now that I'm digging into it I'm finding that it's going to be much harder than I originally though.
For one, I need to make all the classes since there are no D&D classes that work like FE classes. Then there's the matter of class progression and classing up. I'm thinking that it will work something like PrCs.
Anyway, my problem is that I don't really know how close to the source material I should stick. Should I keep the weapon triangles? How are the mounted classes going to work if they have to go inside a cave or something? The flying classes make the problem pretty important. Should I keep weapon durability in? There's a million questions because the base systems aren't very similar at all.
I know I'm ditching the random stat increases on level up from FE because it doesn't work with 3.5 at all and it sucks. I'm thinking having lots of stat-ups but forcing a low starting point-buy so players are starting with no higher that +2 mods.
I don't want to just do things like avoid interiors to remove flying complications because while the campaign is set in an FE world I want it to be more about the characters and not armies clashing. That will be more of a back-drop. Also, I want the product to be usable in all situations, not just specifically what I come up with for one campaign.
If anything I mentioned needs clarification just ask, I don't know how familiar everyone is with FE mechanics.
Any thoughts, comments, or advice would be greatly appreciated.