Final Fantasy Tactics: War of the Lions
I've really wanted to play this game for a while, and I'm just starting now. But right off the bat, I'm slapped in the face with what feels like a ton of different gameplay systems and it just feels incredibly daunting (as a Fire Emblem vet I at least understand the concepts of SRPGs). I tried to follow a guide but it really didn't seem to be too helpful to a newcomer like me. Does anyone have any tips/ a really good guide for me to follow? I'd really like to see everything the game has to offer.
An easy way to cheese Ramza into godhood so I can just enjoy the story would be acceptable too.
1) Max out Squire for every unit, ESPECIALLY Ramza. Squires learn the always good "JP Up" (which is self-explanatory). Ramza in particular learns one of the best abilities (Shout) which is great for ending turns with since it's not only a self-buff but also gives JP. Speaking of which...
2) Try and have any given unit end their turn by doing something while in random battles. Squire is good for this since they learn "Stone" which lets you chuck a rock at a target for minimal damage. You can throw rocks at higher-level teammates for easy JP. If a character isn't hurting for JP, then don't be afraid to have them Wait, since it means they'll get to their next turn quicker.
3) Classes are unlocked by reaching certain levels with other classes. This is only applicable for one character. Example, you unlocking Ninja for Ramza doesn't unlock it for everyone else.
4) JP earned by any given character in battle trickles down to everyone else in battle
for that class. It's only a percentage (about 1/4), but it goes a long way.
5) Abilities are more important than the classes themselves, unless you're trying to min-max.
6) Always, always, ALWAYS try to go for max Bravery. Bravery #s are important for reaction skill activation rates (essentially being a direct % chance to activate), and there is no downside to it with the exception being Treasure Hunt, which requires a low Brave count. If it's too low (10 or lower), then you turn into a literal chicken and auto-run from all enemies until you naturally gain Brave back to 11 (1 per turn). They will desert your party if it is too low when the battle is over (5 or less, IIRC)
Faith, on the other hand, is dangerous to keep high since your team members can permanently leave your party if it is too high (you get warnings when 90+, and they outright leave at 98+). You generally want to keep your spellcasters with high Faith since it translates into higher damage and better chances of connecting in general. Conversely, low Faith - or none at all - means you take pitiful damage from spells. This also includes healing and positive effects, so be careful.
You can use skills to raise or lower Brave/Faith in battle, and their numbers will permanently raise by 1 for every 4 obtained in battle once the battle is ended. Brave/Faith numbers always reset to normal after a battle (not including the permanent boosts from raising them by 4+ in battle), so you don't have to worry about desertion unless the numbers were already dangerously low/high before the battle.
7) Always keep a Chemist around, or someone with their ability set. You already said you're familiar with Fire Emblem, so I don't need to remind you of how crits can ruin a plan.
8) ALWAYS KEEP A SECOND SAVE FILE. There are a handful of fights that have a huge difficulty spike which you also cannot back out of. Keep a second save file handy just in case you find yourself stuck.
That's all I can think of for now, so feel free to ask more if you get stuck.