Law system (Tactics A2)

In Final Fantasy Tactics A2: Grimoire of the Rift, laws are regulations announced by Judges at the start of combat that forbid certain actions. In exchange for heeding these laws, clans are allowed a privilege of their own choosing to also apply during the battle. The forbidden action and the chosen privilege will be shown on the upper screen next to the Judge.
==Laws==
thumb|The Law screen.
Laws are slightly changed from their predecessor system. Before each battle, Judges still announce which law will be in effect for the duration of the fight, but there are no more red and yellow cards issued when a law is broken. Instead, when the player breaks a law by committing a forbidden action, the Judge departs, and the upper screen changes to a gray theme to reflect this (unless upholding the law was one of the mission objectives).
Without the support of Judges, players may not be revived, and once they are knocked out, they will be displayed as trapped in a metal cage at the top of the upper screen. Rather than being determined by the time of year, specific laws are tied to specific missions, typically chosen to add extra challenge, such as forbidding an element all enemy units are weak to, or in a mission to defeat a specific enemy, a law that forbids harming the other units. A prime example of this is "Being Robbed", which only appears in missions with lots of thieves.
===Clan Trials===
*Any law that forbids attacking with weapons does not forbid the use of abilities with weapons.
*Opportunity commands ignore damage-dealing laws.
*Multiple attacks (Dual Wield, Double Shot, etc.) are not added together for damage dealing laws (doing 50 and 60 damage will not break the law against doing more than 100 damage).
*With the exception of when they are specifically banned, reaction abilities do not break laws.
*Doing an action that violates the law and ends the mission does not result in any penalty. (E.g. defeating the last enemy in a mission where the player must defeat all foes.)
Name 	Rule
Fire 	Weapons and abilities that use fire are forbidden.
Ice 	Weapons and abilities that use ice are forbidden.
Lightning 	Weapons and abilities that use lightning are forbidden.
Fire, Ice, Lightning 	Weapons and abilities that use fire, ice, or lightning are forbidden.
Non-elemental Effects 	Use of non-elemental weapons and abilities is forbidden.
Elemental Effects 	Use of elemental weapons and abilities is forbidden.
Bladed Weapons 	Attacks with knives, swords, blades, sabers, katana, axes, knightswords, greatswords and broadswords are forbidden.
Piercing Weapons 	Attacks with rapiers and spears are forbidden.
Bludgeoning Weapons 	Attacks with rods, staves, poles, knuckles, hammers and maces are forbidden.
Ranged Weapons 	Attacks with bows, greatbows, guns, hand-cannons, and cards are forbidden.
Scholarly Weapons 	Attacks with instruments and books are forbidden.
Harming Humes 	Actions that harm humes are forbidden. Reaction abilities are excluded. Penelo is not covered by this law, as she is counted as a viera.
Harming Bangaa 	Actions that harm bangaa are forbidden. Reaction abilities are excluded. Cid is covered by this law despite being a Rev.
Harming Nu Mou 	Actions that harm nu mou are forbidden. Reaction abilities are excluded.
Harming Viera 	Actions that harm viera are forbidden. Reaction abilities are excluded. Penelo is included in this law.
Harming Seeq 	Actions that harm seeq are forbidden. Reaction abilities are excluded.
Harming Gria 	Actions that harm gria are forbidden. Reaction abilities are excluded.
Harming Males 	Actions that harm humes, bangaa, nu mou, moogles, and seeq are forbidden. Cid is also covered by this law as he is male, despite not being a member of the listed races. Conversely, Penelo, Adelle, Frimelda Lotice and Illua are indeed female and not covered by this law despite being humes. Since the Night Dancer is actually male, "he" is covered by this law.
Harming Females 	Actions that harm viera and gria are forbidden. Penelo, Adelle, Frimelda Lotice and Illua are also covered by this law as they are female, despite being humes. The Night Dancer is NOT covered by this law.
Harming the Opposite Sex 	Actions that harm members of the opposite sex are forbidden.
Harming the Weak 	Actions that harm a lower level unit are forbidden.
Attack 	Attacking is forbidden. This does not forbid the use of abilities.
Items 	Items are forbidden.
Summoning Scions 	Summoning scions is forbidden.
Opportunity Commands 	Opportunity commands are forbidden.
Actions by Humes 	Humes may only move and perform basic attacks.
Actions by Bangaa 	Bangaa may only move and perform basic attacks. Cid is counted as a bangaa, despite being a rev.
Actions by Nu Mou 	Nu Mou may only move and perform basic attacks.
Actions by Viera 	Viera may only move and perform basic attacks. Penelo is counted as a viera, despite being hume.
Actions by Moogles 	Moogles may only move and perform basic attacks.
Actions by Seeq 	Seeq may only move and perform basic attacks.
Actions by Gria 	Gria may only move and perform basic attacks.
Targeting Adjacent Units 	Actions targeting adjacent tiles are forbidden. Knocking back an enemy still counts.
Targeting Distant Units 	Actions targeting units two or more tiles away are forbidden. Enemies who are knocked back are considered distant. Being knocked back by an enemy's Blink Counter is allowed.
Targeting an Area 	Actions targeting two or more tiles are forbidden.
Targeting Self 	Actions targeting the user are forbidden. This includes all spells that hit the caster.
Targeting All Units 	Actions targeting all units at once are forbidden.
Restoring HP 	Actions or abilities that restore HP are forbidden. Regen is allowed.
Restoring MP 	Actions or abilities that restore MP are forbidden.
Copycat 	Using the same action as the preceding unit is forbidden. This ignores moving, waiting, and opportunity commands.
Knockback 	Actions that knock the target back are forbidden. This includes critical hit knockbacks, as well as the Reaction ability Blink Counter. Using Knockback attacks without actually doing so (enemy is against the wall already) does not count.
Back attack 	Attacking a unit from behind is forbidden.
Missing 	Missing with an action is forbidden.
Debuffs 	Debuffs are forbidden.
Buffs 	Buffs are forbidden.
Buffs and Debuffs 	Buffs and debuffs are forbidden.
Receiving Buffs and Debuffs	Receiving buffs or debuffs is forbidden.
Being Robbed 	Having gil or items stolen is forbidden.
Reaction Abilities 	Reaction abilities are forbidden.
< 20 Damage 	Dealing < 20 damage is forbidden.
< 50 Damage 	Dealing < 50 damage is forbidden.
< 100 Damage 	Dealing < 100 damage is forbidden.
> 20 Damage 	Dealing > 20 Damage is forbidden.
> 50 Damage 	Dealing > 50 Damage is forbidden.
> 100 Damage 	Dealing > 100 Damage is forbidden.
HP ≤ 20 	Having less than 20 HP is forbidden.
HP ≤ 100 	Having less than 100 HP is forbidden.
HP ≤ 200 	Having less than 200 HP is forbidden.
Using ≥ 20 MP 	Actions that consume 20 or more MP are forbidden.
Using MP 	Actions that consume MP are forbidden. Using items oddly, counts as using MP.
Not using MP 	Actions that don't consume MP are forbidden. The Attack command will not violate this law.
Smash Gauge ≥ 60% 	Having a Smash Gauge which is more than 60% full is forbidden.
Grouping 	Ending the turn next to another unit is forbidden.
Solitude 	Ending the turn without a unit in an adjacent tile is forbidden.
Not Moving 1 Tile 	Each unit must move exactly 1 tile before ending its turn.
Not Moving 3 Tiles 	Each unit must move exactly 3 tiles before ending its turn.
Not Moving 	Each unit must move at least 1 tile before ending its turn.
Swimming 	Entering a water tile is forbidden. Despite the wording, simply ending the turn standing in a water tile is forbidden, you can still walk through them.
Height ≥ 10 	Moving to a tile with a height of 10 or more is forbidden.
==Privileges==
Privileges have replaced recommended moves from Final Fantasy Tactics Advance. They allow the clan special bonuses, such as a boost in speed or agility or extra advantages for certain classes or races. The presence of the Judges enables these privileges, and thus they cease once the Judge leaves.
Clans have an inventory of privileges they can select from, and gain new privileges by completing clan trials. Several privileges can be upgraded in order; completing a trial that can give a level 3 privilege when one only has the level 1 version of it will only award the level 2 version.
Clans begin with a small set of privileges:
*Power↑ 1 - Slightly increases damage dealt and reduces damage received.
*Agility↑ 1 - Slightly improves chance to hit and avoid being hit.
*Speed↑ 1 - Slightly raises speed.
*Luck 1 - Slightly increases critical hit rate and chance of an Opportunity turn.
There is an additional privilege a clan has at the beginning of the game, selected by a series of questions asked by an NPC during the introductory phase of play.
Name 	Benefit 	Reward from
Power↑ 1-5 	Increases damage dealt and reduces damage received. 	Aptitude I (Machinist and Dab Hands)
Aptitude II (Wrights and Master Artificers)
Agility↑ 1-5 	Improves chance to hit and avoid being hit. 	Adaptability I (Surveyors and Mimics)
Adaptability II (Trailblazers and Master Improvisers)
Speed↑ 1-5 	Raises speed. 	Teamwork I (Relations and Old Friends)
Teamwork II (Boon Companions and Master Allies)
Luck↑ 1-5 	Increases critical hit rate and chance of an Opportunity turn. 	Negotiation I (Barterers and Orators)
Negotiation II (Conciliators and Master Negotiators)
Move↑ 1-2 	Units can move additional tiles. One for Move↑ 1, two for Move↑ 2 	General Training II - Adepts and Master Adventurers
Empowered Humes 	Hume units (excluding Penelo) receive bonuses to Attack, Defense, and other Attributes. 	General Training I (Novices)
Empowered Bangaa 	Bangaa units (and Cid) receive bonuses to Attack, Defense, and other Attributes. 	Aptitude I (Grease Monkeys)
Empowered Nu Mou 	Nu Mou units receive bonuses to Attack, Defense, and other Attributes. 	Negotiation I (Hagglers)
Empowered Viera 	Viera units (and Penelo) receive bonuses to Attack, Defense, and other Attributes. 	Teamwork I (Acquaintances)
Empowered Moogles 	Moogle units receive bonuses to Attack, Defense, and other Attributes. 	Adaptability I (Scouts)
Empowered Seeq 	Seeq units receive bonuses to Attack, Defense, and other Attributes. 	Aptitude II (Craftsmen)
Empowered Gria 	Gria units receive bonuses to Attack, Defense, and other Attributes. 	Teamwork II (Comrades)
Regen/Regenra/Regenga	Units regain a small/medium/large amount of HP each turn. (Does not stack with the Regen buff) 	General Training I (Journeymen)
General Training II (Braves and Heroes)
MP Channeling 	Units regain additional MP each turn. (20 as opposed to the normal 10.) 	Aptitude-Adaptability (Master Explorers)
MP Efficiency 	Abilities cost less MP. (MP cost reduced by 50%, stacking with any MP cost altering support abilities)	Teamwork-Aptitude (Master Hands)
Non-Elemental Attacks	All weapons and abilities are treated as though they have no elemental affinity 	Adaptability-Negotiation (Master Intercessors)
Debuff Resistance 1-5	Grants immunity to:
:Rank 1 - Poison
:Rank 2 - Poison and Blindness
:Rank 3 - Poison, Blindness and Silence
:Rank 4 - Poison, Blindness, Silence, Immobilize and Disable
:Rank 5 - Poison, Blindness, Silence, Immobilize, Disable, Confuse, Charm and Toad	Aptitude-Adaptability (Travelers)
:Teamwork-Aptitude (Hands of Silver)
:Adaptability-Negotiation (Outriders)
:Negotiation-Teamwork (Champions)
:General Training II (Legends)
Libra 	Reveals all traps. 	Adaptability II (Contrivers)
Inserting FFTA cartridge
Smash Gauge Bonus 1-3	Increases growth rate of Smash Gauge. 	Aptitude-Adaptability (Prospectors, Pioneers, and Voyagers)
Bonus AP 1-3 	Increases the ability points awarded for completing a quest. (+20/+40/+60) 	Negotiation-Teamwork (Speakers, Lectors, and Advocate)
Bonus EXP 1-3 	Increases the experience points awarded for completing a quest. 	Teamwork-Aptitude (Hands of Steel, Hands of Gold, and Hands of Divinity)
Bonus CP 1-3 	Increases the clan points awarded for completing a quest. 	General Training I (Trainees, Professionals, and Veterans)
Bonus Gil 1-3 	Increases the gil awarded for completing a quest. 	Adaptability-Negotiation (Followers, Compromisers, and Catalysts)
Safe Keeping 	Prevents items from being stolen or destroyed. 	Negotiation II (Mediators)
Always Counter 	Units with no other reaction ability set will counter enemy attacks. 	Negotiation-Teamwork (Master Judicers)
Category:Gameplay in Final Fantasy Tactics A2: Grimoire of the Rift