JediAlly posted:I agree he should be level 20, but having read Path of Destruction, I'd say he should definitely have a few levels as Soldier. At least 2 or three.
JediAlly posted:One level of nonheroic to reflect his upbringing is a possibility, but not essential.
dizfactor posted:Stats, especially class selection, in Saga Edition are entirely concerned with the gameplay perspective and have nothing whatsoever to do with roleplay considerations. The right stats are the ones that reproduce the right mechanical effects.
Jedi Merkurian posted:I disagree with JediAlly about Bane having nonheroic levels, but as I said on another message board thread I think it's rather easy to do a 20th level version of Bane that is also reverse engineer-able to take into account his early years. But I also admit that I'm playing "armchair designer."
dp4m posted:dizfactor posted:Stats, especially class selection, in Saga Edition are entirely concerned with the gameplay perspective and have nothing whatsoever to do with roleplay considerations. The right stats are the ones that reproduce the right mechanical effects. And, as a defender of this system, you consider this a good thing?
dp4m posted:I guess that's why we're so adamantly against one another in the Saga debate because I view the system as enabling roleplaying first and statting second.
dp4m posted:One of the reasons I still love the WEG system (despite some of the inherent clunkiness in it) as well as the old RCRB, which allowed more roleplaying flexibility than the Saga edition does, IMO.
Rogue_Thunder posted:If that's the case, then, I don't think they should have a Jedi base class.
Rogue_Thunder posted:when you say a person has Jedi levels there's a connotation that they should have Jedi skills.
Rogue_Thunder posted:What's to stop some munchkin from saying they should be able to take certain light side powers (and they will have those powers in some future sourcebook) when they're playing a character with more DSP's than Palpatine because they can argue that they have levels in Jedi.
Jedi_Matt posted:I'm at the point where the next time my character levels I would take a level of Jedi Knight based on his past and what I've done in the game but due to the game being set in the Dark Times era there is no point whatsoever in reaching that milestone as every freakin' talent available as a Jedi Knight points to lightsaber combat or armour wearing.
dizfactor posted:Rogue_Thunder posted:What's to stop some munchkin from saying they should be able to take certain light side powers (and they will have those powers in some future sourcebook) when they're playing a character with more DSP's than Palpatine because they can argue that they have levels in Jedi. Because the rules explicitly inhibit people with DSPs from using light side powers? In ways that are not at all affected by class? You can have levels in whatever you want, but the restrictions on light side powers still hold. I slightly agree, there are at least two dark side talents which prohibit the use of light side powers from that point forward. In RCR this wouldn't be very restricting though, with only two Force powers in the RCR book being light side specific (healing ones). Couldn't tell you the state of play in SAGA though. Jedi_Matt posted:I'm at the point where the next time my character levels I would take a level of Jedi Knight based on his past and what I've done in the game but due to the game being set in the Dark Times era there is no point whatsoever in reaching that milestone as every freakin' talent available as a Jedi Knight points to lightsaber combat or armour wearing. If you don't want talents relating to lightsaber wielding, why are you interested in taking levels in JK? Taking levels in JK, again, has nothing whatsoever to do with being a Jedi Knight. It has everything to do with swinging a lightsaber. If your character should be considered a Jedi Knight based on his background, have him call himself a Jedi Knight and *poof* he's a Jedi Knight. It doesn't matter what his class build is.
Jedi_Matt posted:Hey, I can't really argue with this, the only sticking point I have with this 'take the class that suits the skills you want rather than that you've played' is that it's the opposite of what I'm used to,
Jedi_Matt posted:and the opposite of the approach I took while building the character in the first place. Add to that it's a solid example of metagaming and you can see why I don't really agree with it.
Tycho posted:Because I had played it awhile ago (in advance of advertising it - indeed, as a condition) I've had a chance to talk with people at conventions and so forth about my experience with D&D4. Or 4E, or whatever the accepted nomenclature is. As I have said, the alterations are radical. I mean radical in the sense that evokes a skateboard launching from the lip of a pool, but the changes (and the deprecation of your previous supplements) are a serious matter I am not deaf to. This is one of the things I love most, perhaps, about the sacred table. There is never any point at which your old books, dice, and mechanical pencils may be "revoked" by Wizards of the Coast, or any other kind of wizard. The same can't be said for gaming of the electronic sort, particularly on consoles, where the back-end services that sustain a game are not guaranteed - particularly as gaming has become a "service." Impermanence - for example, constraining access to a game you have purchased, with a recurring subscription - is core to certain segments of the business. My Dark Sun and Planescape supplements, bought by the sweat of a young man's brow toiling in the dish pit, still "work." It's one of the reasons I'm very comfortable advertising a new version. It's not a Madden scenario, where if you opt out for a year your experience grows increasingly desynchronized from reality. Here, you're making reality, at least, making a reality - that's what the whole [deity cursed] game is about. There's a fairly strong disincentive to buy into a different system, which places a grim onus on anyone who wants to sell you a new one. (CW)TB
dizfactor posted:If you start from the assumption that growing up in the Jedi Temple and becoming a padawan = starting as Jedi 1, you're going to be really frustrated trying to create your character, because there are no cross-class skills or anything like that. If, on the other hand, you start with the assumption that someone from this background should have basic lightsaber proficiency and Force training with some measure of outdoor survival and exploration skills, and then go looking for a class package that suits that skill set, you'll find an easy solution: Scout 1, taking WP: Lightsabers and Force-Sensitive as your starting feats. The character can call themselves a Padawan, and the skills will fit the background. As the character advances, he or she can multiclass into whatever classes get the blend of abilities right to reflect their capabilities based on their concept, background, and experiences.