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  1. In Memory of LAJ_FETT: Please share your remembrances and condolences HERE

New Star Wars RPG Core Rulebook Coming!

Discussion in 'Archive: Games: RPG & Miniatures' started by Geoff1138, Jun 30, 2006.

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  1. TaintedJedi

    TaintedJedi Jedi Master star 4

    Registered:
    Mar 2, 2004
    And don't forget how the first edition d20 core rulebook had those silly penalties to lightsaber attacks and no actual personal lightsaber built for like half a dozen levels... sheesh...

    -TJ
     
  2. Corporate_Jedi

    Corporate_Jedi Jedi Youngling star 1

    Registered:
    Mar 25, 2002
    Which can make them hard to rationalize being alone among adults often 4-5 years older without a Master. I dislike having to either create an NPC Jedi who then has to mysteriously vanish so they don't take over scenes or contrive reasons a 12 year old is zipping around the galaxy with a dangerous weapon and a novice grasp of phenomenal cosmic power that can be turned to evil. Also it makes for level/age progression in characters difficult. If the campaign goes for three years the other characters would likely hit their twenties and be in their prime with low double digit levels where my former Padawan is now a 15 year old Master who barely got any training with his mentor?

    I think any game I run will start at 3rd level at least. I like giving the players some opportunity to multi-class to start or get to some of the 'cool toys' available to them right off the bat. And it lets me play with ages some.

    As for poor Zett (who likely had more Clone Trooper kills under his belt than most of the Council before his demise) I think Jedi 4 or even 5 might be better. His Miniature stats (ok the 'Jedi-Padawan-even- though-he-looks-exactly-like-Zett' are pretty rockin for the points cost (he and the Jedi Weaponmaster are a great pairing for me).
     
  3. Ender Sai

    Ender Sai Chosen One star 10

    Registered:
    Feb 18, 2001
    Wow, you use the Padawan? :eek: I never used the Knight and it's more or less the same thing...

    (Gen Windu, JWM, Mas Amedda, Boss, and Sevs x ?? FTW)

    I haven't played any L1s in this yet but in D&D et al, Level 1 chars are almost as tough as your average 8 year old. The speed of levelling compensates for this.

    E_S
     
  4. Pawnnolonger

    Pawnnolonger Jedi Youngling

    Registered:
    Jun 22, 2005
    What do you think of a Feat to let you take a Talent from your available Talent trees?
     
  5. Jedi Merkurian

    Jedi Merkurian Future Films Rumor Naysayer star 7 Staff Member Manager

    Registered:
    May 25, 2000
    Interesting...
     
  6. Pawnnolonger

    Pawnnolonger Jedi Youngling

    Registered:
    Jun 22, 2005
    I was just thinking most of the feats are combat oriented someone playing a scoundrel or noble may want a few more talents and a few less feats. Considering Talnets are basically class specific feats exchanging one for the other wouldn't be too game unbalancing.
     
  7. NJOfan215

    NJOfan215 Jedi Grand Master star 5

    Registered:
    May 17, 2003
    IN d20 modern, they have feats that allow you to take additional talents, we may see something like that down the line.
     
  8. dizfactor

    dizfactor Jedi Knight star 5

    Registered:
    Aug 12, 2002
    Many of the talents are designed around the idea that the earliest you could get them would be X level, or that you would never be able to get more than Y number of them at once without sacrificing other things. Feats and talents are not, and should not be, intraconvertible. They're supposed to be scarcer than feats.

    That goes in the same category for me as being able to get trained in a cross-class skill without multiclassing: no way, no how.
     
  9. Pawnnolonger

    Pawnnolonger Jedi Youngling

    Registered:
    Jun 22, 2005
    Under the old system you could get cross class skills without multi classing. Giving Talents instead of bonus feats, yeah that would be a bad idea. The regular level required feats I think it's a reasonable trade off. Some players just don't want to have their character have all these combat specializations, if they did they'd oplay a Soldier, I thing getting an extra talent or two instead of a couple of feats is good and in no way unbalancing.
     
  10. dizfactor

    dizfactor Jedi Knight star 5

    Registered:
    Aug 12, 2002
    Not in my game. I houseruled out cross-class skills, and I applaud removing them from the game.

    I think that a better solution would be putting more non-combat feats back in, personally. Plus, they can always go for Skill Training and Skill Focus.
     
  11. Corporate_Jedi

    Corporate_Jedi Jedi Youngling star 1

    Registered:
    Mar 25, 2002
    While I agree about not allowing talent for feat conversion (want the talent? take a level in the class and get it then), it did seem like the non-combat characters were left in the cold. Skill Focus is kind of bland, but I suspect what we might see in future supplements are Talent Trees which will be available to more than one class. There really needs to be a Mechanic Tree, Medic Tree, Slicer Tree etc. which I would make open to ANY class with a Skill at trained as a prereq.

    Of course this won't be happening for a while since WotC chose to release a product and then provide squat for support for about 6 months. Online stuff is fine I suppose, but really there should have been 2 or three supplements before year end to capitalize on the initial interest in the line. Poor business decision guys. But I'm not bitter. [face_whistling]
     
  12. Pawnnolonger

    Pawnnolonger Jedi Youngling

    Registered:
    Jun 22, 2005
    I think people are misreading me. I don't mean you can use a feat to exchange for any talent, it would have to be a talent from a tree for your class or a force tree if you are force sensitive. No cross classing talents.
     
  13. Ender Sai

    Ender Sai Chosen One star 10

    Registered:
    Feb 18, 2001
    But as diz said, they're supposed to be scarcer than feats, so I see it that you could get Jyuo with your 11th level talent then get Vaapad at 12th level spending a feat to do it, thus making your LS combat monkey even deadlier before your time.

    So in short, I don't think it's a good idea. It's something I am certain my gaming friends who are min-max monkeys would love given the way the new system has denied those loophole finders as much freedom to be truly broken early on.

    But let me get some more sessions underway and some more levelling before I can give better feedback. My gut instinct is "broken", but it may work, who knows...

    E_S
     
  14. Pawnnolonger

    Pawnnolonger Jedi Youngling

    Registered:
    Jun 22, 2005
    You could have both Talents by 10th level if you take the Knight prestige at 8th level Your talents are far more common than yor level gained feats. Bonus feats as common as talents though they come from a limited list. I don't see more talents less feats as decidedly game breaking.
     
  15. Ender Sai

    Ender Sai Chosen One star 10

    Registered:
    Feb 18, 2001
    You don't think that having Master Negotiator at 1st level (1st talent = adept negotiator, bonus human feat = take Master Negotiator talent) is broken?

    Sure, why not let the PC push people down the condition track, it's not broken, not at all! o_O

    E_S
     
  16. Pawnnolonger

    Pawnnolonger Jedi Youngling

    Registered:
    Jun 22, 2005
    If you don't allow bonus feats or starting feats to be used for it then no, it's not broken. You can have master negotiator by third level by standard rules. You wouldn't be able to use the talent feat until 3rd level. And Jedi would more likely want to take force training than an extra talent early in levels anyway.
     
  17. LightWarden

    LightWarden Jedi Grand Master star 4

    Registered:
    Oct 11, 2001
    Well, I'm really liking the book now that I finally received it. My one complaint would be that it feels like I'm short on talents when converting characters, so I've been trying to think of a solution. There was the option of making it so you can swap a feat for a talent, but that seems a little unbalanced. The most elegant solution to me seems to be to give people a bonus talent at every 4th level (in addition to their ability boosts, I think), for a total of five extra talents (taken from any tree they qualify for). This averages around three talents every four levels, which feels right to me, as long as players don't abuse it (by getting to Sneak Attack +10d6 at level 13 or something). I'd probably add the caveat that you can't use it to power your way through a tree. So you couldn't get Uncanny Dodge at 4th level by putting your first talent in the senses, 3rd level talent in the initiative, and your 4th level bonus talent in Uncanny Dodge. You could put your 4th level talent into Expert Tracker or something, I think.

    What do you guys think about using this as a house rule?
     
  18. Pawnnolonger

    Pawnnolonger Jedi Youngling

    Registered:
    Jun 22, 2005
    Your option is virtualy the same as mine but it's every 4th level and they don't have to give anything up. Mine is every third level and you have to give up a feat for it.
    So your system gets 5 extra talents, mine get's 6, but mine has to give up a feat, yours has to give up... nothing.
     
  19. LightWarden

    LightWarden Jedi Grand Master star 4

    Registered:
    Oct 11, 2001
    More or less. Generally, a talent seems to have more value than a feat, and I'd rather put everyone on an even footing, especially since there are more supplements with noncombat feats and new talents (such as the latest Tech Specialist Web Enhancement here). It also means that I can slap a few extra talents onto sample characters and things like that. For example, I can give Han the "Improved Quick Draw" talent and insure that he always shoots first. And I can give Luke some of his Ace Pilot Talents (Speaking of which, he seems to be missing his talent from his 2 levels of Ace Pilot. Also, the Juke Talent is completely worthless, since you get a +5 bonus just for being trained in Pilot, which is a prereq...)
     
  20. Pawnnolonger

    Pawnnolonger Jedi Youngling

    Registered:
    Jun 22, 2005
    I don't think a Talent has more value than a feat. You get a Talent every other level, and you get a bonus feat every other level. Now under my feat that lets you chose a talent(3rd level is required and it can't be a bonus feat), say you're playing a Jedi and you took Force powers with your starting feat. And block with your first talent Then your first Bonus feat you took Weapon Focus. Now you're at third level. You decide you want Lightsaber Defence, but you also think you want The weapon specialization talent. You're also thinking you want some more Force powers. Under the current rules you have to chose between one of the two talents and take the force powers, under my talent feat rule, you have the choice of taking the two talents, at the expense of some extra force powers at this time. It makes characters more customizable and they have to think hard about giving up something feat related to get that extra talent.. Your way just gives them a free extra talent with no sacrifice on their part. I find as a DM any rule that gives a player a power without something to balance it out breaks the game.
     
  21. LightWarden

    LightWarden Jedi Grand Master star 4

    Registered:
    Oct 11, 2001
    *shrug* to each his own. I have no problem with rules that give everyone something for nothing, which is why I give players feats at first and every even level rather than 1st first and third. Every gets the same things, and thus the balance is kept.
     
  22. Gry Sarth

    Gry Sarth Ex 2x Banhammer Wielding Besalisk Mod star 5

    Registered:
    Jun 24, 1999
    I finally got to take a look at the book, and I must say it's pretty much what I expected, which means it's darn weak. I'm not talking about rules here, I don't care about those, I wouldn't switch from D6 for anything in the world. I'm just saying that this is a very poor book.

    For starters I find it shameful that I can count on one hand the original pieces of artwork. Everything else on the book is rehashed artwork from previous releases. This speaks volumes on the lack of commitment made for this book. Then, there's the lack of "fluff", the lack of "star wars content". You know, going a little bit beyond statting X-Wings, TIE Fighters and Rodians. Giving some flavour of the setting, of the galaxy. Giving anything "extra" beyond the minimum required of a Rulebook.

    Don't think that I'm a Wizards basher. I own and love many of their Star Wars books, even if I do play D6. And even the previous Rulebook was very useful for me. This one? Not really.

    Well, I didn't expect anything out of this release, and that's pretty much what I got. The only positive thing was that it didn't use miniature pictures as much as I feared it would.
     
  23. Koohii

    Koohii Jedi Master star 5

    Registered:
    May 30, 2003

    You mean like Jabba's accounting department's sycophantic memmo about how horrible Captain Solo's behavior is, and the detailed inventory of costs Solo owes (including original value of spice shipment, cost of Greedo's funeral, cost per day of not having the Falcon in Jabba's service, cost of posting bounties, ...)
    or
    Historian's interview with Chewbacca (via C-3PO)
    or
    Being convinced that the Force exists by loosing 3 lightsaber duels in a row to a blindfolded Luke Skywalker
    ...

    That sort of flavor?:)
     
  24. AdmiralNick22

    AdmiralNick22 Retired Fleet Admiral star 6 VIP - Former Mod/RSA

    Registered:
    May 28, 2003
    Question:

    Does the book have much new or expanded background info on the various characters, ships, worlds, and weapons of the Star Wars galaxy? I buy these as sourcebooks, not for gameplay.

    What about new art?

    --Adm. Nick
     
  25. Pawnnolonger

    Pawnnolonger Jedi Youngling

    Registered:
    Jun 22, 2005
    No, but the coming supliments will, the first being Starships of the Galaxy due out in December
     
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