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Removing the Jedi base class from Star Wars Saga Edition

Posted 2nd July 2008 at 04:29 AM by drothgery (Dave's Gaming Blog)
Shortly after SWSE came out -- and before I actually got my hands on the rulebook, in fact -- there were some very heated debates over who could take levels in Jedi, and the approriateness of letting characters without Jedi levels learning to use the Force. I came down strongly enough on the side of 'the Jedi base class is just a set of abilities' that I proposed getting rid of it entirely.

Here's how:

- All characters gain 2 starting feats, not one (humans get three)
- Nobles no longer get the Linguist feat for free
- Scoundrels no longer get the Point Blank Shot feat for free
- Scouts no longer get the Weapon Proficiency (rifles) feat for free
- Soldiers no longer get the Armor Proficiency (medium) feat for free
- The Jedi base class does not exist

The Jedi Consular, Jedi Guardian, and Jedi Sentinel talent trees are available to all memebers of the Jedi tradition, as per other tradition talent trees, and are considered to be 'in chapter 6' for purposes of the 2nd-tier force user classes (Force Disciple, Jedi Master, Sith Lord). At the GM's discretion, one or more of these trees may be available to other traditions that are based on the Jedi arts (Sith, Imperial Knights, etc.).

The Lightsaber Combat talent tree is available to anyone with Weapon Proficiency (lightsabers) and Force Sensitivity.

If you're wondering why I remove a bonus feat from each class, it's actually pretty simple. Everyone needs two starting feats to make starting with Weapon Proficiency (lightsabers) and Force Sensitivity possible, and I wanted nonhumans to be able to start as 'Jedi'. So if I don't want to rejig the system to assume everybody's slightly more powerful, I need to take one starting feat away from the four remaining classes.
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