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<blockquote data-quote="Connorsrpg" data-source="post: 6826134" data-attributes="member: 19265"><p>Classes are the hard one. Fact of the matter is, that not all Star Wars classes from Saga are clearly defined archetypes. There is SO much scope for a scoundrel or scout (and then Jedi are specific archetypes only for SW). D&D has had classes for so long, so they are ingrained in us what exactly they are and what they do.</p><p></p><p>Let's not forget that selecting a subclass does not completely limit your path though. It offers a few specialisations, that is all. There are PLENTY of other levels where you can still get other stuff/features. I don't have a problem with the levels gained from subclasses being a little restrictive or 'focussed'; that is the point of a subclass.</p><p></p><p>I am merely saying that the subclass is not the ONLY place to put something that is very inherent to the game; like piloting star craft in Star Wars.</p><p></p><p>Sure, have a Scout "Explorer of Worlds" that might have some good vehicle op features, but these must work WITH other vehicle op features open to all, like feats.</p><p></p><p>All of this then makes actual subclasses harder to place into Star Wars, but it can be done. In fact, a lot of the talent trees would be a good place to start - just don't try and bash all features into the subclass. Some won't fit, some might be good for the actual class, some might be good for feats, etc.</p><p></p><p>I hope this makes sense <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 6826134, member: 19265"] Classes are the hard one. Fact of the matter is, that not all Star Wars classes from Saga are clearly defined archetypes. There is SO much scope for a scoundrel or scout (and then Jedi are specific archetypes only for SW). D&D has had classes for so long, so they are ingrained in us what exactly they are and what they do. Let's not forget that selecting a subclass does not completely limit your path though. It offers a few specialisations, that is all. There are PLENTY of other levels where you can still get other stuff/features. I don't have a problem with the levels gained from subclasses being a little restrictive or 'focussed'; that is the point of a subclass. I am merely saying that the subclass is not the ONLY place to put something that is very inherent to the game; like piloting star craft in Star Wars. Sure, have a Scout "Explorer of Worlds" that might have some good vehicle op features, but these must work WITH other vehicle op features open to all, like feats. All of this then makes actual subclasses harder to place into Star Wars, but it can be done. In fact, a lot of the talent trees would be a good place to start - just don't try and bash all features into the subclass. Some won't fit, some might be good for the actual class, some might be good for feats, etc. I hope this makes sense ;) [/QUOTE]
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