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<blockquote data-quote="famouswolfe" data-source="post: 6826151" data-attributes="member: 6801915"><p>Alrighty everyone, first off let me say that I absolutely LOVE the feedback I'm getting here. I value and appreciate everyone's input and opinions. I definitely did not envision this to be a one-man project but a labor of love with support from the SWSE community. </p><p></p><p>Now, let's really delve into class design for a minute. Saga edition's strength is it's flexibility. You can pick your class/feats/talents and really create the character of your dreams. Unfortunately, that same blessing is also one of it's pitfalls. In the (admittedly few) Saga games I've GM'ed or played in, most campaigns devolved into (sarcastic tone) "oh joy another level, roll some HP and pick another feat/talent *yawn* This will be much more interesting once my build comes together in another 8 levels." As a side note, I've seen a lot of people complain that Jedi outshine all the other classes and how everyone else amounts to basically Jedi sidekicks. When D&D 4th edition came out, they "fixed" that issue by implementing a rail-road cookie-cutter approach to classes. They sacrificed that flexibility to give us more exciting characters to play. Honestly, I hated how much they sacrificed that class malleability. In my opinion, 5E represents a better approach to having flexible characters with exciting classes to play. </p><p></p><p>So, where does that leave us now? I'll admit, I may have gotten a bit overzealous in my goal to bring Saga up to 5E. Instead of throwing out the flexibility that Saga gives us, why not embrace it? Let it be the thing that SEPARATES Star Wars from D&D 5E (in a good way). So, what I'm suggesting is to take a more free/liberal approach to class design. My idea: classes will still get feats/talents, just not as frequent. On the upside, they will be more powerful (most will scale or improve with class level). Some character options like starship pilots or the bounty hunter will have talents that are available to EVERYONE, however some things will remain class specific (obviously you'd have to be a Jedi in order to become a Jedi Battlemaster). You will still have your staple 5E core abilities like extra attack at 5th level for example. Yes, this means I'm gonna hop back into my game-design chair and redesign (for the 3rd time lol) the Jedi class, however I think this time will be golden. </p><p></p><p>I really want everyone to be excited to ROLE-play their characters. Nothing like that feeling of "I can't wait until I get X ability next level!" or "I love my character <3" I definitely want to avoid everyone feeling like they're playing another run-of-the-mill Jedi until he's 10th level and suddenly his build comes together. Every level yields an exciting new improvement. </p><p></p><p>Also, regarding Jedi "magic" or Force powers, I've always seen it equivalent to the Psion/Psionic Warrior of D&D, the theme and trope just seems to fit. I definitely feel that using 5E's "spell slot" system feels way out of place in Star Wars. I'm not exactly a fan of Saga's way of doing the Force either, with you having all of your Force powers as encounter powers that recharge after a fight. My idea was to use the Monk's Ki points (Force points) only expand upon that and make the system a bit more robust. </p><p></p><p>Thanks again for your continued feedback and support! If you have any ideas, please feel free to share them! There's plenty of room in the credits section of my book lol. Seriously though, this game is for gamers by gamers lol. Until next time!</p></blockquote><p></p>
[QUOTE="famouswolfe, post: 6826151, member: 6801915"] Alrighty everyone, first off let me say that I absolutely LOVE the feedback I'm getting here. I value and appreciate everyone's input and opinions. I definitely did not envision this to be a one-man project but a labor of love with support from the SWSE community. Now, let's really delve into class design for a minute. Saga edition's strength is it's flexibility. You can pick your class/feats/talents and really create the character of your dreams. Unfortunately, that same blessing is also one of it's pitfalls. In the (admittedly few) Saga games I've GM'ed or played in, most campaigns devolved into (sarcastic tone) "oh joy another level, roll some HP and pick another feat/talent *yawn* This will be much more interesting once my build comes together in another 8 levels." As a side note, I've seen a lot of people complain that Jedi outshine all the other classes and how everyone else amounts to basically Jedi sidekicks. When D&D 4th edition came out, they "fixed" that issue by implementing a rail-road cookie-cutter approach to classes. They sacrificed that flexibility to give us more exciting characters to play. Honestly, I hated how much they sacrificed that class malleability. In my opinion, 5E represents a better approach to having flexible characters with exciting classes to play. So, where does that leave us now? I'll admit, I may have gotten a bit overzealous in my goal to bring Saga up to 5E. Instead of throwing out the flexibility that Saga gives us, why not embrace it? Let it be the thing that SEPARATES Star Wars from D&D 5E (in a good way). So, what I'm suggesting is to take a more free/liberal approach to class design. My idea: classes will still get feats/talents, just not as frequent. On the upside, they will be more powerful (most will scale or improve with class level). Some character options like starship pilots or the bounty hunter will have talents that are available to EVERYONE, however some things will remain class specific (obviously you'd have to be a Jedi in order to become a Jedi Battlemaster). You will still have your staple 5E core abilities like extra attack at 5th level for example. Yes, this means I'm gonna hop back into my game-design chair and redesign (for the 3rd time lol) the Jedi class, however I think this time will be golden. I really want everyone to be excited to ROLE-play their characters. Nothing like that feeling of "I can't wait until I get X ability next level!" or "I love my character <3" I definitely want to avoid everyone feeling like they're playing another run-of-the-mill Jedi until he's 10th level and suddenly his build comes together. Every level yields an exciting new improvement. Also, regarding Jedi "magic" or Force powers, I've always seen it equivalent to the Psion/Psionic Warrior of D&D, the theme and trope just seems to fit. I definitely feel that using 5E's "spell slot" system feels way out of place in Star Wars. I'm not exactly a fan of Saga's way of doing the Force either, with you having all of your Force powers as encounter powers that recharge after a fight. My idea was to use the Monk's Ki points (Force points) only expand upon that and make the system a bit more robust. Thanks again for your continued feedback and support! If you have any ideas, please feel free to share them! There's plenty of room in the credits section of my book lol. Seriously though, this game is for gamers by gamers lol. Until next time! [/QUOTE]
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