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Star Wars: Force and Destiny Core Rulebook
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<blockquote data-quote="Jhaelen" data-source="post: 6688693" data-attributes="member: 46713"><p><strong>5 out of 5 rating for Star Wars: Force and Destiny Core Rulebook</strong></p><p></p><p>I just finished reading this third and final Core Rulebook for FFG's Star Wars RPG, and like its predecessors it didn't disappoint! If you've seen one or both or the previous books, you'll know what to expect, so I'll only address what's new: All of the careers are Force Sensitives, so each Force and Destiny character start with a Force Rating of 1. Every career features one specialization that focuses on Lightsaber combat and gets it as a career skill. What's really cool is that each career is tailor-made to fullfill one of the standard roles in a Star Wars party, and also focuses on one of the characteristics that serves as the basis for a particular Lightsaber combat style. So, there's e.g. the Sentinels who represent the Sneaky guys and use a Cunning-based fighting style that utilizes reflecting blaster shots back at their attackers, or the Mystics who excel as the Face of a group and use Presence for their somewhat ritualistic one-on-one dueling fighting style. There's six new Force Powers in the book for a total of 11. Two of them (Battle Meditation, Bind) are for more experienced characters and require a Force Rating of 2 or more, and one (Protect/Unleash) even a Force Rating of 3. Over all I was pleasantly surprised because I expected the 'Jedi' careers to be very much alike and didn't think I'd enjoy a setting where every PC is a Force User. But FFG wisely chose to keep the power-level of these new careers at the same level as the careers in the previous books. So, you're not really playing full-fledged Jedi Knights here. Instead the characters are just (more or less) subtly influenced by the Force which helps them to excel in their chosen profession, sometimes even without realizing that they're using the Force! There's also a bunch of new weapons and equipment, most notably everything surrounding lightsabers. The theme of a Force and Destiny campaign very much resembles a typical fantasy setting: Trying to track down Jedi lore and artifacts in forgotten temples while evading the Empire's inquisitors. I dig that! I'm not convinced that the Morality system will work well, though, and it's kind of a pity you're not supposed to start the game with a lightsaber (although there's a 'Jedi Knight' option presented to allow just that - basically starting with slightly more powerful characters who get to expend an additional 150xp). Anyway, with three Core Rulebooks at my disposal I feel that I'm finally all set up for one (or several) long-lasting campaigns exploring the Star Wars universe in all its aspects. Very much recommended!</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 6688693, member: 46713"] [b]5 out of 5 rating for Star Wars: Force and Destiny Core Rulebook[/b] I just finished reading this third and final Core Rulebook for FFG's Star Wars RPG, and like its predecessors it didn't disappoint! If you've seen one or both or the previous books, you'll know what to expect, so I'll only address what's new: All of the careers are Force Sensitives, so each Force and Destiny character start with a Force Rating of 1. Every career features one specialization that focuses on Lightsaber combat and gets it as a career skill. What's really cool is that each career is tailor-made to fullfill one of the standard roles in a Star Wars party, and also focuses on one of the characteristics that serves as the basis for a particular Lightsaber combat style. So, there's e.g. the Sentinels who represent the Sneaky guys and use a Cunning-based fighting style that utilizes reflecting blaster shots back at their attackers, or the Mystics who excel as the Face of a group and use Presence for their somewhat ritualistic one-on-one dueling fighting style. There's six new Force Powers in the book for a total of 11. Two of them (Battle Meditation, Bind) are for more experienced characters and require a Force Rating of 2 or more, and one (Protect/Unleash) even a Force Rating of 3. Over all I was pleasantly surprised because I expected the 'Jedi' careers to be very much alike and didn't think I'd enjoy a setting where every PC is a Force User. But FFG wisely chose to keep the power-level of these new careers at the same level as the careers in the previous books. So, you're not really playing full-fledged Jedi Knights here. Instead the characters are just (more or less) subtly influenced by the Force which helps them to excel in their chosen profession, sometimes even without realizing that they're using the Force! There's also a bunch of new weapons and equipment, most notably everything surrounding lightsabers. The theme of a Force and Destiny campaign very much resembles a typical fantasy setting: Trying to track down Jedi lore and artifacts in forgotten temples while evading the Empire's inquisitors. I dig that! I'm not convinced that the Morality system will work well, though, and it's kind of a pity you're not supposed to start the game with a lightsaber (although there's a 'Jedi Knight' option presented to allow just that - basically starting with slightly more powerful characters who get to expend an additional 150xp). Anyway, with three Core Rulebooks at my disposal I feel that I'm finally all set up for one (or several) long-lasting campaigns exploring the Star Wars universe in all its aspects. Very much recommended! [/QUOTE]
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