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Star Wars Saga Edition, My House rules, looking for feedback!
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<blockquote data-quote="Sunglar" data-source="post: 3691657" data-attributes="member: 854"><p>Thank you all for posting, and be as blunt as you want, I posted it here for reason, and I don’t take ANY of this personal.</p><p></p><p>First of all the changes are simply my attempt at trying to limit the Jedi a little bit, as per the player’s requests. Their consensus was that Jedi are too powerful and should a character wish to take the class have to make some sacrifices, rule wise. </p><p></p><p>We will not be attempting to emulate the prequels; we are doing away with the pre-teens using the force and its definitely going to be a different experience. There are less Jedi, they are divided into orders that not necessarily cooperate with each other, think more.</p><p></p><p>That we have different views on what Star Wars should be is ok, I’m trying to figure that out with my players as well!</p><p></p><p>Ok specific comments or answers, in no particular order:</p><p></p><p>The hit points are a compromise. Some of my players LOVE point buy for abilities, others HATE them, and so I allowed them to roll for Hit Points as a compromise. The roll higher than half up to level 5 is an old tradition we carry over form AD&D 2nd edition. Really no idea WHO came up with it originally, but it is almost an inside joke by now…</p><p></p><p>But I must admit that with the way the system is structured either a static number or the same rolling convention all the way through may be better.</p><p></p><p>Ulorian, Gnostica, SNATCHED! Thanks…</p><p></p><p>Bagpuss, so you think the changes work unto themselves or not?</p><p></p><p>Donovan, I thought about simply saying, not Jedi until 3rd level guys and rolling with it, but somehow felt I needed to codify a reason for it and give the different Jedi Orders in the campaign a different feel and that is why I went this way. </p><p></p><p>The talent tree does seem strange perhaps too much and everywhere at once. That is something I just made up taking ideas from various sources. </p><p></p><p>Any ideas on what talents may be appropriate for a Jedi sect that sees the force as a religious experience and has become almost a church preaching to the non-believers? (I know this may seem terribly close to the Dark Side, which is part of the idea…)</p><p></p><p>Again thank you guys for all your feedback and for taking the time to reply. Keep it coming, good or bad!</p><p></p><p>Roberto (Sunglar)</p></blockquote><p></p>
[QUOTE="Sunglar, post: 3691657, member: 854"] Thank you all for posting, and be as blunt as you want, I posted it here for reason, and I don’t take ANY of this personal. First of all the changes are simply my attempt at trying to limit the Jedi a little bit, as per the player’s requests. Their consensus was that Jedi are too powerful and should a character wish to take the class have to make some sacrifices, rule wise. We will not be attempting to emulate the prequels; we are doing away with the pre-teens using the force and its definitely going to be a different experience. There are less Jedi, they are divided into orders that not necessarily cooperate with each other, think more. That we have different views on what Star Wars should be is ok, I’m trying to figure that out with my players as well! Ok specific comments or answers, in no particular order: The hit points are a compromise. Some of my players LOVE point buy for abilities, others HATE them, and so I allowed them to roll for Hit Points as a compromise. The roll higher than half up to level 5 is an old tradition we carry over form AD&D 2nd edition. Really no idea WHO came up with it originally, but it is almost an inside joke by now… But I must admit that with the way the system is structured either a static number or the same rolling convention all the way through may be better. Ulorian, Gnostica, SNATCHED! Thanks… Bagpuss, so you think the changes work unto themselves or not? Donovan, I thought about simply saying, not Jedi until 3rd level guys and rolling with it, but somehow felt I needed to codify a reason for it and give the different Jedi Orders in the campaign a different feel and that is why I went this way. The talent tree does seem strange perhaps too much and everywhere at once. That is something I just made up taking ideas from various sources. Any ideas on what talents may be appropriate for a Jedi sect that sees the force as a religious experience and has become almost a church preaching to the non-believers? (I know this may seem terribly close to the Dark Side, which is part of the idea…) Again thank you guys for all your feedback and for taking the time to reply. Keep it coming, good or bad! Roberto (Sunglar) [/QUOTE]
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