Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
2 Questions: New Edition and Class Comparison
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="argo" data-source="post: 1418818" data-attributes="member: 5752"><p>I played in a year-long SW (revised) campagin last year, here is what I observed. One thing to note is that a lot of classes tend to revolve around special ability progressions which tend to come about every 4th or 5th level. This then tends to make multiclassing less tempting, except for Soldier and Scoundrel, you can always benefit from two levels of either.</p><p></p><p>Scout: The fact that the class stradles the line between combat and skills is atractive as it solves the multiclassing problem (see my comments above). However, unless your campagin is "Desert Raiders of Tantoonie" (not unherd of in SW) then there is a _very_ good chance that many of your class abilities will go to waste. Also, Heart and Extreme Effort do indeed suck.</p><p></p><p>Soldier: This is the fighter tweaked out for SW. What more is there to say? If you want to use the full range of SW weapons this class is your best choice, it also gives you enough feats to tweak out your ranged combat style and still pick up a few sidelines (defensive martial arts anyyone?). Also a good way to become a pilot. The big problem with this class is not with the class but with a few (IMHO) flaws in SW combat. Armor is nearly useless in SW which negates one of the Soldiers advantages, also big guns do not have enough of an advantage over pistols to really put the soldier ahead of the other classes. If you play a Soldier beg your DM to use the Arms and Equipment Guide and to consider taking a few ranged combat feats from d20 Modern. </p><p></p><p>Noble: They did so well in designing this class and yet still missed the mark. This class excells in social situations but the Scoundrel is close enough in that arena to make you wonder if the lack of combat ability is worth it. The revised edition made Favor a workable, powerful, and cool ability. This is a class which tempts you to multiclass out for a few levels but it is also one that can be hurt most by that (you want levels to acces Favor and wealth checks).</p><p></p><p>Fringer: In much the same boat as the Scout and for the same reasons. Unless you are playing Junkyard (Star) Wars then you run the risk of not getting the most out of your abilities. Makes an awsome pilot though.</p><p></p><p>Force Adept: If there aren't any Jedi around then this class will rock combat. Is a little more flexible than Jedi both ability wise and morally (thus ignoring the theory you aren't supposed to balance classes based on RP elements, the Jedi classes themselves do this as well). This is a good class though I am not sure if it can hold a persons interest for a full 20 levels. unlike the Jedi classes the Force Adept is prety multiclass friendly and thus might be your best bet if you want a multiclass force user.</p><p></p><p>Scoundrel: May very well be the best non-force using class in the game. Skills are very useful in SW but Precise Attack, Luck, and the bonus feats really add up. No wonder Han Solo kicked so much stormtrooper but! A 3/4 BAB is not all that bad when you have those other benies, being a little weak on HP is this classes only real problem.</p><p></p><p>Tech Spec: I played a Tech Spec so believe me when I tell you that it is the weakest class in the game. That wouldn't be quite so frustrating if it wern't for the fact that 1) the scoundrel can everything you do, as well as you do it, plus more. 2) what special abilities the class does get are great for NPC's but prety bland fo a heroic PC. Want to be the galaxy's greatest surgeon? No problem; except for med droids and Jedi with healing abilities that is, oh and Bacta tanks, dont forget those. Want to build one type of masterwork item (but only one type)? Can do! Yeah, being a Tech Spec is depressing.</p><p></p><p>Jedi Guardian: This guy is so good at meele he practically obliterates teh line between meele and ranged combat altogether. The only limit on this class is that the need to keep pumping skills into force abilities can leave him a little wanting of other skills. Except that some Force abilities can help there too! Sigh. </p><p></p><p>Jedi Consular: Not quite so good at light saber-fu as the Guardian but still as good a combat machine as the best of the other classes. The Added force powers are just icing on the cake.</p><p></p><p>In general the Jedi classes are far and away best classes in the game, not at all balanced. But, that really is as it should be, SW just wouldn't be SW if a Jedi couldn't kick the stuffing out of anybody else his level. This is one reason why many DM's will allow a party of all Jedi, one Jedi, or no Jedi. Any of those should be a workable combination but a party of half Jedi and half not is potentially troublesome. Still, a good DM should be able handle it, especially considering all the trouble that Dark Side Points can cause for force users. The Noble, Scout, and Fringer need some help when out of their respective elements. The Tech Spec needs to be re-built from the ground up. The Soldier and Scoundrel should do ok anywhere, even when in the company of Jedi. </p><p></p><p>Hope that helps!</p></blockquote><p></p>
[QUOTE="argo, post: 1418818, member: 5752"] I played in a year-long SW (revised) campagin last year, here is what I observed. One thing to note is that a lot of classes tend to revolve around special ability progressions which tend to come about every 4th or 5th level. This then tends to make multiclassing less tempting, except for Soldier and Scoundrel, you can always benefit from two levels of either. Scout: The fact that the class stradles the line between combat and skills is atractive as it solves the multiclassing problem (see my comments above). However, unless your campagin is "Desert Raiders of Tantoonie" (not unherd of in SW) then there is a _very_ good chance that many of your class abilities will go to waste. Also, Heart and Extreme Effort do indeed suck. Soldier: This is the fighter tweaked out for SW. What more is there to say? If you want to use the full range of SW weapons this class is your best choice, it also gives you enough feats to tweak out your ranged combat style and still pick up a few sidelines (defensive martial arts anyyone?). Also a good way to become a pilot. The big problem with this class is not with the class but with a few (IMHO) flaws in SW combat. Armor is nearly useless in SW which negates one of the Soldiers advantages, also big guns do not have enough of an advantage over pistols to really put the soldier ahead of the other classes. If you play a Soldier beg your DM to use the Arms and Equipment Guide and to consider taking a few ranged combat feats from d20 Modern. Noble: They did so well in designing this class and yet still missed the mark. This class excells in social situations but the Scoundrel is close enough in that arena to make you wonder if the lack of combat ability is worth it. The revised edition made Favor a workable, powerful, and cool ability. This is a class which tempts you to multiclass out for a few levels but it is also one that can be hurt most by that (you want levels to acces Favor and wealth checks). Fringer: In much the same boat as the Scout and for the same reasons. Unless you are playing Junkyard (Star) Wars then you run the risk of not getting the most out of your abilities. Makes an awsome pilot though. Force Adept: If there aren't any Jedi around then this class will rock combat. Is a little more flexible than Jedi both ability wise and morally (thus ignoring the theory you aren't supposed to balance classes based on RP elements, the Jedi classes themselves do this as well). This is a good class though I am not sure if it can hold a persons interest for a full 20 levels. unlike the Jedi classes the Force Adept is prety multiclass friendly and thus might be your best bet if you want a multiclass force user. Scoundrel: May very well be the best non-force using class in the game. Skills are very useful in SW but Precise Attack, Luck, and the bonus feats really add up. No wonder Han Solo kicked so much stormtrooper but! A 3/4 BAB is not all that bad when you have those other benies, being a little weak on HP is this classes only real problem. Tech Spec: I played a Tech Spec so believe me when I tell you that it is the weakest class in the game. That wouldn't be quite so frustrating if it wern't for the fact that 1) the scoundrel can everything you do, as well as you do it, plus more. 2) what special abilities the class does get are great for NPC's but prety bland fo a heroic PC. Want to be the galaxy's greatest surgeon? No problem; except for med droids and Jedi with healing abilities that is, oh and Bacta tanks, dont forget those. Want to build one type of masterwork item (but only one type)? Can do! Yeah, being a Tech Spec is depressing. Jedi Guardian: This guy is so good at meele he practically obliterates teh line between meele and ranged combat altogether. The only limit on this class is that the need to keep pumping skills into force abilities can leave him a little wanting of other skills. Except that some Force abilities can help there too! Sigh. Jedi Consular: Not quite so good at light saber-fu as the Guardian but still as good a combat machine as the best of the other classes. The Added force powers are just icing on the cake. In general the Jedi classes are far and away best classes in the game, not at all balanced. But, that really is as it should be, SW just wouldn't be SW if a Jedi couldn't kick the stuffing out of anybody else his level. This is one reason why many DM's will allow a party of all Jedi, one Jedi, or no Jedi. Any of those should be a workable combination but a party of half Jedi and half not is potentially troublesome. Still, a good DM should be able handle it, especially considering all the trouble that Dark Side Points can cause for force users. The Noble, Scout, and Fringer need some help when out of their respective elements. The Tech Spec needs to be re-built from the ground up. The Soldier and Scoundrel should do ok anywhere, even when in the company of Jedi. Hope that helps! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
2 Questions: New Edition and Class Comparison
Top