Experience with Jedi

HeapThaumaturgist said:
That would work as well as anything. I'd contemplated taking all of the class abilities from SWRPG and turning them into talent trees for Grim Tales. Properly balanced, I think it could make for a spectacularly great method for building PCs.

The more I deal with d20SWRPG ... and the more a particularly Power-Gamey possible player talks to me about feats and builds and Jedi Guardians and maxing out Move Object ... the less I like the current system.

--fje

Jedi were just as bad in WEG. You just had a to play a little longer to notice. Once they had decent amounts of dice in Control, Sense, and Alter, Jedi were gods among men.

The bottom line is that Jedi are in fact better than almost any non-Force Sensitive can ever be. That generally holds true in all Star Wars media (novels, movies, and so on). d20 does a better job than most of trying to balance Jedi with other classes, but its tricky.

If you water them down too much then they can no longer do what they regularly do in the novels, movies, and so on, and that doesn't work. Part of the Star Wars mythos is that Jedi (or Sith) are pretty much the best of the best. The force is a very powerful ally. :)
 

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The bottom line is that Jedi are in fact better than almost any non-Force Sensitive can ever be. That generally holds true in all Star Wars media (novels, movies, and so on).

I agree, and I'm ok with that in a SW RPG. Jedi have issues in both systems. If you accept that, then no big deal. If you want everyone to be on the same page, just play all-Jedi or no-Jedi campaigns. Both ways seem to be pretty common.
 

The best way to balance them without making pure Jedi or non-Jedi campaigns is to give them all each something to do, BESIDES combat.
 

mojo1701 said:
The best way to balance them without making pure Jedi or non-Jedi campaigns is to give them all each something to do, BESIDES combat.

Always a good idea, no matter the campaign.

I was directed, when designing our group's starship, to make sure that everybody had something to do in space combat. So, the two Jedi Guardians crewed the dorsal/ventral turrets, the Noble was in the commander's seat, the Soldiers were in the Pilot and Gunner/Engineer's position, and the Jedi Consular sat at a console where he could press a button to launch missiles.

Brad
 

After playing both incarnations of of Star Wars the D20 system handles Jedi the best. I have had a mixed group and the jedi are pretty powerful WHEN they get into melee. Usally you get a few shot off on them before they hit.

I had a Jedi that used Move object to throw guns out of bad guys hands all the time. Before we used a simple Str VS Move object roll, this didn't work then we just made a chart that gave a Reflex save based on the die roll of move object. I think DC25+ with a 30+ roll was the best you could hope for. I also took away the STR modifier for damage with a lightsaber. This worked both ways, if you had a minus to str the light saber was penalized for damage. No biggie, Dex seemed to be king in Star Wars anyway.

I really didn't have problems. The slicers did there things, the pilot did his thing, the engineer did his thing. On the ship the poor jedi was running around assisting everybody. He was regulated to sensor duty with his measly computer use check. The R2 would have been better but the poor guy was forced into repair shield duty in combat. Ahh good times.
 

I have nothing to add ... I just want to susbcribe to this thread. I might be running a SWd20 game in the future and this is a great thread for new StarWars GMs. :)
 

Sounds like Jedi are very good at only a few things, which is the way it should be. people do keep mentioning that Jedi only rule in melee combat, as if it's a difficult thing for a Jedi to get into melee. With the Speed feats eratta-ed to free actions, a Jedi character can easily close to melee distance, no matter how far their opponent may be. Have you changed these feats in any way. My first inclination is to add a bonus to speed rather a multiplier.
 

My Jedi party is currently on Tatooine running a mission for Luke to retrieve a Jedi Holocron that Obi Wan hid in his old abode many years ago. The sand people respected and feared old obi wan so much that it still remains relatively undisturbed to this day IMC (9 years after Endor). Anyhow, a local crime organization found out about the characters mission and are trying to get their hands on this valuable artifact to sell to the highest bidder on the black market. They sent two assassin droids after the characters. Bottom Line: The PCs handled the droids, but not easily (in this session we had 4 Jedi of level 5 and the assassin droids were a CR5 encounter). In the open desert of tatooine's jundland wastes the advantage definitely goes to the guy with the blaster rifle; they gave the Jedi the runaround for about 5 rounds until the Jedi finally got it together and split up into two groups (two in a landspeeder and two on foot) to lure the droids into a trap.
 

To those that have allowed Jedi: Have you considered not allowing any PC's to start as Jedi?

This has a lot to do with the campaign itself and the time of the campaign but it seems that might be a good way to "tone down" the Jedi's power if you consider them to be too powerful (or even slightly moreso).

Just curious if anyone had any thoughts on this or has actually done something similar.
 

I have done both. I have a KOTOR style game where the players are all Jedi. Trust me the bounty hunters and other assassins they run into have no problem shooting the Jedi.

The rebel era game, the jedi started out as a Scout and found some training manuels for jedi training.

If you are trying to keep with the movie traditions, anything set after well Revenge Sith would not have a character starting out as a Jedi class. Of course you can change whatever you want but I'm just saying.
 

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