Imaro
Legend
Two things I had a problem with in Star Wars saga ed.
1.) I have run into a slight problem with multi-class characters who are not combat-oriented. Their BAB will always be lower than a single classed character of the same level. This isn't a majopr problem, but multiclassing is promoted in SW as the way to make the type of character you want(because you get access to skills and talents you need to customize the character you want). An example of this is...
1. A noble2/scout1/scoundrel1 character. (Noble who is hunted by the empire, travels in the rougher "wilderness of space" and returns to "civilized" space intent on avoiding the empire by their quick wits and charisma.). The problem you run into is that this character has a base attk bonus of +1 at 4th level. Now to give some perspective, at level 4 a straight noble has a +3 BAB(soldier/jedis have a +4). It seems like becoming a scout or scoundrel would increase you BAB to higher then that of a straight noble, or at least equal it. It creates a pretty big discrepancy between what single classed character find a challenge to hit and what multi-class characters will find a challenge to hit. J ust something to warn your players about if they need to multi-class alot to create a specific archetype they want.
2. Skill levels can be made almost insanely high at 1st level. I found this moreeso a problem with human jedi(hopefully it will be different with spell casters in D&D 4e). A 1st level human jedi who gets an 18 in Wis, takes Use the force trained and then takes skill focus for use the force can end up with a skill total of +13. Take force training twice and this gives him 2X(1+Wis mod powers) or 8. This allows a 1st level jedi to take 4 offensive powers, 2 to 3 defensive powers and 1 to 2 healer powers which can be used in every encounter. with 2 to 3 jedi that's quite a bit to handle without resorting to specific circumstances designed to negate his powers and skill levels. An Example...
Quick Note
eople will claim this is a very specific build, but my players(two of which had never played a roleplaying game before) all realized this build was the most effective almost automatically. I like that it's easier to see good combinations in Star Wars but the design of the game should take that into consideration.
Against a CL5 clone trooper commander(Ref 18, Fort 17, Will 17)...a 1st level jedi will succeed on powers used against them 75 to 80% of the time. Now, take into consideration that a CL5 opponent is suppose to be a challenge for a level 5 character and this is really weird to me. I mean jedi are powerful, but I didn't expect this type of power from the get go.
This is only slightly powered down for the powers with a set DC, with a +13 you have a 90% chance to get the DC15, a 65% chance to get DC20 and a 30% chance to hit DC 25. DC 25 is as high as they go, so you're regularly, at 1st level, attaining at least the DC15 and more often than not the DC20 effect.( Note one fix for this might be to have the pplayers declare the DC they want to achieve before rolling and making it so that if they don't achieve that specific DC the power has no effect. But per RAW, unless I missed it the powers don't work this way.)
1.) I have run into a slight problem with multi-class characters who are not combat-oriented. Their BAB will always be lower than a single classed character of the same level. This isn't a majopr problem, but multiclassing is promoted in SW as the way to make the type of character you want(because you get access to skills and talents you need to customize the character you want). An example of this is...
1. A noble2/scout1/scoundrel1 character. (Noble who is hunted by the empire, travels in the rougher "wilderness of space" and returns to "civilized" space intent on avoiding the empire by their quick wits and charisma.). The problem you run into is that this character has a base attk bonus of +1 at 4th level. Now to give some perspective, at level 4 a straight noble has a +3 BAB(soldier/jedis have a +4). It seems like becoming a scout or scoundrel would increase you BAB to higher then that of a straight noble, or at least equal it. It creates a pretty big discrepancy between what single classed character find a challenge to hit and what multi-class characters will find a challenge to hit. J ust something to warn your players about if they need to multi-class alot to create a specific archetype they want.
2. Skill levels can be made almost insanely high at 1st level. I found this moreeso a problem with human jedi(hopefully it will be different with spell casters in D&D 4e). A 1st level human jedi who gets an 18 in Wis, takes Use the force trained and then takes skill focus for use the force can end up with a skill total of +13. Take force training twice and this gives him 2X(1+Wis mod powers) or 8. This allows a 1st level jedi to take 4 offensive powers, 2 to 3 defensive powers and 1 to 2 healer powers which can be used in every encounter. with 2 to 3 jedi that's quite a bit to handle without resorting to specific circumstances designed to negate his powers and skill levels. An Example...
Quick Note

Against a CL5 clone trooper commander(Ref 18, Fort 17, Will 17)...a 1st level jedi will succeed on powers used against them 75 to 80% of the time. Now, take into consideration that a CL5 opponent is suppose to be a challenge for a level 5 character and this is really weird to me. I mean jedi are powerful, but I didn't expect this type of power from the get go.
This is only slightly powered down for the powers with a set DC, with a +13 you have a 90% chance to get the DC15, a 65% chance to get DC20 and a 30% chance to hit DC 25. DC 25 is as high as they go, so you're regularly, at 1st level, attaining at least the DC15 and more often than not the DC20 effect.( Note one fix for this might be to have the pplayers declare the DC they want to achieve before rolling and making it so that if they don't achieve that specific DC the power has no effect. But per RAW, unless I missed it the powers don't work this way.)