Re-tooled Character Classes

MORGONRAUG

First Post
Hey everybody- I've just finished tinkering with the basic Star Wars character classes. I've always thought that the rulebook pigeon-holed players into making a stereotypical hero (why is every Fringer good at jury-rigging? Why is EVERY Scoundrel good at selling illegal stuff?). These rules give players a big list of appropriate abilities to choose from (compiled and adapted from TONS of other books) that make sense for their class and (I hope!) will make their characters more versatile and fun to play. Addmittedly, these abilities make characters slightly more powerful, but I think it's better in the long run. I am not sure what to do with the force classes; but I tossed out a quick little change for them, too.

CHECK IT OUT! I'd love some feedback!

http://www.geocities.com/drjive.geo/AlternateStarWarsCharacterClassProgression1.doc

- Jeff
 

log in or register to remove this ad


My only initial comment is that the Force Pool is far from a "small number of bonus points" - a level 10 jedi with Wis of 14 will have 140 points in his force pool before he starts using his vitality points.

Unless you meant it to be Level x WIS Bonus instead of Level x WIS
 

Yeah, whenever there is an ability score capitalized, i.e. WIS or DEX, it means the ability modifier. The Jedi you used would have 20 FPs; enough to provide him with a small buffer. This does make the Jedi more powerful, especially at higher levels, but they should be!

I do have the heroes guide as well, and even used some of the examples in there for some of the abilities.

- J
 

Pets & Sidekicks

Remove ads

Top