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Silly Jedi Counselling article!
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<blockquote data-quote="wingsandsword" data-source="post: 2280694" data-attributes="member: 14159"><p>There are two real schools of thought when it comes to the d20 Star Wars RPG with regard to Jedi, those who want them mechanically balanced and equal to everything else, and those who want them to be like the movies. The existing RCR is halfway between the two. They can't do everything from the movies, but they are more powerful than normal classes.</p><p></p><p>I remember a conversation with a member of the former group at my FLGS a few days ago, where he said there was no reason to ever play a non-Jedi, since they were the most powerful class and he thought Jedi were broken and unfair, and Consulars should be taken from the system as not powerful enough fighters so nobody ever plays them. (I asked, he also thought Nobles were kinda useless, but not needing to be removed from the game).</p><p></p><p>These optional rules are there for the latter, people who want their games to have that feel from the movies, where Jedi don't have to worry so much about a little "vitality meter" ticking away in the corner, and Jedi are heroes of the galaxy. If somebody is playing something else, it's because thats their character concept and there are heroes in Star Wars besides Jedi, not because it's the "most efficient" route to power (if you're playing a Jedi for raw power, as a GM I'd been cruel with the DSP's if that's the attitude you're bringing to the character).</p><p></p><p>If you're running a game set in the KOTOR/Tales of the Jedi era, or the Clone Wars, or even New Jedi Order where many or all of the PC's are Jedi and they are facing off against vast armies of Battle Droids/Vong/Whatever, giving them these power-ups isn't likely to bring a game crashing down. If it's a Rebellion or New-Republic era game with one Jedi PC in the party and the other PC's are already sensitive that the Jedi is a powerful character, it might be a little much.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 2280694, member: 14159"] There are two real schools of thought when it comes to the d20 Star Wars RPG with regard to Jedi, those who want them mechanically balanced and equal to everything else, and those who want them to be like the movies. The existing RCR is halfway between the two. They can't do everything from the movies, but they are more powerful than normal classes. I remember a conversation with a member of the former group at my FLGS a few days ago, where he said there was no reason to ever play a non-Jedi, since they were the most powerful class and he thought Jedi were broken and unfair, and Consulars should be taken from the system as not powerful enough fighters so nobody ever plays them. (I asked, he also thought Nobles were kinda useless, but not needing to be removed from the game). These optional rules are there for the latter, people who want their games to have that feel from the movies, where Jedi don't have to worry so much about a little "vitality meter" ticking away in the corner, and Jedi are heroes of the galaxy. If somebody is playing something else, it's because thats their character concept and there are heroes in Star Wars besides Jedi, not because it's the "most efficient" route to power (if you're playing a Jedi for raw power, as a GM I'd been cruel with the DSP's if that's the attitude you're bringing to the character). If you're running a game set in the KOTOR/Tales of the Jedi era, or the Clone Wars, or even New Jedi Order where many or all of the PC's are Jedi and they are facing off against vast armies of Battle Droids/Vong/Whatever, giving them these power-ups isn't likely to bring a game crashing down. If it's a Rebellion or New-Republic era game with one Jedi PC in the party and the other PC's are already sensitive that the Jedi is a powerful character, it might be a little much. [/QUOTE]
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