Star Wars d20: Consular vs. Guardian

Khorod said:
Kinda missed my point. I really like Vitality Powered Magic. Its one of my current projects.

I was referring to the strangeness that is the spellcaster being vitality powered and not being the premier Vitality-Collector in the game. It is strange that a multi-class with Soldier can help a Jedi use his powers longer than a Jedi level.

It does cause a brief moment of blinking at first, but it's extremely important from a game balance perspective. If the Jedi characters got all of their Force powers plus a bucket of VP on the side, then other classes would be completely superfluous. Players would feel punished for playing a Soldier (for instance) if a Jedi Guardian got all of their combat abilities plus the Force as well without some kind of tradeoff.

Think of VP as "story favor points" and it makes a little more sense ... the Soldier's story favor is that he can wade into combat and take a ton of punishment, while the Jedi's story favor is that he can toss battledroids around the room with his mind. ;)

-TG :cool:
 

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Khorod said:
Kinda missed my point. I really like Vitality Powered Magic. Its one of my current projects.

I was referring to the strangeness that is the spellcaster being vitality powered and not being the premier Vitality-Collector in the game. It is strange that a multi-class with Soldier can help a Jedi use his powers longer than a Jedi level.
That's because Vitality is used more than just activating powers. For the soldiers, it keeps them in the battlefield longer.

What you can do is reduce VP cost to activate, either as a feat or class feature.
 

The more I think about it, the more I think that consular and guardian is a false division, and they should just have had 'jedi' as a class.

That said, in the current SW game I'm in there were 2 guardians and 2 consulars. The consulars used their extra skill points for more force skills in this case.
 

If I'd have had my druthers, it would have been a false division for my game. I was planning on stripping out all of the various Jedi class abilities and making them talent trees for Grim Tales. In the end I decided that, since I have a GT home-brew game already running and may be starting another, that the ability to use all the pregenerated baddies and the like for SWRPG that were already out there would make it worth my while to put up with what I already had instead of trying to balance a bunch of stuff by hand.

I also thought about running things with the old WEG system, which is classless, but I couldn't get access to enough OOP material fast enough. :(

--fje
 

While you may as well collapse them, the problem is they are not differentiated enough. I'd go KotOR style, with Jedi Guardian (Full BAB, low skills), Jedi Sentinel (Medium BAB, Good Skills), and Jedi Consular (Poor BAB, Medium-Good Skills, More Force Powers/feats).
 

Khorod said:
While you may as well collapse them, the problem is they are not differentiated enough. I'd go KotOR style, with Jedi Guardian (Full BAB, low skills), Jedi Sentinel (Medium BAB, Good Skills), and Jedi Consular (Poor BAB, Medium-Good Skills, More Force Powers/feats).

You forgot the more feats combative feats for the Guardian. ;)
 

Ranger REG said:
I dunno. At least it teaches you to use your powers wisely (as needed), and not do it all willy-nilly.

My problem with this has been that a Jedi Guardian has more "force fuel" than a Conselor does. It makes sense to me when comparing Jedi to non-Jedi, but when comparing Consulars to Guardians, the lack of VP makes Consulars fall flat in my opinion.

I just wish they would have found a different way of doing this to allow the specialization to be more clearly delineated between the Consular and the Guardian.
 


Brother Shatterstone said:
I agree, I see this as more of an issue to do with vitality for force skills than anything else…

For me, it really ruined the Star Wars d20 experience. I wasn't all that impressed by WEG's version, so I'm torn everytime I have the urge to do some Star Wars rpging. Sometimes I think Mutants & Masterminds is a better fit, rules-wise.
 

MetalBard said:
Sometimes I think Mutants & Masterminds is a better fit, rules-wise.

I've heard that... I know alot of people have looked at Blue Rose also.

(I think that the KotoR game is on the right track with both vitality and then the force powers being separate but not at the same time... not. Jedi are just to dangerous/powerful in those games.)
 

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