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Star Wars games in the wake of RotS
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2264808" data-attributes="member: 12332"><p>We started my long-awaited Tales of the Jedi era game last night, since we all live rather far away from decent theaters and weren't going to see RotS until the weekend anyway.</p><p></p><p>Blah, I sah. Blah. I'm just not horribly digging "all Jedi" in the d20 system.</p><p></p><p>Guardians own the day. I was afraid of it, but it just happened to be true. It's partially a function of the skill system, where Guardians can pump all of their Only Slightly Fewer skill points into the one or two Force Skills they need and run rampant with them. The Consulars fared well in situations that DIDN'T involve pumping up to 24 Dex, +4 BAB and chopping the booger out of everything, and indeed the Force Strikage against my practice droids was well recieved, but in the end the Consulars still felt like a support structure for three Guardian Death Machines. Even by 4th level, there's just not enough distinction between the classes to let the Consulars shine in their own way very effectively. I gave the Consulars their own things to do ... skill checks, investigation, personal interaction, but they weren't ENOUGH different in that way to make them feel special. There's just not a big enough difference in skill points and base (non-Force) skills.</p><p></p><p>It doesn't help that the Consulars all wanted to play Alien species, and so the effective Skill Point Difference between the classes was about 1, as the Guardians were all Human.</p><p></p><p>I'm left wanting to do 3 things:</p><p></p><p>Scrap it and restart under the WEG d6 system. </p><p> There, at least, the PCs would be more able to totally customize their PCs. One of the characters wanted to be stealthy and tinkery and the Class Skills lists just didn't allow for him to do so effectively. He ended up taking some cross-class ranks in skills he wanted to use, and was just that much further behind the Human Guardians in the end tabulation.</p><p></p><p>House Rule To Heaven And Back</p><p> Today's Jedi Counseling offers up an alternate rule I was thinking of before we started; sort of a return to WEG's system. Four Force Skills (Alter, Control, Sense, Force-Sensitive) with the ranks applying to all known "Force Powers" under them, gaining a new power each rank. Unfortunately, this just FURTHER pumps up the Guardians, as it lets them use their only-slightly-fewer ranks to even BETTER effect. If I did this, I'd need to do something like give the Consulars a "Power Focus" every 3-4 levels giving a +3 bonus to checks with _______ power. I'd still need to personal-house-rule for the one PC who wanted to take Hide and Move Silently with his little Jawa Jedi.</p><p></p><p>Turn It Into Grim Tales</p><p> This was my first instinct, and after the player response from last night, I should have followed my instincts. Strip ALL of the Jedi Powers out, turn them into Talent Trees and let them work it themselves. Unfortunately this is a whole whole lot of work to get right, so while it's my first instinct I just don't have time for it and so its my last choice.</p><p></p><p>The characterization was fun, though. Everybody started work on their lightsabers, got to meet new instructors, learned how to use various Force Skills and tactics in unexpected ways.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2264808, member: 12332"] We started my long-awaited Tales of the Jedi era game last night, since we all live rather far away from decent theaters and weren't going to see RotS until the weekend anyway. Blah, I sah. Blah. I'm just not horribly digging "all Jedi" in the d20 system. Guardians own the day. I was afraid of it, but it just happened to be true. It's partially a function of the skill system, where Guardians can pump all of their Only Slightly Fewer skill points into the one or two Force Skills they need and run rampant with them. The Consulars fared well in situations that DIDN'T involve pumping up to 24 Dex, +4 BAB and chopping the booger out of everything, and indeed the Force Strikage against my practice droids was well recieved, but in the end the Consulars still felt like a support structure for three Guardian Death Machines. Even by 4th level, there's just not enough distinction between the classes to let the Consulars shine in their own way very effectively. I gave the Consulars their own things to do ... skill checks, investigation, personal interaction, but they weren't ENOUGH different in that way to make them feel special. There's just not a big enough difference in skill points and base (non-Force) skills. It doesn't help that the Consulars all wanted to play Alien species, and so the effective Skill Point Difference between the classes was about 1, as the Guardians were all Human. I'm left wanting to do 3 things: Scrap it and restart under the WEG d6 system. There, at least, the PCs would be more able to totally customize their PCs. One of the characters wanted to be stealthy and tinkery and the Class Skills lists just didn't allow for him to do so effectively. He ended up taking some cross-class ranks in skills he wanted to use, and was just that much further behind the Human Guardians in the end tabulation. House Rule To Heaven And Back Today's Jedi Counseling offers up an alternate rule I was thinking of before we started; sort of a return to WEG's system. Four Force Skills (Alter, Control, Sense, Force-Sensitive) with the ranks applying to all known "Force Powers" under them, gaining a new power each rank. Unfortunately, this just FURTHER pumps up the Guardians, as it lets them use their only-slightly-fewer ranks to even BETTER effect. If I did this, I'd need to do something like give the Consulars a "Power Focus" every 3-4 levels giving a +3 bonus to checks with _______ power. I'd still need to personal-house-rule for the one PC who wanted to take Hide and Move Silently with his little Jawa Jedi. Turn It Into Grim Tales This was my first instinct, and after the player response from last night, I should have followed my instincts. Strip ALL of the Jedi Powers out, turn them into Talent Trees and let them work it themselves. Unfortunately this is a whole whole lot of work to get right, so while it's my first instinct I just don't have time for it and so its my last choice. The characterization was fun, though. Everybody started work on their lightsabers, got to meet new instructors, learned how to use various Force Skills and tactics in unexpected ways. --fje [/QUOTE]
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