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BluSunrize

[Version 0.7] The Old Republic

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Posted (edited)

Greetings everybody!

Over the past few months, I've invested some time into creating a document in the style of FFG's Era Books, but for the Old Republic era.

[Latest Release 2020/05/03]

Currently the document features 5 new species (Dashade, Echani, Miraluka, Rattataki, Sith Pureblood), an all new Sith Career (which generates a lot of conflict =P) and two universal specializations. It also features a chapter of weapons & armor (some from existing material, some newly added) and attachments (including two new lightsaber crystals).

I have hopes of working on this in the future, but I didn't want to keep sitting on this, so consider it a beta release ūüėĄ

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TLx1emI.png06BQUVu.png

 

Hope you folks enjoy ūüėÉ
May the 4th be with you (soon anyway)

 

Edited by BluSunrize

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Looking at the species and specs, they look pretty good, but I have some suggestions:

Acolyte: Drop Prey on the Weak. It only provides +1 damage and they don't have any talents that Disorient opponents. Definitely not worth 25 XP.

Blademaster: For Reckless Charge, it might be better as a ranked talent. "Suffer strain up to ranks in Reckless Charge to add an equal amount of Threat and Success to the next [skills] check." Maybe replace Quick Strike (C4) with a second rank. If you were to include a third rank, perhaps Grit (B2).

Lord: Not sure Embrace Your Hate should be ranked. I think you may have overdone it with the Conflict talents in the Lord tree. Something to keep in mind is the potential for redemption, and by my understanding, you gain conflict at the beginning of each session for each conflict talent you have. This makes redemption mathematically nigh-on impossible, something that I think is unacceptable for this game. A way to remedy this would be to change some of the conflict talents so that they aren't conflict talents, but instead generate conflict when used (similar to Embrace You Hate, which actually doubles up, meaning you generate conflict by having it and then generate conflict again when using it).

I think conflict talents and talents that give conflict when used should be force talents by default. There are several talents in the Blademaster and Lord trees that aren't labeled as Force talents that I think ought to be.

Gladiator: Given the position of Prey on the Weak and Disorient, I think you should connect Prey on the Weak (D2) and Frenzied Attack (D3).

Crusader: I don't like this tree as much. Especially since I'm comparing it to the Death Watch Warrior spec. Perhaps drop a Burly, move the other one farther down the tree, and add a jetpack talent? Or perhaps a unique talent would be better. The main issue I see with the tree is that it is basically a fusion of Death Watch Warrior and Heavy, and it doesn't do either all that well, while not having anything to make it stand out. If I were to go through it from scratch, I'd add more "blitz" talents, drop the Heavy talents, keep Suppressing Fire and Combat Veteran, and add a unique talent to the tree. Possibly also add a Jetpack talent (Death from Above, Jetpack Expertise, Hit and Run, Momentum).

Gear:
Only critique is with formatting. You alternated between translucent and solid, whereas the official books alternate between different solid colors. It just looks weird with the blank ones.

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Thanks so much for the input, you two! I'll be working through the formatting problems quickly ^_^

Regarding changes to the trees:

Quote

Acolyte: Drop Prey on the Weak. It only provides +1 damage and they don't have any talents that Disorient opponents. Definitely not worth 25 XP.

Fair! It felt flavorful, but doesn't synnergize well. Got a suggestion for a replacement?

Quote

Blademaster: For Reckless Charge, it might be better as a ranked talent. "Suffer strain up to ranks in Reckless Charge to add an equal amount of Threat and Success to the next [skills] check." Maybe replace Quick Strike (C4) with a second rank. If you were to include a third rank, perhaps Grit (B2).

Reckless Charge is actually a talent from Genesys, found in Realms of Terrinoth. I chose to keep it unranked for an instance, powerful benefit without needing to ramp up.

Quote

Lord: Not sure Embrace Your Hate should be ranked. I think you may have overdone it with the Conflict talents in the Lord tree. Something to keep in mind is the potential for redemption, and by my understanding, you gain conflict at the beginning of each session for each conflict talent you have. This makes redemption mathematically nigh-on impossible, something that I think is unacceptable for this game. A way to remedy this would be to change some of the conflict talents so that they aren't conflict talents, but instead generate conflict when used (similar to Embrace You Hate, which actually doubles up, meaning you generate conflict by having it and then generate conflict again when using it).

Embrace your Hate is an existing ranked talent from Knights of Fate (Juyo Berserker tree). It's also not a Force talent in that book despite applying conflict (which gives a precedent to other talents like that). I did not want to make changes to existing FFG talents (except for adjusting their phrasing to use gender-neutral pronouns) and use as many existing features as possible to stay within their balance.

I do recognize the issue with acquiring a high amount of conflict with this tree however. On the one hand, it feel appropriate, this tree represents a Sith Lord, who should be so immersed in the dark side that conflict is irrelevant to them. On the other, you have a very good point that character should be redeemable in most cases, or should at least have the option to play one of the "nicer" Sith Lords. I think an easy way to lessen this impact would be removing the conflict from Victory from Strength and Freedom in Victory. Both of those are already behind a "barrier" of conflict, but the talents themselves aren't inherently evil. Also maybe I should look into replacing Fear the Shadows with something else. It's an unnecessary conflict generator and also more designed for a Batman-esque Sentinel than a Dark Lord of the Sith.

 

Quote

Gladiator: Given the position of Prey on the Weak and Disorient, I think you should connect Prey on the Weak (D2) and Frenzied Attack (D3).

Definite error on my part. A connection there would aid the flow and isn't too OP either.

 

Quote

Crusader: I don't like this tree as much. Especially since I'm comparing it to the Death Watch Warrior spec. Perhaps drop a Burly, move the other one farther down the tree, and add a jetpack talent? Or perhaps a unique talent would be better. The main issue I see with the tree is that it is basically a fusion of Death Watch Warrior and Heavy, and it doesn't do either all that well, while not having anything to make it stand out. If I were to go through it from scratch, I'd add more "blitz" talents, drop the Heavy talents, keep Suppressing Fire and Combat Veteran, and add a unique talent to the tree. Possibly also add a Jetpack talent (Death from Above, Jetpack Expertise, Hit and Run, Momentum).

Hmm. Crusader is tough. We don't see as much Jetpack use in Old Republic as we do in CloneWars & Rebels, so I stayed away from those talents intentionally. I wanted to represent a tanky, heavy weapons specialist. I also have a bit of a personal gripe with FFG naming the Death Watch tree as they did, rather than making it a generic Mandalorian tree. Death Watch has unfortunate implications.

Maybe a compromise would be encouraging maneuverability and weapon diversity? Allowing the tree to specialize in a broad set of weapons using "[blank] is now a careerskill" talents and thus highlighting the expansive combat training Mandalorians receive? I'm also open to any other suggestions of course!

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7 minutes ago, BluSunrize said:

Fair! It felt flavorful, but doesn't synnergize well. Got a suggestion for a replacement?

No, I don't.

7 minutes ago, BluSunrize said:

Reckless Charge is actually a talent from Genesys, found in Realms of Terrinoth. I chose to keep it unranked for an instance, powerful benefit without needing to ramp up.

Embrace your Hate is an existing ranked talent from Knights of Fate (Juyo Berserker tree). It's also not a Force talent in that book despite applying conflict (which gives a precedent to other talents like that). I did not want to make changes to existing FFG talents (except for adjusting their phrasing to use gender-neutral pronouns) and use as many existing features as possible to stay within their balance.

Fair enough.

12 minutes ago, BluSunrize said:

I do recognize the issue with acquiring a high amount of conflict with this tree however. On the one hand, it feel appropriate, this tree represents a Sith Lord, who should be so immersed in the dark side that conflict is irrelevant to them. On the other, you have a very good point that character should be redeemable in most cases, or should at least have the option to play one of the "nicer" Sith Lords. I think an easy way to lessen this impact would be removing the conflict from Victory from Strength and Freedom in Victory. Both of those are already behind a "barrier" of conflict, but the talents themselves aren't inherently evil. Also maybe I should look into replacing Fear the Shadows with something else. It's an unnecessary conflict generator and also more designed for a Batman-esque Sentinel than a Dark Lord of the Sith.

I agree on all counts.

22 minutes ago, BluSunrize said:

Hmm. Crusader is tough. We don't see as much Jetpack use in Old Republic as we do in CloneWars & Rebels, so I stayed away from those talents intentionally. I wanted to represent a tanky, heavy weapons specialist. I also have a bit of a personal gripe with FFG naming the Death Watch tree as they did, rather than making it a generic Mandalorian tree. Death Watch has unfortunate implications.

Maybe a compromise would be encouraging maneuverability and weapon diversity? Allowing the tree to specialize in a broad set of weapons using "[blank] is now a careerskill" talents and thus highlighting the expansive combat training Mandalorians receive? I'm also open to any other suggestions of course!

I certainly agree on the naming convention, although I understand it. In the Mando game I'm running, the PCs (all True Mandalorians, half are vehemently opposed to Death Watch for personal reasons, the others only for ideological reasons) have the tree and we just treat it as a Mandalorian tree.

Yeah, adding Vehicle Combat Training (Piloting [Planetary], Gunnery] to a top corner might be a good idea.
But yes, I'd encourage mobility and "blitz" tactics like Quick Strike, Rapid Reaction, etc. Vanguard has some good talents for this. I would strongly encourage you to come up with a unique talent for the tree.

Some suggestions for talents:
Point Blank (x2)
Quick Strike (x?)
Moving Target (x1)
Rapid Reaction (x2)
Vehicle Combat Training (optional. Grants the career skill for jetpacks and heavy weapons [like Jetpack rockets], but if the PC goes for Hired Gun, they'll already have Piloting [Planetary], and depending on the specialization, Gunnery as well)
Burly (x1, put in an optional location so you don't have to navigate around it or purchase it when you don't want it)
Armor Master
Improved Armor Master
Dedication
Heroic Resilience or Fortitude (not both)
Toughened (x2)
Grit (x1)
Durable (x1)
Physical Training (x2)
Combat Veteran (x1)
Confidence
Par Mand'alor! (for The Mandalore): Just a naming idea for a custom talent.

If you drop both VCT and Burly, you can include 2 ranks of Quick Strike.
Part of my goal with the talent selection here was to avoid stealing another tree's thunder, or giving too much synergy. Admittedly, it's pretty good in conjunction with Vanguard, but I carefully selected numbers of talents to avoid making it too good in concert with the aforementioned tree. If you make Rapid Reaction, Point Blank, and Moving Target part of an off-shoot branch (like how you have C1-E1 on the current tree), it's a nice line of progression and makes it a bit more expensive so as to limit how exploitable stacking Vanguard and Crusader might be.

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6 hours ago, P-47 Thunderbolt said:

[ lots of good suggestion ]

tbtOaKv.png

 

This is my current revised version of the Mandalorian. I managed to incorporate your ideas, putting the "rapid assault" talents in their own column and adding a new, unique talent "Eternal Glory" (or darasuum kote in Mando'a). Death Watch gets a similar functionality in Improved Sidestep, but this one requires you to actually get hit, putting more emphasis on the tankyness of TOR Mandalorians.

I dropped Physical Training in favor of a second rank of Combat Veteran, adding more boosts to Brawl, given that it's not a career skill but should still be good.

The tree does have very few active talents now, usually I try to get around 6 to 7 in. Also uncertain how much I like Confidence in here, given that Combat Vet already boosts Discipline. I'm debating trading it for Intimidating instead.

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2 minutes ago, BluSunrize said:

tbtOaKv.png

 

This is my current revised version of the Mandalorian. I managed to incorporate your ideas, putting the "rapid assault" talents in their own column and adding a new, unique talent "Eternal Glory" (or darasuum kote in Mando'a). Death Watch gets a similar functionality in Improved Sidestep, but this one requires you to actually get hit, putting more emphasis on the tankyness of TOR Mandalorians.

I dropped Physical Training in favor of a second rank of Combat Veteran, adding more boosts to Brawl, given that it's not a career skill but should still be good.

The tree does have very few active talents now, usually I try to get around 6 to 7 in. Also uncertain how much I like Confidence in here, given that Combat Vet already boosts Discipline. I'm debating trading it for Intimidating instead.

I do not suggest Intimidating given that that is more the Death Watch Warrior's shtick and Coercion isn't even a career skill here.
Something I hadn't really considered was the career skills from the Specialization. Ranged (Heavy) is good, but Athletics is pretty common and an entry-level skill for both Combat-focused careers. I would suggest swapping it for Brawl, as Mandalorians prized hand-to-hand combat skill. Something else to consider is replacing Discipline with Melee given Discipline's prominence and accessibility in the combat-focused careers. Knowledge (Warfare) is good, especially as it isn't even available to careers in EotE and FaD.

Darasuum Kote is a good concept, and I think it should be named with the Mando'a. I think it should be limited in some way, with some cost like "may suffer X many wounds" or limit like "once per encounter" so that it can't be abused as much. If someone has a T-7 Ion Disruptor and a loaded Destiny pool, you won't be able to target them without your NPC getting obliterated.

As for placement within the tree, here's what I'd suggest:

    Toughened     Vehicle Combat Training    Quick Strike             Burly
              |                                                                         |
Combat Veteran   -      Armor Master       -    Rapid Reaction - Point Blank
              |                                   |                                    |                         |
    Confidence        -        Toughened         -   Combat Veteran        Grit
                                                   |                                    |                         |
Improved Armor Master - Point Blank    -         Durable         Rapid Reaction
                                                   |                                                               |
    Dedication         -     Darasuum Kote     -  Heroic Fortitude  Moving Target

Maybe add a line between Combat Veteran (C3) and Grit (C4), but I like that the blitz column is gated by Point Blank.

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Posted (edited)

Errrrrrrrrrrrrrrr love this...and you now..congrats.

Yes there are bits i'd like to critique but it's from a first read so forgive me in advance.

Preliminary thoughts  on the Sith trees since they're what caught most of my attention.

(Acolyte)On the earlier issue of removing prey the weak? Yes.
Replace it with something opposite to inner peace or will of the force in order to create more Darkside Destiny Points.

(Blademaster) errrrrrr I like this. Carry on.

(Sorc) I like this. Again not really any problems I would just change the knowledge is power thing to something more powerful. The Jedi general gets knowlege is strength which -adds- your warfare ranks to force rating. I think it may suit better especially as its a conflict talent. Maybe give it natural mystic since Blademaster (Rename suggest to Juggernaut?) gets natural blade master.

(Lord)Lots of the talents in the Lord tree you cannot use several destiny points in an action (unlike the jedi master tree that does get that ability)They're also once per session abilities and you've already (i assume deliberately) included talents that are harder to use versions of those in the Jedi Master tree. Consider dropping the destiny point usage quite so heavily or the once per session from a few so that they can be used in conjunction.
Again a way to force destiny points over into darkside would be good. Seems the line of 'from strength I gain power' isn't representented by a talent (I assume that is why the victory thing was named that way. It is 'Victory from strength' where the line is 'Through power, I gain victory')  I suggest using that line to do the DP thingy.
And since the Jedi get 'Master of the order' which is a very powerful talent (earlier refrenced) I think they should get 'Lord of the Sith' although what to do with that talent i'm unsure. 
Finally to keep it as some level of semblance with Jedi Master i'd get rid of the two smooth talker and add another Nobody's fool and then Improved Nobody's fool as they fit very well with the Sith Lords we see in setting.

My personal overall is that the power levels between this and the Jedi trees should be similar in the build strength they end up with. These are cool trees and I like the new ones you implemented but feel the Jedi alternative is more coherent and easier to progress down. Sith should be easier, in my view, to match the lore, with the conflict costs you discussed earlier being the main detraction. How well it goes together I'd have to play test and get back to you.
(Hope this doesn't come off as negative because I really like this as a general)


Random addition Dueling lens gives -accurate- 2 eventually for 1 hard point? That seems too strong for me. Custom grip gives 1 and the balanced weapon gives 2 for 2hp. Also Shoto hilts (which get acc1)have 2 less HP and 1 less damage in exchange for less than half what your addition gives.
 

Edited by Luahk
first read done

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If I might add a suggestion for the Lord?

Have a talent that does something to make having conflict a benefit. Such as when performing an attack they can add damage equal to current conflict, with perhaps a cap at 7 or 8. It provides clear incentive to want to have conflict.

However it might mean having to remove some of the conflict talents so there is some work a Lord has to do to get conflict.

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On 5/4/2020 at 10:37 AM, BluSunrize said:

Embrace your Hate is an existing ranked talent from Knights of Fate (Juyo Berserker tree). It's also not a Force talent in that book despite applying conflict (which gives a precedent to other talents like that).

Per the devs, this was a mistake. It was supposed to be a force talent: 

 

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Thanks for the feedback folks, I'll do my best to work through it ^_^

Quote

I would just change the knowledge is power thing to something more powerful.  [...] Maybe give it natural mystic [...]

I used knowledge is power because it was already an existing talent. I know about the Knowledge is Strength one, but Warfare didn't feel super appropriate, Lore does. And making a talent that adds Lore when there already exists one that replaces with Lore felt like it'd cause needless confusion. Also, increasing Force rating by potentially 5 is stupidly broken, lol.

As for natural mystic, it's good, but I didn't want to stuff this tree full of super good stuff. Sorcerers already get channel Agony to buff their Force Power checks, they can use Intense Focus for any force power that uses a normal skillcheck, and they have Knowledge is Power. Adding the reroll to that feels like too much for a single tree imho.

Quote

get rid of the two smooth talker and add another Nobody's fool and then Improved Nobody's fool

Jedi Master gets the improved one, and I didn't want to copy too much from that tree. I also personally liked the idea of Smooth Talker aiding the corrupting influence of a Sith (Deception) or the Fear they exude (Coercion).

Quote

from strength I gain power

Yeah I didn't make a talent for that, because for one, it's hard to find a thematically appropriate mechanic. "Victory" and "Freedom" are easy to represent with game mechanics, "Power" not so much. Secondly the words "power" and "strength" are very similar. Thirdly, that talent chain was already really long, Passion -> Strength -> Victory -> Freedom is already one more than your usual "improved/supreme" progression, so I didn't want to cram in another one. So I just took the creative liberty to shorten the Sith code there =P

Quote

cannot use several destiny points

Yeah that's a fair point. That ablity is very potent in Jedi Masters. On the other hand Sith Lords instead gain the ability to just immediately succeed on a check, maybe that cancels it out a little bit? Once again, I didn't want to rip too much from the Jedi Master.

Quote

Sith should be easier, in my view, to match the lore, with the conflict costs you discussed earlier being the main detraction.

That's a valid assessment tbh. Sith should have the easy, but conflict-laiden path. I'll definitely take another look at the progression.

 

Quote

Random addition Dueling lens gives -accurate- 2 eventually for 1 hard point? That seems too strong for me. Custom grip gives 1 and the balanced weapon gives 2 for 2hp. Also Shoto hilts (which get acc1)have 2 less HP and 1 less damage in exchange for less than half what your addition gives.

Oh yeah, that might be very broken. I must admit that I've not yet done enough lightsaber combat to estimate the balances on that. I'll tone it down though, it's too good.

 

17 hours ago, Ebak said:

If I might add a suggestion for the Lord?

Have a talent that does something to make having conflict a benefit. Such as when performing an attack they can add damage equal to current conflict, with perhaps a cap at 7 or 8. It provides clear incentive to want to have conflict.

However it might mean having to remove some of the conflict talents so there is some work a Lord has to do to get conflict.

Embrace your Hate already adds damage while gaining conflict. Making another thing that adds damage for having conflict seems redundant. Also, reducing conflict by "spending" it like a resource feels a bit too much like a video game resource to me :V

 

13 hours ago, P-47 Thunderbolt said:

Per the devs, this was a mistake. It was supposed to be a force talent:

Oh, excellent find, thanks! I'll definitely make sure to fix that ūüėĄ

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@BluSunrize Sorry but my quote thingy is buggy.

Errr I understand your point about making it too strong. I also agree with the warfare not fitting thematically...but I personally would take out intense focus and knowledge is power to give them natural mystic because I still feel it makes it a good mirror to Blademaster (juggernaught) as you can then take it as that tree acomplishes that goal without immediately pursing one with the talent in.

I understand why you went with smooth talker, thematically I see what you're headed for, but I don't agree that it's needed in this specific tree. Certain types of lords, In expansion and diplomacy or logistics, may require that but I don't see it as a common trait. The improved nobody's fool makes it risky to attempt to threaten or charm a sith lord. That's why I like it so much for this tree. Food for thought.

I understand not ripping too much from Jedi master, I respect it even, but setting wise they are two sides of a coin. There should be several places where they cross over. Functionality wise i'm sorry but i've been unable to test it but it does need -something- and another issue is that you're already Darkside destiny point reliant whereas the Jedi tree talents function without destiny points at all for a few and the others are not specific to light side.

Err sorry to make your job harder ūüėĄ but the Jedi master tree already is a fairly simple/rewarding tree to go down as are the other 3 jedi trees. So FFG left you with an uneasy task lol. Happy to converse/help and again hope this doesn't come off too negative because this hyped me up to death especially as my friends and I use FFG's rules whilst RPing on SWTOR.

Yeah the lens is too strong. It was the only thing I felt firmly about as a definitive no.


 

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Sorry i missed the thing about the code and want to address it.

Why not, similar to the padawan tree having -very- powerful abilities that don't appear in the other two, have the code split into half gotten in Acolyte and another half in Lord? Is that still too much?

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Posted (edited)

@Luahk Only reason I named it "Blademaster" and not "Juggernaut" is because it's not focused on defense. If it had Enduring and more ranks of Durable, that name would be appropriate =p

I'm removing "Fear the Shadows" from the Lord, so I can use that free space to throw in a talent akin to "Master of the Order". Maybe I'll ditch "Enhanced Leader" for "Nobody's Fool (Improved)", since Leadership isn't in the Lord's tree anyhow.

 

I'm also currently toying with the idea of a Cartel Dealer as a universal spec. On the one hand, it'd be a fun nod towards TOR's ingame monetization feature, on the other, it'd be a non-combat universal tree (which this book so far lacks), and it could make for fun synnergy with various EotE specs.

 

Edit: The Acolyte gets the second step of the code, which skips having to buy it in Lord. I don't want to go any further with that.

Edited by BluSunrize

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1 hour ago, BluSunrize said:

Only reason I named it "Blademaster" and not "Juggernaut" is because it's not focused on defense. If it had Enduring and more ranks of Durable, that name would be appropriate =p

Fair enough. I was simply figuring since you gave Inquisitors their sorcerer tree.
 

1 hour ago, BluSunrize said:

I'm removing "Fear the Shadows" from the Lord, so I can use that free space to throw in a talent akin to "Master of the Order". Maybe I'll ditch "Enhanced Leader" for "Nobody's Fool (Improved)", since Leadership isn't in the Lord's tree anyhow.

If you're determined to keep the other things as they are then I might suggest Lord of the Sith or...whatever you end up calling it as something that helps reduce lightside.
On that subject without thinking too hard they have Will of the force which transforms DS stuff (knight tree) and inner peace (juyo/vaapad) Which combined are very powerful for reducing the destiny points. So a couple of talents to help with that i'ma keep pushing.
 

1 hour ago, BluSunrize said:

I'm also currently toying with the idea of a Cartel Dealer as a universal spec. On the one hand, it'd be a fun nod towards TOR's ingame monetization feature, on the other, it'd be a non-combat universal tree (which this book so far lacks), and it could make for fun synnergy with various EotE specs.

Hmm. My table allows careers from all the books so I would personally be against this due to all of the mercantile style specs already available. But if you put one up i'm sure someone more learned in those particulars would help ūüôā¬†i'll stick with the Sithy stuff for now.
 

1 hour ago, BluSunrize said:

Edit: The Acolyte gets the second step of the code, which skips having to buy it in Lord. I don't want to go any further with that.

Fair enough. So if you get Acolyte first...then Lord is easier to progress down. Have you considered adding something to prove from Jedi Padawan? 

--

Yeah I double checked the jedi trees. LAWD they're simple to go down and highly rewarding. This makes the problem of making the darkside quicker more..difficult. I have a suggestion if you'll entertain it?

Have acolyte litterally a grid. It will be more darkside destiny point reliant (As with Lord) but far simpler to go down. You get stronger quicker but are reliant upon the darkside and don't get quite as many functional useage.
Knight is problematic...Because it gives you improved parry/reflect for their cheapest prices. Dunno how to balance that against sorc/blade
Master is already pretty much 4 straight paths down.
SUggest Lord is 4 straight paths down but the bottom two ranks can be gone across also? That may even it out somewhat?
 

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8 hours ago, Luahk said:

Fair enough. So if you get Acolyte first...then Lord is easier to progress down. Have you considered adding something to prove from Jedi Padawan?

 The Sith equivalent is "A Lesson in Pain". It has a far higher cost, but it's narratively appropriate, which leads me to my next point:

 

8 hours ago, Luahk said:

Yeah I double checked the jedi trees. LAWD they're simple to go down and highly rewarding. This makes the problem of making the darkside quicker more..difficult. I have a suggestion if you'll entertain it?


Have acolyte litterally a grid. It will be more darkside destiny point reliant (As with Lord) but far simpler to go down. You get stronger quicker but are reliant upon the darkside and don't get quite as many functional useage.
Knight is problematic...Because it gives you improved parry/reflect for their cheapest prices. Dunno how to balance that against sorc/blade
Master is already pretty much 4 straight paths down.
SUggest Lord is 4 straight paths down but the bottom two ranks can be gone across also? That may even it out somewhat?
 

I'm not completely fussed about matching the Jedi Career in terms of power level. SWRPG is already infamous for not being balanced. Each supplement adds more gear and specs, they're not always coordinated with existing content, some are flat out better than others, some are a pain in the *** to just maneuver through (looking at you, Slicer) and some abilties are broken beyond belief (Jury Rigged autofire is the most prominent example there).

It's a simple fact that this system isn't balanced in all directions, and players who want to play the meta will always find a way to do that. But I've learned something in creating a content for Genesys over the past two years: Flavor trumps game mechanics. It doesn't matter if a feature is slightly less powerful. This is a narrative game system. If it's got good fluff, that can make up for it. So with that in mind, yeah the Sith career is probably less powerful and more punishing than Jedi. But honestly, that's okay, because if you want to play a Sith, you can now play a Sith. That should be the reason you choose that career.¬† ¬Į\_(„ÉĄ)_/¬Į

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@BluSunrize

I get what you're saying. It's not about meta as much as if I want a jedi at my table and a Sith made using these talents one is going to have an easier go of getting to their juicy bits. When, as earlier discussed, Sith should be the quicker of the two even if less rewarding or whatever due to how powerful/quick the jedi trees are it's more likely to be them.

It's not about the power level in terms of a meta...but the progression speed as a narrative. This is after all a narrative system and should, wherever possible, try to emulate the setting and the trees as you've laid versus the ones created will struggle to emulate that speed.

If you're playing at a table where those trees are not a thing then it's not at all a problem. Or if you dont stat and create NPCs using them then again it wont factor. I personally try to which is why it took my focus :)

you should do what you feel settled with.

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First off, I want to say good work BluSunrize!  I would also like to say get out of my head!!!! lol 

I have been toying with the idea of doing a Sith fan supplement myself, and/or an Old Republic one, and you have a lot of the same things I was looking at doing. Your take on the Dashade species  is very similar to my own notes. 

Second, I do have a couple  of questions, and forgive me if these have already been answers elsewhere in the thread as I have not read the whole thing. Why Acolyte instead of Apprentice? Why Blademaster instead of Warrior since you are doing Old Republic classes? 

I think others have made some great suggestions as far as talents and things, from what little I've been able to read. 

 

Anywho, once again great work!

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1 hour ago, unicornpuncher said:

First off, I want to say good work BluSunrize!  I would also like to say get out of my head!!!! lol 

I have been toying with the idea of doing a Sith fan supplement myself, and/or an Old Republic one, and you have a lot of the same things I was looking at doing. Your take on the Dashade species  is very similar to my own notes. 

Second, I do have a couple  of questions, and forgive me if these have already been answers elsewhere in the thread as I have not read the whole thing. Why Acolyte instead of Apprentice? Why Blademaster instead of Warrior since you are doing Old Republic classes? 

I think others have made some great suggestions as far as talents and things, from what little I've been able to read. 

 

Anywho, once again great work!

Quite simply because I'm not doing Old Republic classes =p

I chose "Acolyte" because it sounds more dark and mysterious, I went for Sorcerer for the same reason. The Sith Blademaster was originally named Marauder, but I realized that it conflicts with the Hired Gun - Marauder (specialisations of the same name need to be the same, see Hired Gun - Heavy and Soldier - Heavy). "Warrior" would conflict with the career of the same name from Force and Destiny by the way. So I went for Blademaster, which is a term used in SW Legends for Sith combat specialists with a broad skillset in various kinds of weaponry ^^

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I love this! It’s really cool! :) 

just wondering, will you make specs for the more specific classes of the game?

for example maybe Sith Warrior is a career with: Juggernaut, Immortal and something else as specs? 

 

Another eg for inquisitor they can have: Alchemist, Manipulator(mix between assassin and a force user maybe? Or maybe someone who is good with words?), Sorceror(for lack of better term i have to use sorceror even though you already have it in the book, but like the sorceror in game maybe focusing on force powers like force lightning etc?)

 

 

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