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DrNate

Just curious: Which career book would YOU like next?

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Far too thin on useful material.  The main content is the filler art.

 

You can dislike you it if you wish, but that's just nonsense - EtU is absolutely crammed with stuff. 

 

I shudder to think what kind of EoE game you're playing if you can't make use of a spiderbot, cyberdog or mini-walker. 

 

I assume you never saw 'supplements' like the ones we had in the dog days of White Wolf's system, when you had a whole book with literally nothing in it.  

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As for the careers... Technician needs it the most, I think, after Explorer.  It synergises well but the rules for modifying things and generally playing an Outlaw Tech feel half-done.

 

Colonist could do with something different - as people have said, maybe entertainer, animal trainer and some sort of civilian cop?

 

Hired Gun really needs a book the least - it's the most mechanically-powerful career and is very focused for what it does.  'Dangerous Covenants' will still be awesome, though. 

 

Bounty Hunter doesn't need an upgrade, but the BH book would be cool with an emphasis on new gear and bounty-hunting adventures.  

 

For smuggler, I'm guessing some sort of politico-style con-man, and a gambler archetype. Maybe some kind of 'chemist' for the Breaking Bad fans? :)

 

I think an interesting question is going to be: 'how much will be reprinted from AoR?' I can see Scientist and Saboteur making a reappearance, and possibly the Diplomat specialisations.  I'd sooner not see too much of this, but we know it's coming.

Edited by Maelora

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Far too thin on useful material.  The main content is the filler art.

 

You can dislike you it if you wish, but that's just nonsense - EtU is absolutely crammed with stuff. 

 

I shudder to think what kind of EoE game you're playing if you can't make use of a spiderbot, cyberdog or mini-walker. 

 

I assume you never saw 'supplements' like the ones we had in the dog days of White Wolf's system, when you had a whole book with literally nothing in it.  

 

 

  I didn't buy many WW supplements either.  I do have an awful lot of supplement books for D&D systems and Palladium systems.  They have FAR MORE content.  The D&D supplements also present material for a rules heavy system that is harder to balance for, the EtU material in comparison is less worthwhile because it is easy for a GM to fabricate as needed.  For comparison making the Chiss race or Jedi Knight career and not making it "broken" is trivial compared to making a shadar-kai race or Sword Mage class in D&D.

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As for the careers... Technician needs it the most, I think, after Explorer.  It synergises well but the rules for modifying things and generally playing an Outlaw Tech feel half-done.

 

  The mechanic and outlaw tech trees aren't bad.  In fact the mechanic tree is quite good with general abilities that work on droids, ships, vehicles and a lot of the general environment in urban areas.  Depending on how your table plays it "Bad Motivator" is sort of a crazy ability on it's own.  The slicer tree on the other hand is a tree for something that comes up less often to begin with, but then each ability in the tree is very specific either offensive, defensive or code breaking.

 

  Using the tree as is it forces a group to invest a lot of time into slicing activities that only 1 player can do, otherwise a player who has invested in that tree will not get anywhere close to the use out of it that the mechanic or marauder might get out of their trees.

 

  I'd be more interested in a completely overhauled tree than tacking on some additional abilities on the bottom however.

Edited by Union

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Far too thin on useful material.  The main content is the filler art.

 

You can dislike you it if you wish, but that's just nonsense - EtU is absolutely crammed with stuff. 

 

I shudder to think what kind of EoE game you're playing if you can't make use of a spiderbot, cyberdog or mini-walker. 

 

I assume you never saw 'supplements' like the ones we had in the dog days of White Wolf's system, when you had a whole book with literally nothing in it.  

 

 

  I didn't buy many WW supplements either.  I do have an awful lot of supplement books for D&D systems and Palladium systems.  They have FAR MORE content.  The D&D supplements also present material for a rules heavy system that is harder to balance for, the EtU material in comparison is less worthwhile because it is easy for a GM to fabricate as needed.  For comparison making the Chiss race or Jedi Knight career and not making it "broken" is trivial compared to making a shadar-kai race or Sword Mage class in D&D.

 

 I would like to challenge FFG to produce better and more "stuff"...but in the end they are the ones taking on risk and putting their money where their mouth is.  I can be critical at times but again I can't fault them for printing something they want to release.  They have to turn a profit and if that means we pay $30 for a 96 page book, so be it.  I'm in and hope they are good stewards of the game that I currently have on my table.  I think comparing them to D&D concerning value is interesting, because I feel the last incarnation of D&D was poor on content, poor value and poor deployment of rules.  It's too bad your missing out on EtU, it is actually a decent value at $25 amazon price.

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I think an interesting question is going to be: 'how much will be reprinted from AoR?' I can see Scientist and Saboteur making a reappearance, and possibly the Diplomat specialisations.  I'd sooner not see too much of this, but we know it's coming.

 

I'm going to purchase all 3 cores and all the splats I can get my hands on, but I shudder to speculate on the redundant material. I understand that it will be there but I hope it's not excessive. It's there in WFRP as well, but fairly manageable.

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Fair enough, Union - I didn't mean to come across as a jerk. You make valid points, and I like shadar-kai swordmages too!

 

But we'll have to agree to disagree -  EtU has stuff that will keep us amused for ages.  If it didn't appeal to you, fair enough.

 

But I'll have to disagree that making a 'Jedi' or anything in F&D balanced is trivial.   Whether they get the Force-sensitive careers right is absolutely vital to the future of this game.

 

Swordmages and shadar-kai, while undeniably cool,  are not essential to playing D&D. 

 

Having 'Jedi' or other Force-users is at the heart and core of Star Wars, however.  And if they turn out 'broken' it will pretty much kill off the game.

Edited by Maelora

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My hope is for Colonist next. They seem the broadest career but also the one players have the hardest time grasping. They just don't have the clear focus of the other careers. With it I would love to see an Entertainment specialization. Something for the social/Face type players to get behind and really make it shine.

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Far too thin on useful material.  The main content is the filler art.

 

 

 

I assume you never saw 'supplements' like the ones we had in the dog days of White Wolf's system, when you had a whole book with literally nothing in it.  

 

Idk about this. Though I do much prefer a book filled with crunch than fluff or setting stuff.

 

I'd like to see Colonist or Smuggler next. I like the stuff we've seen to be added to Hired Gun and personally I think other careers need love much more than Bounty Hunter.

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