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  1. - Top - End - #1
    Bugbear in the Playground
     
    Lupy's Avatar

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    Question Star Wars RPG by WotC

    I was reading along, and while I love fantasy over all other genres, I gamemaster a Star Wars RPG group (Saga Edition!). I'm a new GM, and was looking for tips, but I do know most of the rules, and I'm willing to answer questions also!

    My group includes:
    A 4th level Soldier,
    A 4th level Scout,
    and GM controlled 5th level Noble3/Soldier2, and GM controlled 4th level Ace Pilot

    I was wondering if anyone here could help me out with planning a space-combat encounter?
    Last edited by Lupy; 2008-01-19 at 08:42 PM.
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    Lightbulb Re: Star Wars RPG by WotC


    Wow, I guess Sci-fi in a fantasy forum is like Dnd in a middle school...
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    Default Re: Star Wars RPG by WotC

    Actually, there are quite a few people here who like SW and the SW RPG(s).

    First off, which SW RPG are you playing? The old version, or the new Saga Edition? That will probably change how you run such an encounter.

    I myself haven't played a Star Wars game yet (though we're starting the "Dawn of Defiance" living campaign soon), so I'm not entirely sure, but I think WotC just published a new sourcebook for Saga Edition that's called "Starships of the Galaxy" or something like that. I'm willing to be that it might have something for you about running a space-combat encounter, if the core book doesn't have anything.

    EDIT: Also, don't be so hasty. It might take more than the 7 minutes you gave between your own posts for someone to reply to a thread.
    Last edited by RTGoodman; 2008-01-19 at 08:35 PM.
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  4. - Top - End - #4
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    Thumbs up Re: Star Wars RPG by WotC


    Thanks, I have the new Saga Edition, and the Starships of the Galaxy, but the Starships of the Galaxy is annoyingly specific to primarily space themed campaigns, and my campaign is not. By the way, I tried Dawn of the Defiance, and found the players enjoy it more when the GM alters it to suit what they're into. And about the impatience, I come from a forum with bajillions of people and 2 minute response times, so I was dying 7 minutes in
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    Default Re: Star Wars RPG by WotC

    SW is good if you don't use Jedi.

    If you do, make sure you set it 4000 years before the battle of Yavin, give or take a century. That's the only setting that really works for Jedi characters.

    (Note: the more recent post RotJ books don't exist. Jacen Solo did not kill Mara Jade and turn to the dark side. there are no Vuzhon Vong, and Chewbacca is still alive. That is all. Thank you.)
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    Default Re: Star Wars RPG by WotC


    I'll trade a great "Shoot the Storm Troopers, save the hostage, and escape the Star Destroyer" encounter for a "Steal the X-wings for the Rebels" I can give and use Saga and Revised Editions, or is this a forum where nice 'know more than me, the evernoob' give away their much needed knowledge?
    Last edited by Lupy; 2008-01-19 at 08:55 PM.
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    Default Re: Star Wars RPG by WotC

    So true Talya, Jedi ruin a campaign, and I also hate whatever moron came up with the Yuzaan Vong, everyone knows the New Republic got along just fine.
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    Default Re: Star Wars RPG by WotC

    Agreed, Yuzaan Vong are teh sucks.

    Jedi aren't overpowered in Saga Edition though. They do absolutely nothing to break the game. That might also have something to do with the fact that anyone can spend 2 feats and use force powers. Jedi just get one of those feats for free.
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    Default Re: Star Wars RPG by WotC

    Here's another SW lover. I played the RCR though (revised core rulebook, much like 3.5 D&D in space with a few changes here and there). I do own a copy of saga, but I've lost my group (Another Dimension....) and didn't feel like digging into another ruleset, balanced as it may be.

    Still, if a SW plot is what you need, I'd be happy to help.

    So, what about a classic: ship hijack and space pirate? I though that an endless source of SW plots could be the show Futurama, by Matt Groening. After all they are a space delivery service, they have a ship, a crew, and they "do stuff..."
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    Default Re: Star Wars RPG by WotC

    If I knew the rules well enough about star ship encounters I'd gladly help you, but I'm still learning them myself. If you're trying to come up with some ideas for a starship encounter here's a few I was pondering.

    Battle at the Black Hole:

    This is the planned final fight for a Star Wars campaign I'm working on. The antagonist are a group of powerful dark-side cultist (maybe Sith, but probably not) and they are preforming a ritual to awaken a dark-side entity that has been entombed in a black hole.

    The heroes have to disrupt the ceremony and stop the cultist before they unleash an unspeakable horror upon the galaxy. I'm not exactly sure what this horror is yet but needless to say I will be big (colossal+ sized), weird (either gross with lots of tentacles and ooze or ethereal and composed of warped space or pure energy), and malevolent (lots of spooky dark-side effects).

    Mechanic-wise I think I'll give the black hole the following effects.
    1. The black hole will be fairly with the event horizon (the point where ships get sucked into the black hole) either a 3 by 3 square area to a 5 by 5 square area.
    2. Hyper-Space travel even around the black hole will be extremely dangerous and definately damage the ship.
    3. The gravity will cause problems for weapons probably giving star ships a -2 or -10 penalty on attacks depending on how close they are to the even horizon.
    4. The black hole will cause a sort of maelstrom through space time. In other words space is going to rotate around the black hole clockwise or counter clockwise. If a ship goes against the "current" it will have to avoid debree being suck in and will automatically take so much damage from going against the flow of space.
    5. Lastly to avoid getting sucked into the black hole ships would have to maintain a certain speed. For example unless they move at least 2+ squares every round they will get pulled one square towards the event horizon.

    There might be mechanics for the entity as the ritual continues. Maybe after so long tentacles from the thing start to reach out and attack the ships randomly. Or the entity could cause morale problems for the crew through dark-side powers or force every force point to be spent in fear or anger causing them to use the dark-side. On the other hand the entity might be able to be thwarted by spending force points to further seal the creature.
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    Default Re: Star Wars RPG by WotC

    There are a few things that I would like to say here...

    1. It's spelled Yuuzhan Vong, not Yuzaan.

    2. There are some things in NJO that I like... like Luke finally getting around to having an heir...

    3. OP: You can't legally have a 4th level Ace Pilot, it's a 7th level PrC. You could have a level 7 nonhero/level 1 Ace Pilot, but I think that you'll get more of a low-level Ace Pilot by having a Soldier, Scout, or Scoundrel take Vehicular Combat, Skill Focus (Pilot), and (if you have Starships of the Galaxy) Starship Tactics.

    4. If you want to run a space combat encounter, definitely get Starships of the Galaxy. (Get it on Amazon--it cost me about $25 there, but at my local bookstore it cost closer to $40...) The rules for custom starships are in it, it provides feat and talent details for use on board a starship, and it gives a much larger number of starships for you to use. Just be careful sending out TIE Defenders, though...

    Space combat should have a goal (obviously) known to your PCs. Destroy some Imperial superweapon, get away from the planet so you can jump to hyperspace, destroy the Interdictor Cruiser so that you can jump to hyperspace, ambush and capture/destroy an Imperial convoy (a favorite of pirates!), slip past an Imperial blockade so you can infiltrate a planet...

    Once you know the goal, it's easier to put in the ships you'll need. Be careful about slinging in Imperial Star Destroyers left and right, those things are CL 20... more if you use a bigger ship! (Vader's Super Star Destroyer is CL 40, and the Emperor has one up his sleeve that's CL 50!) If you have a CR90 Corellian Corvette, have the ship get better sublight engines (seriously, the thing's called a Blockade Runner, but it can't outrun the ships in the blockade!), which won't be hard to do emplacement-wise, as a Corellian Corvette has 5 emplacement points (more on that in SotG)

    Unless your characters become Master Skywalker, they're unlikely to be torn out of hyperspace alone. Rather, have a small fleet of ships come out with you (the heroes' ship, a Nebulon-B frigate or two, maybe a few X- or Y-Wings) that will aid you in fighting the Empire. Maybe your characters just want to leave the other Rebels where they are and flee the Interdictor themselves...

    EDIT: If you don't like the Vong, then too bad. They're in the Saga Edition core rulebook, complete with Amphistaffs and Vonduun Crab armor (which is the best armor in the core rulebook...). Coralskips are in Starships of the Galaxy, but that's the only Vong ship I saw in there... and they're deadlier enemies than a TIE Defender, since their SR doesn't go down unless autofire is used. They even appear in a pre-Clone Wars novel, Rogue Planet. They're also possibly referred to in both KotORs.
    Last edited by Mando Knight; 2008-01-20 at 01:00 PM.

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    Default Re: Star Wars RPG by WotC

    Quote Originally Posted by Talya View Post
    SW is good if you don't use Jedi.
    Ne'er a less true comment has been made. Jedi are exceptionally skilled characters, but they can't do everything, nor does a character need levels in Jedi to be a Jedi. Keep in mind that they get a good portion of the abilities from being a primary melee class, all of their combat related abilities revolve around swinging a lightsaber, so in situations where you can't do this (such as against a swarms of mooks) then they lose some of their punch.

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    Default Re: Star Wars RPG by WotC

    They've still got the Force and Whirlwind Attack to use against mook armies, and some of the Jedi talents are pretty nice for all-out brawls.

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    Default Re: Star Wars RPG by WotC

    Quote Originally Posted by Mando Knight View Post
    They've still got the Force and Whirlwind Attack to use against mook armies, and some of the Jedi talents are pretty nice for all-out brawls.
    Anyone can use the force (except Droids).

    Sure they get the starting feat that lets them use Force checks, but a Jedi who can't sense the Force would be weird.

    Any human non-jedi can get force powers at 1st. Use the Force and Force Training (that is ione that gives talents, right?).

    I perfer
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    b. Negate Energy: Saves my life if hit by a blaster
    c. Surge: When you really need to get somewhere.

    The others are good but I found these powers best.

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    Default Re: Star Wars RPG by WotC

    Quote Originally Posted by Jack Zander View Post
    Agreed, Yuzaan Vong are teh sucks.

    Jedi aren't overpowered in Saga Edition though. They do absolutely nothing to break the game. That might also have something to do with the fact that anyone can spend 2 feats and use force powers. Jedi just get one of those feats for free.
    That's not the problem. Jedi are not overpowered, it's true (and I think they should be a little bit overpowered.) The problem is, Jedi are only cool when engaged in constant lightsaber duels and battles. Since the sith came up with their rule of two, that rather ruined the fun of playing a jedi in most settings, unless you use some alternate setting where there are a whole lot of darkside force users to battle.
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    Default Re: Star Wars RPG by WotC

    Quote Originally Posted by Talya View Post
    SW is good if you don't use Jedi.

    If you do, make sure you set it 4000 years before the battle of Yavin, give or take a century. That's the only setting that really works for Jedi characters.

    (Note: the more recent post RotJ books don't exist. Jacen Solo did not kill Mara Jade and turn to the dark side. there are no Vuzhon Vong, and Chewbacca is still alive. That is all. Thank you.)
    Ha! That cracked me up.

    Its also very true.

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    Default Re: Star Wars RPG by WotC

    I played one session of Saga edition when not enough players turned up to my usually D&D campaign. For space battles, you first need to note that your players need to have taken a certain weapon proficiency in order to use the blaster turrets - none of our level 1 characters had (two Jedi and one scout) which ruled out the bit of ship to ship fighting our DM was thinking of (we were on a refugee ship fleeing a planet). So if your players don't have that proficiency, stick to boarding actions.

    The second thing is I think one of the other players went and bought that book on ships. I haven't read it myself, but he was complaining that the system was horribly broken. For example, he said the fuel cost of getting a really big ship into hyperspace (or whatever they call it) was more than the cost of the ship.

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    Default Re: Star Wars RPG by WotC

    Really If you want to run a SWRPG, go to eBay before any bookstore. This because, in the days of MC Hammer and Full House, There was WEG Star Wars RPG. West End Games Designed the first Star Wars RPG, and was for a decent ten years. Still holds the title for the best. But if you can't, you can't.

    I suggest No Jedi, and alot of Homebrew Stuff. Do research to figure out how not to mess with continuity. I suggest wookieepedia, and SW GM's best friend. I use mostly Homebrew planets not to mess with stuff. Like having a republic/sepratists dog fight over tattoine(Cannot spell), we would have heard about it.

    Effectively, make sure you know what your doing, and what your saying. What else...

    PM if you ever need to know something about Star Wars, such as Racial Conflicts, Physics, Designs of weaponry, or stuff about the galaxy I am the man to ask, Playa
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    Quote Originally Posted by holywhippet View Post
    I think one of the other players went and bought that book on ships. I haven't read it myself, but he was complaining that the system was horribly broken. For example, he said the fuel cost of getting a really big ship into hyperspace (or whatever they call it) was more than the cost of the ship.
    The system isn't quite broken... expensive for heroes flying capital ships, yes, but not really broken. The fuel cost of a single hyperspace jump for an Imperial Star Destroyer is less than the cost of a single TIE fighter. Anyone who privately owns a starship is going to have to have the finances to back it up, i.e. the Empire. You could steal fuel, credits, and such from Imperial supply lines, have stuff supplied by a benefactor in return for completing missions, etc. instead of having to purchase supplies from the local Seven Eleven...

    The costs of upkeep for an X-Wing would be about 420 credits/week, which isn't all that bad (it includes 1 week of fuel and 1 week of food supplies). The Falcon isn't much worse, since the food is 70 credits/week, and fuel for ships Colossal or smaller is 50 credits/day or 350/week. A Blockade Runner (CR90 Corellian Corvette) has a cost/day of 500 credits for fuel and 480 credits for food for an average sized crew, or only 980 credits/day. It has stores for up to one year's worth of consumables, so it costs about 357700 credits/year. Solo charged Luke and Obi-Wan about 17000 for a single trip to Alderaan, so that doesn't turn out too bad...

    BTW, the weapon proficiency needed for fighting well in a turret is Weapon Proficiency (Heavy Weapons). That feat covers all weapons like grenade launchers, E-Web blasters, starship weapons, etc. If you need an edge in space, though, the Vehicular Combat feat and the Spacehound talent both give you proficiency in starship weapons (but not all heavy weapons) as well as an added bonus.

    I don't know anything about WEG's SW RPG, except that you'll have to homebrew anything from The Phantom Menace or later, since they lost the license in '98 or so... However, it may be still a good idea to get old sourcebooks and try to up-convert, as you can then introduce species, weapons, etc. that weren't in the core book or Starships of the Galaxy.

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    Default Re: Star Wars RPG by WotC

    Quote Originally Posted by Mando Knight View Post

    The costs of upkeep for an X-Wing would be about 420 credits/week, which isn't all that bad (it includes 1 week of fuel and 1 week of food supplies). The Falcon isn't much worse, since the food is 70 credits/week, and fuel for ships Colossal or smaller is 50 credits/day or 350/week. A Blockade Runner (CR90 Corellian Corvette) has a cost/day of 500 credits for fuel and 480 credits for food for an average sized crew, or only 980 credits/day. It has stores for up to one year's worth of consumables, so it costs about 357700 credits/year. Solo charged Luke and Obi-Wan about 17000 for a single trip to Alderaan, so that doesn't turn out too bad...
    I have Starships of the Galaxy, and I have one issue with it.

    Food is listed at a flat rate. Personally, I think food should be divided into 4 separate categories.
    Cheap Food packs. 40 Creds a weeks on something the size of the Falcon. Think a diet of Ramen Noodles and Mac and Cheese.
    Standard Food Packs. 70 Creds a week. Think MREs.
    Above Standard. 100 Credits a week. Normal diet for most people. Nerf Chops and Baked Tuberlettes. That kind of thing.
    Luxury food packs. 140-200 Creds/week. Gooberfish Tails in braised wine sauce.Baked Hoth for desert.


    And to make those fuel costs anywhere near reasonable you really have to ignore Han's statement in ANH that the Falcon was the the "Fastest hunk of junk in the Galaxy" if it can only make .5 past light speed. At 1 and 1 half times light speed, it would take 3 years to get to the closest star to ours. Unless Alderaan is part of a Trinary system with Tatooine, Han would have severely lost money only charging 17,ooo.
    The Transit time to Alderaan is never really discussed in the movies, but it can't be less than one day, with everything that happens on the Death Star during it's travels, and was probably more like a week. Even if Alderaan were a paltry 1 light year from Tatooine, that would make the Falcon's top speed between 50 and 350 times the speed of light.

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    Default Re: Star Wars RPG by WotC

    Aw. man. The Star Wars game I've been playing in for over 3 years now (we switched to Saga rules in November), set between RotJ and the Thrawn series, with a mix of Jedi and non-Jedi PCs, has been going great. One of the best RPG campaigns I've ever played in.

    We must be doing it wrong.

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    Food is listed at a flat rate. Personally, I think food should be divided into 4 separate categories.
    Cheap Food packs. 40 Creds a weeks on something the size of the Falcon. Think a diet of Ramen Noodles and Mac and Cheese.
    Standard Food Packs. 70 Creds a week. Think MREs.
    Above Standard. 100 Credits a week. Normal diet for most people. Nerf Chops and Baked Tuberlettes. That kind of thing.
    Luxury food packs. 140-200 Creds/week. Gooberfish Tails in braised wine sauce.Baked Hoth for desert.
    I Agree completely, and as GM, I have my own rules about that... if I can ever find them...
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    Default Re: Star Wars RPG by WotC

    There are a few things that I would like to say here...
    3. OP: You can't legally have a 4th level Ace Pilot, it's a 7th level PrC. You could have a level 7 nonhero/level 1 Ace Pilot, but I think that you'll get more of a low-level Ace Pilot by having a Soldier, Scout, or Scoundrel take Vehicular Combat, Skill Focus (Pilot), and (if you have Starships of the Galaxy) Starship Tactics.
    4. If you want to run a space combat encounter, definitely get Starships of the Galaxy. (Get it on Amazon--it cost me about $25 there, but at my local bookstore it cost closer to $40...) The rules for custom starships are in it, it provides feat and talent details for use on board a starship, and it gives a much larger number of starships for you to use. Just be careful sending out TIE Defenders, though...
    I know about the 4th level Ace Pilot, but I thought it was okay for GM character the players never know the details about As for Starships of the Galaxy, it is choppy and overly complicated, but I was looking for more star fighters for the picky scout, and it listed prices for large ships, so I could determine what Bail Organa could reasonably afford (in our campaign the two work for him).
    Last edited by Lupy; 2008-01-20 at 09:32 PM.
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    DwarfClericGuy

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    Default Re: Star Wars RPG by WotC

    Quote Originally Posted by Hypothetical View Post
    And to make those fuel costs anywhere near reasonable you really have to ignore Han's statement in ANH that the Falcon was the the "Fastest hunk of junk in the Galaxy" if it can only make .5 past light speed. At 1 and 1 half times light speed, it would take 3 years to get to the closest star to ours. Unless Alderaan is part of a Trinary system with Tatooine, Han would have severely lost money only charging 17,ooo.
    The Transit time to Alderaan is never really discussed in the movies, but it can't be less than one day, with everything that happens on the Death Star during it's travels, and was probably more like a week. Even if Alderaan were a paltry 1 light year from Tatooine, that would make the Falcon's top speed between 50 and 350 times the speed of light.

    OK, yes, I'm picking nits, but that's my job, it's what I do.
    As many of us already know; when they refer to lightspeed they are not really refering to the actual speed of the light itself.
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    Does anyone know if we can post game mechanics on here without ticking off WotC?
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  26. - Top - End - #26
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    Quote Originally Posted by Hypothetical View Post
    And to make those fuel costs anywhere near reasonable you really have to ignore Han's statement in ANH that the Falcon was the the "Fastest hunk of junk in the Galaxy" if it can only make .5 past light speed. At 1 and 1 half times light speed, it would take 3 years to get to the closest star to ours. Unless Alderaan is part of a Trinary system with Tatooine, Han would have severely lost money only charging 17,ooo.
    The Transit time to Alderaan is never really discussed in the movies, but it can't be less than one day, with everything that happens on the Death Star during it's travels, and was probably more like a week. Even if Alderaan were a paltry 1 light year from Tatooine, that would make the Falcon's top speed between 50 and 350 times the speed of light.

    OK, yes, I'm picking nits, but that's my job, it's what I do.
    That's not nit-picky, that's misunderstanding how hyperdrives work. (Details which, of course, were developed after ANH was released...)

    .5 past lightspeed is actually pretty darn fast in Star Wars. It means that compared to the standard Class 1 hyperdrive, the Falcon takes half the time to get anywhere. The class of hyperdrive is multiplied by the standard time to travel somewhere. The details in the RPG are woefully inadequate, and do not take into account the distances between systems. Basically, the ship can pass through an alternate dimension with radically different laws of physics. My guess is that hyperdrives cause a temporary breach between the two dimensions, creating a wormhole effect that allows the ship to travel almost instantaneously between planets, like the quantum slipstream drive that the Voyager tries to use in Star Trek.

    EDIT: Come on, I take TEN MINUTES to make a somewhat informed post, and I get ninja'd!

    Lupy, Bail Organa can afford anything you need him to afford. After all, he is the official benefactor in WotC's Dawn of Defiance campaign...
    Last edited by Mando Knight; 2008-01-20 at 08:44 PM.

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    Default Re: Star Wars RPG by WotC

    Bail got involved because for my first session I used some Dod stuff for ideas, the reason I'm limited I stupidly *smacks head* told the scout a number...45-100 mil credits, and that not all of those are put into the Rebel Alliance because the Empire would keep tabs on that large a fortune, so the transfer is in small amounts.

    What is "ninja'd"?
    Last edited by Lupy; 2008-01-20 at 09:09 PM.
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  28. - Top - End - #28
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    Default Re: Star Wars RPG by WotC

    Does anyone know if vehicular combat is mandatory, or if the soldier can use it untrained somehow?
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  29. - Top - End - #29
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    Chimera

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    Default Re: Star Wars RPG by WotC

    For those of you who have said Jedi are overpowered, I should point out that they have fixed this in SAGA. Power levels are roughly the same for all classes.

    We started Dawn of Defiance last month. We've got a Human Soldier, Trandoshan Soldier, Twi'lek Scoundrel and I'm playing a Human Noble. We all looked at Jedi, and decided it didn't do what we wanted.
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  30. - Top - End - #30
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    Re: Star Wars RPG by WotC

    From my point of view Jedi in Saga are over powered, because the lightsaber is overpowered.
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