
Hey, guys. Sorry about the months overdue blog update. As it turns out, balancing College, Work, Friends, and Girlfriend leaves little time for me to go on the web.
Luckily, today was my last exam for the semester, so I can blog a bit on the Time I've had with the Saga Edition Rules for the Star Wars Roleplaying Game.
Overall, it's been a great time. The battles flow easier, the classes balance better, and the combat is more cinematic compared to the 1999 Edition or the 2002 Revised Core Rulebook.
Today's topic will be the Character Flexibility.
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The classes are a true blessing. The sheer magnitude of possibilities for characters to customize within the same class is breath taking. Since the talent trees and force powers are so vast, four people could actually play the same class without accidentally cloning one another.
Let's say, for example, that you want to play a Clone Wars campain. Well, any way you really look at it, the Jedi were the stars of the Clone Wars; if the Republic was going to send out a task force of heroic characters out to settle a trade dispute, they'd send the Jedi.
Previously, the idea of four Jedi in a party would sound painstakingly aggrivating, but now, you can actually have four Jedi in a party and have a fun and unique experience. With force users, customization comes even more into play with the force power picking and force tradition trees.
That's not to say the Jedi have all the fun. Each class has a near infinite number of archetypes that be played within the same base "role".
When someone enters the game mid-campain, character creation no longer has to be "what class doesn't the party have yet?", but instead "what do I actually want to play?"
It's phenominal.
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More later, when we explore the basics of combat.