Talk:Star Wars: Classes: Difference between revisions

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Go ahead and take extra XP to offset the more expensive non-favored force abilities. I won't make you go backwards on any of your stats because of this change. This is more of a system-sanity change as far as controlling the rate of growth for younger Jedi. [[User:Kirkland|Kirkland]] 01:19, 28 June 2009 (EDT)
Go ahead and take extra XP to offset the more expensive non-favored force abilities. I won't make you go backwards on any of your stats because of this change. This is more of a system-sanity change as far as controlling the rate of growth for younger Jedi. [[User:Kirkland|Kirkland]] 01:19, 28 June 2009 (EDT)
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==Job Class Feats==
We talked about this at one point but never really worked a whole lot out about it, it is really another way for the classes to distinguish themselves and make them a bit more unique and focused. Which I at least think is a good thing, as long as it doesn't go to far. I had a couple of thoughts of how to integrate this idea.
* The first was to simply make a list of feats for each class that are essentially treated as favored feats, and are as a result cheaper to buy with experience. Something like a favored feat would be 8 exp and non-favored would remain at 10.
* The second was to require the player to chose a feat from a select list based on class when selecting their bonus feat at every 5th level. This would come into play a little less often since even our longest run games would barely reach the 3rd bonus feat. However it would more directly guide the character a bit. If for some reason a character had every feat on the class list already then they could pick a feat at will.
What do you guys think?
--[[User:FyreFly|FyreFly]] 01:03, 25 July 2009 (EDT)

Revision as of 05:03, 25 July 2009

Favored Force Abilities

After a long discussion with DH, we decided that having all 5 force abilities as favored was overly excessive and resulted in growth that was too quick (for example, it only takes 5 XP to up all your force skills from 1 to 2). It makes sense since most jedi have one "defining" force ability: Yoda's is divination, Palpatine--Energy, Vader--Telekenesis, Obi-Wan--Telepathy, Darth Maul--Enhancement, etc. So we have lowered the favored force abilities to 1 of your choice.

DH also brought up the possibility of Force Potential 4-5 background holders having a bonus favored ability to reflect accelerated learning of the force.

Go ahead and take extra XP to offset the more expensive non-favored force abilities. I won't make you go backwards on any of your stats because of this change. This is more of a system-sanity change as far as controlling the rate of growth for younger Jedi. Kirkland 01:19, 28 June 2009 (EDT)


Job Class Feats

We talked about this at one point but never really worked a whole lot out about it, it is really another way for the classes to distinguish themselves and make them a bit more unique and focused. Which I at least think is a good thing, as long as it doesn't go to far. I had a couple of thoughts of how to integrate this idea.

  • The first was to simply make a list of feats for each class that are essentially treated as favored feats, and are as a result cheaper to buy with experience. Something like a favored feat would be 8 exp and non-favored would remain at 10.
  • The second was to require the player to chose a feat from a select list based on class when selecting their bonus feat at every 5th level. This would come into play a little less often since even our longest run games would barely reach the 3rd bonus feat. However it would more directly guide the character a bit. If for some reason a character had every feat on the class list already then they could pick a feat at will.

What do you guys think?

--FyreFly 01:03, 25 July 2009 (EDT)