AOR Races, Careers and Specilizations

By Warl, in Star Wars: Age of Rebellion RPG

OKay, I hope I am missing something here and you all can point me in the right direction.

I bought EotW Core rules recently, then discovered they also had a version of the Core rules for AOR.

Do I really have to By both Core rules in order to have access to ALL the Race, careers and Spec options in both books??

Really?

I have looked over both books and that seems to be the only Real difference between the two books. (I don't counter time epriod information)

So AOR has Duty instead of Obligation, it is the same thing in the end and I can use both regardless of what book I have easily enough.

Is there Any sort of addendum, PDF or source to get the Base Race, Career and Specs for both books with out having to BUY both $60 books?

If there isn't, Really Fantasy Flight! You need to offer an Option. I would Pay $10 for an Adendum in PDF, but I can't justify Buying a second Replication of the Core rules.

And before others suggests it, at this time, none of my players are considering buying the core rules yet, But even if they HAD and they bought the other book, I would like to have an addendum myself, not have to rely on seeing my friends book to access them.

There are also different vehicles, Force powers, some equipment, planet descriptions, and other GM info along with different adventures.

There are also different vehicles, Force powers, some equipment, planet descriptions, and other GM info along with different adventures.

That is still very minimal and does not justify paying out another $60 for a Duplicate set of rules for the core game. Even if there is 25% new material, it doesn't justify buying it again. I would even be very histant at 50% new material... To much repeated info to be desirable. Bt in this case, there is really less than 25% new material.

AoR has Mon Cals, Ithorians and Sullustans, all the other species are reproduced in other EotE sourcebooks so far, a seperate subset of careers, with new 21-22 specializations, though EotE has specializations that can largely do the same thing with a more scum and outer rim bent. You also get stats for more Imperial and Republic vehicles, capital ships, starfighters and NPCs in the AoR Core book, while EoTE products largely focus on Freighters and pirates, criminals and such and less so on large scale line military ships. AoR has rules for Capital Ship actions in space combat that are left out of EotE for example.

Ultimately yes you are paying extra for core rules you may not need for what amounts to the same new content you would get from 2 career or regional sourcebooks, so you are paying about $10 extra for the second set of core rules.

PDFs are not an option whatsoever as their licences will not permit it for sale.

25% new is not really accurate since its technically more like 60% new, you are just getting hung up on that big chunk of 40% you already had, 5 new species, 6 new careers, 22 new specializations plus 20+ new vehhicles and starships and 2 new Force Powers, new Duty essentially a reputation mechanic, and over 20+ new adversary profiles, is more than you will get in any 2 EotE sourcebooks

Edited by Greymere

In addition, whether or not paying $60 for 2-3 sourcebooks worth of content constitutes a "rip off" has been discussed at length in several threads. Some believe it is absolutely terrible, others believe it's a good value sourcebook that provides a bonus copy of the main rules. YMMV.

Also, in theory, to have access to "all the races, ships and equipment" you need to not only buy AoR core rules, but all of the EotE source books, all of the AoR source books. Of course, then you'll have to keep buying them when new books come out, not to mention F&D. It's like Fantasy Flight is a publishing company or something.

Welcome to the forums and this great game. :)

This is a question that comes up a lot. Apparently FFG wanted to have distinct different feels to their games. They wanted a game for criminals and smugglers. A game for fighting a war/rebellion. A game for Jedi. I agree that there is a lot of overlap between the two games, that a lot between EotE and AoR probably could be the same game, but I understand what FFG was trying to do and honestly I'm glad that FaD is a different game.

Here's a link to a recent discussion on this.

https://community.fantasyflightgames.com/index.php?/topic/128922-do-i-need-both-core-rule-books/

Do you have to buy both core rule books? No. If you just want to play the smuggler game then just by the EotE books. The only reason why you would have to buy both is if you're a completionist and want access to everything. There are several people around here who do recommend getting both if you can afford it.

As for the amount of game rule content, I think that owning both books is a value. Here is what I had to say about it in that link.

There are a few reasons to get both core rule books. The first is that since the rules are the same, you now have two books with rules for the table. One which the GM can use and one for the players. Another is when you start looking at the value. You get 6 careers with 3 trees each, plus the universial trees, plus the races, plus ships, plus the world building fluff, plus different GM stuff such as an adventure and bad guy stats. Compare that to any of the splat books. Splats have 3 races, 3 trees, 2 capstone spec trees (I always forget what they are called), equipment, ships, and fluff. For about the cost of two splat books you're getting as much if not more content. You just have to get over the "awe, shucks, it sucks that the rules are reprinted" feeling.

I understand your position Greymere, even thugh I may not completely agree with it.

People have a hard time even with paying $30 for a 96 page supplement which has 3 races and 3 addtional specs,, with assorted other equipment and ships, as compared to the 406 pages of the core book. People do look at the Size of the books in comparison and balk at the price, regardless of content.

IF PDFs aren't an option though, They perhaps they should have conisdered NOT duplicatng the rules, but put out a $30 supplement that "Expanded" the Game to that Time period and included those new optons rather than Duplicate more than half the book.

THe first thing one of My players asked after reviewing the EotE core rules was "Where is the Fighter Pilot Career??"

It was a glaring void in the options... and even if you consider it to be a "Smugller" setting, There are a lot of Smugglers and Pirates that would use snub fighters to defnd their ships and bases.
Is there a Pilot Option? yes, but it doesn't really cover the Fighter Pilot option like the ACE pilot career and Spec options.

Quicksilver,

I am not asking for them all for free, The Different supplements at least make some sense (even if they are not providing a new career path), But they do feel over priced in relationship to the Core book and, as I stated earlier, THe players I have encounted around here balk at ever buying a supplement at those prices. They will wait and watch to get them off of EBay or Amizon when retailers finally decide to clearance them cause they don't sell or other people sell off their used ones.

Note, I don't Complain about the cost of the Core rules, It is a VERY FIne book and value. I have bought SImiliar Sized Books from other game systems for just as much.

It is the supplements that are over priced.

Oh, and just so you don't all think I am just here to hate or think they are off on everything.

I love the Advasary decks. The Spec decks I am meh about can take them or leave them...

But I would Like to see more of the Advasary decks...

The Only Improvement to them I would Like to see is for them to be usable with a Dry/wet erasa marker with SPots to mark of Strain and Wounds. But otherwise they are a great resource I am more than willing to buy in on.

IF PDFs aren't an option though, They perhaps they should have conisdered NOT duplicatng the rules, but put out a $30 supplement that "Expanded" the Game to that Time period and included those new optons rather than Duplicate more than half the book.

While I agree that this could be a fine option, I feel that it would just bring up a different set of issues. Then people would be asking why they have to buy two different books to be able to play the game. One book for the rules and one book for the player's options. D&D gets away with the three core books because it's engrained into our minds that D&D has three, but there have been some editions where at least one of those books is just not worth the time except for a couple of things that could've easily been put into a different book.

Depending on how the license is written, it could be neat for them to have an "FFG Core Rules" book for all of the RPGs they make and then release each game world (Star Wars, Warhammer, ect) as expansion books. Something like how Master Book did it. However, game systems that do that don't tend to stick around...

Welcome to the forums and this great game. :)

There are a few reasons to get both core rule books. The first is that since the rules are the same, you now have two books with rules for the table. One which the GM can use and one for the players. Another is when you start looking at the value. You get 6 careers with 3 trees each, plus the universial trees, plus the races, plus ships, plus the world building fluff, plus different GM stuff such as an adventure and bad guy stats. Compare that to any of the splat books. Splats have 3 races, 3 trees, 2 capstone spec trees (I always forget what they are called), equipment, ships, and fluff. For about the cost of two splat books you're getting as much if not more content. You just have to get over the "awe, shucks, it sucks that the rules are reprinted" feeling.

THanks for the Welcome.

The Bold in the qoute here, I am not sure what you mean b this or what our talking about.

Looking at the "Fly Casual" book I only see 3 spec trees, I do not see any others.

r

It is the supplements that are over priced.

In comparison to the full-color hardcover supplements for other contemporary tabletop RPGs?

I compare it with the likes of Shadowrun 5e, Legend of the Five Rings 4e, and it doesn't seem that out of line.

IF PDFs aren't an option though, They perhaps they should have conisdered NOT duplicatng the rules, but put out a $30 supplement that "Expanded" the Game to that Time period and included those new optons rather than Duplicate more than half the book.

While I agree that this could be a fine option, I feel that it would just bring up a different set of issues. Then people would be asking why they have to buy two different books to be able to play the game. One book for the rules and one book for the player's options. D&D gets away with the three core books because it's engrained into our minds that D&D has three, but there have been some editions where at least one of those books is just not worth the time except for a couple of things that could've easily been put into a different book.

Depending on how the license is written, it could be neat for them to have an "FFG Core Rules" book for all of the RPGs they make and then release each game world (Star Wars, Warhammer, ect) as expansion books. Something like how Master Book did it. However, game systems that do that don't tend to stick around...

That in itself is a different Arguement.

Would have Been great if FFG had seperated the Setting from the Rules and Provided a Core Rules book seperate from the Setting Books.

THey could have done

Core Rule/GMG

EoTE

AOR

This would have made it much better for the Players to swallow and purchase into a Book and setting.

2 capstone spec trees (I always forget what they are called)

THanks for the Welcome.

The Bold in the qoute here, I am not sure what you mean b this or what our talking about.

Looking at the "Fly Casual" book I only see 3 spec trees, I do not see any others.

The "Narrow Escape" and "Unmatched Fortune" Signature Abilities.

Edited by Jamwes

Ace Pilot and Smuggler Pilot specializations and talents are actually identical, the difference is in the starting career skills and later signature abilities, don't get too hung up on the career names, when it comes to your players backgrounds.

Yes the Ace career is better suited to starfighter pilots with a military focus, and the Smuggler version gets more of the social or criminal career skills, the Smuggler version actually has a broader amount of career skills in fact.

Ultimately though at this point complaining about the decision to split up the game into 3 product lines and releasing species/specializations/starships piecemeal and sometimes reprinting species/specializations between lines is beating a dead horse, that ship has sailed. At most you are discussing a topic for a different edition of the game.

Edited by Greymere

It is the supplements that are over priced.

In comparison to the full-color hardcover supplements for other contemporary tabletop RPGs?

I compare it with the likes of Shadowrun 5e, Legend of the Five Rings 4e, and it doesn't seem that out of line.

I agree. It seems outrageous what they get for those splat books, but it's about the going rate for those books these days. I keep looking back and remembering what I paid for other games 10 or 20 years ago and thinking prices today are out of line, especially when compared to the D&D3e core books that were around $20 because they were loss leader priced. The book costs are what inflation does to high quality books with limited print runs. Studios only make so much per book and lets face it, RPGs don't exactly sell like Harry Potter or Twilight.

r

It is the supplements that are over priced.

In comparison to the full-color hardcover supplements for other contemporary tabletop RPGs?

I compare it with the likes of Shadowrun 5e, Legend of the Five Rings 4e, and it doesn't seem that out of line.

I think you need to go an look at the page counts on those books you are comparing it to.

Not to mention Content. I find the extra Content in a Shadow run book to exceed the extra content found in a EotE or AOR suplement.

And the LR5 suplements have at least twice he page count.

2 capstone spec trees (I always forget what they are called)

THanks for the Welcome.

The Bold in the qoute here, I am not sure what you mean b this or what our talking about.

Looking at the "Fly Casual" book I only see 3 spec trees, I do not see any others.

The "Narrow Escape" and "Unmatched Fortune" Signature Abilities.

Ah, Okay found those.... though it may be a long time before any player will get those in my game.

2 capstone spec trees (I always forget what they are called)

THanks for the Welcome.

The Bold in the qoute here, I am not sure what you mean b this or what our talking about.

Looking at the "Fly Casual" book I only see 3 spec trees, I do not see any others.

The "Narrow Escape" and "Unmatched Fortune" Signature Abilities.

Ah, Okay found those.... though it may be a long time before any player will get those in my game.

The quickest one of those can be taken would be Charmer only needing 100xp before taking Narrow Escape. The rest seem to be around 150xp if they dive straight down the trees to get the Signature Abilities. So really, about a couple months of play time if you're playing for around 4 hours a week and giving out about 15-20xp a session.

I do find that it should take longer than that because players should invest in their skills. In my group, gaining new talents was more fun/cool than getting better at the stuff they can already do.

Ace Pilot and Smuggler Pilot specializations and talents are actually identical, the difference is in the starting career skills and later signature abilities, don't get too hung up on the career names, when it comes to your players backgrounds.

Yes the Ace career is better suited to starfighter pilots with a military focus, and the Smuggler version gets more of the social or criminal career skills, the Smuggler version actually has a broader amount of career skills in fact.

Ultimately though at this point complaining about the decision to split up the game into 3 product lines and releasing species/specializations/starships piecemeal and sometimes reprinting species/specializations between lines is beating a dead horse, that ship has sailed. At most you are discussing a topic for a different edition of the game.

That proves my point and contradicts yourself there. LOl they are different, Not identical.

2 capstone spec trees (I always forget what they are called)

THanks for the Welcome.

The Bold in the qoute here, I am not sure what you mean b this or what our talking about.

Looking at the "Fly Casual" book I only see 3 spec trees, I do not see any others.

The "Narrow Escape" and "Unmatched Fortune" Signature Abilities.

Ah, Okay found those.... though it may be a long time before any player will get those in my game.

The quickest one of those can be taken would be Charmer only needing 100xp before taking Narrow Escape. The rest seem to be around 150xp if they dive straight down the trees to get the Signature Abilities. So really, about a couple months of play time if you're playing for around 4 hours a week and giving out about 15-20xp a session.

I do find that it should take longer than that because players should invest in their skills. In my group, gaining new talents was more fun/cool than getting better at the stuff they can already do.

We play once a month.

I am the only Experienced/Old School Gamer, My wife comes in second, experience wise. The rest are brand new to gaming and we all have day jobs so time to get together is limitd.

I play/GM other games as well, but they are Online via VOIP and Boards.

And ya, I was going to say, If they only focus on talents, they will be shooting themselves in the foot.

Oh, on the note about PDFs, They are available, You can get at least EotE for your tablet or Phone from several Reader sources, Scribd.com being one.

Those are illegal copies.

Lots of PDFs are "available" I said FFG license won't permit them to sell them as PDFs like their other games.

Your player wants to be a Fighter Pilot but play in an EotE setting and you don't want to buy AoR, fine use OggDudes character generator to find those starting career skills and start as an Ace, like i said Smuggler Pilot and Ace Pilot specializations are identical(you aren't even permitted to take both) Want to use the Signature Skills but the Ace splatbook just like any other career that wants to use a signature skill, the notion that a smuggler pilot could not be a fighter pilot is only limited by your decision that all fighter pilots must have the Ace's starting career skills because Cool, Perception and Light Blaster somehow make a superior career template than the Smuggler's Coordination, Skulldrudgery, Vigilance, Deception, Knowledge(Underworld), Streetwise