Which stats for lightsabers are the correct ones?

By transhuman2012, in Star Wars: Force and Destiny RPG

Greetings,

I own a copy of Edge of the Empire and Age of Rebelion. I just picked up the Beta version of Force and Destiny and I noticed a large discrepancy between the way each setting handles the lightsaber. I am planing on playing in a troupe style game set before episode IV based out of Bespin in the Outer Rim. The group's plan is to make use of all 3 core books. I don't plan on a lightsaber showing up when I'm running, but some of the others might want to introduce it when it's their turn.

My question is this; which lightsaber stats do we use?

Personally, I like the "meaness" of the EOE and AOR lightsabers. I like the simplicity of them: you get hit by one you're probably dead, if you live you most likely will require cybernetics.

I know my character will be doing his best impression of my oldest living COC character if he sees one. :blink:

I do like the Force and Destiny rules for modification, but overall the lightsabers have really been toned down.

If this question has been asked already I appologize, but I could not find it, and the errata I have seen has not covered it.

Thanks.

Transhuman2012

I don't think there's ever been an official position on which lightsaber is 'correct'. I would probably go with the F&D trumping the others because of the comprehensive nature of the mechanics, but really its up to the GM.

The lightsaber in both EotE and AoR are a maxed out version of the lightsabers in F&D. They are the "what if" you had all the mods crystal in them. Kind of like finding a vorpal sword at low level. If you want to keep things balanced I would suggest introducing lightsabers as they are in F&D and let the characters build up to the one they want.

The EotE and AoR lightsabers are fully modded ilum crystals with a basic hilt.

So to answer you question, they all are the correct ones. In EotE and AoR you're more likely to find a lightsaber, and most Jedi tinkered with their 'sabers in one form or fashion, so it's more likely that you'd find a tricked-out 'saber instead of a bog standard, non-modified one.

-EF

Edited by EldritchFire

Yeah, the AoR and EotE are just premodded illum crystal sabers. Their power is offset by the fact a "pure" EotE or AoR character has no access to a lightsaber skill or talent tree. If you plan on letting your players be able to buy skill ranks and saber trees its probably best to either let them have an unmodded saber, or have a plan to take the premodded one away in a way that won't feel like you're a Richard.

Maybe not applicable to the OP, but an idea for a starting saber, particularly in "mixed company", might be to only give it the gimpy crystal from the sample adventure in the beta book that cannot be fully modded to Ilum goodness -- finding a better crystal becomes an adventure hook.

Edited by Lorne