...that Guardian career book looks amazing!
Wrong boards, but holy ****...
Seconded.
And that said, I actually really wish there was just one, unified board for this exact reason. These books are almost entirely cross-compatible! It's annoying to have to check three different boards.
No kidding. Wow.
Looks good. Curious about the new Suppress power...if every F&D book is going to have a new power I hope they're as generally balanced and useful as the core.
^ Thus far balace has been awesome. I have good hopes for them to take good care of this. They have taken a long time on F&D I am sure they won't **** it up.
**removed**
It looks like a fun book.
Edited by GM Knowledge RhinoWut!
Take it! Take it all! Please SHUT UP!!!!!! XDD
My wallet has a bad feeling about this...
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Also, fun fact, Pash from the beginner's box is now in imperial assault as "rebel smuggler"
Wow, armorer! And armour crafting rules sound fun, guess that answers the question of what book item creation methods will come in first, and surprisingly it wasn't Tec or Scientist.

Is no one else concerned about power creep? This looks to be taking away a niche for Technicians and Engineers (both of whom still don't have their own books) and is also co-opting several of the identifying talents of one of the Sentinel specializations..
Every career splat book so far has introduced specializations that have dipped into other niches. For instance, the Explorer had Archeologist which had a pretty obvious combat slant to it, and the colonist had the marshal with the same slant. The Hired Gun had the enforcer which helped the hired gun assist in social situations using coercion in various ways.
Part of the point of the career source books is to loosen the defined roles of the careers. So far they've worked out just fine and not caused the cross-niche careers to over shadow a niche-specific career. I'm not concerned at all.
More importantly, this pretty much confirms The Pattern:
Beginners Game, Core Rulebook, GM screen & adventure, Adventure Book, Career Book. . . .
Edited by DesslokIs no one else concerned about power creep? This looks to be taking away a niche for Technicians and Engineers (both of whom still don't have their own books) and is also co-opting several of the identifying talents of one of the Sentinel specializations..
I kind of view them as separate game lines (which they are meant to be) so I'm okay with a bit of overlap. Though I appreciate for many they just roll everything together so it can be a problem. I would say that in all probability, someone who focused on mechanics would still be better than a Force user who focused on mechanics and was spending XP on other things at the same time.
EDIT: I hadn't read through the preview when I made that comment about an ordinary mechanic being better than a Force user. Seems that the Force user may actually be superior at being a Mechanic. Meaning that if you cross the game lines, that could indeed become an issue.
Edited by knasserIII am really excited to see Lanniks in this book... I have always been a sucker for small ugly races. (Probably because I love roleplaying my exact opposite...)
And that said, I actually really wish there was just one, unified board for this exact reason. These books are almost entirely cross-compatible! It's annoying to have to check three different boards.
I know I liked this which makes a comment a bit superfluous, but please FFG!
Wow, armorer! And armour crafting rules sound fun, guess that answers the question of what book item creation methods will come in first, and surprisingly it wasn't Tec or Scientist.
Are the armor crafting rules tied into the Sentinel skill tree, or is it just a new set of rules that's built off existing skills? If it's the former, I might buy this book so I can pass those rules over to my players. If it's the latter, I'll probably do the same and just adapt it to fit my engineer player.
We won't really know until we see them. They could be special jedi-only armor, or it could be crafting any kind of armor.
Are the armor crafting rules tied into the Sentinel skill tree, or is it just a new set of rules that's built off existing skills? If it's the former, I might buy this book so I can pass those rules over to my players. If it's the latter, I'll probably do the same and just adapt it to fit my engineer player.Wow, armorer! And armour crafting rules sound fun, guess that answers the question of what book item creation methods will come in first, and surprisingly it wasn't Tec or Scientist.
These are my ideas of how it may work:
Basic construction of items is similar to light sabre construction: choose a hilt, add a crystal, start modifying gets re worded to choose a schematic, choose the material, modify and enchant
Basically anyone will be able to make the armour(or presumably weapons as well) but only the force sensitive characters can enhance the items with the force.
I'm assuming enhancing will follow the same basic rules as attachments and modifying attachments;
Have equipment, add attachment, modify attachment becomes have equipment, apply Force Enhancement (or whatever they call it) then improve Enhancement. This means a list of Force Enhancments will be given, with a similar stat block to the Attachments, but they will require a force rating to use.
Basically a Force User can get good at Enhancing, a Mechanic can get good at Attachment Mods, the armorer possibly combines the 2. And as per usual for this system taking multiple Specialisations can create some very skilled individuals.
Are the armor crafting rules tied into the Sentinel skill tree, or is it just a new set of rules that's built off existing skills? If it's the former, I might buy this book so I can pass those rules over to my players. If it's the latter, I'll probably do the same and just adapt it to fit my engineer player.Wow, armorer! And armour crafting rules sound fun, guess that answers the question of what book item creation methods will come in first, and surprisingly it wasn't Tec or Scientist.
These are my ideas of how it may work:
Basic construction of items is similar to light sabre construction: choose a hilt, add a crystal, start modifying gets re worded to choose a schematic, choose the material, modify and enchant
Basically anyone will be able to make the armour(or presumably weapons as well) but only the force sensitive characters can enhance the items with the force.
I'm assuming enhancing will follow the same basic rules as attachments and modifying attachments;
Have equipment, add attachment, modify attachment becomes have equipment, apply Force Enhancement (or whatever they call it) then improve Enhancement. This means a list of Force Enhancments will be given, with a similar stat block to the Attachments, but they will require a force rating to use.
Basically a Force User can get good at Enhancing, a Mechanic can get good at Attachment Mods, the armorer possibly combines the 2. And as per usual for this system taking multiple Specialisations can create some very skilled individuals.
Sounds great actually. My players are going to love this.
The other possible way it could go is that the Armorer gets to nominate a piece of Signature Gear, then talents similar to the Rigger Signature Vehicles talents are used to boost the effect of the item.
Personally I like this method a lot more, as it could open up other options for specialisations.
I don't know much about Legends and weather a Force Enhanced item keeps that Enhancment indefinitely or if it wears off after a while. The Signature Item method works for the Enhancements that wear off, the Attatchment/Mod style works if the Force Enhancements are permanent.
I don't like the idea of a magic item in Star Wars at all. (Sorry, I mean "Force enhanced"). The best case scenario I can think of is a device or weapon that the Force-user becomes so familiar with that it becomes an extension of themselves and they can, to some extent, channel the Force through it. I still don't like it much but at least if it's presented as some kind of enhanced intimacy with the device, it might be sufferable.
Edited by knasserIIMust admit I was thrown by it... All I know really is the 6 movies.