Best Books To Get?

By venkelos, in Star Wars: Force and Destiny RPG

So, I have the three core books, and one other from Edge, ehich has the Chiss, the Toydarians, and stuff. I appreciate that these three lines aren't so prolific, like WotC used to be, but I've also bought plenty of those with very little useful stuff in them, and FFG already got my money, that way, on Rogue Trader, and several other 40K lines. These books can also be rather pricey, even online. What are the best books for F&D, maybe AoR, too? I'd ask there, too, but why do the thread twice?

I usually like books that include races, even though, IMO, this game is actually rather nice in how simple race is, so if you wanted something not included, it's not that hard to facilitate. I also like classes, careers/specialties here, I suppose, and, of course, Force powers. Not too sure how important those big enders, for the various trees, are, as I've only seen the Explorer one, I think. So, if I was trying to be a bit frugal, what are the best books, to get first, and maybe why? Thanks much!

Would like to know as well.

I got the Nexus of Power, which had a few interesting things in them. Good adventure ideas no doubt for Jedi stuff. And also got the Lords of Nal Hutta, I like that one better maybe, because it's focus is tighter and it has a lot of fluff and items that I liked.

But is there any other book that feels like it "adds" to the RPG?

so basicly everything other than adventures has playable races in it, usually 3, equipment, and ships. The class sourcebooks also each have 3 addition specs for their respective classes along with the 2 signature abilities and a custom motivation/obligation/duty/morality table. The sector sourcebooks have good setting info and a few mini adventures on top of the races, equipment, and ships.

i know one exception is stay on target from age of rebellion which not only has ships, but riding beasts as well.

other than that, all i can say is if all your interested in is adding to gameplay possibilities...stay away from the adventures. they are great for ideas, but mileage may vary depending on how you DM (and if you're a player only then they are completely useless and full of spoilers should your GM run one)

do some research, find out what races are in what books (most Brick and Mortar book stores allow you to "preview" before you buy, jsut crack one open and take a gander), figure out what classes youd like to play etc and go from there. (i got lucky Gand and bounty hunter gadgetteer were in the first book ever released :P)

hope that helps.

If you've got a good head knowledge of Star Wars and the EU, most of the information in the sector books (Strongholds of Resistance, Suns of Fortune, Lords of Nal Hutta, Nexus of Power) is probably unneeded. On the other hand, because it distills it down and adds some new stuff, it might be nice. Gear selections are nice (Nexus of Power has less than the others), species are nice. Modular encounters are really nice.

Career book recommendations vary:

  • If the thought of crafting appeals to you or any players, Keeping the Peace offers armor crafting, and Special Modifications offers weapons, gear, droid, and cybernetics crafting.
  • If you like animals, Stay on Target and Savage Spirits both have animal taming rules and riding rules (mostly just reprints of each other), plus a selection of animal adversaries a PC might want (they differ, with SoT offering mostly riding animals and SS offering more animal companions). Savage Spirits has a few pages on checks and encounters in a wilderness environment.
  • If a GM plans to include large scale battles, especially massive naval engagements, Lead by Example is good for that. On the flip side, it offers a very small amount of player gear options (no weapons and armor at all).
  • If you like social gaming, either Desperate Allies or Far Horizons expands on that. (Far Horizons also features some advice for tense Medicine checks). The former offers Rebel base building rules, the latter offers homestead/business rules.
  • For starfighter games, Stay on Target is what you what. General smuggling/space travel games want Fly Casual.
  • If you want a lot of weapons and explosives, look to Dangerous Covenants. Also offers advice on designing combat to be cinematic and exciting.
  • Keeping the Peace offers the power Suppress, Savage Spirits offers Farsight, and the adventure Chronicles of the Gatekeeper offers Warde's Foresight. KtP also offers two new lightsaber hilt styles, and 2 crystal types; SS offers 2 more crystals.

Specializations are a mixed bag: if you have a PC of a career, you'll probably want that career book, if its available.

  • Keeping the Peace (Guardians): Armorer (part craftsman, part lightsaber warrior), Warden (brawling/melee fear based, awesome spec), Warleader (Ranged Light focused Force user, with leadership),
  • Savage Spirits (Seekers): Executioner (brutally effective combatant), Hermit (extra Force rating (like Sage, Seer), with a focus on the wilderness and animals, pares well with Pathfinder), Navigator (Kind of a niche role, as it focuses on travel and Astrogation, but is good in chases; fun, if you have a place for it).
  • Stay on Target (Aces): Beast Rider, Hotshot, Rigger (which focuses on upgrading a signature vehicle)
  • Desperate Allies (Diplomats): Advocate (a social support character type; think lawyer consul), Analyst (Computers/code breaking), Propagandist (Alliance reporter; very tricky spec, to me).
  • Lead by Example (Commanders): Figurehead (best straitforward Leadership spec; Improved Commanding Presence is awesome), Instructor, Strategist (computer/knowledge commander).
  • Far Horizons (Colonists): Entrepreneur (business, making money), Marshal (lawman, social and combat), Performer
  • Dangerous Covenants: Demolitionist, Enforcer, Heavy.
  • Fly Casual: Charmer, Gambler, Gunslinger
  • Special Modifications: Cyber Tech (become the ultimate cyborg), Droid Tech, Modder (similar to Rigger, but also helps a little when modding weapons and gear)

Species is also a mixed bag.

  • Keeping the Peace: Iktotchi, Lannik, Whiphid
  • Savage Spirits: Anx, Ithorian (repeat from AoR Core), Quermian
  • Nexus of Power: Aleena, Bardottan, Devaronian, Gungan
  • Chronicles of th Gatekeeper (adventure): Sathari (a FFG original species)
  • Stay on Target: Chadra-Fan, Dressellian, Xexto
  • Desperate Allies: Caamasi, Gossam, Neimoidian
  • Lead by Example: Chagrian, Ishi Tib, Lannik (repeat from KtP; note that they misprinted the stats here)
  • Strongholds of Resistance: Polis Massan, Quarren (repeat from Fly Casual), Verpine
  • Far Horizons: Arcona, Chevin, Gran (repeat in AoR core)
  • Desperate Allies: Aqualish (all 3 subspecies), Klatooinian, Weequay
  • Fly Casual: Falleen, Gotal, Quarren
  • Special Modifications: Besalisk, Dug, Mustafarian (2 subspecies)
  • Suns of Fortune: Corellian (baseline humans with Piloting), Drall, Selonian
  • Lords of Nal Hutta: Hutt, Gank, Nikto (all subspecies), Sakiyan

Fantastic! I know all of that information can probably be gleaned from other sources, but I appreciate you taking the time to put it all in one place. Thanks again.

So, I have the three core books, and one other from Edge, ehich has the Chiss, the Toydarians, and stuff. I appreciate that these three lines aren't so prolific, like WotC used to be, but I've also bought plenty of those with very little useful stuff in them, and FFG already got my money, that way, on Rogue Trader, and several other 40K lines. These books can also be rather pricey, even online. What are the best books for F&D, maybe AoR, too? I'd ask there, too, but why do the thread twice?

I usually like books that include races, even though, IMO, this game is actually rather nice in how simple race is, so if you wanted something not included, it's not that hard to facilitate. I also like classes, careers/specialties here, I suppose, and, of course, Force powers. Not too sure how important those big enders, for the various trees, are, as I've only seen the Explorer one, I think. So, if I was trying to be a bit frugal, what are the best books, to get first, and maybe why? Thanks much!

Based on what you describe .... all of them. Most of the new books have new species. The career books all have specialties. So far just about every book for F&D has had either Force powers or more Force relics. So it's really hard to say, based on what little you've said about your likes, are the books you need to have. Since F&D is young I'd say buy all of their books since that seems to be your interest and each release will give you something from your list. AoR is also small and easily able to catch up on. From that line you could skip the adventure and sector books, same with EotE.