okay, explain lightsabers... again.

By Strylith, in Game Masters

So I finnaly got the F&D book, and I don't get it, what can you do to make a lightsaber not over powered for a beginning player, but still viable? A training saber seems virtually useless. And a basic lightsaber seems to be waaaay to powerful. Maybe a cortosis sword?

So i guess in short, the best way to answer my base question is how do I help set up a player as a Jedi when I have only GMed EOTE?

Outright: Starting level characters do not start with a lethal lightsaber weapon. Training saber allows the character to use Parry, Reflect, Saber Throw, Soresu Technique, all of the lightsaber-specific talents early game, but without the lethality. Ancient sword can't, technically, use most of the lightsaber talents, but allows the user to benefit from the Lightsaber skill and be lethal.

Basically, unless you're starting at Knight level, you won't be able to grab a lightsaber and start hacking of limbs and bisecting people. You have to work towards that.

so how do you make a Training saber work? Like I said, while kinda cool, seems kinda weak compared to a good blaster :P

It is, by definition, a non-lethal stunning weapon. A character concept where that is important will get plenty of use with it.

Again, the key word is trade-off. Regular lightsabers are deadly, and you can do numerous fancy tricks (with talents) with them. Starting level characters don't get lightsabers; but if you absolutely want or need to use the Lightsaber skill from the start, you either have to give up the fancier tricks for the deadliness, or give up the deadliness for the fancy tricks.

Also, remember that against minions or Rivals, that do not have a stun track, Stun damage is as good as lethal.

As for making them not as lethal, start combats at long range and shoot the hell out of the jedi....

Also, dont forget the intimidation factor. It may not act like a real lightsaber, it sure LOOKS like one. Anyone carrying one of those is someone not to mess with.

So I finnaly got the F&D book, and I don't get it, what can you do to make a lightsaber not over powered for a beginning player, but still viable? A training saber seems virtually useless. And a basic lightsaber seems to be waaaay to powerful. Maybe a cortosis sword?

So i guess in short, the best way to answer my base question is how do I help set up a player as a Jedi when I have only GMed EOTE?

They still can only kill one target at a time. Honestly I find PCs who initially get them run headlong into stuff and quickly discover they ain't Obi Wan.

Edited by 2P51

So i guess in short, the best way to answer my base question is how do I help set up a player as a Jedi when I have only GMed EOTE?

The best way to set up your player as a Jedi is to run the game Knight-Level and tell him he's a padawan. Give him a lightsaber and 150 XP, and then tell him whatever he needs to know for the story (for example, he's been in hiding as a freelance nexu groomer since his master died in the Clone Wars). If he wants to be lightsabery-Jedi-character, suggest that he start with one of the Lightsaber specs (Shii-Cho Knight, Makashi Duelist, Soresu Defender, Ataru Striker, Shien Expert, or Niman Disciple) and that he spend at least a smidgen of that 150 XP on powers like Sense, Move, and/or Influence to flavor up his Jedi-ness.

And lastly, if he was a Jedi Padawan, I'd give him the benefits of having a Mentor for those basic powers (-5 XP cost). Maybe not going forward, but definitely with what he purchases with his Knight Level XP.

Check the module in the back of the F&D book, and the one that comes with the F&D GM screen. They're both somewhat 'linked' together, and can help a F&D character get a saber...though one that doesn't work...then get a crystal to make it work. By then, the group should be tangling with mobs and monsters that can take a few whacks from a lightsaber without instantly keeling over.

Don't only throw problems at the players that can be solved with a lightsaber and don't throw just one enemy NPC at the PCs in an encounter.

Don't only throw problems at the players that can be solved with a lightsaber and don't throw just one enemy NPC at the PCs in an encounter.

And while you are at it, don't throw important enemy NPCs against the PCs in weapon range of their freighter. Lightsabers are not the only powerful thing in the game which needs to be considered in the encounter design. The System offers tons of really, really powerful tools and each and every one of them as counters which reduce the usefulness of them.

As said, if you want your characters to be full on Jedi you need to start at Knight Level Play of +150 XP. A starting F&D character does not represent a Jedi, but a Force-sensitive who may have some experience but isn't fully trained. This represents someone like Rey at the beginning of TFA, Luke at the beginning of ANH, and Anakin at the beginning of TPM. F&D is intended to force characters to go through a journey to earn their place as a Jedi.

That said, a starting character can still do some interesting tricks. Remember, a training lightsaber is one handed. Carry that training lightsaber in one hand as a defensive/stunning weapon, then carry an ancient sword in the other hand to dish out more lethal damage. Or even a blaster pistol for more deadly ranged capability. Earning a kyber crystal should be a major boon that is an early goal of many F&D characters.

Some characters will earn a fully functioning lightsaber early in their careers. That isn't so bad. Luke lacked any expertise when he was gifted his father's lightsaber. It was a powerful weapon but he had no skill or talents to take full advantage. If you give a F&D character a functioning lightsaber in one of the first few sessions, it may be a dominating weapon but they will be unlikely to fully utilize it.

Or best yet, give them just the crystal as an early reward. Then they have to build their hilt and will not have as many mods on their lightsaber at first. In the game I ran the characters earned Rubat crystals about 5 or 6 sessions in. I even used the version from https://jegergryte.wordpress.com/2015/08/24/kyber-crystals-rubat-crystal-from-phemis/ . That Accurate 1 mod that was free at attachment made their early lightsabers quite formidable for the character that chose it, though one character went right for Crit 1. Even so they couldn't just plow through everything. They had to learn tactics. Like not ignoring the 3 minion trooper group opening fire on them as they attempting to take down the big bad. One character mostly has the lightsaber as a piece of show and a weapon of last resort. He continues to focus on blasters to great effect.

For Out of Ashes, I let the pair of starting level PCs have lightsabers. It fit the PCs' backgrounds better, and it means that I'm not going to have to work in a "build lightsabers" subplot. Besides that, they're up against a government, and you can't take down a government with lightsabers.

As always, people's campaigns are different and what works for mine may not work for yours. My premise diverges significantly from the default oneā€”Out of Ashes is a PCs-as-bad-guys campaign, set an indeterminate-but-less-than-ten number of decades post-SWTOR, with the Republic having defeated the Empire while the PCs were dealing with relativity issues. (The experimental hyperdrive had a problem. The problem caused them to go slower-than-light by the perception of the rest of the universe. Technobabble, technobabble, et cetera.) It's basically "Force and Destiny does Age of Rebellion." The homebrew mechanic (Reputation/Legend) is even based on the Duty/Contribution system. In short, it's definitely not the standard sort of game.

So, basically... do what works for your campaign. You can always let them get 'sabers earlier than intended if it's a problem.

Edited by The Shy Ion