Ranking the career books

By DanteRotterdam, in Star Wars: Edge of the Empire RPG

Inspired by Elias Windrider's reply to my disappointment with No Disintegrations, I figured it was a worthy topic in itself.

Now that we have all the career books for one line complete let's see which we like best.

For me it is:

1) special modifications

Great book, amazing careers and superb new rules. #1 without a doubt.

2) Far Horizons

Wonderful job in expending a meh career into one of the most interesting ones. Rules for farmsteads and bases are worth the purchase in itself.

3) fly casual

Great Star Wars feel, nailed what I thought the hardest of careers to expend on.

4) Dangerous Covenants

A good solid book. Nice equipment, nice races, great signature abilities. A forgotable third chapter though

5) No Disintegrations

Mheh.... Careers (except for skip tracer) don't seem to fit the career, races are uninteresting (except for the shapeshifter) to me, ships are okayish, third chapter is a letdown.

6) Enter the Unknown

Don't like it. I feel FFG didn't either because they really stepped their game up after this one.

Edited by DanteRotterdam

Far Horizons is definitely one of the best for me. I like sourcebooks that explore a different take, and expand on the types of adventures and characters that are supported. For example, instead of just another slightly different combat class, it gives you inspiration for a totally different style of play with the Performer class.
Someday I will make a cross-spec Gadgeteer/Performer who's only a bounty hunter to maintain his true calling of stage magic...

Edited by kaisergav

1) Fly Casual. Interesting trees and my favorite bits of Star Wars

2) Far Horizons. The opposite of Get a Bigger Gun

3) Dangerous Covenants. For those who like the combat

4) Enter the Unknown. Decent first book. It will be better in second edition

5) No Disintegrations. Only liked the martial artist

11) Special Modification. Boring trees, very abusable crafting rules and the worst idea for a ship in the game.

And yes, I did mean 11

I think it's hard to rank them as they've clearly progressed in their structure and quality from EtU until now. I will say invariably I refer to all of them at some point for one reason or another so in that regard I feel they all have value. Whether a certain rule set or the offerings for specs meets everyone's expectations would impossible to achieve so it's just not a ring worth reaching for imo. If something in particular introduced goes too far is going to vary from table to table as well, that's what GM's are for, and I certainly do this myself at my table. At the end of the day there isn't anything at the very least I don't incorporate into my games even if I have to tweak it a skosh to suit me.

They are all really good I think the ones I refer to the most are special modifications and far horizons the one I enjoyed the most was fly casual the one I liked the least was the bounty hunter book I felt like they were just phoning it in.

Special modifications has the most powerful rules in it, but not the best I think. There are so many things that can break the game in that book it's not even funny. Of course everyone loves it, but god **** can those classes and crafting rules be cheesy.

I didn't find any of those rules as overpowered at all.

Personally, I rather enjoy the crafting rules, but like any game mechanic, the GM needs to fully understand how it works before he/she just gives players carte blanche to start rolling away. I learned this the hard way.

How are they broken? In order to get anything of quality you need to sink a ton of points into the mechanics skill and a even bigger boatload of time to reduce the difficulty. Lets not get into the limiting factor of the cash if you want to make anything more than very nice sharp sticks. Yes, I have built a gaffi stick that might as well have been forged by Hattori Hanzo himself, but it took a really good roll and lots and lots and lots of time and XP to get there.

1) Fly Casual (I loved this book, mostly as i love smuggler types, but also it was useful and really fitted Star Wars)

2) Special Modifications (I found this one of the more interesting and useful books with lots of fun toys)

3) Enter the Unknown (Chiss, Duros and the Big Game Hunter)

4) Far Horizons (I only really liked this for the Marshal and Base/Business Building)

5) No Disintegrations (a bit disappointing after such a long wait, but liked the spec classes other than MA)

6) Dangerous Covenants (I don't know why, but i have never really liked this book or used it much)

On a side note, if other books were included, Suns of Fortune would probably be at 2.5 on the ranks.

Edited by Ferretfur