8 hours ago, Blackbird888 said:That said, I think there's a lot of good characters that can be made with the original specializations. There are less exciting talents and things, sure, but they get the job done.
Meh. Retrospective time. Let's see:
Bounty Hunter: Pretty good career all said and done. Good career skills and nice specs - Gadgeteer and Assassin are awesome, and Survivalist makes a good 'scout', especially if you add Assassin. This career can turn its hand to most things and is iconic and interesting to play, even in Core. Martial Artist from the splatbook is just the cherry on top of the BH icing and delicious bun.
Colonist: It's... meh. You're a civilian/professional in an Action Hero world. Doctor and Scholar aren't bad per se, they're just focused on stuff that you probably won't be doing in a Star Wars adventure. Players tend to see them as 'NPC classes' really. Politico is awesome though - you get to be party Face, plus help your friends by shouting hit points back into them, and kill your enemies (Minions, anyway) using harsh language. The fun stuff you get in the splatbook is much better than what's in the Core.
Explorer: Weak career choices (three Knowledge skills!) and bad Core specs really hamper a good concept. A lot of players want to play 'fringe' without the 'scum and villainy' and this is how you do it... But Core Explorer sucks bantha poodoo. Fringer is actually okay for avoiding attacks and soaking up hurt, but your offence is zero (which is why my poor GM PC character spends every combat round standing around in the open screaming 'Come At Me Bro!! '). And you get to be good at Astrogation, the suckiest skill in the game. Trader is okay at what it does... but again, you're essentially playing an NPC class. Also a lot of GMs seem to ignore the economy rules, rendering this class (and the Quartermaster) fairly useless. You really have to keep a tight watch on party funds, rarity, Restricted items, and the like, if someone takes one of the 'economy-orientated' classes. Last (and least) 'Scout' is just an insult - as a Spec, it drops its pants and blows raspberries at you and says rude things about your mother. 'Scout' isn't just horrible at doing Star Wars stuff, it's horrible at scouting , which is a humiliation that even the poor old doddering Scholar doesn't suffer from. This Spec doesn't know what it is, or what it's trying to be, and it doesn't care . It's no coincidence that Explorer was the first splatbook, and 'Scout' should have gone the way of the 'Surveillance' skill during Beta.
Hired Gun : Very useful, very focused career, and the Specs are probably over -powered if anything. Bodyguard is awesome at protecting others, driving and shooting. Marauder is stupidly-effective, though you won't get to do much beyond fighting, you do it amazingly well. Merc Soldier adds some face-type skills and talents. You'll never want for something to do on a Star Wars adventure.
Technician: It's... okay. Mechanic actually does the unfussy, bread-and-butter stuff Blackbird talks about well (and you get to punch things). Slicer requires your adventures to involve a lot of computer stuff, or else you're just playing the Decker in Shadowrun while everyone else (expect the Scout) gets to have fun. Outlaw Tech really only comes into its own with 'Special Modifications', and the inventing rules - you'll otherwise lack the shooty skills that makes Gadgeteer such a great pick for the Bounty Hunter.
Smuggler: Not bad at all. Pilot is another of those 'does unflashy stuff well' Specs, but it necessitates your adventures involve a lot of ship combat. Thief is surprisingly useful; stealth and street-smarts are very handy skills in your average Star Wars adventure. Scoundrel is great, having face and firearm skills both. The Career is only enhanced by the splatbook, which synergises well with everything in Core.
Edited by Maelora