The Force is strong with this one

By SlaveOne, in Star Wars: Force and Destiny RPG

On 1/30/2019 at 11:15 AM, SlaveOne said:

Thanks for the advice on the Over specialized thing, ill do my best to avoid that. As far as concept, i of course want to be powerful with the lightsaber. I also want to be strong in the force regarding physical movement and reflexes, as i do intend to specialize in piloting.

Without sounding too cliche's, i would go for a Boba Fett version of a Jedi. So mostly combat and instinct stuff.

I dont care to force folks to take republican credits, discourage a droid search, or sense, that my ex-girlfriend is at the same night club as me.

The badass with a lightsaber spec is ataru, second best is niman it's also very well rounded. as a pilot you're looking at star fighter ace (warrior career) or racer, I personally prefer racer (sentinel career in endless vigil sourcebook, skills may or may not be more to your liking, my city signature ability might fit) but starting as a star fighter ace would let you get unmatched ferocity as a signature ability, so it's something to consider. So one of those and ataru... starting seeker:ataru would get you ranged heavy as a career skill. You want to start with a 4 in agility and 3 in willpower and/or brawn, will need to start with 1 in something, likely presence, and a 3 in one of those 3 attributes to get 342231. Look at green nikto species from lords of nal hutta (eote sourcebook) and klantooinians (forget the book, maybe dangerous covenants or lords of nal hutta) also download the "another character generator" in the eote forum, it runs on windows. If you don't want to go for an alien species look at mandalorian human (friends like these AoR adventurer book) getting a 4 and 3 means you can afford 105 starting xp and the other benefits might be worth it.

I know ataru is the better choice here, but Makashi is another underrated yet powerful form. Yes, you cannot reflect for ****. But, you are a swashbuckling pirate with enough charm to get into the back room, but enough fight to get through the guards. Makashi is specialized, yes, but allows for non-conflict use. Also, if you get some combination of sense, force jump, or high soak, you can offset the damage dealt by blaster fire until you reach your target. Just a thought, definitely not as well-rounded as niman, or as explosive as ataru, yes, but HOT **** you're good in a duel. 1v1 most lightsaber users of similar xp, you're gonna win. Just a thought.

Good luck!

My favorite lightsaber form so far has been Soresu.

I use Aturi, but I personally feel I would have rather taken the Shien expert for it's mind games. Being able to pressure people by adding automatic failures to combat checks sounds more interesting to me then linking and hitting twice/three times. Sometimes I feel so strong that I actively restrict myself in those critical combat encounters.

Though I do like pingballing around a field, wearing Temple Guard armour with holographic modifications to appear like a Ghost out of an imperial inquisitor's darkest nightmares. so fun. Heheheh.

With the combo Shien Expert + Soresu Defender a character has acces to both SUpreme Reflect and Supreme Parry with lots of ranks in both, including their improved version. It means being nearly impossible to be hit both in melee and in ranged fights. Perhaps it's because I'm a fencer but I think being able do defend well comes before being able to attack well.

1 hour ago, WolfRider said:

With the combo Shien Expert + Soresu Defender a character has acces to both SUpreme Reflect and Supreme Parry with lots of ranks in both, including their improved version. It means being nearly impossible to be hit both in melee and in ranged fights. Perhaps it's because I'm a fencer but I think being able do defend well comes before being able to attack well.

You are far from being impossible to hit. In fact, hitting you still isn't all that hard for a comparable opponent. What you are is somewhat more difficult to damage, but only when welding your lightsaber. High-Damage attacks and Blast effects can still ruin your day by overcoming or bypassing (respectively) your Parry/Reflect abilites.

On 1/30/2019 at 12:19 PM, SlaveOne said:

Hi All, so im about to embark upon my first Star Wars campaign. I know nothing of the system, yet, but would like to play a Jedi. I of course want to be the best i could be so i dont want to make any "mistakes" during initial character creation. Now while i dont need a comprehensive build, i could use some help in getting started. So im looking for suggestions and guidance on what i should do to start off on the right foot.

Well, having played and run FFGSW for a few years now I advise you not worry too much about "mistakes", the system is very forgiving in the early game. EXP is given after every session and pretty liberally, your GM may give more or less but it's generally still a fair amount. So even if you buy into a Skill or Talent or even a Specialization and find it isn't useful to you you won't have lost much.

Here are my bits of advice:

1) Follow the designer's advice and put as much experience into Attributes first then the rest into Skills, then maybe one basic Force Power or even start with no Force Powers (I've done this several times and it works out fine) . After your first Session and you get some idea what your GM is like start choosing Powers based on how they run the game. If it's combat focused start with Sense and get the first Control, this will make you harder to hit. If it's less combat focused try Misdirect or whatever seems to fit with your character concept.

2) You will have more than one Specialization it's just how the system works so when choosing your initial one unless you are going to start with a Lightsaber choose your non-Lightsaber Specialization first. Don't put any EXP into the Lightsaber Skill or take a saber Specialization or Talent until you get one.

3) Take a non-Lightsaber combat Skill, you will be using this a lot especially in the early game and because lighting up a glowstick in public will bring unwanted Imperial attention.

4) Don't forget Skills, spend EXP on useful Skills as often as you can. You can always flip a Destiny point or use the environment to get Boost dice if your combat skills aren't maxed out, don't ignore your combat Skills and Powers just don't sacrifice the rest of your character for them. Remember the more you can do the more fun you will have.

4) Don't be a slave to your character concept, grow your character within the campaign and take Skills and Powers that are useful in your campaign. If you find yourself having to roll a lot of Knowledge tests take some Knowledge Skills etc. Combat Skills are great but IMO the real fun is what happens outside of combat, but again this will depend on your GM in any case build to the campaign and your GM's style as well as your character concept.

5) Have Fun and get into trouble.