I am recent buyer into the game having only the Edge of the Empire Core Book and the starter set. I really like the game and would like to expand into other books. I am not sure if I want to move into the other core books next or keep investing in EotE first. Regardless, what is the best order in which to buy books? I intend to stay in the classical period and I already own a ton of WEG material; so, I don't think I think I need any of the world books right off; unless, they have useful information that would still be relevant for the period I want to run in.
Purchase Order
Well, it depends. What are you interested in for this game? Is your favorite career Hired Gun and you favorite Hired Gun story is joining the Rebellion? Then you should either get the Hired Gun sourcebook (Dangerous Covenants) or the AoR CRB and the Soldier sourcebook (Forged in Battle).
The world-building books (Suns of Fortune, Lords of Nal Hutta, Nexus of Power [FaD], and Strongholds of Resistance [AoR]) are quite good, but may not be what you are looking for.
I'll need more info before I can really recommend anything.
Edited by P-47 ThunderboltFrom the standpoint of running the game, I prefer a more sandbox style of play. As far as playing the game, it would be whatever the GM is running. This weekend I will be giving the Force and Destiny starter set a try as a player. I have no idea if the GM is hoping to segue it into a full on campaign or not. For mine, I intend on starting from Edge, and I like being generous with what I allow in my games and am mainly trying to figure out what will allow the most options early on.
If anything else, I would get the Force and Destiny core as it goes much more into using the Force if that's going to be included in your game at all. After that I would recommend the era books: Dawn of Rebellion; Rise of Separatists; Collapse of Republic. If you aren't getting any other splats at this time consider getting the Gear and Gadgets book for a nice collection of equipment and ships.
Thanks for the advice.
By the way, the game went great and the GM is planning a full campaign.
Nice. Glad to hear it
Probably a bit late, but Varlie's suggestion of snagging the Force and Destiny corebook is a good one, provided you want the Force to be a major element of your campaigns. Given that one of the focuses of F&D is going around and uncovering/rediscovering lost Force lore, it does add an Indiana Jones style element to campaigns, which I've yet to see anyone truly dislike. It also has the official write-ups of species such as Togruta and Zabraks, something that a number of folks had felt were missing when EotE launched. That and there's usually at least one player in most Star Wars groups that wants to play a Jedi (or at least a Force user that wields a lightsaber), so F&D covers you there by providing various lightsaber types that aren't the inherent murdersticks that EotE lightsabers are.
For books other than that, the career splats are generally good, adding not only new specs, species, ships, and gear for the players to pick from, but a number of additional elements that GMs can make use of for their campaigns. Dawn of Rebellion is a good purchase as it provides a lot of information on the Empire that can still be useful during the early years of the time frame covered in the original movies. Plus, the additional universal specs are pretty good, even if they're pretty much centered around replicating a specific character from either the Rebels cartoon or Rogue One.
Unless you want to go hard-in on military thematic elements, I'd suggest steering away from the AoR line, at least initially. The careers and specs there are very much slanted towards the PCs being combat-orientated and taking the fight to the Empire as opposed to EotE PCs trying to work around the Empire or F&D trying to actively avoid the Empire (given they're all illegal Force users by default).
I'd also recommend picking up endless vigil because the sentinel specs, particularly racer, seem to fit into an edge game better than most, and endless vigil has lightsaber crafting rules.
Btw if you're looking at making a force sensitive but otherwise stereotypical smuggler (pilot, gunslinger, gambler, erstwhile face) ,without using the smuggler career then sentinel:racer/hotshot/padawan is a great way to do that.
Hotshot is in stay on target (air ace book) which has some interesting gear too, padawan is in rise of the separatists.
Pantorans (in endless vigil) have an ideal statline for smugglers, they're similar to cold weather twi'lek with 10 extra xp so you can.start with 242323 attributes. There is discussion about whether they are over powered.
Edited by EliasWindrider1 hour ago, EliasWindrider said:Pantorans (in endless vigil) have an ideal statline for smugglers, they're similar to cold weather twi'lek with 10 extra xp so you can.start with 242323 attributes. There is discussion about whether they are over powered.
I'm not sure that's so much a discussion, as it is clear and obvious fact.
1 hour ago, P-47 Thunderbolt said:I'm not sure that's so much a discussion, as it is clear and obvious fact.
The discussion is largely about whether having to have a 3 in presence, mitigates the extra xp enough for it to not be overpowered. There are very few builds that can capitalize on/abuse a boosted presence. Makashi can, faces can, but faces typically don't get the overpowered label.
1 hour ago, EliasWindrider said:The discussion is largely about whether having to have a 3 in presence, mitigates the extra xp enough for it to not be overpowered. There are very few builds that can capitalize on/abuse a boosted presence. Makashi can, faces can, but faces typically don't get the overpowered label.
You can get 242323 on a Gand that has lungs as well with the 3 being in willpower. Oxygen being a serious threat is no minor setback that could depend on the GM.