Q-DJS (Quick and Dirty Jedi System)

By awayputurwpn, in Star Wars: Edge of the Empire Beta

So, I've been working for some time now on a Jedi Career/Specialization concept for porting this system into other eras (but still keeping the general theme of "Edge"). It's still a ways out, mostly because I'm finding I'm too busy to actually test anything on it, but I have spawned an idea for the enterprising GM who wishes to introduce a fully-fledged Jedi into the mix. These rules attempt to keep with the traditional Jedi Guardian/Sentinel/Consular concept and their typical perceived "roles." Nothing too surprising or novel here :)

So here I present The Quick and Dirty Jedi System:

1. Make Lightsaber a skill to purchase.

2. Make a career called "Jedi." The Jedi career should have the following skills: Athletics, Coordination, Discipline, Leadership, Lightsaber, Knowledge (Education), Perception, Vigilance.

3. (This step involves a smidgen of work on the GM's part, but should be nearly plug-and-play) The Jedi career can have three specializations, each with an analog for already existing specializations. For example, Marauder or Bodyguard could be transformed to Jedi Guardian , Politico or Scholar could be made into Jedi Consular , Assassin or Thief could be renamed as Jedi Sentinel ). When you do this, allow them to treat any talents that mention "Brawl or Melee checks" as if they said "Lightsaber checks." Consider also giving Lightsaber as a bonus skill to the Jedi Guardian specialization.

4. Replace one bottom-level talent (25 XP) in each specialization with the Force Rating talent (allowing the Jedi to increase his Force Rating by +1 each time). The Jedi Consular's should be the easiest to purchase, and the Jedi Guardian's should be the hardest to purchase. The Sentinel's should be as easy to purchase to as is his Dedication talent.

5. The Jedi Career gives the player a starting Force Rating of 1.

Like I said, I've been working on talent trees for each of these specializations and I have a good idea of what bonus skills I'd give them, and also of the new talents I would plug in, but I figured I'd see what people thought of the idea before I ran too much farther with it.

Please discuss!

I know I've cited this over on the D20 Radio Forums, but I'll mention it again.

Unless you're setting your game well outside the default setting for Edge of the Empire (Dark Times/Early Rebellion Era), then I really don't think a full-blown Jedi career is really necessary, particularly as characters in this default setting don't have the benefit of a lifetime of education in the Jedi arts.

Personally, I simply created a single specialization that was specifically "Jedi" in nature, with a talent akin to Force Exile's to add a couple of appropriate skills to the character's career list (Discipline and Lightsaber), as well as talents both existing and home-brewed that I felt were best suited for a lesser/minor Jedi in that era, with a focus on combat, taking a note out of the OCR Rebellion Era campaign guide that Jedi students were generally taught more about lightsaber combat and Force power usage than things generally associated with the Consular or Sentinel paths, and a lot of what's associated with those fall under Politico and Thief respectively.

And for NPC Jedi characters, the career system is entirely unnecessary, as the Emperor's Hand Forsaken Jedi both demonstrate, since you can just simply assign such characters whatever skills and talents you feel they need.

That, and I wouldn't really call building a whole new career with it's own specializations a "quick and dirty system" gran_risa.gif

Besides, there's already a "quick and dirty" system in place for making Jedi-style characters, mainly by taking the Force-Sensitive Exile and convincing your GM to permit the creation of a non-career Lightsaber skill.

Hmm…have to rethink this cross-posting idea :) Gets a little cumbersome.

But, yeah, like I said over on the d20radio forums, I have been, and still am, totally on board with the "Jedi don't exist right now" feel that is propagated within Edge of the Empire .

My aim here is just to present my thoughts on options for, say, an Edge of the Empire game during the reign of a different Sith Empire (c. 3600 BBY or 130 ABY, for example!).

awayputurwpn said:

Hmm…have to rethink this cross-posting idea :) Gets a little cumbersome.

But, yeah, like I said over on the d20radio forums, I have been, and still am, totally on board with the "Jedi don't exist right now" feel that is propagated within Edge of the Empire .

My aim here is just to present my thoughts on options for, say, an Edge of the Empire game during the reign of a different Sith Empire (c. 3600 BBY or 130 ABY, for example!).

Well, I might also counter that if you want to run games where Jedi are at or close to their full strength and grandeur, then perhaps EotE isn't the right game to use for those settings, at least not yet. For those kinds of settings, where Jedi knowledge hasn't been all but wiped out from the face of the galaxy, you may very well be better off sticking to Saga Edition or even WEG (particularly if you have the Tales of the Jedi supplement). Force-users in EotE are pretty limited in the focus and scope of their powers, with only the most basic effects (telekinesis, mind trickery, and limited telepathy) being available to the PCs. And as has been noted, a number of "fundamental" effects such as Blaster Deflection/Reflection, Force Grip/Choke and Farseeing really aren't possible with what's currently available. Again, not a problem for EotE, but much more of an issue in just about any other era aside from Dark Times or Rebellion Era.

Not saying it's a waste of effort, just that the issue here is a lot bigger than simply "lack of a Jedi career."

This is true. In fact, Redirect is one of the mechanics I got stuck on making my talent trees :) I was thinking something along the lines of "Use [Despair] resulting from a blaster attack targeting you to redirect the weapon's damage at the enemy" but I have gotten nowhere near refining or even playtesting :) Though one of my NPCs does have this ability, should my PCs choose to attack her at some point in the future (shhhhh).

And, like you say, there are a lot of these fundamental "Jedi" abilities that just aren't represented. I figured, though, that the narrative dice could make up for quite a bit of the dearth of actual Jedi abilities.

It's gonna be a long wait for Force & Destiny…

I think the Jedi being continually mentioned in this setting has to do with the fact that in the movies, even though the Jedi have been nearly wiped from the galaxy, the story centralizes on ONE Jedi in ALL THREE movies. His progression makes up the Lion's share of the Storyline and players do tend to want that kind of epic spotlight.

That said, letting too many players make Jedi Characters can defeat the purpose of the Imperial setting. Simple solution: CHANGE the setting. Granted, this may take a bit of translation work, but if your players want something other than the empire (Which I've seen some of), the adjustment isn't THAT hard. Besides, a blaster pistol is a blaster pistol regardless of the timeline.

Another way of putting this: If the rules and the people conflict, change the rules not the people. Less likely to frustrate yourself to death. We are here to have fun, after all.

I do like the Idea of having a Jedi Career, Simply because the Jedi WEREN'T wiped from the galaxy, they went underground. There was still one academy running (according to the novels) and around seven Jedi mentioned in novels that time frame (One right in Coruscant!), as well as the Jensaarai, Dathomir Force Witches and several other Force-users that even the great Palpatine Himself couldn't find, much less dust off. The movies are ONE perspective of a VERY LARGE universe. Looking from only one perpective helped user the near-demise of the Jedi, after all. Though I can't say these are "quick and dirty" rules, I do like the added options to the Game if it can be done. Gives those GM's who do want to look at some ideas in that area an outlet, and those who don't an NPC basis to work from, not just as cardboard cut-outs but real characters.

dreddwulf1 said:

I think the Jedi being continually mentioned in this setting has to do with the fact that in the movies, even though the Jedi have been nearly wiped from the galaxy, the story centralizes on ONE Jedi in ALL THREE movies. His progression makes up the Lion's share of the Storyline and players do tend to want that kind of epic spotlight.

If we were all hoping to run a campaign called, "Luke Skywalker, Jedi Savior of the Galaxy!", then yes I would be with you. We aren't. There is also a Sith Lord throughout all 6 of the movies, but the Edge of the Empire is not centered on running a Sith campaign either.

Sturn said:

dreddwulf1 said:

I think the Jedi being continually mentioned in this setting has to do with the fact that in the movies, even though the Jedi have been nearly wiped from the galaxy, the story centralizes on ONE Jedi in ALL THREE movies. His progression makes up the Lion's share of the Storyline and players do tend to want that kind of epic spotlight.

If we were all hoping to run a campaign called, "Luke Skywalker, Jedi Savior of the Galaxy!", then yes I would be with you. We aren't. There is also a Sith Lord throughout all 6 of the movies, but the Edge of the Empire is not centered on running a Sith campaign either.

Athough I do agree that games set in the Rebellion era should not need Jedi rules, I do not agree that this means that no-one should need them. I really like the system that FFG have created and though I personally would prefer to have a more generic game with that ability to run games in any era, I do not feel that they should have to use an older system to run the kind of games I want ton run. If someone is willing and able to create some kind of rules I can use then I am happy to work with them.

awayputurwpn said:


So, I've been working for some time now on a Jedi Career/Specialization concept for porting this system into other eras (but still keeping the general theme of "Edge"). It's still a ways out, mostly because I'm finding I'm too busy to actually test anything on it, but I have spawned an idea for the enterprising GM who wishes to introduce a fully-fledged Jedi into the mix. These rules attempt to keep with the traditional Jedi Guardian/Sentinel/Consular concept and their typical perceived "roles." Nothing too surprising or novel here :)

So here I present The Quick and Dirty Jedi System:

1. Make Lightsaber a skill to purchase.

2. Make a career called "Jedi." The Jedi career should have the following skills: Athletics, Coordination, Discipline, Leadership, Lightsaber, Knowledge (Education), Perception, Vigilance.

3. (This step involves a smidgen of work on the GM's part, but should be nearly plug-and-play) The Jedi career can have three specializations, each with an analog for already existing specializations. For example, Marauder or Bodyguard could be transformed to Jedi Guardian, Politico or Scholar could be made into Jedi Consular, Assassin or Thief could be renamed as Jedi Sentinel). When you do this, allow them to treat any talents that mention "Brawl or Melee checks" as if they said "Lightsaber checks." Consider also giving Lightsaber as a bonus skill to the Jedi Guardian specialization.

4. Replace one bottom-level talent (25 XP) in each specialization with the Force Rating talent (allowing the Jedi to increase his Force Rating by +1 each time). The Jedi Consular's should be the easiest to purchase, and the Jedi Guardian's should be the hardest to purchase. The Sentinel's should be as easy to purchase to as is his Dedication talent.

5. The Jedi Career gives the player a starting Force Rating of 1.



Like I said, I've been working on talent trees for each of these specializations and I have a good idea of what bonus skills I'd give them, and also of the new talents I would plug in, but I figured I'd see what people thought of the idea before I ran too much farther with it.

Please discuss!

I would be more inclined to have Force User as the base career (using the Force Sensitive Exile) with the specialisations being Jedi, Sith and Other. Other should cover all of the non-Jedi/Sith force traditions such as Dathomiri Force Witches, Killian Rangers, Ithorian Nature Priests, Jensaarai, Teepo Paladins and Sorcerors of Tund. With regard to career skills I would leave Lightsaber as only within the Jedi and Sith Specialisations.

That said, I think your work so far is very workable.

E

eldath said:

I would be more inclined to have Force User as the base career (using the Force Sensitive Exile) with the specialisations being Jedi, Sith and Other. Other should cover all of the non-Jedi/Sith force traditions such as Dathomiri Force Witches, Killian Rangers, Ithorian Nature Priests, Jensaarai, Teepo Paladins and Sorcerors of Tund. With regard to career skills I would leave Lightsaber as only within the Jedi and Sith Specialisations.

I'm thinking this approach is much more viable than a purely "Jedi" career. After all, one of the larger points of confusion and contention with Saga Edition was the lack of a "general Force-user" class, with the Jedi class being fairly specific in what it covered.

Not sure I'd go with a Sith specialization though, as in most cases an actual Sith would be an NPC.

Perhaps the three specs being Jedi (focus on lightsaber combat), Exile (self-trained, current Force Exile spec works just fine for this), and perhaps Mystic (heavy focus on the more spiritural/metaphysical side of the Force), though my home-brew versios I opted for a "dark side devotee" to allow for shadier characters to explore the darker side of the Force without necessarily being full-on evil.

awayputurwpn said:

This is true. In fact, Redirect is one of the mechanics I got stuck on making my talent trees :) I was thinking something along the lines of "Use [Despair] resulting from a blaster attack targeting you to redirect the weapon's damage at the enemy" but I have gotten nowhere near refining or even playtesting :) Though one of my NPCs does have this ability, should my PCs choose to attack her at some point in the future (shhhhh).

I have been toying with the idea of deflecting/redirecting… first off, one idea could be to separate the two (deflect and redirect), or have an improved deflect talent somewhere on the tree (that will enable redirecting). The first talent, "deflect" is ranked and each rank could EITHER add setback dice to anyone shooting at the jedi (akin to a ranged defence bonus), OR upgrade difficulty once per rank - so rank three on a medium range band would roll against two challenge dice and a difficulty die, short range two challenge dice (if my math is correct). This is where the improved deflect comes in, this talent enables despairs to redirect the attack back automatically hitting, and/or X amount of threats can be spent to roll an attack against the shooter - OR the deflect talent can spend the despair, whereas the improved deflect enables the expenditure of X amount of threats instead - or some destiny point related expense.

Regarding Deflect and Reflect, I'm thinking it could be broken out into two separate effects.

Deflect is already covered via the Deflection weapon quality, and thus a talent that provdies Deflection (and Defensive) to a lightsaber is all that's needed on that front. Make it a ranked talent so that you can have a Jedi who's really good at the defensive traits of the weapon (someone like CW-era Obi-Wan with his mastery of Soresu).

As for Blaster Reflection, I'm thinking that this could probably be it's own talent as well, but definitely a high-level one (5th row, at the very least), and using the Redirect Shot mechanic from SWSE as the root idea. So something like "Once per round, spend 2 Strain to redirect a missed ranged attack at any target within range (based on the attacker's weapon), making a Lightsaber skill roll to attack but with the damage based upon the original weapon's damage."

Not very powerful in spite of getting what amounts to a free attack, since it's a once-per-round effect, but quite simple and puts the Deflection quality to good use.

I was just going to give the Lightsaber a "deflection" quality, something like - when under ranged attack from energy weapons a skilled target using this weapon is considered to be in cover (a number of setback dice = to the skill of the user). Also 3 threat can be spent to deflect a bolt of energy back at the attacker doing base damage, if a despair is spent the bolt also deals a critical hit. I wasn't sure if there should be a new reactive to-hit roll rolled, my gut says no.

CharlieBananas said:

I was just going to give the Lightsaber a "deflection" quality, something like - when under ranged attack from energy weapons a skilled target using this weapon is considered to be in cover (a number of setback dice = to the skill of the user). Also 3 threat can be spent to deflect a bolt of energy back at the attacker doing base damage, if a despair is spent the bolt also deals a critical hit. I wasn't sure if there should be a new reactive to-hit roll rolled, my gut says no.

Yeah, I really dislike the idea of multiple rolls to redirect. Sounds like we are on the same page as to how to handle redirecting in one dice pool.

I was also thinking, for a possible "Redirect/Riposte" which would have Shien/Djem So flavors, one might suffer strain or spend a Destiny Point or something to make an attack targeting them into an Opposed Check. But then that'd necessitate extra rules on how to handle opposed combat checks.

And yes, certain talents in the Jedi career should be, IMO, dedicated to improving one's skill with the Lightsaber. So there'd be a Defensive/Deflection boost, a talent similar to "Feral Strength;" and then for the Jedi Guardian, at least, a talent called "Master Swordsman" (suffer strain to decrease the difficulty of a lightsaber check), and perhaps "Natural Duelist" (reroll one lightsaber check once per session).

Like I said, the big hang-up for me is in how to handle redirecting in an elegant and cinematic fashion. Otherwise I've got a lot of ideas that I like and that I think are workable and balanced. I just didn't want to throw out a half-baked set of specializations, so my idea was just to use what's already there in the book if people wanted to play in an era that is slightly more Jedi-friendly, but still in keeping with the theme of Edge of the Empire (for example, during the first Jedi Purge, or multiple other times throughout the Old Republic Era, or during Darth Krayt's Sith Empire).

Donovan Morningfire said:

I'm thinking this approach is much more viable than a purely "Jedi" career. After all, one of the larger points of confusion and contention with Saga Edition was the lack of a "general Force-user" class, with the Jedi class being fairly specific in what it covered.

Not sure I'd go with a Sith specialization though, as in most cases an actual Sith would be an NPC.

Perhaps the three specs being Jedi (focus on lightsaber combat), Exile (self-trained, current Force Exile spec works just fine for this), and perhaps Mystic (heavy focus on the more spiritural/metaphysical side of the Force), though my home-brew versios I opted for a "dark side devotee" to allow for shadier characters to explore the darker side of the Force without necessarily being full-on evil.

I can see your point on the Sith tradition but knowing players I can believe that someone would want to play one and I see no reason to not allow them so long as it fits in your game style. Also, if you have the force sensitive exile then you are likely to be running the game during the rebellion in which case Jedi should probebly not be available. You could I suppose go into the D20 version which is Jedi Guardian, Jedi Consular and Other Tradition, this might work.

E

I'm seeing some great ideas in here, but there is one huge problem (at least in my opinion) -- the bounty hunter take a turn to shoot the jedi, and the jedi get to hurt the hunter. On the hunter's turn. Then on the jedi's turn, he can hurt somebody as well. That's 2 attacks per turn. Sure, sometimes the reflect doesn't work, so maybe the math suggests something closer to 1.5 attacks per turn, but that is .5 more than other people. I think the equivalent of a prepared action should be expended.

I hate to object, throw an idea out and run, but no time. There's the ball, your court, guys.

eldath said:

Donovan Morningfire said:

I'm thinking this approach is much more viable than a purely "Jedi" career. After all, one of the larger points of confusion and contention with Saga Edition was the lack of a "general Force-user" class, with the Jedi class being fairly specific in what it covered.

Not sure I'd go with a Sith specialization though, as in most cases an actual Sith would be an NPC.

Perhaps the three specs being Jedi (focus on lightsaber combat), Exile (self-trained, current Force Exile spec works just fine for this), and perhaps Mystic (heavy focus on the more spiritural/metaphysical side of the Force), though my home-brew versios I opted for a "dark side devotee" to allow for shadier characters to explore the darker side of the Force without necessarily being full-on evil.

I can see your point on the Sith tradition but knowing players I can believe that someone would want to play one and I see no reason to not allow them so long as it fits in your game style. Also, if you have the force sensitive exile then you are likely to be running the game during the rebellion in which case Jedi should probebly not be available. You could I suppose go into the D20 version which is Jedi Guardian, Jedi Consular and Other Tradition, this might work.

E

Well, now with Force-Sensitive Exile being clarified to be a non-career specialization, that blows the door wide open for any sorts of non-career talent trees.

I think that "Jedi" is appropriate as a career, and isn't as appropriate as a single specialization (and neither is "Sith"), but IMO there's certainly room for a "Lightsaber Duelist" talent tree that focused simply on the martial aspect of mastering the lightsaber, and was available to Jedi, Sith, and many of the other traditions out there. I think that'd be cool.

awayputurwpn said:

I think that "Jedi" is appropriate as a career, and isn't as appropriate as a single specialization (and neither is "Sith"), but IMO there's certainly room for a "Lightsaber Duelist" talent tree that focused simply on the martial aspect of mastering the lightsaber, and was available to Jedi, Sith, and many of the other traditions out there. I think that'd be cool.

Well, as I stated above, the vast majority of what a Consular and Sentinel would cover is already handled by existing careers without having to devise new talent trees. Which isn't quite as easy as it first looks, trust me. About the only thing that is distinctly "Jedi" is lightsaber usage, which is unique enough to warrent it's own talent tree.

As GM Chris quite wisely cited, when doing homebrew material, if there's an existing system, already use it. Lightsaber combatant? Not covered. Marauder has a similar theme, but is focused exclusively on Brawl & Melee and being a meatwall. Social expertise? Politico. Scholarly knowledge? Scholar. Getting into places and ferreting out the truth? Thief.

Yeah, you speak the truth Dono. I envisioned Consular as a blend of Politico and Scholar with some Force-use and a dash of Lightsaber Defense. Sentinel was a bit harder to nail down, but I did settle on Thief mixed with Assassin for a general "feel." The Guardian talent tree was very much the easiest to fill out! Lightsaber dude who hits hard, defends excellently, and is resilient in mind and body.

back to my "Q-DJS," I guess it seemed quick enough for someone who wanted to introduce a Jedi career into their games for whatever reason, and that's where the "if there's an existing system, use it" came into play. I thought that any of those talent trees in the OP could basically be lifted out and dropped in, simply changing "Brawl or Melee" to "Lightsabers." And that really is minimal effort for putting a whole career together.

i suppose my "this or that" approach in the OP may have seemed cumbersome. I've been frustrated in the past when I put out general suggestions of how something might be changed, only to have my words picked apart by the rules-lawyering types who treat my soft suggestions as hard rules. Not here of course, and not on d20radio forums :) but still, my inclination now is to couch things in as non-committal and easy-going a manner as possible so as to emphasize the feel: "this is kinda how I see this working. How would you implement this yourself?" And then discuss rather than dissect :) Which, by the way, has been great over here on these boards. The discussion I mean.

But really, my original idea could be boiled down to this: 1. Pick a specialization, 2. Put it in this pre-made Jedi career, 3. Change whatever you don't like. Heck a Force Rating talent doesn't even have to be in there; I just know that for me it would be weird if it wasn't. And "making a lightsaber skill" is as easy as writing it in the blank spaces on the character sheets. (Note also that characters should be able to choose Agility or Brawn as their characteristic to use when Lightsabering)

Sorry for the thread necromancy. New to the forum.

I have made a home-brew jedi career and some force powers for my game. Thought I will share it. Here is the link:

http://www.mediafire.com/?m88hq56w1km4h1b

Any comments or suggestions are welcome

Picaboo32 said:

Any comments or suggestions are welcome

Short version… this completely breaks with the way FFG has Careers and Specializations work, making it very problematic to implement. Especially as the set-up looks to be that each one is a separate career. Skill lists pretty much look like a wish list of "hey, this would be awesome to have."

Also, several of the talents are simply far too good, namely Jedi Padawan, since it'd grant a Force Rating boost for only 15 XP, but also Force Training, giving the benefit of 20 XP for only 10 XP, a net savings of 10 XP I won't even get into the trainwreck that a number of the Knight and Master talents are.

Most of Force Power: Body can be condensed into a single talents, one for the hibernation trance and a separate ranked one for enhanced athleticism. Force Power: Heal just feels like it's been unnaturally stretched out to flesh out a power tree, and could also be condensed into a single talent, though perhaps one that mimics the existing healing rules by allowing a Force roll rather than a Medicine check, healing 1 Wound per LS Force Point.

As for Force Power: Dark, why not just call it Force Lightning and be done with it, since that's largely what this power is to begin with. 1st Control Upgrade should just have the first effect, and the Strength Upgrades simply provide a boost to damage.

Truthfully, it needs a whole lot of work.

Thank you for your comments.

to be honest, overpowered is what I was aiming for because, welll…jedi should be. I never intended to be a final version and I understand that it needs some work but I only wanted to share my view of this career. If somebody wants to take a part of it and change it to their liking, at least they won't have to wait until the official version in a couple of years.

In my defence, it is quite hard to cramp everything a jedi should be capable of doing in one set of talent trees. It is bound to become a 'wish list' as you say. I first focused on bringing the jedi's defences up because, let's be honest…lightsabers are deadly and we could never reproduce the epic fights we see in the movies. Most of the talents I've placed in those trees are simply renamed talents form official existing trees with a different skill so that the power level for XP value remain the same. The munchkin in me added force training talents to add bonus XP to spend on force powers because I felt that the jedi training should give more easy access to force powers than a force exile.

For the skill list, I played with many possibilities. Most career are meant to be taken one alongside the other but the way I designed the jedi was for one to follow the others. It was thus hard to put a career list for the kinght and the master. If you don't like the two skill choice at knight level or if you feel that the force focus skill is too strong, then we can always redesign it another way. I will hav eto think on it.

I understand that the big problem is the jedi padawan talent for the jedi master. I tried to down-regulate the sheer power it provides with a high obligation and the sharing of XP but I have not playtested it yet. Any suggestions are welcome.

As for the force powers, I do not want to put everything as talents because it would restrict them to this career. I wanted for force exile to be able to take those force powers also. I unsderstand that some of these powers are stretched out but I wanted to keep the same force tree format than the official powers and I had to stretch things a little bit. The Force Body power was used to bring the force move and force jump we see in the movies and I didn't put hibernation trance as a career talent so I included it in this power. I guess it could be brought up as a talent instead of a power and could be used to replace of the talents you think is overpowered.

The Force Dark was not not split between force choke and force lightning because I think it would be a stretch to put two powers which sole purpose is to inflict damage and stun the target. I thus created only one power with two splits, one that focused on damage and the other that focused on stagerring the target. One is not obliged to take the control upgrade and could focus on force choke (like Darth Vader) while another one could focus on force lightning (like palpatine) without putting out two different powers just like the force push we see in th emovie can be reproduced by taking a control upgrade of the force:move talent in the official version.

The only force power I tought needed a talent instead of a power was farseeing because of the sheer awesomeness of it. I didn't want for anybody with a force rating of 1 to be able pay 10 XP to take farseeing as I felt it needed to be exclusive to the characters with some experience up thier sleeve.

Overall, it saddens me that you think that my version was not within the spirit of the game. I liked the quick and dirty jedi system discussed in this forum and tried to create a full blown career by taking talents form other career (like command) and renaming them in their respective talent slot (to jedi commander). I filled in the blanks with what I think would make this career into what we expect a jedi to be. It is true that with the same XP level as other characters, jedis are gonna be better. All other SWRPG had the same problem…trying to balance jedi gameplay with the canon jedi.

I tried to bring a jedi career to life. Well…at least I tried…

I thank you for your comments and invite anybody else to comment or make suggestions to do so.

Hey Away:

I've been working on an idea for a jensaarai spec and a zeison-sha spec and I've noticed some things that may help you in creating a rough Jedi tree.

First, I'd look at the force exile tree as a base line example for a Jedi padawan or generic initiate tree. IMO Jedi would probably build a fairly standardized list of core skills, then when they get to the young knight path really start differentiating themselves. Feel free to disagree.

I would use talents, separating deflect and block that add the appropriate defense when wielding a saber. It was suggested before, but I think making then key to defense is useful, partially because it exists, but also because it interacts well with weapons like the flame projector.

Things like superior reflexes and sixth sense should repeat too, and the trees should use more for e talents than regular talents.

For a padawan, I would pre-req the tree at force one, but potentially add two "force rating" talents in, but make them not direct talents. Hopefully that makes sense.

Hey mister driving bear,

I'd like to see what you've come up with for the Jensaarai and Zeishon Sha - I'm also wondering if you've got plans to look at the Matukai too by any chance. I have a force sensitive in my group that needs some directing and direction, and I'm thinking about letting her come in contact with something like those tradition, by proxy at least.

Jegergryte said:

Hey mister driving bear,

I'd like to see what you've come up with for the Jensaarai and Zeishon Sha - I'm also wondering if you've got plans to look at the Matukai too by any chance. I have a force sensitive in my group that needs some directing and direction, and I'm thinking about letting her come in contact with something like those tradition, by proxy at least.

Sure.

Awayputurwpn, I swear I'm not trying to thread jack you.

Also this is a bit of what I've come up with Awayputurwpn, this is the kind of direction I was thinking of taking the jensaarai. However, I'd like to note that Jedi may need perhaps 2 column 6 row trees, or something non-standard to reflect their (and your interpretation of) place in the game.

So, for Jensaarai I looked at the force exile class and noticed the following:
-13 of 20 talents are force talents
-the tree is uniquely shaped to create more "pathing" in the talents/progression
-there is no toughness/grit talents, and only one non force talent that would be considered a "get" (intense focus)

So looking at this, I can surmise a few things, at least IMO:
-basic talents (toughness/grit) should be kept to a minimum to not overshadow the core specs
-the talents should be built primarily aroundbuilding the unique skill set of the tradition.
-Force talents should dominate the tree.

none of these are shocking, but important to keep inmind as you build the tree. if you find yourself building the bodyguard spec with three talents replaced, you're probably not building it well. That's not fact, not even my opinion, just my impression of the game design.

So here is my inital idea, and then how I modified it, and you can see where I was going.

Pre reqs: FR 2

5 Lightsaber Training
(force)
Grit Jensaarai Pride
(force)
Uncanny Reactions
(force)
| | |
10 Defensive Stance ---- Body Guard Jensaarai Customization
(force)
Force Cloak
(force)
| | |
15

Jensaari Mobility
(force)

---- Grit Jensaarai Customization
(force)
Balistakinesis
(force)
| |
20 Deflect (force) ---- Body Guard Dark Side Resistance
(force)
Mental Fortress
| | |
25 Fortify (force) ---- Dedication ---- Improved Force Cloak
(force)
---- Force Rating
(force)

So. part of the problem (without explaning my home brew talents) is that dedication and force rating each need to be off the main path. Second, the inclusion of grit is probably a no no, since it's a pretty basic talent. mental fortress and defensive stance I'm ok with, but Bodyguard makes me uncomfortable. it's a signature talent of the Bodyguard spec, and it's in here as much as in bodyguard. Despite the focus of the Jensaarai "defender", I'm thinking I need to be creative and replace bodyguard with something that won't stack, and does something different.

Now, a lot of the talents I made up relied on Force rating. For instance Ballistakinesis requires one force die commited as an ongoing effect. Darkside resistance reduces the strain suffered from calling upon the darkside. Note also that Uncanny reactions are pulled directly from the Force exile spec, and I think I will be adding an second set of talents, say sixth sense or superior reflexes. those aren't ranked and if you went through exile to get here (a requisite right now), it creates some crossover and reduced cost.

Deflect would be a ranked talent that increases ranged defense when weilding a saber. the jensaarai "_______" talnets are basically armor mastery, imp armor mastery, and tinkerer applied only to the defender's armor.

Now this was my idea for the defender, but for the Zeison-sha adept I think that should be less powerful. A good example of this is a talent that doesn't actually increase your FR, but migght interact with force dice once per session, etc.

I don't know if that's useful, but there's some mud in your eye.

While i eventualy would want more jedi powers in the game i think this is a nice starting point if your group was rp'ing new republic time era. I know there are folks who are just in love of the idea of having a OP jedi which when looking at the ones people posted they seem to have alot of tallents/skills that would make all other classes infirior. I think the object of the force sensitive exile is that yes you can feel/influence/control the force but you are still learning how to live in a galaxy where your ass is grass if anyone finds out.

Do i play a force sensitive character in my group; yes i do but im also a smuggler by trade. RIght now the benifets of being force sensitive in the tallent trees alone make me a force to be recond with in social dialoge, combat and searching for things. There are times when my group is frustraited when their rolls fail and because i have boost dice from the hevens or -setback dice from the gm where i can just stomp through problems. However there is one problem one of our players is a bounty hunter and where i with force sensitivity could end up being his mark. Now how we are rp'ing this is perty cool as well my character dosent know he's force sensitive and by certain circumstances hes just now sensing the world around him and he hasent thought to try and move things with his mind.

In short i think force sensitivty in this game is to be a plot device or a way to make a character more interesting. Because now has to wrestle with fact if he or she is discovered they will be hunted down or blackmailed into submission to more powerfull people. So buyer beware if you decide being force sensitive is the path for you.