So, I bought the Starter Kit a few months back and played through it once with some friends. We are all Table Top veterans. We mostly play D&D 3.5 with a few Pathfinder supplements here and there.
About a year ago, I started a campaign with the Saga Edition ruleset since I really wanted to DM. But I wasn't very interested in a D&D setting. I love Star Wars, and just wanted something different. We never finished the game since, essentially, as the DM I simply did not have faith in the ruleset. There were just too many holes in it.
So when I heard about this game, I got super excited because it "appeared" to be amazing. The Starter Kit was cool, but there were just too many uncertainties for me to invest fully into the system.
That being said, I have some general questions:
1. I really have no idea what all kind of classes there are in the system. While I'm sure whatever classes there are, they are interesting, I am more interested in knowing if there are any blatant balance issues. A common issue with all D&D related systems is the glaring problems with class balance. Basically, every system has a few Alpha Classes that make any other option pointless in comparison. How good is this game about Class Balancing?
2. I make my own mythos in games. My group and I hardly ever run previously made modules and pre-built adventures. One of the best things about being a DM is to craft your own story. For the original campaign I created, I created my own era and history leading up to it. How well does the EotE system scale to allow the DM to do this?
3. Along that same vein, I understand that Jedi from a Clone Wars perspective do not really have system support with this rule book. I understand that there will be more added later in 2015 that will address Force related things in more detail. I'm okay with this. I read somewhere, however, that the EotE system does allow a player to create a player that is more like Luke from ESB than Anakin from RotS. That's okay to me too, as I actually like that. I enjoy how the original trilogy painted the idea of a Jedi moreso than the prequels did. My question is, for the inventive sort who appreciates homebrewing while still retaining system balance, is there at least enough information to create some jury-rigged house-ruling Jedi stuff that can work until the official information is available?
4. I love maps. Maps and minis are just cool. I understand that the movement and tactical portions of the game are much more abstract, and it was even evident in the Starter Kit. While movement is something I understand can easily be made more concrete, I am worked about the mechanics of gun-fire. This is something the Starter Kit did not fully address. Does the system account for things such as Cover? Actually, the whole Defense system did not make sense to me. It appeared that the difficulty was always 2 Purple die. Is this matter covered in more detail? And more importantly, is it a system that makes relative sense from a tactical perspective?
5. Is there any sort of thing like Prestige Classes or Multi-Classing or are those sorts of things more or less unnecessary for this system?
6. How well does the game actually balance out Class options for combat and out-of-combat dynamics? One of my biggest pet-peaves with D&D is how half the classes are functionally useless in combat, yet overcompensate by a large margin with social skills, and visa versa. What you're left with is you're either good in combat and nothing else, or you are good in everything but combat. Basically, I want to make sure that no matter what class you play, you can have just as much fun in all situations as any other class.
7. With my Starter Kit experience, we were learning a new system. So... things went pretty slowly, especially in combat. One thing I hate about D&D is how combat can seemingly take hours. And if you are playing a class that doesn't do much in combat... this can be extremely boring. At any rate, my question is... how well does the pace of the game keep from getting static? Assuming my group and I learn the rules well enough - will the game move along at a good pace without being bogged down by a million rules on how to calculate a bunch of fluff stuff?
8. Another issue I have had in other system is that the Leveling experience was a little bit distorted. In D&D, you start out really, really crappy, and eventually become ridiculously powerful. In Saga, you basically start out as a power house, and as you level up, the game sort of gives you this steady increase of diminishing returns. So... the game actually gets harder. Does EotE have a steady level up system?
9. Most importantly, do the rules in the game make sense? I've read through Saga Edition a million times and every time and every time I do, I can't help but perceive quite a bit of it as an immediate candidate for a retro-fit house-rule. Basically, a lot of stuff in that system (and D&D for that matter) don't make sense for practical reasons. I'm a reasonable guy and I expect reasonable rules. How well does this game relate to that?
10. Lastly, about how long of a life-time can I expect a character to have? For instance, D&D has 20 levels (minus epic.) To me and the way my group plays, those 20 levels give us quite a bit of mileage. How does the character lifespan in EotE relate? For instance, is Max expected level for a EotE character career equal to say 10 D&D levels, 20, 30? I guess I'm trying to determine how long a campaign could run from a single group of characters. I'm used to campaigns that could take up to a year from lvls 1-10 or 12, and then another year to finish out to 20. Is this conceivable for EotE characters?
Sorry this is so long, but these are important to me as a player and as a DM. Thanks for taking the time to answer these questions!
Edited by Raice