Building Talent Trees

By The Grand Falloon, in Game Masters

Like some others, I'm fiddling with some homebrewed games using the EtoE system. I think the biggest hiccup I'm hitting so far is how to plot out a new Talent Tree. Not the abilities themselves so much, but the connections between them. Some of the published ones are pretty straightforward, while others are... Okay, I'm gonna say it: the path through the Slicer tree feels almost sadistic. For those who have built their own trees, do you have some pointers for a new guy?

Also, I would like to commend FFG for making a system good enough that I actually want to convert other games to it. I'm a huge Savage Worlds fan, and while enjoy plenty of other games, I always found myself thinking, "I wonder how this would work with Savage Worlds rules." That this system is solid and flexible enough that it offers competition in that arena speaks volumes about it's quality.

I've built a handful of talent trees (three of which are in my Ways of the Force fan supplement).

Sadly, I can't really say there's any magic formula. I've gone through a lot of trial and error, particularly with the Jedi Initiate spec, as to where to place the talents and where to make the connections.

About the only suggestion I can really make is just compare the various official specs, both those in the EotE core rulebook as well as the AoR Beta rulebook (if you have access to it), and just make your best educated guesses as to how the talent tree for your new spec should shake out. Also be ready to revise things quite a bit, particularly if you find that high-powered talents (stuff usually reserved for Row 4 or 5) become too accessible for a PC.