STAR WARS - Character classes ???

KnowTheToe

First Post
I just received my copy of the d20 rules and have not played it, but I must say that I find the character claases uninspiring. Usually I start off reading a new game book with character classes because they inspire and motivate me to read the rest of the rules, but I find these classes dull and very one dimensional.

IMO none of the classes seam very tangible, and seem railroaded to play the type a certain way. I hope you like Iconic characters because there is hardly enough diversity to spread from them.

Am I crazy or just incredibly inexperienced with the rules and out of my mind?
 

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Fringers - Can eventually be just about anything, with the Bonus Class skills they recieve.

Nobles - Much like Bards in D&D... Talkers, Commanders, Officers, Politicians, Entertainers, Aristocrats.

Scoundrels - Gamblers, Smugglers, Spys, Slicers, Thieves, Pirates.

Scouts - Explorers, Hunters, Pilots, Bounty Hunters.

Soldiers - Almost a direct analog to the D&D Fighter here... Any type of combatant detailed by the Feats you choose.

Tech Specialist - Mechanic, Computer Hacker, Inventor, Security Expert, Combat Medic.

Force Adept - Oracle, Shaman, Witch Doctor, Mystic, Self-trained Jedi Wannabe.

Jedi (either) - Here I'd have to agree with you... Jedi are pretty much a setting specific role.

Also, look at the PRCs... They tend to be much easier to attain than the D&D PRCs.
 

not to mention multi-classing.

it seems to me that the SW classes don't "lose" as much from multi-classing as D&D classes. probably because most of them don't revolve around any kind of spell-casting (Force-users aside). like fighters and rogues in D&D, just about any class in SW can benefit from a level here or there in another class.
 

KnowTheToe - How much D&D 3e have you played? For me the SW classes are very similar in feel to the D&D classes, or if anything slightly broader. If you don't put too much stock into the names the classes are quite broad especially over a period of time.

The best example I have seen was on the Wizards site where they discussed making a doctor using the Scoundrel, Scout and Noble classes for different concepts. I guess know you could also use the Tech Spec class too.

On saying all that, if you don't like classes there is nothing in SW that will win you over.
 

I find the classes in SW very broad... perhaps too much so. I think there is a lot of room for concepts... nobles can be diplomats, military, political, or criminal leaders, aristocrats, entertainers, and so forth. Scoundrels can be smugglers, gamblers, thieves, and so forth. I don't think you are nearly as confined as you imply.
 

I thought the StarWars classes were really broad, and easy to multiclass with. They don't have the flavor of D&D classes but they make more sense. They are also powered pretty well evenly across all the levels.
 

There's also far fewer dead levels where PCs don't gain anything than in D&D, and that's a very good thing for a heroic adventure style of game.
 

Corinth said:
There's also far fewer dead levels where PCs don't gain anything than in D&D, and that's a very good thing for a heroic adventure style of game.

Although that was something that changed with the Revised Rules. The Original SW Rules had a lot more empty spaces between levels.
 

Corinth said:
There's also far fewer dead levels where PCs don't gain anything than in D&D, and that's a very good thing for a heroic adventure style of game.

I generally agree with this and think it is a good thing. One thing though: Does anybody else think that the Scout "Heart" ability seems rather lame in comparison to some of the other class abilities? I haven't really played enough to say that the Scout is underpowered compared to the other classes (and I don't suspect that they are) but Heart seems like a pretty puny ability compared to (for example) the Scoundrel's bonus to hit or damage that can be used every round.
 


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