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If the players can't agree on this happy medium, then they need to enforce an all jedi, or no jedi party. And this is where the GM should use his/her weight. There are exceptions that should be applauded, like the mixed groups where the jedi do not min/max for the sake of the other players who also want to enjoy the game.
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or an unbalanced fiasco where one class always seems to win. The result is a game with rules that are fair and balanced and does not represent the movies and loses some of the flavor. All the other, non-force characters just provide transportation, backdrop, and rescue fodder to the jedi. And in the movies, jedi win (or lose by such overwhelming force as to render the translation to a game impossible). The issue with Star Wars, in general, is that inevitably there is a look back to the movies. TL DR - Make sure you know how UTF and force powers your jedi have actually work, and make sure they accrue their penalties. If you allow them you shouldn't punish the players who chose to play jedi because they chose a potentially powerful class. Small things like this can definitely help dealing with jedi, don't do it all the time though just often enough that they know it can happen. Oh you search your feelings before walking through every door fine the result of opening one of the doors starts off a domino effect that causes a problem 10 minutes down the line. Should you have a person do this or abuse jedi powers hit them back with reasoned and controlled power. Making sure they take their negatives to use the force (UTF) for parry and block, remembering that the search your feelings aspect of UTF only works for if they get a feeling something they do will go wrong in around a minute. If you're up to speed on their abilities it isn't to bad. Lots of people have mentioned jedi breaking the game. If you can't find it PM me and I'll see if i can get the whole collection from my GM.
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There is a lot, for every book they released. Or if you have someone that really wants to be a pilot and he is the only one, those space fights are going to be very boring for everyone else.įinally get your hands on the errata. It can be very hard for a gm to make encounters where sniper would have fun and allow the melee classes and mid range pistol users to also have fun. In a system where everyone uses guns some of the builds can be super powerful but only in very specific ways, like some of the sniper builds. one campaign we did was a military campaign where everyone had to have some kind of pilot skill, and heavy weapon skill by lvl 5. This one might seem counter to RPGs in general but find a way to force players to not min max. unless you GM enjoys watching his party skip 3 massive encounters. read the rules on it carefully, I recommend using it to the letter. ban them, they are just too OP easy to get, super effective, and doesn't require a special skill to useįold space, the jedi ability- this ability can be abused hardcore. Gas grenades, the ones that cause CT damage. here are a few things we have found useful:
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#STAR WARS SAGA EDITION CAMPAIGN SERIES#
I've run in a series of Saga campaigns for the past 6 years or so.