I still need to think of a satisfying last name for Human Jedi. Matt Matthews works in comic book games as a variant but I'm just so used to "BLARG NOT A STARWARSY NAME" even if I know you guys would not pull that. Fortunately, first name basis means I can just omit said last name whenever I need to get posting.
Got a rough outline for first three levels since that was involved with the whole "Do I want to start with Extra force powers, Pistol prof, or weapon finess to be able to hit things with sabre?" and the resulting followup choices.
Settled on Pistol Prof at start, Weapon Finess at lv 2. I IC defend this choice because wholesale SPACE WIZARD Jedi pumping WIS+CHA would be crap with their sabres attack rolls as well. I am tempted by that "dex+damage" house rule (Weapon finesse is hit only, though there is a Jedi Knight prestige talent for DEX DMG that can be taken at a minimum of lv 7).
My GAME SCIENCE reasoning want to see how a Jedi actually plays out without crutch beneficial house rules like "Oh, let's just bundle Deflect and Block into one talent/get it for free." Or the "Byron Special" version of Negate Energy where it works no matter what, instead of a Pass/Fail beat the damage roll method in both D6 and Saga. Also, the D6 version is stronger AND weaker. D6 "Absorb/dissipate" works on everything from blasters to sunstroke to radiation, as well as force lightning. Saga "Negate energy" only works vs Weapon Energy. However, D6 needs to beat "Moderate DC+Damage". Saga is "Just beat the damage".
But I'll go with whatever House rules of convenience you two want for this since half the point is not worrying about that sort of thing so much.
Ikia:
*sees Igatho on cast list and winds up with thought process leading to Immunity Fire = immunity light saber*
While normally no because "Keywords", there IS a super rare crystal that turns your sabre into "Deals fire damage instead, and lights people on fire" according to Salow's notes of amazing. Fire damage incidentally, bypasses "Negate Energy" (though not resist energy, which takes a standard to cast)
ALSO! The "Ion Damage only" Crystal is cooler than the "Stun damage only" crystal. Because Ion damage does the same thing as Stun damage vs Organics.
EDIT: Good news for Jedi I didn't realize. Raising your Wis Mod, adds extra force powers per "Force training" taken. I love retroactive gains.
I also looked up the "person on fire" rules. +5 Vs Fort, 1d6 on hit, half on miss. Full round action to put yourself out. (Combustion inflicted fire does UTF Vs. Fort instead).
http://roleplayers.livejournal.com/1483561.html
This message was last edited by the GM at 09:00, Sun 31 Aug 2014.