Yep, my intention was to edit the OP of this thread.<br/><br/>The problem is that the gulf between good classes and bad classes, good feats and bad feats, is so huge that no universal fix would really do anything... but a series of on-the-spot rules which will end up making the OP as long as the already difficult to swallow errata. (http://rpg.wikia.com/wiki/Star_Wars_Saga_Edition_Official_Errata)<br/><br/>Look at the Assassin's Mark, +1 to damage every other level against a single target. The gunslinger gets that same bonus to damage against anyone, as long as they use a pistol. Sure, you could say an assassin could use a rifle... but with a retractable stock, any rifle can become a pistol for the gunslinger. The Bounty Hunter, in comparison, can burn a full-round action to get a bonus to attack AND reflex vs. a foe equal to half their PrC level. What a huge difference.<br/><br/>A lot of the abilities just don't hold any significance, though. A 10 level dip to get +5 damage... or you can spend a few thousand credits to get a +5 damage weapon (the market value of a superior tech buffed weapon is equal to its value plus double the cost of modifications made to it... which equates to under 10k for most weapons.<br/><br/>Let's look at feats... First one in the damn list; Acrobatic Strike. Make a DC 15 acrobatics check to gain a +2 bonus to attack. Meanwhile, we have careful shot. Spend a move action to gain a +1 bonus to attack. Woop-de-doo. Sure, you could say Careful shot is just a tax before you can get the much more useful Deadeye- spend a move action to get an extra die of damage.<br/><br/>But then Acrobatic Strike can be further enhanced with Sokan (Take 10 on acrobatics, each tumble only counts as a single square) or Running attack and Fleet-footed. Take a one level dip in Force Adept and get an extra die on your weapon damage anyways.<br/><br/>Essentially, what I'm tempted to do is say... Pick your feats based purely off of what they mean fluff-wise or conceptually.<br/><br/>An idea is... A martial artist who grapples and throws people around.<br/><br/>Okay, so at ECL 5... that would be Martial Arts I, Trip, Pin, Throw, Crush. Maybe Improved Disarm to name a few. So Martial Arts 1-3 only increase the singular die that you use for unarmed damage.. Oh, and +1 to defense, which isn't terrible but still not particularly useful. You'd get more mileage out of an armor proficiency.<br/><br/>I would simply have each level of Martial arts add a die to your unarmed damage. 2d4, 3d4, 4d4.. More rolling, sure, but this isn't tabletop and it would make your unarmed damage on average higher. 4-6-8 vs. 3-4-5.<br/><br/>In my opinion, Throw and Crush are worth taking. Well, they would be if they didn't require the set up feats. Pin and Trip are not worth themselves... So, why not combine Martial Arts with Pin and Trip? Forget the damage increase, just combine feats.<br/><br/>The same way we combined feats like Republic Military Training/Separtist Military Training. (Another example of the huge difference... +1 attack or... DR 10!?)<br/><br/>I mean come on, Charging Fire? Why would you<em>ever</em>want that feat? And I'm not just saying that since it's a requirement for the Mandalorian Training feat. ;)<br/><br/>While the force-using classes have their own slew of useless talents and feats, the sheer amount of options and OP talents/feats (The entire control talent tree is gamebreaking. DR 10, up to 10d6 healing? Infinite force powers...)<br/><br/>I think the combined feats will mostly be for making multiclassing<em>out</em>of Jedi more desirable, and for Linzi/NPCs. From my estimate, the 'boss' character that I am making will be a total pushover for the party despite being quite a few levels higher... Eventually I'm gonna run out of levels. :p<br/><br/>Heck, let's use CR 15 Demagol from the KOTOR book. He rolls last on initiative.<br/>Jekin tumbles into him and attacks with a +3 bonus. He has a 40% chance of hitting.<br/>Kailen moves to flank, has a 50% chance of hitting.<br/>Nory uses mind trick, denying him his dex defense to her next attack. 70% chance of succeeding.<br/>Linzi uses precise shot and blasts em, 40% chance of hitting.<br/>Demagol can't really afford to feint or stealth to get a sneak attack, so he just blasts Jekin. He's got the BaB to hit, dealing 3d6+7 damage.<br/><br/>Round two is exactly the same except Nory uses vital transfer and heals anywhere from 12 to 16 damage while dealing half to herself- which almost entirely negates the damage Demagol is capable of putting out and spreads it out. Chances are, at least one of the other party members will hit, probably two, dealing several d6s, d8s, or d10s.<br/><br/>Sure, Demagol's not very optimized (Bendak Starkiller at CR 12 would shut the party down on account of his defenses) but he's got a lot of fluff feats/talents. Linguist, skill focuses, presence, educated. In my opinion, even a non-optimized, fluff-oriented character should not feel imperiled by a CR 5 party at ECL 15.<br/><br/>Man I talk to much. Time to draw nudey pics. <_<