Didn't I say I didn't want to use the FFG RPG because of the hassle involved in using the dice? x_x<br/><br/>Well now I feel like an ass because I spent the better part of an afternoon going over every single Saga feat and playing around with ways to rebalance them... So I may have a problem. :P<br/><br/>Anyways, the following is a list of suggestions. (!) If they are adopted, then it will always be available in the first post of this thread under your sheets. I've done my best to try and make it as simple as possible but I completely understand if it's too much trouble.<br/><br/>Please tell me which of these fixes you like and don't like. Also, I will go back to drawing to cleanse my brain after this so feel free to make requests. ::)<br/><br/>Also, I might be a masochist because I think I really do enjoy this sort of thing. I look at the time spent playing with game mechanics and drawing as time spent developing skills. :P<br/><br/>Without further ado... And I apologize in advance. ;)<br/><br/>House-rules:<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Stuff we already talked about.</div><div class="spoiler_body">All PrC level requirements reduced by 2. Anything that would otherwise restrict this (like the number of talent or feat requirements on a case-by-case basis) is also reduced. All BAB requirements become level requirements of the same number.<br/><br/>Combined Feats;<br/>Grand Army of the Republic (Clone Wars), Mandalorian Training (KOTOR), Charging Fire<br/>Republic Military Training (KOTOR) and Separatist Training (Clone Wars) are combined.</div></div><br/><br/>Random thing;<br/>Half Damage threshold? It's actually pretty hard to die and be killed in Saga. As long as you have a force point, you can avoid death. On the other hand, you need to exceed someone's damage threshold when you reduce their HP to 0 in order to kill them outright. I want it so that you really have to go out of your way to spare an enemy. Otherwise at the end of every encounter, we would be left with several unconscious Mandalorians. As fun as that moral dilemma is, it's not something I want to deal with every time you fight some mooks.<br/><br/>In general, combat would be much more brutal... Severing strike might be more useful.<br/><br/>Starting Proficiencies<br/>Nobles and Scouts get Advanced Melee Weapons proficiency.<br/>Scouts get light and medium armor proficiency- they aren't terrible now!<br/>Jedi gets Force Training at 1st level.<br/><br/>Jedi, Nobles, and Scoundrels get light armor proficiency.<br/>Soldiers get Heavy Armor Proficiency<br/><br/>Starting Proficiencies; Jedi: 5, Noble: 4-5, Scoundrel: 4, Scout: 6-7, Soldier: 6<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">How it used to be</div><div class="spoiler_body">Jedi: 3, Noble: 2-3, Scoundrel: 3, Scout: 3-4 (Really more like one since pistols and simple are a given... and Shake it Off demands you meet two requirements. So useless..) Soldier 5.<br/><br/>Jedi get Force Training because otherwise there's little reason to start off as them. Much better to multi-class into Jedi as Merryn and Jekin have. <br/><br/>Honestly, the most optimized trick in the game is to go Soldier 1 and then whatever class you<em> really</em> want to do. 5 Proficiencies and Armored Defense = free +3 Fort bonus with the class bonus and some armor! Plus rifles. Or devastating attack if you don't want the extra fort from armor. Oh, and +1 BAB.</div></div><br/><br/>Comprehensive List of Feat Changes;<br/><br/>So now a bunch of feats are FREE if you meet all the prerequisites. In my opinion, these feats are underpowered by themselves or allow you to do interesting things but just aren't worth the tax. The idea is to give you more options without 'wasting' your feat slots.<br/><br/>Changes as a result of this...<br/>Jekin gets Careful Shot, Precise Shot, Prime Shot, and light armor.<br/>Nory gets a feat slot and light armor.<br/>Kailen gets two feat slots since he already took light armor. He will eventually get Critical Strike at +9 BAB.<br/>Linzi gets Heavy armor, Martial Arts II, Careful Shot, Precise Shot, Prime Shot, Autofire Assault, Momentum Strike, Mounted Defense, Starship Tactics. This also opens up a feat slot. She will soon get Collateral Damage and Critical Strike.<br/><br/>Sounds like a lot, but here's the changes for just Linzi mechanically;<br/>Linzi gets another +1 to reflex defense and her unarmed damage goes up to 1d8. When she aims, she gets a +1 bonus to attack. When she is prone and aiming, she denies her opponent their Dex bonus to defense. Aiming is two swift actions, falling prone is also a swift action. Meaning it would cost a full-round just to set up this ability. Standing up again is also a move action. If she is the closest to her target, she gets a +1 bonus to ranged attacks. When she uses autofire twice in succession upon the same area, the second attack's penalty is reduced to -2 and deals +1 die of damage.<br/><br/>When on a speeder bike, she deals an extra die of melee damage if it has moved that turn. Once per encounter, she can designate her speeder bike taking damage instead of her. She also gets 1 starship tactic, which is kind of like force powers for dogfights.<br/><br/>So, yeah, Linzi gets 9 feats- but that shouldn't make her crazy overpowered. She's got a few more options, which any force user will already have by virtue of Force Training.<br/><br/>Full disclosure- changes to the two NPCs I have made already;<br/>Merryn gets advanced melee weapons and a feat slot.. though I might turn her back to Jedi at 1st level.<br/>Kel Dor Bad Guy gets an upgrade to his martial arts, Careful Shot, Precise Shot, Prime Shot, and two feat slots.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Comprehensive list of all changes</div><div class="spoiler_body">Bold means it is something that immediately effects you guys.<br/><br/><strong>Careful Shot (Core, pg. 82) Req. Point Blank Shot</strong><br/>Cleave (Core, pg. 83) Req. Power Attack<br/>Crush (Core, pg. 83) Req. Pin<br/>Cybernetic Surgery (Core, pg. 84) Req. Trained in Treat Injury<br/>Improved Charge (Core, pg. 85) Req. Dodge, Mobility<br/>Improved Disarm (Core, pg. 85) Req. Int 13, Melee Defense<br/><strong>Martial Arts II &amp; III (Core, pg. 86) This is automatically upgraded as your BAB increases.</strong><br/><strong>Precise Shot (Core, pg. 87) Req. Point Blank Shot</strong><br/>Throw (Core, pg. 88) Req. Trip<br/>Whirlwind Attack (Core, pg. 89) Req. Dex 13, Int 13, Melee Defense<br/>Mobility (Core, pg. 86) Req. Dodge<br/><br/>Acrobatic Dodge (Unknown Regions, pg. 24), Req. Dodge, Mobility, Skill Focus<br/>Elder's Knowledge (Unknown Regions, pg. 24), Req. Skill Focus<br/>Frightening Cleave (Unknown Regions, pg. 24) Req. Power Attack, Cleave<br/>Halt (Unknown Regions, pg. 25) Req. Trip, Weapon Focus<br/>Improved Sleight of Hand (Unknown Regions, pg. 25) Req. Skill Focus<br/><br/>Battering Attack (Galaxy at War, pg. 22) Req. Bantha Rush, Trip<br/><strong>Steadying Position (Galaxy at War, pg. 26) Req. Careful Shot</strong><br/><br/>Moving Target (Rebellion Era, pg. 29) Req. Dodge<br/><strong>Prime Shot (Rebellion Era, pg. 29) Req. Point Blank Shot</strong><br/><br/><strong>Autofire Assault (Legacy Era, pg. 34) Req. Weapon Focus</strong><br/>Knock Heads (Legacy Era, pg. 36) Req. Multi-grab<br/>Return Fire (Legacy Era, pg. 37) Req. Quick Draw, Weapon Focus<br/><br/>Coordinated Barrage (Clone Wars, pg. 28) Req. Coordinated Attack<br/><br/><strong>Collateral Damage (Scum and Villainy, pg. 21) Req. Rapid Shot</strong><br/>Deadly Sniper (Scum and Villainy, pg. 21) Req. Sniper, trained in stealth<br/>Knife Trick (Scum and Villainy, pg. 23) Req. Lightning Draw, trained in stealth<br/>Lightning Draw (Scum and Villainy, pg. 23) Req. Quick Draw (Kind of replaces it, actually)<br/>Wicked Strike (Scum and Villiany, pg. 25) Req. Rapid Strike<br/><br/>Blaster Barrage (Force Unleashed, pg. 32) Req. Coordinated Attack<br/>Improved Bantha Rush (Force Unleashed, pg. 33) Req. Bantha Rush, Str 15<br/>Swarm (Force Unleashed, pg. 35) Req. Coordinated Attack (Man that one feat is getting a huge buff)<br/><br/><strong>Critical Strike (KOTOR, Pg. 32) Req. Weapon Focus</strong><br/>Increased Agility (KOTOR, pg. 33) Req. Conditioning<br/>Improved Rapid Strike (KOTOR, pg. 33) Req. Rapid Strike<br/>Mandalorian Training (KOTOR, Pg. 34) Req. Charging Fire... Okay, this is really just because it's combined with Grand Army of the Republic training now. Both feats are pretty awful by themselves. <br/><br/><strong>Momentum Strike (Threats, Pg. 127) Req. Trained in Pilot or Ride</strong><br/><strong>Mounted Defense (Threats, Pg. 127) Req. Trained in Pilot or Ride</strong><br/>Suppression Fire (Threats, Pg. 91) Req. Burst Fire, Weap Prof (Heavy)<br/>A Few Maneuvers (Threats, pg. 64) Req. Dodge, Vehicular Combat<br/><br/><strong>Starship Tactics (Starships, pg. 20) Req. Vehicular Combat, trained in pilot</strong></div></div><br/>Random thoughts while I was going over them;<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">My list of holy shit OP feats</div><div class="spoiler_body">Combat Trickery (Unknown Regions, pg. 24) Trivialize encounters with a force point...<br/>Instinctive Attack (Unknown Regions, pg. 27) Instant reroll any botched attack roll? Sure!<br/>Adaptable Talent (Galaxy of Intrigue, pg. 25) Could easily be OP.<br/>Bone Crusher (Galaxy of Intrigue, pg. 25) Makes grappling even more of a 'one roll victory' mechanic.<br/>Recurring Success (Galaxy of Intrigue, pg. 28) Gotta be OP somehow.<br/>Attack Combo (Legacy Era, pg. 34) Triple Attack plus Rapid Strike/Shot and Savage Attack. Also, THEY STACK WITH EACHOTHER BY RAW. That's +4 dice of damage.<br/>Rancor Crush (Legacy Era, pg. 36) Oh god, the Rancor Crush/Bone Crusher combo! -2 to condition track a turn...<br/>Desperate Gambit (Scum and Villainy, pg. 21) Another instant attack reroll? Sure!<br/>Autofire Sweep (Legacy Era, pg. 34) A six square cone is ginormous. You can originate it and angle it anywhere within LOS?<br/>Unleashed (Force Unleashed, pg. 35) Well, yeah, isn't OP the point? I actually really like the Unleashed abilities, though. The use of a destiny point should be epic, in my opinion.</div></div><br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">My list of interesting feats</div><div class="spoiler_body">Fleche (Galaxy of Intrigue, pg. 27) But only if you combine it with Critical Strike and such. Still just not reliable enough to warrant using up a feat.<br/>Resolute Stance (Galaxy of Intrigue, pg. 28) Really like this for a Dark Jedi fighter.<br/>Demoralizing Strike (Galaxy of Intrigue, pg. 27) Pretty useless until you combine it with...<br/>Intimidator (Unknown Regions, pg. 27) Also useless by itself since intimidate is a full-round action<br/>Unfortunately they are both still pretty meh since it only works on AoOs.<br/>Wookie Grip (Galaxy of Intrigue, pg. 29) Dual-wielding blaster cannons or missile launchers...<br/>Bantha Herder (Galaxy at War, pg. 22) Fun but not really useful in Saga. Except... well, I'll explain below.<br/>Dive for Cover (Galaxy at War, pg. 23) Only reason to take jump as a trained skill. Really cool feat, actually.<br/>Forceful Blast (Galaxy at Warm, pg. 23) Like Bantha Herder, fun but not really useful. UNLESS cover is a big deal in your campaign. Hey, maybe it'll be a big deal in this game? ;)<br/>Relentless Attack (Jedi Academy, pg. 23) I really like this. It doesn't stack but is really balanced and gives you a few options. You can, for example, swing at your opponent and miss... And then next turn use Acrobatic Strike for a +4 bonus, mixing it up and making the fight interesting.<br/>Follow Through (Jedi Academy, pg. 23) Almost mandatory if you have cleave, in my opinion. Awesome.<br/>Grapple Resistance (Legacy Era, pg. 36) Actually a great feat. On top of the obvious defense against grapplers, it is great if you are expecting Jedi to sunder the weapon in your hands. And if you're a Jedi, why aren't you sundering more? One lucky hit and they are denied a weapon. They either need to run away or burn a move action to draw another weapon.<br/>Return Fire (Legacy Era, pg. 37) What a cool feat. With combat reflexes, it can be used to deaggro the ranged fighters, forcing your opponents to deal with the melee tanks that are in their faces.<br/>Coordinated Barrage (Clone Wars, pg. 28) This, among many of the other 'coordinated' feats are interesting to me because I imagine this is exactly what Obi-Wan was doing for Qui-Gon when they dueled Maul. He thought he wasn't going to do much on his own, so he did his best to merely assist his master. I buffed the Coordinated Attack feat because it promotes teamwork and allows a group of lower level PCs a fighting chance against someone higher level. Imagine three Jedi vs a Sith Lord. The best duelist among them attacking, while one is Aid Another'ing to add +2 to the duelist's attack roll and other Aid Another'ing to reduce the sith lord's attack by 2. Of course, the metagame would probably just be to hedge your bets on rolling high and attacking every turn...<br/>Flash and Clear   (Clone Wars, pg. 29) Pretty radical, but not quite useful unless you have double attack since it ends at the beginning of your next turn.<br/>Cunning Attack (Force Unleashed, pg. 33) Very fun in combination with other abilities that deny dex bonuses...<br/>Rapport (Force Unleashed, pg. 34) For Kailen, perhaps? With my huge buff to Coordinated Attack... You can hand your teammates a +4 bonus to attack, plus the extra damage from Coordinated Barrage. Aid Another is viable!?<br/>Power Blast (KOTOR, pg. 34) Power attack for blasters? Sign me up, especially with how rare extra damage to ranged weapons is.</div></div><br/><br/>If this isn't going overboard, I will consider doing the same thing to talents... For my sanity, I'll probably limit myself to just looking at the classes used by PCs and any NPCs I have plans for. Though combining talents seems to be a better option than just doing the same 'free if you meet the prereqs' thing as above...<br/><br/>Considerations; Merging Dark Side Sense and Dark Side Scourge. Merging Gun Club with Melee Smash. Merging Bolster Ally with Inspire Haste. Merging Gimmick and Trace. Talents are a lot harder to balance because often the first ones in a tree is garbage and its just a tax before you can get the really good ones (Ignite fervor for example.. Others are either really reliable or useless depending on the campaign, like the Spacer tree)