Star Wars Roleplaying Game Jedi Academy Training Manual - Rodney Thompson, Eric Cagle, Patrick Stutzman and Robert Wieland (Wizards of the Coast)
The Jedi Academy Training Manual is the latest release for the Saga Edition of WotC's Star Wars rpg and it is one of the better ones to come along in quite awhile, particularly if you like crunch and the Force (and really, who doesn't?). The recent formula for Saga Ed. books has been a few new races, most of which are exceedingly obscure, a section with some new talents and feats, another section with some new force powers and one or two new prestige classes. Combined with some new equipment and ship designs and it would typically work out to about 60 - 80 pages of crunch in a book with about 220 pages. The JATM is a somewhat slimmer tome, coming in at 160 pages, but it has a much higher crunch coefficient. It has 28 pages worth of new force powers, talents, feats and related goodies, 19 pages worth of new equipment (especially lightsabers), 18 pages of alternate Force traditions and 16 pages of new beasts. I find that last section to be particularly interesting because it includes a lot of Sith alchemy creations which allow a GM to get some use out of the D&D miniatures collection, some of which bear a striking resemblance to certain Sith beasts.
All-in-all, I would say the JATM is a must for any Star Wars campaign involving Jedi, Sith or other Force-using traditions. My only complaint is that they still haven't fixed Force Surge to allow Mace Windu to survive the jump he made in the arena on Geonosis.
-Rognar-
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2 comments:
How come you made a second blog for your campaign stuff? I'm doing mine in character so it made sense to me.
Ever considered using Star wars rules in a fading suns setting. A bit of blending but it might work out ok. The sources are newer and perhaps more coherent.
I don't want my campaign stuff to get archived too quickly.
Star Wars might work, although I think d20 Modern has a better feel. The only thing that would take some serious effort to convert would be the Psi and Theurgy affects. Fading Suns magic and psionics are far less flashy than standard d20/D&D.
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