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 Post subject: Clone Wars Campaign Guide
PostPosted: Mon Jan 26, 2009 12:33 pm 
Master of the Order
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OK, so who has it? What do you like about it? Anything you found disappointing so far? What do you think you'll use the most out of it?

I think my favorite thing in it has to be the absolute wealth of information about the Clones. You can pretty much do anything you want with the Galactic Army now. To top that off, there's pretty much a full template for how to create a Player Character who is a Clone, an ARC Trooper, a Republic Commando, you name it. All sorts of new abilities that would work well for a Clone leader of some sort as well. I'm looking forward to trying out the idea of creating a character who is a Republic Commando, and is the leader of his squad. Then you use the Soldier class, and the new talents to create your squad of 4 (using 3 Followers through the new talents in this book). Could be REALLY fun.

I was kind of disappointed by some of the Jedi stuff in this book, because none of it is really stuff I can run with my current character (selfish, I know! :lol: ), but I REALLY like all the new stuff for a Jedi Healer. The 'add-ons' for Vital Transfer are absolutely awesome, not to mention the fact that you can now do healing through a Use The Force check instead of a Treat Injury check, saving yourself the skill slot.

I'm realizing now that the current Jedi character I created I tried to make too 'middle of the road' and I really could've focused him more on solely being a crazy good duelist, and not worried about having any useful Force Powers. The various new abilities throughout the books could allow your players to create an entire group of just Jedi, and still fill all the normal roles (leader, healer, soldier, ranged-support, etc.). That's pretty cool, IMO.

One of the other things I saw that was really cool, and I've already incorporated into a new character, is the new Scoundrel talent Advantageous Opening, which gives you a free attack if an ally or enemy rolls a 1 on an attack. That's pretty slick, and I've had it trigger one time already in just the very first session using that character! There's some other slick Scoundrel (and maybe some in the other classes too, can't remember for sure) abilities that involve granting bonus hit points to yourself or allies when certain conditions are met, and those are pretty slick. Most of those give you something like 5 + your character level bonus hit points whenever an enemy is defeated, and depending on the battles, that could add up quick!

Anyways....let's chat about it! Any rules problems anyone's caught yet? We can try to work it out before they post any official erratas or such.

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 Post subject: Re: Clone Wars Campaign Guide
PostPosted: Sat Jan 31, 2009 12:46 am 
Imperial Dignitaries
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You probably already spotted this (and I meant to tell you last night) that the Pit Droid's stats were given in the book!


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 Post subject: Re: Clone Wars Campaign Guide
PostPosted: Sat Jan 31, 2009 10:12 am 
Master of the Order
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Yes, we found that!! I do believe we'll switch Ia's droid over to using those stats, as that's what she wanted all along. Not that it makes that much difference, lol.

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 Post subject: Re: Clone Wars Campaign Guide
PostPosted: Tue Aug 25, 2009 6:47 am 
Mandalore
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I have this and I find the Stats on Jango's Rocket Launcher to be really cool. Nice little touch.

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 Post subject: Re: Clone Wars Campaign Guide
PostPosted: Tue Aug 25, 2009 8:38 am 
Master of the Order
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Haha, nice thread necromancing. :D

Actually, it's cool that you bring this back up, because I actually used quite a bit form this book in building the pre-generated characters for the campaign I ran at Gencon. I built a full out Mon Cal Jedi Healer, and she was pretty solid. I also built a Savrip Gladiator that had both the Advantageous Opening and Thrive on Chaos talents from the CW book. Take a character with a ton of HP and Great Cleave, and then give him those two abilities? Holy crap. The Savrip almost ALWAYS had more HP than his starting HP thanks to Thrive on Chaos (absolutely brutal in battles with lots of lower CL enemies). And getting the free attack when somebody rolled a 1, and then getting Cleave on top of it.....ouch. Actually....need to double check the rule on Cleave, now that I think about it. I wonder if it's "only on this character's turn" like it is in the Miniatures side of things....hmm....will have to check, lol.

Anyways, lots of good things from this book still.

I still haven't had a chance to build an Republic Commando type character yet, but if by chance my Jedi in our Dawn of Defiance campaign ends up getting killed (almost got mauled by a Krayt Dragon last session, lol), I may build a new character on the idea of an RC unit.

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