Star Wars Hero’s Guide
By
Robert J Defendi
So
the Star Wars line has been light on books on expanding classes, like Sword and
Fist for D&D, so this book was needed and long in the coming.
It’s light on the information, only 160 pages, but is hardbound like
most of the Star Wars books, which is a plus in my opinion.
First
the look. The cover is nice,
harkening back to the old movie posters. The
interior art is decent, and the layout is good.
The biggest thing that stands out to me here as they do many of the
things the old West End version did, including imperial recruiting posters and
corporate logos. Problem is, West
End did it much better.
Okay,
this book started off as if it was trying to get on my bad side.
First it stresses a little too much that the information inside is
optional, which to me sounds like the writer covering his bases if he isn’t
sure how the book will effect play balance.
It begins to regain ground by launching into a discussion on dramatic
hooks and how they effect character, which earned it points, but then came
chapter 2.
Chapter
2 is all archetypes. If you aren’t
familiar with them, archetypes are basically a guide to multiclassing to suit a
certain character concept. I’ve
always thought this was a stupid concept and a waste of pages (I can handle my
own multiclassing strategy, thank you) although this tries to pay lip service to
making itself useful by adding three new abilities to each archetype which are
swapped out for certain class abilities, but this just means you can never get
those original abilities, since you are already multiclassing.
Some of these would have made nice prestige classes, I would have
preferred five-level prestige classes for the imperial and rebel officers, for
instance, and as it’s presented, it just doesn’t work for me.
Chapter
3 starts with new uses for old skills. I
liked this section, because it helps to have rules for things like seduction and
I don’t like them adding new skills to a game like D&D.
It also answers something that really bugged me in the original game,
which was a lack of description on how to do those giant leaps Jedis perform so
often (it’s the move object force skill).
Next come the feats, which are okay, but the best part are the lightsaber
form feats, an idea that I think will really add to the game.
Chapter
4 are prestige classes, including classes like the Chief Engineer and
Sharpshooter. This is a good section
and adds some nice variety to the career path of non-force using Star Wars
characters.
Chapter
5 includes factions, and rules on how to handle character’s connections to
these factions, much like in Everquest. Each
of these factions have nice little five-level prestige classes, but most
importantly of all, they have feats that are unique to them, ala Forgotten
Realms. I felt this was a nice way
to add flavor to a game, and think more WotC products should do something like
this.
Chapter
6 is about technology, but aside from gear, it talks about some important but
often ignored subjects like loans, interstellar and local communications, and
individual communication systems, such as what you might find on a ship.
It then moves on to the new equipment, including a section on
cybernetics, in case you have a habit of lightsaber dueling Sith Lords.
Chapter
7 is a sparse little section on combat. I
don’t know if I minded how small it was. It
covered important information like aiming (but not well) and throwing
lightsabers (this one was okay), and I don’t need more rules bogging down my
d20 combat. If it had done a better
job on the subjects it treated, I would have liked it more.
Chapter
8 is the obligatory force chapter. It
has new force feats and mostly consisted of information on different force
sects, which didn’t appeal much to me, but will probably appeal to others, and
I do like anything that makes a universe richer.
Chapter
9 is the chapter on droids. It
starts off with information on droids as henchmen, then includes two prestige
classes, the Espionage Droid, and my personal favorite, the Berserker Droid.
Okay, maybe there’s something fundamentally wrong with me, but I loved
this class. Something about the idea
of a droid going nuts and hacking into people that just appeals to me.
Maybe I saw Alien or Saturn V too many times as a kid.
Conclusion
Despite
a few problems, I had an overall good opinion of this book.
It’s nothing that would make me rush out and demand it at my local
store, but if I played enough Star Wars and had begun to exhaust my character
options, I’m sure I’d feel a greater need to possess this book. Overall,
I’d suggest buying it, if you’re an avid Star Wars player.
If you can get you GM to approve all the character options, that is.