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10 Reviews
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7 of 7 people found the following review helpful:
5.0 out of 5 stars
Excellent Book for Jedi or Sith,
By
This review is from: Jedi Academy Training Manual (Star Wars Roleplaying Game) (Hardcover)
This is book is perfect for those who are playing force users. It is obviously not for someone who is not a Jedi or the like.
The part I found the most impressive was the new Techniques and Force Powers. There are dozens of new Force Techniques for Jedi Knight level characters that enable them to capitalize on a combat form they may have chosen in the their first Jedi Knight level. These new Techniques allow some pretty fancy moves in combat and they are even more powerful if you have a specific fighting style. The new Force Powers are amazing as well. There are quite a few that I had just had to have for my character. The book also expounds greatly on other Force using traditions other than the Jedi and Sith (though there is plenty on them too). There is also a chapter filled with characters from the movies and expanded universe like Corran Horn, all your favorites from Tales of the Jedi(the Qel-Dromas, Arca, Nomi Sunrider etc), a level 20 Jedi Grand Master Luke Skywalker, and even computer game hero Kyle Katarn. The bad guys get a chapter which includes a lot of EU guys and a section of Sith monsters. The equipment section is lacking a bit, but that only makes sense I think. There are only so many types of lightsabers out there(there are about a dozen in this book though. The best equipment is the exhaustive list of lightsaber crystals. There are no new prestige classes which I found a little odd. There is gazetteer section like in the other books with places like Yavin 4, Ruusan, Dantooine, Ossus, Dxun, and Korriban. Now, to address some of the complaints listed in other reviews. Someone was complaining about it being light. Well, the same person would probably complain about filler if it was too heavy. The 160 pages are packed all with good stuff that a DM or player can use. And, to it not being a stand-alone campaign setting like KotOR; it's not meant to be. It's essentially the Complete Jedi book (like the Complete Mage or Complete Divine DnD books). It's meant to help specialize a class and really make a unique character. Though, I most certainly agree with going to a store first looking through it to see if you want/need it. That's just smart shopping. In short, it is a great book for anyone who wants to have beyond a core rule book Jedi! It is wonderful for players who want something special or for DMs who want some interesting enemies, allies, and settings for the players.
18 of 23 people found the following review helpful:
3.0 out of 5 stars
Helpful, but lacks substance,
By
This review is from: Jedi Academy Training Manual (Star Wars Roleplaying Game) (Hardcover)
While this book contains some useful information, there isn't much in here that will contribute to a game. There is a lack of useful information, in my opinion. And what also really disappointed me was that it nominally goes into the philosophy of the jedi code, but it has very little that isn't already out there. I am running a game now with a emphasis on the jedi, set in the KOTOR, and all the information in the book concerning the jedi can be found on websites like wookiepedia.org. So if your running a game like me, and have already done research into the history and philosophy of the jedi, don't expect to see anything new.
Here is a breakdown chapter to chapter: Chapter 1: Introduction As the name implies, this is the intro. The book is written with a "user manual" feel, the idea being you are a real jedi reading this in the star wars universe. But that feeling only works nominally. Chapter 2: Powers of the Force This chapter introduced "force regimens" which are practiced daily in order to give jedi bonuses for the rest of the day. The also include lightsaber regimens. There are about a dozen in total, and they seem somewhat useful, although you have to take a feat to get them (similar to force powers). This chapter also contains new talents. While there are almost no new talents for the jedi class (which disappointed me), there are a good number of talents for the jedi night prestige class and sith apprentice prestige class, along with several force talents. However there are only five new feats. The one section where this chapter shines is the new force power, including the new lightsaber form powers (taken as force powers). Many of these new power are useful and different, especially the lightsaber forms. There are also new force techniques and secrets. Chapter 3: Philosophy This is the chapter that really disappointed me, it's a full 8 pages long! As I said before, you can find more online about the jedi code and traditions. Chapter 4: Equipment and Artifacts This chapter introduces a bunch of new lightsaber types, which in my opinion are mostly useless. It also goes into lightsaber crystals, but it's kinda shallow in my opinion, and I use my own system for lightsaber crystals, and I'm gonna stick with mine. It also goes into holocrons for about a page and a half, and just describes what they are, and doesn't really give stuff for implementing them into a game. Chapter 5: Affiliated Programs This chapter lists out force using traditions not associated with the jedi. For the most part, these are useless. Many are uninteresting, and I don't plan on implementing any into my game. Chapter 6: Instructors and Alumni This chapter is just a bunch of stat blocks and very simple description of famous jedi from many different eras. Again, mostly useless. Chapter 7: Dangers of Study This chapter is very similar to the last, except they are enemies to throw at your characters. Some of theses enemies will come in handy, but many will never be used. Chapter 8: Studying Abroad This is a short, 10 page chapter about different location important to the jedi. Again, mostly useless and you can find all of it online. For me, this book lacks substance. It is 159 pages long, and 55 of those are just stat blocks for enemies and allies. It doesn't add much in terms of new content to bring to a game, and it makes a poor attempt as going into jedi philosophy. Most of the factual information found in the book can be found online, and in much more detail. The new talents and force powers are useful, and it is a fun book to read. However, I had higher expectations. I am running an jedi focused game, so I was hoping this would really add something to my game, but after reading it, the only things that I'm gonna use are the new talents and force powers and such. I was really hoping for a new perspective on the jedi, but instead I found a book full of information I had read about on wookiepedia the week before.
3 of 4 people found the following review helpful:
5.0 out of 5 stars
Cover Art,
By
This review is from: Jedi Academy Training Manual (Star Wars Roleplaying Game) (Hardcover)
There are plenty of other reviews that cover the contents, so what I want to mention is the cover itself.
The image here on amazon may be concept art for the cover, as the actual cover of this book is in full color. The painting is similar, featuring many common elements, such as a temple structure in the background, a cityscape or Death Star surface below it, and characters like Luke Skywalker, Obi-wan Kenobi, and Mara Jade. The finalized, full color cover art is great looking, just be aware that the picture shown on Amazon isn't what the actual book looks like. Perhaps there are other copies of it floating around with the black and white cover, but my copy (bought through amazon), as well as the ones I've seen in my local gaming stores, all have the full color art. Recommended for any Star Wars campaign where you're dealing with force users, but there is still information, characters, creatures, technology, and locations that would be useful in a non-force campaign.
2 of 3 people found the following review helpful:
1.0 out of 5 stars
Unbalancing,
By catsbell (Iowa, USA) - See all my reviews
This review is from: Jedi Academy Training Manual (Star Wars Roleplaying Game) (Hardcover)
Loaded with plenty of unbalancing powers, regimens and extra uses of skills and talents with very few prerequisites and especially powerful even at very low levels this book will trivialize your non-jedi player characters.
I understand the mystique of the game is the option/ability to play as a Jedi but GM's beware the malcontent this book will cause to those not wanting to be shoehorned into a Jedi/Sith PC.
4.0 out of 5 stars
Must have for a Jedi or Sith character player,
By
This review is from: Jedi Academy Training Manual (Star Wars Roleplaying Game) (Hardcover)
The wealth of knowledge in this book is a must have for someone who plays either a Jedi or Sith character. Force powers, philosophy, train, and styles are covered. It also covers lightsaber construction, different crystals and different types of lightsabers as well.
4.0 out of 5 stars
Not what I hoped for...,
This review is from: Jedi Academy Training Manual (Star Wars Roleplaying Game) (Hardcover)
I was really looking forward to the Jedi Academy Training Manuals release. However, when it arived and I started reading it I was dissapointed. Don't get me wrong it is a good book and has a lot of good information in it. I was just hoping for more. To get a complete view of the Jedi you still need to get all the other books and it does not have a lot of new equipment for the Jedi. Both areas that I was hoping they would fix with this book.
1 of 3 people found the following review helpful:
4.0 out of 5 stars
One of the best products released for this game.,
By
This review is from: Jedi Academy Training Manual (Star Wars Roleplaying Game) (Hardcover)
Of all the sourcebooks yet released by Wizards of the Coast for the Star Wars Roleplaying Game, this is one of the best. It includes new optional rules to enhance force-users and a lot of background on various force traditions. What most appealed to me was that the writers have once again incorporated some mechanics that were around in the old d6 Star Wars RPG from West End Games such as lightsaber cadences and other training exercises to enhance force power use. To me, this helps to bridge the gap between the "old school" and the new. The circle is now complete...
3 of 7 people found the following review helpful:
2.0 out of 5 stars
Not enough content for the money,
By
Amazon Verified Purchase(What's this?)
This review is from: Jedi Academy Training Manual (Star Wars Roleplaying Game) (Hardcover)
I was disappointed in how little content this book actually has. I was expecting a full-fledged campaign guide (a la KOTOR) and this was sorely lacking. Just picking it up, it feels light. I'm a gamer from way back. WAY back. I like to have an actual book to thumb through and hold.
That being said, it's not special. I am sad I made the decision to buy the hard copy instead of just finding the .PDF online. While the physical quality of the book (binding, art) is up to the standards set by the core rule book and the rest of the guides (that is to say: excellent), I can't but be made sad every time I hold it and realize that it's 50-80 pages lighter than I would be happy with. There is just not enough content to warrant the cost of this book. Go to a gaming store. Look at it. Hold it. Make that decision yourself. If I knew then what I knew now, I wouldn't have bought this.
1 of 4 people found the following review helpful:
5.0 out of 5 stars
Awesome!,
Amazon Verified Purchase(What's this?)
This review is from: Jedi Academy Training Manual (Star Wars Roleplaying Game) (Hardcover)
Many new types of lightsabers and Jedi skills! Great buy for Star Wars RPG.
1 of 4 people found the following review helpful:
2.0 out of 5 stars
Largely non-helpful fiddly bits for your miniatures gaming,
By Nate R (San Jose, California) - See all my reviews
This review is from: Jedi Academy Training Manual (Star Wars Roleplaying Game) (Hardcover)
This book is successful in bringing more fiddly rules for your Jedi miniatures powergaming with some RPG elements... but for those who have past Jedi/Sith material from the prior Star Wars D20 rulesets, this book is mostly a condensed (in a bad way) version of what has been done before. It does not significantly advance the Jedi to Saga Edition. Rather, it mucks up the works with a whole host of new powers that may imbalance your Jedi player characters.
What I like about Saga Edition is the cleanliness & more accessible nature of the ruleset, but this was a significant step backwards. Even for a Jedi-based game, I would not use the rules in this book. There are simply too many bad ideas grafted onto the Saga Edition rules. If you are interested in Jedi roleplaying, then get your hands on the Old Republic sourcebook, which places your Jedi into a more interesting era for melodramatic roles... you really don't need this book at all. If you are interested in Jedi miniatures chopping up every other miniatures, then this might be a good purchase for you. Knights of the Old Republic Campaign Guide (Star Wars Roleplaying Game) |
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Jedi Academy Training Manual (Star Wars Roleplaying Game) by Rodney Thompson (Hardcover - May 19, 2009)
Used & New from: $19.91
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