reSpecialized Project v.16 - Hired Gun

Hey, SWRPG Community!

We’re back with another exciting update from the reSpecialized Project. This time, we come fully-loaded with the Hired Gun Career!

This career offered some very specific challenges. Namely, the age old of problem of how to engage the sub-niches of a combat-focussed tree without trading away power or action economy. I started off this Career thinking Marauder was going to be the easiest, as it started very bland, but it ended up very difficult to nail down. I think we got there, and we hope you agree! My favorite to develop this release was definitely the Enforcer, a very fun niche that was a bit of a jumble in the base game, very much leveled up and broadened in reSpec. Please let us know what you think!

As per usual, I would like to thank my excellent and dedicated design team:

Ebak - Graphic Designer, Design Contributor

Filbert - Resource Coordinator, Design Contributor

And a big thank you to all the development enthusiasts that provide excellent ideas, help us dial in balance, and tell us what should stay on the cutting room floor.


Links to our current release, Hired Gun, are below:

Also, check out the improved Assassin 1.2

To see what we have done previously with the Bounty Hunter, Colonist, Explorer, and Hired Gun Careers, and check out our previous press releases and/or Development Roadmap, check out our reSpecialized Master Document Here.

Thank you for engaging with our content! We hope you find it useful in a Galaxy far, far away, and at your table.

Sincerely,

LittlestMinish (Drew) ~ Creative Director

As it is mostly the case when people feel the need to change existing rules I am sceptical and seldom agree with the outcome. If you want to change everything and make your own stuff up, name it different.
For me, that has totally different vibes and not much to do with the originals.

Appreciate the response.

When we start designing a reSpec, we often start with reading the text of the Spec’s description, trying to figure out what fantasy is being sold to the player. We then decide whether the current spec meets those expectations, and whether it gives the player enough narrative-forward tools to fill primary and secondary niches of a spec.

That’s why we update things the way we do. Because we’re trying to make the earlier specializations feel as feature complete as possible (and less overtly numbers-oriented).

That said, when we feel we’re actually altering the core of a spec, we do rename it. We are planning on major changes to the Smuggler Pilot. It’s just that for the most part,we feel that even if we’re changing 6-10 talents, we often leave what makes the spec truly unique, and build off that to have a more well-rounded tree.

If you have any specific feedback relating to what doesn’t feel right relative to the specialization, I’d certainly love to hear it. But the beauty of this system is that if you feel like the specs go too far in an erection or you like the original better, the specs were designed to be used the same table as their original counterparts. So you can take or leave what you like.

Have a great weekend, And thanks for the opportunity to talk about it.