<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Character Creation idea]]></title><description><![CDATA[<p dir="auto">I have a idea that would make the game closer to a pre-cu feel.  At the end of character creation, have the character creator have the player make a selection as to the profession for a new toon (which can be surrendered later).  Just like the original SWG forced a selection of brawler, marksman, artisan or entertainer....</p>
<p dir="auto">This would also determine what kind of starter pack a player would get (melee weapons for Brawler, ranged weapons for Marksman, generic survey and crafting tools for artisan, and a starter instrument and dance props for Entertainer).</p>
<p dir="auto">Then have the starter missions in Mos Eisley direct the player on the appropriate NPCs to visit for initial questlines.</p>
]]></description><link>https://swgevolve.com/forums/topic/13/character-creation-idea</link><generator>RSS for Node</generator><lastBuildDate>Sun, 16 Aug 2026 23:07:17 GMT</lastBuildDate><atom:link href="https://swgevolve.com/forums/topic/13.rss" rel="self" type="application/rss+xml"/><pubDate>Sun, 12 Mar 2023 23:13:25 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Character Creation idea on Thu, 17 Aug 2023 00:11:30 GMT]]></title><description><![CDATA[<p dir="auto">This wouldn't really make sense in the way the class system works here, the same way that Restoration didn't add that back in either. In this class system you train your expertise points into whatever starting profession or multiple starting professions that you want.</p>
]]></description><link>https://swgevolve.com/forums/post/16</link><guid isPermaLink="true">https://swgevolve.com/forums/post/16</guid><dc:creator><![CDATA[Rezec]]></dc:creator><pubDate>Thu, 17 Aug 2023 00:11:30 GMT</pubDate></item></channel></rss>