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Input for starting a Star Wars Saga Edition game?
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<blockquote data-quote="[OMENRPG]Ben" data-source="post: 5960554" data-attributes="member: 6677983"><p>[MENTION=20323]Quickleaf[/MENTION] that is also correct from my point of view, although really the only characters who should be "hitting" anything with skills are Jedi or computer users. </p><p></p><p>As far as heavy weapons proficiency and everything for ship combat, I still allow the players to use teh weapons even if they don't have the ability, just at a non-proficiency penalty (I think I've used -2 to -4 before). </p><p></p><p>I think that allowing Talents will make your party devastatingly too powerful. Talents are uber buff, especially the Prestige class talents. </p><p></p><p>Hit Points shouldnt' be nerfed too hard unless you want your players to really feel the pain in survival type of situations, as eventually (depending on the era) most parties will get enough medical equipment to kind of make healing not really matter. Big giant fights, or lots of little ones, or really long ones, are pretty much the only way to kill the party (other than space mishaps.) </p><p></p><p>Some of my advice is a little hyperbolic, but I tend to run pretty "high impact" games with SW, since the players like feeling incredibly heroic. </p><p></p><p>Sadly, just last night, my current SWSE game ended in a TPK. My first and only ever TPK in SW. They made the foolish mistake of sending a lone pilot to pick up an ally on a planet, that pilot was summarily killed, and the ship reprogrammed with the main ship's coordinates (where the rest of the PCs were located) and hyperspeed collided into it. They were all vaporized. </p><p></p><p>I think that your defenses solution is valid similar to 4e, I've done it both ways. Problem with that is you get characters who then min-max more appropriately to consolidate the power into attributes that are the core for their build. </p><p></p><p>Anyway, star wars is hard to not have fun in (in my experience) so whichever route you go, I'm sure you guys will enjoy it. We're rolling up another game (as our fun side-game from OMEN playtesting) this Monday, and I'll let you know how that goes.</p></blockquote><p></p>
[QUOTE="[OMENRPG]Ben, post: 5960554, member: 6677983"] [MENTION=20323]Quickleaf[/MENTION] that is also correct from my point of view, although really the only characters who should be "hitting" anything with skills are Jedi or computer users. As far as heavy weapons proficiency and everything for ship combat, I still allow the players to use teh weapons even if they don't have the ability, just at a non-proficiency penalty (I think I've used -2 to -4 before). I think that allowing Talents will make your party devastatingly too powerful. Talents are uber buff, especially the Prestige class talents. Hit Points shouldnt' be nerfed too hard unless you want your players to really feel the pain in survival type of situations, as eventually (depending on the era) most parties will get enough medical equipment to kind of make healing not really matter. Big giant fights, or lots of little ones, or really long ones, are pretty much the only way to kill the party (other than space mishaps.) Some of my advice is a little hyperbolic, but I tend to run pretty "high impact" games with SW, since the players like feeling incredibly heroic. Sadly, just last night, my current SWSE game ended in a TPK. My first and only ever TPK in SW. They made the foolish mistake of sending a lone pilot to pick up an ally on a planet, that pilot was summarily killed, and the ship reprogrammed with the main ship's coordinates (where the rest of the PCs were located) and hyperspeed collided into it. They were all vaporized. I think that your defenses solution is valid similar to 4e, I've done it both ways. Problem with that is you get characters who then min-max more appropriately to consolidate the power into attributes that are the core for their build. Anyway, star wars is hard to not have fun in (in my experience) so whichever route you go, I'm sure you guys will enjoy it. We're rolling up another game (as our fun side-game from OMEN playtesting) this Monday, and I'll let you know how that goes. [/QUOTE]
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