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<blockquote data-quote="DerekSTheRed" data-source="post: 6024650" data-attributes="member: 55770"><p>I ran a long running SWSE campaign (see my sig) and now I'm playing in an another one. I heavily house ruled to fix a lot of the items the thread has already mentioned. To fix Skill Focus: UTF, I changed it so that it allows you to add your level to the skill bonus instead of +5. Normally you add half your level. This means a smaller boost at low levels and a bigger boost at high levels. The math seems to work better this way.</p><p></p><p>Healing is also a problem IME. One of the Variant Rules WotC published on their web site made the second wind more like surges. I implemented those rules. In this case every character got 1 second wind + class bonus to fort + constitution modifier per day. I allowed them to use them more than once per encounter but still had to be less than half their hitpoints and no more than one per round. Out of combat though they could use them without having to be below half. This requires changes to thing like medpac rules and possibly transfer vitality (didn't really use the last one IMC).</p><p></p><p>As for advice, I would always liked having one vehicle fight/chase scene and one combat at least per session. I would then add in either another fight or a skill challenge. Second winds made them a bit tougher per fight but they were still fragile on a per day basis. Consequently having the vehicles/starship soak damage helped.</p><p></p><p>The biggest problem I have with the starship rules was that it was very repetitive. The engineer did the same mechanics check every round. The computer use guy did the same check every round. Sometimes even the pilots and gunners did the same thing every round. Even though everyone was participating, it wasn't fun for everyone. I found it much better if everyone was a pilot in their own starships or you paired everyone into a fighter + pilot team. I realize this isn't feasible for all groups.</p><p></p><p>This blog <a href="http://community.wizards.com/wotc_rodney/blog/2009/10/30/dawn_of_defiance_retrospective" target="_blank">post</a> by Rodney Thompson on the Dawn of Defiance retrospective was very spot on analysis of what works and what doesn't work in SAGA.</p></blockquote><p></p>
[QUOTE="DerekSTheRed, post: 6024650, member: 55770"] I ran a long running SWSE campaign (see my sig) and now I'm playing in an another one. I heavily house ruled to fix a lot of the items the thread has already mentioned. To fix Skill Focus: UTF, I changed it so that it allows you to add your level to the skill bonus instead of +5. Normally you add half your level. This means a smaller boost at low levels and a bigger boost at high levels. The math seems to work better this way. Healing is also a problem IME. One of the Variant Rules WotC published on their web site made the second wind more like surges. I implemented those rules. In this case every character got 1 second wind + class bonus to fort + constitution modifier per day. I allowed them to use them more than once per encounter but still had to be less than half their hitpoints and no more than one per round. Out of combat though they could use them without having to be below half. This requires changes to thing like medpac rules and possibly transfer vitality (didn't really use the last one IMC). As for advice, I would always liked having one vehicle fight/chase scene and one combat at least per session. I would then add in either another fight or a skill challenge. Second winds made them a bit tougher per fight but they were still fragile on a per day basis. Consequently having the vehicles/starship soak damage helped. The biggest problem I have with the starship rules was that it was very repetitive. The engineer did the same mechanics check every round. The computer use guy did the same check every round. Sometimes even the pilots and gunners did the same thing every round. Even though everyone was participating, it wasn't fun for everyone. I found it much better if everyone was a pilot in their own starships or you paired everyone into a fighter + pilot team. I realize this isn't feasible for all groups. This blog [URL="http://community.wizards.com/wotc_rodney/blog/2009/10/30/dawn_of_defiance_retrospective"]post[/URL] by Rodney Thompson on the Dawn of Defiance retrospective was very spot on analysis of what works and what doesn't work in SAGA. [/QUOTE]
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