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4e and Star Wars Saga ed...
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<blockquote data-quote="Imaro" data-source="post: 4438439" data-attributes="member: 48965"><p>I guess for me it's hard not to compare, since I and my group really like SW Saga... yet 4e wasn't received well by my group at all. As far as prep time, for me at least SW strikes a nice balance between the extensive 3.5 rules and the almost bare bones rules of 4e.</p><p></p><p></p><p></p><p>Yeah, I was a Star Wars kid my self so I completely understand... though for me I also like the rules system by itself.</p><p></p><p></p><p></p><p>This is one of my problems with 4e as opposed to SWSE. In SWSE, I feel you are encouraged to create the type of character you want...while in 4e you are encouraged to pick a role your group needs. The first as a design goal, just vibes with my preferences more. </p><p></p><p> I think in D&D 4e you are not only actively discouraged from multiclassing... but hindered by the class spread offered in the corebook, as many classes (except maybe the Paladin and Warlock) don't sync up well... I get the feeling multi-classing is based around the assumption that one should have to buy more books to get usage out of the rules... but that's a whole other argument.</p><p></p><p></p><p></p><p>I prefer the talent trees because they allow for better and more open customization than the powers in D&D (I really wish they had chosen this route for 4e). Powers are specific and have a hefty cost attached to dabbling, and this doesn't fit my, or my groups preferences at all. </p><p></p><p></p><p></p><p>I think that 4e messed up in starting with a higher learning curve than 3.5 for everybody. Understanding not only what you're powers do but also how to use them effectively is a burden even at level one. I think the power system for everything leads to the tracking of much more minutiae than in SWSE on a round per round basis (especially for the GM).</p><p></p><p>Another reason I find myself dissatisfied with powers...is that unlike force abilities, they aren't defined in any discernible way. Powers like Tumble intrude upon the realm of skills, yet are class specific. So no matter how skilled a Ranger is in acrobatics (Skill Training, Skill Focus, etc.) he wil never be able to use this skill to dodge between and around opponents.</p><p></p><p></p><p></p><p>I agree with the first part of this statement...the second part I'm not so sure of, and I'll hold off judgement until more supplements come out for SWSE and we see how they handle more powerful force abilities like those found in "The Force Unleashed" campaign guide.</p></blockquote><p></p>
[QUOTE="Imaro, post: 4438439, member: 48965"] I guess for me it's hard not to compare, since I and my group really like SW Saga... yet 4e wasn't received well by my group at all. As far as prep time, for me at least SW strikes a nice balance between the extensive 3.5 rules and the almost bare bones rules of 4e. Yeah, I was a Star Wars kid my self so I completely understand... though for me I also like the rules system by itself. This is one of my problems with 4e as opposed to SWSE. In SWSE, I feel you are encouraged to create the type of character you want...while in 4e you are encouraged to pick a role your group needs. The first as a design goal, just vibes with my preferences more. I think in D&D 4e you are not only actively discouraged from multiclassing... but hindered by the class spread offered in the corebook, as many classes (except maybe the Paladin and Warlock) don't sync up well... I get the feeling multi-classing is based around the assumption that one should have to buy more books to get usage out of the rules... but that's a whole other argument. I prefer the talent trees because they allow for better and more open customization than the powers in D&D (I really wish they had chosen this route for 4e). Powers are specific and have a hefty cost attached to dabbling, and this doesn't fit my, or my groups preferences at all. I think that 4e messed up in starting with a higher learning curve than 3.5 for everybody. Understanding not only what you're powers do but also how to use them effectively is a burden even at level one. I think the power system for everything leads to the tracking of much more minutiae than in SWSE on a round per round basis (especially for the GM). Another reason I find myself dissatisfied with powers...is that unlike force abilities, they aren't defined in any discernible way. Powers like Tumble intrude upon the realm of skills, yet are class specific. So no matter how skilled a Ranger is in acrobatics (Skill Training, Skill Focus, etc.) he wil never be able to use this skill to dodge between and around opponents. I agree with the first part of this statement...the second part I'm not so sure of, and I'll hold off judgement until more supplements come out for SWSE and we see how they handle more powerful force abilities like those found in "The Force Unleashed" campaign guide. [/QUOTE]
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