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Do Star Wars Saga skill rules make d20 better?
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<blockquote data-quote="Lancelot" data-source="post: 3686151" data-attributes="member: 30022"><p>Strongly agree, and desperately hope that 4e takes the concept and improves it further.</p><p></p><p>As a 25-year DM, I rate 3.5e as the best of the D&D systems I've run... but the needless complexity level makes my job ridiculously hard. Even thinking about calculating skills for a new 16th level PC or demon-with-class-levels makes my head hurt.</p><p></p><p>My players have a similar level of experience. They know how to work the numbers. They get the synergies, and the special feats, and the magic items. You start seeing bizarre oddities like PCs tooled to have +40 modifiers at 12th level, or wizards who take one level of rogue and suddenly (thanks to 8 + Int bonus + Human bonus) become master lockpickers, stealth experts, and trap disarmers virtually overnight.</p><p></p><p>I like the idea that a character's trained skills represents all the stuff he/she has learned over 20+ years of life and education. I like the concept that picking up a completely new skill area is actually a pretty major thing. Want to become a trained pilot? It's a bit harder than just chucking in a few points the next time you level. At the same time, a real hero still has a chance of flying a shuttle if they're pushed (...as opposed to 3.5e, where if you don't have at least some ranks invested in a skill at higher levels, you really have no chance).</p><p></p><p>...and the consolidation is fantastic. I'm sooo over this conversation: "Roll your Move Silent. I'll roll my Listen. Now you roll your Hide. And I'll roll my Spot..." It also makes the skills more individually useful. Even when I'm running political/social campaigns, it's a rare day when my players invest in Forgery or Disguise (or for that matter Handle Animal, Use Rope, etc).</p><p></p><p>My opinion on the good stuff in Saga Edition: Class Consolidation (with talent trees), Combat Simplification (incl. removal of the dreaded 5-foot step), the new Skill system.</p><p></p><p>My opinion of the bad stuff in Saga Edition: some of the Feats (Dodge, the various multiple attack options), some of the Combat Rules (the nerfing of 2-weapon/multi-attack melee fighters, the inability to grapple or perform most other combat options unless you have a Feat, the ability to attack and retreat without provoking an attack of opportunity).</p></blockquote><p></p>
[QUOTE="Lancelot, post: 3686151, member: 30022"] Strongly agree, and desperately hope that 4e takes the concept and improves it further. As a 25-year DM, I rate 3.5e as the best of the D&D systems I've run... but the needless complexity level makes my job ridiculously hard. Even thinking about calculating skills for a new 16th level PC or demon-with-class-levels makes my head hurt. My players have a similar level of experience. They know how to work the numbers. They get the synergies, and the special feats, and the magic items. You start seeing bizarre oddities like PCs tooled to have +40 modifiers at 12th level, or wizards who take one level of rogue and suddenly (thanks to 8 + Int bonus + Human bonus) become master lockpickers, stealth experts, and trap disarmers virtually overnight. I like the idea that a character's trained skills represents all the stuff he/she has learned over 20+ years of life and education. I like the concept that picking up a completely new skill area is actually a pretty major thing. Want to become a trained pilot? It's a bit harder than just chucking in a few points the next time you level. At the same time, a real hero still has a chance of flying a shuttle if they're pushed (...as opposed to 3.5e, where if you don't have at least some ranks invested in a skill at higher levels, you really have no chance). ...and the consolidation is fantastic. I'm sooo over this conversation: "Roll your Move Silent. I'll roll my Listen. Now you roll your Hide. And I'll roll my Spot..." It also makes the skills more individually useful. Even when I'm running political/social campaigns, it's a rare day when my players invest in Forgery or Disguise (or for that matter Handle Animal, Use Rope, etc). My opinion on the good stuff in Saga Edition: Class Consolidation (with talent trees), Combat Simplification (incl. removal of the dreaded 5-foot step), the new Skill system. My opinion of the bad stuff in Saga Edition: some of the Feats (Dodge, the various multiple attack options), some of the Combat Rules (the nerfing of 2-weapon/multi-attack melee fighters, the inability to grapple or perform most other combat options unless you have a Feat, the ability to attack and retreat without provoking an attack of opportunity). [/QUOTE]
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