Do you plan to grab the new Star Wars Saga book to use for D&D?

Whizbang Dustyboots said:
This year, D20 Star Wars is getting a big revamp, including streamlined skills, fewer classes (with the other classes being replicated as class abilities or feat chains) and combat revisions. A lot of people are wondering if this is a glimpse at a possible 4E for D&D or perhaps if it'll just be a good source of ideas for their own D&D games.

How many people are planning on picking up the new book primarily as a D&D/D20 resource?

I'm picking it up for the glimpse into 4e that I think it represents. Or at least a glimpse into the thinking of the R&D department at the moment.

I probably won't play it, except for one shots once in a while.

/M
 

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I think I'm going to pick it up because I'm quite curious about it... after reading it, I will determine if something is "exportable" to D&D.
 

It's tempting me. But not for use with D&D. (My preferences for running classic D&D instead of 3e go beyond "streamlining".)

Matthew L. Martin said:
I may decide to use it in place of D&D for fantasy gaming. :-)

Me too.

(But then, I've always classified Star Wars as fantasy in the first place.)
 

I plan on getting it, but not to use with D&D. I'm going to have fun speculating about what aspects of it might end up in 4e, but only as a fun dorky intellectual exercise, not something I'll actually port over to a D&D game.

It sounds like some of its general design philosophies are parallel to the way D&D & d20 are moving, such as being balanced per encounter, not per day, and streamlining the number of skills.

However, some of the basic genre conventions of D&D and Star Wars are incompatible. D&D characters are specialists, but in SW, everyone can do everything. Leia is a diplomat, but can also fire a blaster, pilot a speeder bike, repair a ship, and choke Hutts to death. That seems to be one of the driving forces behind the new skill system, and I don't really expect to see that in D&D4e.
 

I plan on getting it for its own sake. The changes they've mentioned (especially the Use the Force skill) look very good indeed.
 


No, I am not much in licenses, as I often disagree with a few things I would have done differently and Star Wars is not an easy game to adapt to another setting. Still, I welcome the changes, as I really believe that there is plenty of room in d20 to simplify combat and streamline skills and feats.
 

I would certainly like some of these options to be considered for D&D4e.

I like the idea of having the four iconic classes back again; warrior, mage, priest and rogue. Then have specially designed talent trees to allow people to build the sub varients like paladins, thieves (THIEVES), clerics and other such things.

I like the idea of consolidating the skills list, but I think that they are going a bit too far. I think that only skills that have the same governing attribute should be merged or skills that do the same damn thing. Move Silently and Hide into Stealth. Open Lock gets absorbed into Disable Device since opening locks is the same thing as disabling them. Spot and Listen into Notice, but search and sense motive remain by themselves. I firmly believe that the systematic examination of a hiding place is alot different then being able to suddenly spy an ambush or feel out somebody's dishonest motives.

Alot of the things that True20 has done I really admire and I'm glad that the ideas are cross polinating, but I think that True20 itself can be worked into something much more similar to D&D and still be a robust system. A middle ground between D20, True20 and Star Wars Saga will probably be the ideal creation for D&D4e.
 
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Stone Dog said:
[...]I like the idea of consolidating the skills list, but I think that they are going a bit too far. I think that only skills that have the same governing attribute should be merged or skills that do the same damn thing. Move Silently and Hide into Stealth. Open Lock gets absorbed into Disable Device since opening locks is the same thing as disabling them. Spot and Listen into Notice, but search and sense motive remain by themselves. I firmly believe that the systematic examination of a hiding place is alot different then being able to suddenly spy an ambush or feel out somebody's dishonest motives. [...]

Although I can see the reasoning behind your argument, consider this: the sneaky guy, under the current rules, have to make a roll to Move Silently and another to Hide to move in the corridor without calling the attention of the guards. The latter, have to make two rolls, Spot and Listen, to percept them. In the end, to be sneaky requires two rolls and thus is more difficult than other skills, requiring much more points to keep in line. In game terms, lumping those skills only make the game faster to play and make the skill list more balanced.
 

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