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Fantasy Concepts: An OGL Fantasy Saga Project

Sorcica said:
That is, let there be a weapon mastery feat chain. 5 lvl tier, as suggested by Baron O. But the benefits gained depend on the weapon being used at the moment. (Or it could be the wielder's choice which bonus to apply). Let the chain be bonus feats only to warriors.

Just so that you are aware, both D20 Modern and SW Saga both follow the model where feats that are restricted to one class do not exist. Instead, the abilities they grant are converted to a talent tree. I definitely expect to see a Weapon Mastery talent tree that covers these kinds of abilities. Reading the responses here reaffirms that in my mind.

In Saga, I have not yet found a way to increase the threat range, and only one feat that increases the multiplier (Triple Crit). Has anyone else seen anything else in these regards?

Thanks,
Flynn
 

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It was also my first thought to use a Magic/Spell Training feat that gave a number of spell slots equal to your key ability modifier + 1. However, I think the key to balancing the per-encounter usage of these slots is in the recharge time. My idea was to use a multiple of the spell level: 1-5 minutes per spell level & half that for 0-level spells. Since talents are used, like in d20 Modern, I also had the idea to limit spellcasting to 0-5th level spells and use incantantions for the most powerful spells, also like d20 Modern. I'll admit, after the SW book came out, I had a week of vacation to play around with combining it with D&D, but I don't really have the opportunity to playtest.
 

Flynn said:
In Saga, I have not yet found a way to increase the threat range, and only one feat that increases the multiplier (Triple Crit). Has anyone else seen anything else in these regards?

The Vaapad lightsaber form talent (see the Jedi Knight PrC) increases the threat range of a lightsaber to 19-20.
 

Flynn said:
Just so that you are aware, both D20 Modern and SW Saga both follow the model where feats that are restricted to one class do not exist.
I know. Notice that I didn't say they should be exclusive to fighters, but on the fighter bonus feat list. This way, fighters will attain weapon mastery faster than other classes. :)

Quite nifty, in my own not so humble opinion.
 

Sorcica said:
I know. Notice that I didn't say they should be exclusive to fighters, but on the fighter bonus feat list. This way, fighters will attain weapon mastery faster than other classes. :)

Quite nifty, in my own not so humble opinion.

I think anything that requires weapon specialization will be made part of the weapon mastery talent tree. Just an FYI...

With Regards,
Flynn
 


I have read quickly over this thread and I really, really like what it being done here.

I have one thought about classes and I do not know if this has been suggested yet, so please forgive me if it has.

Class Modeling
The classes may want to be Warrior, Noble, Scout, and Scoundrel.

There is no real need for Jedi or individual classes for Cleric, Wizard, or Psionicist.

Cleric, Wizard, or Psionicist could be modeled as different 'Force Use' type feats that have different Flavors. Feats called Arcane Use, Divine Use, or Psionic Use that have feats and talent trees that model their appropriate powers and abilities with the appropriate prerequisites. The same base mechanic for spells and powers is used, it is just the flavor of the source of the derived power that is different.

A normal Wizard or Cleric could be modeled with a Noble with the appropriate Use feats:
a Paladin with Warrior and Noble classes as well as the Divine Use feat and perhaps a specialized Divine Tradition for his specific Order; a Beguiler with the Scoundrel and possibly Noble class with the Arcane Use feat. A Eldritch Knight with Warrior class and the Arcane Use Feat; and so on.

Just a thought.
 

Flynn said:
I think anything that requires weapon specialization will be made part of the weapon mastery talent tree. Just an FYI...
I have a Weapon Mastery tree I wrote up for a Postmodern product that could be a starting point. I think we can use some of what Baron Opal's done, but we should be careful about the have talents that increase the multiplier of a critical hit-- since we won't be using the simplified Crit ranges from Saga, this would open the door to x4 modifiers for some weapons, which should be a higher level ability at least.
 

EditorBFG said:
I have a Weapon Mastery tree I wrote up for a Postmodern product that could be a starting point. I think we can use some of what Baron Opal's done, but we should be careful about the have talents that increase the multiplier of a critical hit-- since we won't be using the simplified Crit ranges from Saga, this would open the door to x4 modifiers for some weapons, which should be a higher level ability at least.

I still think there's something to be said for trimming down the weapon list and getting rid of the extreme weapon types (at least a max of threat range 19-20, or multiplier x3, if not all the way back to 20/x2). I'm waiting on feedback from people on the list as to which way things should go.

There's also a Weapon Mastery talent tree in Grim Tales that works well in actual usage. Chances are, though, they look pretty similar. :)

With Regards,
Flynn
 

FreeXenon said:
I have read quickly over this thread and I really, really like what it being done here.

I have one thought about classes and I do not know if this has been suggested yet, so please forgive me if it has.
The idea of a Force-like magic system has come up, and continues to be suggested-- the Star Wars designers really got it right this time-- but overall this idea is one Flynn and I have rejected. All the ideas seem to involve using a lot of non-algorithmic, non-OGC cognate elements from Saga, and for legal reasons we want to avoid that kind of outright adaptation. Also, the Force rules are designed to simulate the semi-psionic mystical tradition of an intergalactic knighthood in a space opera setting, which is not necessarily appropriate for the archetypal fantasy Wizard.

I see the merits of the class structure you propose-- and there will be some means for non-spellcasting classes to use magic anyhow-- but we have our 4 basic classes essentially selected-- Warrior, Expert, Mage, and Priest.

I have often wondered at the idea that spells should not be tied to class, but combat ability and skills should. So, for example, characters with low BAB's need to multiclass to be better warriors. People are fine with a whole class based around social interaction (the Noble), but many seem to think there should not be a class dedicated to magic use.

This does not make sense to me. Shouldn't learning to alter the world around you with an act of will require more of a lifestyle change, and take up more time and attention, than learning to swing a sword better or picking up better social skills?

Don't get me wrong, I am dedicated to the idea of non-class routes to magic use. But as far I'm concerned, if you are going to bother to have classes in a system, at least one should be dedicated to spellcasting, especially if you have ones devoted to combat or skills.
 

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