Why?EditorBFG said:Well, if nothing else, I think the question of armor vs. damage thresholds drives home that a Rogue type character should get sneak attack at 1st level, as in D&D, as opposed to the Scoundrel who has to wait several levels.
EditorBFG said:Well, if nothing else, I think the question of armor vs. damage thresholds drives home that a Rogue type character should get sneak attack at 1st level, as in D&D, as opposed to the Scoundrel who has to wait several levels.
Maybe I thought it was farther up the tree because in Saga the list talents alphabetically, rather than in the rough order you acquire them. Or maybe it was reading posts like this:Flynn said:BTW, Saga allows the Scoundrel to take Sneak Attack at first level. You might be thinking of Grim Tales, which makes Sneak Attack an advanced talent and thus only selectable after 2nd level.
(From this thread.)What is Particle_Man talking about exactly?Particle_Man said:Well I notice a BIG depower for the rogue as SW SAGA stands. A scoundrel would have to spend ALL of his talents to match the rogue's sneak attack. It would take even more talents to get evasion, uncanny dodge I and uncanny dodge II (this time from the scout's talents lists).
I don't want to steamroll anybody on this being obstinate. I just don't understand why Simple/Martial/Exotic and Weapon Groups are not compatible. What about these categorizations makes them mutually exclusive? How does having one hurt the other?Flynn said:However, I think the point is going to be mute. My partner in crime, BFGEditor, is married to the core Simple/Martial/Exotic Weapon concepts of the game, and given our arrangement, as that is closer to the core that we are working from (an OGL Fantasy Saga project), it is the direction we will likely go.
Well, because even with the Condition Track kicking due to high damage, Saga was clearly designed for higher damage melee and ranged weapons, so a Rogue getting +1d6/2 levels isn't going to throw anything off. That's all I meant (that and I was mistakenly arguing against a change that I thought Saga had made which turned out to be imaginary on my part; I'm smart like that).Gentlegamer said:Why?
EditorBFG said:Maybe I thought it was farther up the tree because in Saga the list talents alphabetically, rather than in the rough order you acquire them. Or maybe it was reading posts like thisFrom this thread.)What is Particle_Man talking about exactly?
As does White Wolf. I don't think it is necessarily right for d20, but thinking about ways to represent the fact that the deadliness of some weapons is based on Accuracy instead of damage, I had a bizarre idea:Gentlegamer said:As a suggestion, perhaps weapons could have an Accuracy stat to help differentiate them if the damage ranges are too close to each other. For example, a longsword could have a +1 or 2 to hit built in, representing how great such a weapon is for precise melee attacks in combat, while an axe might have greater base damage, but without any Accuracy bonus. I believe the LEJENDARY ADVENTURE game uses a stat like this.
Always crit range 20, damage x2, and no roll to confirm.Gentlegamer said:How do criticals work in Saga?
EditorBFG said:So I think it might be interesting to entertain the possibility of giving characters two base attack bonuses: one for Str-modified attacks and one for Dex-modified attacks.
. . .
Anyway, I am just thinking out loud here, so I know this could all be rubbish. But tell me what you think.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.