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Fantasy Concepts: An OGL Fantasy Saga Project

Flynn said:
Reflex Defense in Fantasy Concepts starts at a base of HALF the character's heroic levels. The numbers are different, so I prefer to compare apples to apples, not apples to oranges. To me, it's a game mechanics/numbers issue, not a personal preference.
Correct me if I'm wrong, but wasn't one of the reasons for the halving of the base Reflex defense because the project seeks to keep all the myriad of spells and items of normal DnD? Wouldn't that, then, mean that the Saga wizard is likely to be facing a higher Reflex defense than Saga jedi, as there are things like Rings of Protection, Amulets of Natural Armor etc. that modify Reflex defense?
 

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Dalamar said:
Correct me if I'm wrong, but wasn't one of the reasons for the halving of the base Reflex defense because the project seeks to keep all the myriad of spells and items of normal DnD? Wouldn't that, then, mean that the Saga wizard is likely to be facing a higher Reflex defense than Saga jedi, as there are things like Rings of Protection, Amulets of Natural Armor etc. that modify Reflex defense?

Halving the numbers on the Defenses brings the numeric values back in line with the original D&D math, so that the spells and magic items require limited changes, if any, in order to function as part of the system. It's all about the math. As for how the results compare with Saga, I don't have enough experience with SWSE yet to honestly answer that question. I imagine, though, that they are comparable.

With Regards,
Flynn
 

Just had my daughter born a week ago, so I haven't really been keeping up on this thread lately. But...

Flynn said:
I suggest that we will need to look at that and figure out a way to make it one roll instead. Saga deliberately moved away from the two roll resolution mentality where it could. It would be nice to do the same thing here.
Why not just let the roll be determant for spellcasting succes and the ranged attack. Just make sure difficulties increase the DC of the spell and does not subtract from spellcasting skill, and the roll can be used for both. Workable?
 

Sorcica said:
Just had my daughter born a week ago, so I haven't really been keeping up on this thread lately. But...


Why not just let the roll be determant for spellcasting succes and the ranged attack. Just make sure difficulties increase the DC of the spell and does not subtract from spellcasting skill, and the roll can be used for both. Workable?

It works best is the Power Check progression and the BAB progression are the same. The Power Check progression is similar to skills, at half the caster level. The BAB for Priests is 3/4, not 1/2, and the Mages are likely to follow, so the progressions are different.

Since the progressions are different, which should we use?

With Regards,
Flynn
 


Hey All--

I know GenCon and Labor Day (and Labor Day Weekend's ConQuest SF, which had me out of the loop for a while) have slowed this thread a bit, but Flynn and I are still hard at work, and we need more help.

Here is our condition system:

Fantasy Concepts Draft said:
When a single attack made against a character exceeds that character's Fortitude Defense, that character suffers a Wound. A character with one Wound is -1 to all attacks, ability checks, skill checks, and defenses.

If a character suffers additional Wounds, each Wound suffered after the first doubles the penalty. So, a character with two Wounds is -2 to all attacks, ability checks, skill checks, and defenses, while a character with three Wounds is -4. A character with four Wounds is -8, and a character with five Wounds is helpless (either unconscious or disabled).
Look familiar? Now, here is the thing: "Wounds" are not the right name. It does not describe all the conditions it represents. Flynn came up with "Pain Levels", which is certainly more accurate, but still not quite right.

So we were hoping maybe you guys had some ideas. We need a name for individual units of reduced effectiveness that is not modern or clinical ("Trauma Points") nor overly specific ("Injuries"). It has to essentially cover all those D&D conditions like staggered, stunned, sickened, fatigued, confused, bewitched, bothered, bewildered, etc. that this kind of condition system eliminates. Anybody got an idea?
 



Well, True20 uses the term "Damage Track", and when they are injured (failing their toughness save, equivalent to getting hit for massive damage), they go a step down the damage track. They also have a "Fatigue Track".

Also, your eliminating the Conditions. Since True20 has a track for Damage to eliminate damage, and a Track for Fatigue to eliminate fatigue rules, why not a track for overall Condition.

Perhaps the "Situation" track, or "Health" track.

Or, of you're still going for a double sided track (bonuses and penalties), then how about "Boon" levels?
 

Perhaps "disability" could work, though it might be a tad strong. Another possibility might be "impairment", but that has a clinical connotation like "trauma" does.
 

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