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Fantasy Concepts: An OGL Fantasy Saga Project
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<blockquote data-quote="Chris_Nightwing" data-source="post: 3646346" data-attributes="member: 882"><p>Ooh we get to see some of the work <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />! I think that moving cultural abilities to a talent tree is by far the greatest plan ever. However, I think you definitely need to give the races their biological natural abilities when they start the game. Also, do simplify them - the Saga races don't have complicated caveats associated with their bonuses or rerolls, so clear them up from D&D. Make the Elven strong mind thing into +2 Will, the Dwarven spell/poison thing into +2 Fort and it clears stuff up nicely. Giving Half-Orcs and Half-Elves access to both parents' talent trees will also make them much more appealing too. Please put a Wookiee-style rage into the Orc tree!</p><p></p><p>Responding to the condition track discussion - I think having a positive end would work well. I think you could avoid stacking effects by simply stating that higher-level sources supercede lower-level ones (So the equivalent of <em>Recitation</em> would be two steps up the track, and supercede the one step of <em>Bless</em> or <em>Prayer</em> (which also moves enemies down one step!). Have no spells stack, in fact have nothing stack for the purposes of going up the track. I'm envisioning a gorgeous level 9 spell that gives you the +10 to everything! As for effects such as poison etc. - it's ok not to use the track for some things. You might just be suffering a penalty to one aspect of your dice-rolls, or indeed a bonus (such as rage only adding to hit and damage, thank god they simplified that one). They've really tried to avoid temporary stat mod effects in Saga - carry this through if possible, although I guess Bull's Strength is still a classic useful spell.</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 3646346, member: 882"] Ooh we get to see some of the work ;)! I think that moving cultural abilities to a talent tree is by far the greatest plan ever. However, I think you definitely need to give the races their biological natural abilities when they start the game. Also, do simplify them - the Saga races don't have complicated caveats associated with their bonuses or rerolls, so clear them up from D&D. Make the Elven strong mind thing into +2 Will, the Dwarven spell/poison thing into +2 Fort and it clears stuff up nicely. Giving Half-Orcs and Half-Elves access to both parents' talent trees will also make them much more appealing too. Please put a Wookiee-style rage into the Orc tree! Responding to the condition track discussion - I think having a positive end would work well. I think you could avoid stacking effects by simply stating that higher-level sources supercede lower-level ones (So the equivalent of [i]Recitation[/i] would be two steps up the track, and supercede the one step of [i]Bless[/i] or [i]Prayer[/i] (which also moves enemies down one step!). Have no spells stack, in fact have nothing stack for the purposes of going up the track. I'm envisioning a gorgeous level 9 spell that gives you the +10 to everything! As for effects such as poison etc. - it's ok not to use the track for some things. You might just be suffering a penalty to one aspect of your dice-rolls, or indeed a bonus (such as rage only adding to hit and damage, thank god they simplified that one). They've really tried to avoid temporary stat mod effects in Saga - carry this through if possible, although I guess Bull's Strength is still a classic useful spell. [/QUOTE]
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