How many are playing SAGA?

I've been reading Saga in preparation for a campaign that should start any week now. This is my impression:
  • In AD&D, I had to remember which die to roll & whether I wanted to roll low or high
  • In 3e, I had to remember which of a myriad range of modifiers applied to each particular situation
  • With Saga, I'm going to have to remember when I get to reroll & take the best results & when I get to reroll & must take the new result
In short, I'm beginning to think the differences between these games are more about moving the complexity around more than increasing/decreasing it.
 

log in or register to remove this ad

RFisher, by your description Saga sounds like a substantial decrease in complexity from AD&D which had inherently complex mechanics or from 3e which has way too many situational stackable modifiers.
 


Aust Diamondew said:
RFisher, by your description Saga sounds like a substantial decrease in complexity from AD&D which had inherently complex mechanics or from 3e which has way too many situational stackable modifiers.

Keep in mind that I was just trying to get a rough impression across, not trying to come up with the best comparison. At first blush, Saga does seem to be a fair drop in complexity vs. 3e. As I look closer, however, I've been spotting new complexities popping up. But it's all still early impressions.

Of course, the handful of inherently complex mechanics in AD&D could & were easily simplified or ignored. Some of 3e's situational modifiers can likewise be ignored/improvised without affecting the game too much. I'm less certain the same is true of Saga's new mechanics. e.g. I believe there's a significant probability difference between "roll again & take the best" & "roll again but you're stuck with the results", so shifting wholesale to one or the other might have a significant impact on the results.

Please note that I'm using lots of qualifiers, though. These are only early impressions.
 

I just recently started a Saga campaign, and while I can say that I love the rules and that they work great for Star Wars, I do not think many of the rules would work well for D&D. The difference, as I see it, is that the Star Wars universe is about heroes, while D&D is about adventurers. There is a big difference between the two. Star Wars characters seek to defeat the minions of the Dark Side while D&D characters seek to kill monsters and take their stuff. Star Wars rules make the characters capable of great things from the start, and I don't think that is good for D&D.

The fact that they are bumping up the power of 1st level characters is sad, because it takes a lot of flexibility out of the game. It's no longer possible to play the game with plain old adventurers who are merely a cut above the average individual because all characters will already be leaps and bounds beyond the mere peasants. That was already possible with the current system by just letting players start at a higher level.

Saga is a great system, but it is a Star Wars system. Rules selected for simplicity are OK, welcome even (like basing all the math on increments of 5, a subtle but very significant change), but selecting rules that make PCs more powerful from the get-go (like the rules for Saga skills) are not particularly welcome.
 

Easiest fix for the BAB issues with multiclassing is to go with fractional BAB a la UA. Since there's only 2 BAB progressions in SWSE, it's a lot easier to figure out what your cumulative fractional BAB is. Sum your non-jedi/non-soldier levels and compare to a single-classed scout. Then add your soldier/jedi levels. Prestige classes are left as an exercise for the student.
 
Last edited:


teach said:
As far as things that won't likely have carryover to D&D, I did play with 3 jedi in my group, and they were pretty dominant in the combat, particularly with force slam. It felt like that ability would be better if it scaled a bit with level.
I am curious if this is a game system flaw or if it just came up due to the circumstances:
How big was the group in total? What would have been different if you had 3 Soldiers armed with blaster rifles and grenades? How would it compare to a D&D combat encounter with 3 Rogues (against crittable/sneak-attackable monsters)

My theory is that the impression was mainly caused because there wasn't just one Jedi that used his Force Slam each encounter. In a more mixed group, some of the enemies would have been taken out by automatic blaster fire or grenades instead of force slams.
In a group with 3 soldiers with blaster rifles, they would naturally seem domineering too.

At least, that's my theory. :)

Not in my campaigns, the characters are often heroes among other things, but never pedestrian muggers.
Pedestrian muggers don't kill monsters and take their stuff, they knock out unsuspecting citiziens and peasons and take their stuff. :)
 

Mustrum_Ridcully said:
I am curious if this is a game system flaw or if it just came up due to the circumstances:
How big was the group in total? What would have been different if you had 3 Soldiers armed with blaster rifles and grenades? How would it compare to a D&D combat encounter with 3 Rogues (against crittable/sneak-attackable monsters)

My theory is that the impression was mainly caused because there wasn't just one Jedi that used his Force Slam each encounter. In a more mixed group, some of the enemies would have been taken out by automatic blaster fire or grenades instead of force slams.
In a group with 3 soldiers with blaster rifles, they would naturally seem domineering too.

At least, that's my theory. :)

You know it's funny, because I brought up the same problem with Force Slam...and was basically told I wasn't a good GM because I didn't use situations to neutralize the effectivenes of the power. Which IMHO is bull( I shouldn't have to artificially create siutuations that minimize force slam). Their basic tactic was for each jedi to Force Slam a group or even a single opponent(4 jedi w/two force slams each is 8 used per encounter). The soldier would then pick off the few who survived.

Force Slam is an extremely effective and dominant power, though I will admit I had an all jedi and one soldier party. It not only does 4d6 points of damage(6d6 if you're willing to spend a force point) to multiple enemies, it also knocks them prone(which eliminates the chance that those who survive can spread out and attack next round). It also does half damage(but no knock prone) if it fails. With the static saves and the boosts a jedi can take to his UTF skill it can become quite the GM bane in a majority jedi group. Even if the jedi only has an ability modifier of +2 & UTF as trained and focused he starts with a +12 to this power at first level.

Now to put this in perspective...It's a ranged attack that is a 30' cone and is vs. Fort defense power and here are a few Fort defenses and hp's for different level opponents in the rulebook, and remember this is all for a 1st level jedi.

CL1 Stormtrooper Fort Defense 12 hp's: 10 (jedi has 100% hit and avg dmg 14/21)
CL2 Clone Trooper Fort Defense 13 hp's: 21 (jedi has 95% hit and avg dmg 14/21)
CL5 Assasin Fort Defense 14 hp's: 27 (jedi has 90% hit and avg dmg 14/21)
CL7 Bounty Hunter Fort Defense 20 hp's: 64 (jedi has 60% hit and avg dmg 14/21)
NOTE: the second dmg score is if they spend a force point.

The thing about a soldier with grenades or using auto-fire is that his attks are vs. Reflex. This creates an imbalance because he will never at first level have an attk bonus equal to a jedi's UTF skil, BAB doesn't scale like skills. The second problem is auto fire is a -5 to hit and only targets a 10' by 10' square(I believe this is the same with grenades). Grenades do 4d6(unless were talking tossing around thermal detonators) and blasters do 3d8..now check out the Reflex defenses of the same opponents.

Stormtrooper Ref Defense:16 (Soldier hits 50%/25%; avg dmg=14+2/13+3)
Clone Trooper Ref Defense: 17 (soldiier hits 45%/20%)
Assasin Ref Defense: 20(FF 17) (soldier hits 30%/5%/45%FF)
Bounty Hunter Ref Defense 23(FF 21) (soldier hits 15%/5%nat. 20/25%FF)

NOTE: Second score is with the -5 for autofire.

Now assuming a soldier has BAB +1, Ability modifier +3(let's be generous), weapon specialization talent(+2 to damage), Point Blank shot(+1 to hit and dmg on the autofire) and weapon focus +1...he get's a +6 vs. the jedi's +12 at level one and does. Then has to face higher defenses for his attacks. IMHO there is definitely an imbalance here, mainly because skills don't scale the same as class abilities.
 
Last edited:

Baby Samurai said:
Not in my campaigns, the characters are often heroes among other things, but never pedestrian muggers.

...and the concern is that those who want "pedestrian muggers" are left out in the cold completely. :) To me, it's a valid concern, too: That's where the game had its roots, in low-brow adventuring more like Fafhrd and Conan, than in Dragonlance and Lord of the Rings. Heck, even taking more modern tropes, if you can play Bleach, but not Cowboy Bebop, then there's a concern that it can't accomodate everyone like it used to, without some work.
 

Remove ads

Top