Making Reflex Save into Defense, but Keeping the Other Saves

Roman

First Post
SW: SAGA has turned all saves into defenses. I like the idea, but a number of people mentioned that they prefer to roll to save on some occassions to keep things interesting. What about this suggestion:

There would only be two saving throws: Will and Fortitude

These would be rolled normally, as they are now.

Reflex save would disappear completely and would become part of defense. For area of effect spells, the attacks would be rolled individually against each enemy within the area of effect, but the DM could rule that one roll would apply against all if there were too many (there could be more exact guidelines for this: e.g. 10 enemies).

Classes would get a defense progression and armour would provide DR.

This arrangement preserves rolling to avoid effects on many occassions, but still combines reflex saves and defense. Anyway, what do you think?
 

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I think you can roll on AC in D&D if you wish so and you will be able to roll on defenses in SW Saga edition as well. You just substract the base 10 (as in take 10) and roll 1d20 instead. If the whole problem is about rolling instead of accepting the number given, this is the solution.

The variant you propose is not design in the manner of keeping the game simple and consistent.
 

I'm not opposed to opposed rolls. But, as a DM who often has 6 to 10 players, and often runs 10+ hour sessions, I think a lot more can get done at the table if there are fewer rolls to resolve things.

Even an incorporeal check, or a conceal check, or whatever, is a degree of complication. It's possible to convert all that into a modifier to the d20. I'm not a big fan of that, but I can see the impulse.

Dave
 

Vrecknidj said:
I'm not opposed to opposed rolls. But, as a DM who often has 6 to 10 players, and often runs 10+ hour sessions, I think a lot more can get done at the table if there are fewer rolls to resolve things.

Oh I think there is no need to make it opposed rolls. Rather there is a possibility of make it "players roll everything" situation. Monsters have static attack and defense with use of "take 10" rule and players roll both attack and defense as needed. So everybody is happy. DM has less work (just comparing numbers) and players have their rolls.
 

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