RodneyThompson
First Post
Psion said:Rodney! Thanks for dropping by and providing some feedback.
Why soitenly. I'm here every day anyways. Gotta find *something* to fill those dull hours at work.
But when I hear about big changes, I always fear. I think it's inherently difficult to synthesize an "mature" (smooth running, low-problem) RPG system from the ground up... both D&D 3e and SW d20 1st edition saw a lot of errata, enough to warrant revisions with improved mechanics based on years of actual play with the game system. And this despite D&D 3e being extensively playtested. I beleive that whenever you tear a mature gaming system down, as it appears is being done, you are basically creating the opportunity for new problems to creep into the freshly minted, untested rules.
That's true. By the same token, I don't think we should ever be afraid of taking chances on new mechanics, especially if they are well thought-out and developed. Frankly, most of the "big changes" are really just the evolution of existing mechanics. Things like hit points, conditions (you'll find some parallels between things like shaken, nauseated, and all those other D&D conditions in the condition track), talents, Force powers, etc. aren't brand new mechanics, but rather evolved and variant mechanics based on things that already work. One of the thing that I think is in Saga Edition's favor is that it has the benefit of 6-8 years' worth of d20 design and development under its belt. The original Star Wars d20 was out not long after 3.0 was released, and the RCR was just an update of those core mechanics. With Saga Edition, we've had the benefit of looking at the core mechanics of the d20 rules through a lens of 6 years of hard playtesting and many variants (original SW d20, d20 Modern, Spycraft, Mutants and Masterminds) to help us pick and choose things that work. Sure, we've created some new things, but a lot of stuff is spun off or evolved from existing d20 mechanics. The key is getting all these mechanics to synergize, which I think is the larger part of the design process.
I'll refer you to my oft referred-to four conceptual hangups with hit points.
Good stuff, and thanks for the link. I can say with moderate certainty (realizing that changes may yet be made in editing and development) that the current system addresses those four complaints, and addresses them in a way that ensures Star Wars-esque gameplay. Let me just say that those considerations were among the factors we took into account when working with the new hit point (or should I say "damage tracking") system.
Eh, you'll have to wait and see. I know that's tough. Still, hey, it makes me happy that we're thinking along similar lines.