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Recent Star Wars Saga chat session with designers
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<blockquote data-quote="RodneyThompson" data-source="post: 3155146" data-attributes="member: 3594"><p>Why soitenly. I'm here every day anyways. Gotta find *something* to fill those dull hours at work.</p><p></p><p></p><p></p><p>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 <em>brand new</em> 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.</p><p></p><p></p><p></p><p>Good stuff, and thanks for the link. I can say with <em>moderate</em> 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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="RodneyThompson, post: 3155146, member: 3594"] Why soitenly. I'm here every day anyways. Gotta find *something* to fill those dull hours at work. 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 [i]brand new[/i] 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. Good stuff, and thanks for the link. I can say with [i]moderate[/i] 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. [/QUOTE]
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