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<blockquote data-quote="Flamestrike" data-source="post: 8183999" data-attributes="member: 6788736"><p>In 5E there is no need to double check. They removed fiddly bonuses (that SW retains) for the Advantage mechanic (a welcome addition). Pathfinder and 3.5 for sure (where fiddly bonuses were flying around all over the place, and God help you if you were a raging and magically buffed Barbarian TWF with Power attack).</p><p></p><p>I do feel like I'm being overly harsh on SWADE here. There are plenty I really liked about the system (Attributes, Skills, Edges, basic resolution, minion rules etc) which are all very abstract and crunch light.</p><p></p><p>It's just they then spiral into needless complexity and simulationism in the equipment and combat section.</p><p></p><p>What I would like to see:</p><ul> <li data-xf-list-type="ul">A limited number of 'starting' edges you can select (from a list of say.. 10 edges) to begin with to speed up character creation (with the option to swap it out later on once you've picked up the system).</li> <li data-xf-list-type="ul">A greatly stripped down list of weapons and armor (no more than 10 weapons in total, described in very broad terms like 'melee weapon' 'primitive ranged weapon' 'firearm' 'futuristic energy weapon', with very basic stats, and the option to choose a trait or two from a list of no more than 5 traits (long range, autofire, 2 handed, armor piercing etc), and then you can fluff the weapon as whatever you like)</li> <li data-xf-list-type="ul">Basic weapon stats are stripped back to just a 2 stats - a damage value, and a range.</li> <li data-xf-list-type="ul">Partly fixed value damage where all weapons do 1d6(e)+N, with an extra d6 on a raise.</li> <li data-xf-list-type="ul">Armor being simplified to a binary state with math removed. Light armor stops you being shaken, unless you take a wound. Heavy armor stops the first wound (and becoming shaken). Armor piercing reduces the level of protection by one level.</li> <li data-xf-list-type="ul">Combat options trimmed down considerably, and multi-actions removed (or only available with an Edge). One roll resolution (in line with the basic mechanics of roll vs TN 4, 8 for a raise) for all combat actions.</li> <li data-xf-list-type="ul">Fiddly bonuses replaced with a universal mechanic similar to 5Es advantage (Favorable circumstances increases Die step by 1, negative reduces it by 1, the dont stack. Favorable circumstances are required to activate certain Edges or combat options like a called shot etc)</li> <li data-xf-list-type="ul">Powers redone and greatly simplified (no sustainment cost on activation, they simply last 'till the end of the encounter', removing the tracking of PP, basically make them similar to SWSE's Force powers) And a small list of allowed starting Powers for newly created characters to choose from to speed up character creation</li> </ul><p>They're the main changes I'd make. Play (including character creation) would be so much smoother, faster and just as tactical.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8183999, member: 6788736"] In 5E there is no need to double check. They removed fiddly bonuses (that SW retains) for the Advantage mechanic (a welcome addition). Pathfinder and 3.5 for sure (where fiddly bonuses were flying around all over the place, and God help you if you were a raging and magically buffed Barbarian TWF with Power attack). I do feel like I'm being overly harsh on SWADE here. There are plenty I really liked about the system (Attributes, Skills, Edges, basic resolution, minion rules etc) which are all very abstract and crunch light. It's just they then spiral into needless complexity and simulationism in the equipment and combat section. What I would like to see: [LIST] [*]A limited number of 'starting' edges you can select (from a list of say.. 10 edges) to begin with to speed up character creation (with the option to swap it out later on once you've picked up the system). [*]A greatly stripped down list of weapons and armor (no more than 10 weapons in total, described in very broad terms like 'melee weapon' 'primitive ranged weapon' 'firearm' 'futuristic energy weapon', with very basic stats, and the option to choose a trait or two from a list of no more than 5 traits (long range, autofire, 2 handed, armor piercing etc), and then you can fluff the weapon as whatever you like) [*]Basic weapon stats are stripped back to just a 2 stats - a damage value, and a range. [*]Partly fixed value damage where all weapons do 1d6(e)+N, with an extra d6 on a raise. [*]Armor being simplified to a binary state with math removed. Light armor stops you being shaken, unless you take a wound. Heavy armor stops the first wound (and becoming shaken). Armor piercing reduces the level of protection by one level. [*]Combat options trimmed down considerably, and multi-actions removed (or only available with an Edge). One roll resolution (in line with the basic mechanics of roll vs TN 4, 8 for a raise) for all combat actions. [*]Fiddly bonuses replaced with a universal mechanic similar to 5Es advantage (Favorable circumstances increases Die step by 1, negative reduces it by 1, the dont stack. Favorable circumstances are required to activate certain Edges or combat options like a called shot etc) [*]Powers redone and greatly simplified (no sustainment cost on activation, they simply last 'till the end of the encounter', removing the tracking of PP, basically make them similar to SWSE's Force powers) And a small list of allowed starting Powers for newly created characters to choose from to speed up character creation [/LIST] They're the main changes I'd make. Play (including character creation) would be so much smoother, faster and just as tactical. [/QUOTE]
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