(Psi)SeveredHead said:
Also, I've only read the condition summary rules once but they looked broken to me. Can a 1st-level character be forced to make a Fort save because they took six damage from a knife?
Here's how this works in Saga:
You have three Defense scores: Reflex, Will, and Fortitude. Things which used to be saving throws in d20 are now attacks against the various Defenses. So, instead of a poison with DC 15 Fortitude save, you have a poison with a +5 Attack bonus against your Fort Defense. The base value for your Defenses is 10 + Heroic Level. Each class also provides a small, typed bonus to one or more defenses (Jedi is +1 to all three, Soldier is +1 Ref +2 Fort, etc.). Finally, armor replaces your class bonus to Ref defense and occasionally grants a bonus to Fort defense, as well.
There's a derived stat called your Damage Threshold. Your Damage Threshold is equal to your Fort Defense plus any other modifiers: size, Improved Threshold feats, etc.
Normal attack rolls - swords, guns, and the like - are against your Reflex Defense. If they hit, you roll damage.
Then, you compare the damage rolled to your Fort Defense. If it beats it, you go 1 step down the Condition Track. The Condition Track has 6 steps: +0, -1, -2, -5, -10, Unconscious. The penalty applies to all of your attack rolls and skills checks, as well as to your Defenses.
Take a 1st-level Soldier with 10s in every stat. He'll have 30 HP, Ref 11, and Fort 12.
If he gets hit by a blaster for 13 damage, he'll move to the -1 step on the track (and will be at HP 17, Ref 10, Fort 11). If he gets hit for 12 more, he'll move to the -2 step on the track (and will be at HP 5, Ref 9, Fort 10). If, instead of 12, he was hit a second time for 8 points of damage, he'd stay at the -1 step.
It costs three quick actions (so, either a full round's worth of actions all at once or spread out over multiple rounds) to move yourself a step up the Condition Track. There are also other ways to move around the CT: Soldier talents can take you all the way back up, as can Jedi Guardian or Control talents. There's a feat (free bonus feat for Scouts) which reduces the cost to only 2 swift actions.
So, basically, it's almost impossible for a hit with a knife for 6 damage to ever move someone down the Condition Track - unless they're already at the -5 or -10 step, in which case that opponent should have been thinking of ways to get out of the line of fire.
Oh, as for dying: you die when a hit does more damage than your current hit points
and exceeds your damage threshold. So, if you have 6 HP left, DT 15, and are hit for 8 points of damage, you just fall unconcious.