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So tell me what is so special about Star Wars Saga Edition?
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<blockquote data-quote="Patryn of Elvenshae" data-source="post: 3701767" data-attributes="member: 23094"><p>MEM has some good input. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'd like to add, to his list ...</p><p></p><p>Multiclassing is so easy, even my grandmother could do it! Honestly, the Saga Devs have gone almost as far away from the D&D-class-as-job standard as you can go without turning into a classless system. Of the example [movie] characters given, only 1 - Lando - isn't multiclassed. This is a good thing (a few naysayers aside)! Let your PCs multiclass freely. And yet ...</p><p></p><p>Single class characters still work! You can make a perfectly serviceable, non-underpowered character by just staying in the same base class from 1-20. You'll have more bonus feats than you know what to do with. Speaking of which ...</p><p></p><p>More feats! Feats are one of the great additions of the 3.X system, but the problem is that characters just never really get enough of them. Saga Ed. base classes grant a bonus feat from a thematically appropriate list evey even level. Now, you can realistically take feats to specialize in more than one particular weapon type.</p><p></p><p>Talent trees! Base classes don't really have class features anymore (as in, at Rogue 2 you gain Uncanny Dodge). Instead, each class has access to a suite of Talent Trees, specific to each class. This, together with the larger number of bonus feats granted, makes it more-likely than D&D that a particular Scoundrel 3 will look almost nothing like another Scoundrel 3: the first is dedicated to getting in the first shot, while the second is a hard-core Slicer.</p><p></p><p>[EDIT! Also!]</p><p></p><p>Jedi are balanced! The devs made possibly the greatest single change in philosophy ever when they started developing this game. They basically built the game such that heroes are much, much better at "the world" than non-heroes, but that heroes are roughly in-line with each other. Sure, every important Jedi we see in the movies kicks major butt, but that's because they're all heroes and, when you come right down to it, they don't kick more butt than Han, Jango, or Leia.</p><p></p><p>The Nonheroic Class. Similar to the above, there's the nonheroic class for "everyone else" in the universe (and, yes, you can even build a serviceable "background" Jedi Master, like the three who got punked by Palpatine, using the nonheroic class). It's got a decent BAB progression and flexible skill and proficiency assignment, but lousy Hit Points. This means that stormtroopers, clone troopers, and battle droids can hit things and be a menace in combat (for at least a little while) but that a single solid hit from a hero's weapon will take them out of the fight - just like Star Wars!</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 3701767, member: 23094"] MEM has some good input. :) I'd like to add, to his list ... Multiclassing is so easy, even my grandmother could do it! Honestly, the Saga Devs have gone almost as far away from the D&D-class-as-job standard as you can go without turning into a classless system. Of the example [movie] characters given, only 1 - Lando - isn't multiclassed. This is a good thing (a few naysayers aside)! Let your PCs multiclass freely. And yet ... Single class characters still work! You can make a perfectly serviceable, non-underpowered character by just staying in the same base class from 1-20. You'll have more bonus feats than you know what to do with. Speaking of which ... More feats! Feats are one of the great additions of the 3.X system, but the problem is that characters just never really get enough of them. Saga Ed. base classes grant a bonus feat from a thematically appropriate list evey even level. Now, you can realistically take feats to specialize in more than one particular weapon type. Talent trees! Base classes don't really have class features anymore (as in, at Rogue 2 you gain Uncanny Dodge). Instead, each class has access to a suite of Talent Trees, specific to each class. This, together with the larger number of bonus feats granted, makes it more-likely than D&D that a particular Scoundrel 3 will look almost nothing like another Scoundrel 3: the first is dedicated to getting in the first shot, while the second is a hard-core Slicer. [EDIT! Also!] Jedi are balanced! The devs made possibly the greatest single change in philosophy ever when they started developing this game. They basically built the game such that heroes are much, much better at "the world" than non-heroes, but that heroes are roughly in-line with each other. Sure, every important Jedi we see in the movies kicks major butt, but that's because they're all heroes and, when you come right down to it, they don't kick more butt than Han, Jango, or Leia. The Nonheroic Class. Similar to the above, there's the nonheroic class for "everyone else" in the universe (and, yes, you can even build a serviceable "background" Jedi Master, like the three who got punked by Palpatine, using the nonheroic class). It's got a decent BAB progression and flexible skill and proficiency assignment, but lousy Hit Points. This means that stormtroopers, clone troopers, and battle droids can hit things and be a menace in combat (for at least a little while) but that a single solid hit from a hero's weapon will take them out of the fight - just like Star Wars! [/QUOTE]
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