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So tell me what is so special about Star Wars Saga Edition?
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 3701979" data-attributes="member: 1165"><p>This is a GM-heavy board. The skills system, I think, is great for GMs. NPCs can be made very quickly. Players might not like it so much. I think the NPC system also works because it uses the same rules that PCs use. The only other system I've seen where NPCs can be made so quickly and still work right is Iron Heroes; there, NPCs use mostly the same rules (some in fact use the exact same rules) but are often less flexible in terms of "design"; I think IH also strikes the right balance (a little bit easier to use, a bit less flexible).</p><p></p><p>Also, talents. I love them. It results in flexible character concepts. In some cases the talents are designed better than in d20 Modern. I like how they split up "Born Leader" and "Coordinate". I'm using "Born Leader" as a talent in d20 Modern now, generally for mob bosses and military officer types, while "Coordinate" works better for businessmen and masterminds. (Note: Born Leader gives allies +1 to hit, Coordinate gives big bonuses to aid another and almost simulates a competent office leader; in d20 Modern, Coordinate does both but the duration is so short that its useless outside of combat).</p><p></p><p>I like the bonus damage based on level. It's great for pistol-using characters (d20 Modern sorely needs something like that) and anyone else who uses light weapons. (D20 Modern has three helpings of melee smash, so melee wasn't so bad there.)</p><p></p><p>I like the removal of iterative attacks. They got useless, especially in d20 Modern. I don't like how two-weapon fighting was handled in most ways, although I don't mind that you need several levels before you can be good at it; it's not a beginner ability. I like the (slight) change in the withdraw action.</p><p></p><p>I like the new autofire rules, but don't like the save-as-Defense rule <em>in general</em> and think the Cover Fire talent rules suck. (Can you even use cover fire without the talent? I didn't see that in the combat rules section.)</p><p></p><p>I'm a bit more mixed on some of the other decisions. I like more hit points at 1st-level, but maybe 3x was too much; I dunno. There are no mages in Star Wars; in DnD triple hit points for 1st-level mages would be kind of nice <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=":)" /> 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? (I think the triggering damage is Fort save bonus, which is basically Con bonus + level for most characters... but maybe you're supposed to add ten to that.)</p><p></p><p>Personally I find it has lots of house rules that can be poached for d20 Modern. I think a lot of the ideas could also make their way into 4e but should stay out of 3e.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 3701979, member: 1165"] This is a GM-heavy board. The skills system, I think, is great for GMs. NPCs can be made very quickly. Players might not like it so much. I think the NPC system also works because it uses the same rules that PCs use. The only other system I've seen where NPCs can be made so quickly and still work right is Iron Heroes; there, NPCs use mostly the same rules (some in fact use the exact same rules) but are often less flexible in terms of "design"; I think IH also strikes the right balance (a little bit easier to use, a bit less flexible). Also, talents. I love them. It results in flexible character concepts. In some cases the talents are designed better than in d20 Modern. I like how they split up "Born Leader" and "Coordinate". I'm using "Born Leader" as a talent in d20 Modern now, generally for mob bosses and military officer types, while "Coordinate" works better for businessmen and masterminds. (Note: Born Leader gives allies +1 to hit, Coordinate gives big bonuses to aid another and almost simulates a competent office leader; in d20 Modern, Coordinate does both but the duration is so short that its useless outside of combat). I like the bonus damage based on level. It's great for pistol-using characters (d20 Modern sorely needs something like that) and anyone else who uses light weapons. (D20 Modern has three helpings of melee smash, so melee wasn't so bad there.) I like the removal of iterative attacks. They got useless, especially in d20 Modern. I don't like how two-weapon fighting was handled in most ways, although I don't mind that you need several levels before you can be good at it; it's not a beginner ability. I like the (slight) change in the withdraw action. I like the new autofire rules, but don't like the save-as-Defense rule [i]in general[/i] and think the Cover Fire talent rules suck. (Can you even use cover fire without the talent? I didn't see that in the combat rules section.) I'm a bit more mixed on some of the other decisions. I like more hit points at 1st-level, but maybe 3x was too much; I dunno. There are no mages in Star Wars; in DnD triple hit points for 1st-level mages would be kind of nice :) 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? (I think the triggering damage is Fort save bonus, which is basically Con bonus + level for most characters... but maybe you're supposed to add ten to that.) Personally I find it has lots of house rules that can be poached for d20 Modern. I think a lot of the ideas could also make their way into 4e but should stay out of 3e. [/QUOTE]
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So tell me what is so special about Star Wars Saga Edition?
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