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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: 3704365" data-attributes="member: 23094"><p>Here's how this works in Saga:</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Normal attack rolls - swords, guns, and the like - are against your Reflex Defense. If they hit, you roll damage.</p><p></p><p>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.</p><p></p><p>Take a 1st-level Soldier with 10s in every stat. He'll have 30 HP, Ref 11, and Fort 12.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Oh, as for dying: you die when a hit does more damage than your current hit points <strong>and</strong> 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.</p></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 3704365, member: 23094"] 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 [b]and[/b] 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. [/QUOTE]
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So tell me what is so special about Star Wars Saga Edition?
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