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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: 3705245" data-attributes="member: 23094"><p>A lot of people don't like this. However, there are numerous benefits to it. First, it keeps mooks dangerous in that they'll be able to hit heroes and, potentially, cause a CT step.</p><p></p><p>What people usually forget to take into account is that a mook with a blaster pistol will crit on a 20, doing (3d6)x2 damage, or roughly 21.0 damage on an average crit.</p><p></p><p>A 10th-level PC will be doing (3d6+5) damage on a normal hit, or 15.5 damage on a normal shot.</p><p></p><p>So, mooks hit when they hurt, yes, but Heroes do roughly equivalent damage all the time. Or, in other words, a high-level PC does the equivalent of a mook-critical every time he hits, leaving aside any cool talents or other abilities.</p><p></p><p></p><p></p><p>These two quite obviously tie together.</p><p></p><p></p><p></p><p>WizO_the_Hutt, AKA Gary Sarli, has addressed this one specifically. Basically, the rule is there to make the counting easier and conform to the minis game's method of counting. Moreover, he (and the team) wrote that rule with the knowledge that anyone who'd been playing D&D / d20 for any length of time would immediately house-rule it back to 1-2-1-2.</p><p></p><p></p><p></p><p>Why is this an issue? The "partial charge" exists in D&D already, but is only available if you're limited to a standard action each round.</p><p></p><p>Besides, charge as a standard action allows you to Mighty Swing and charge, and that's a nice-to-have. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>Agreed - but the feats are weapon specific. So, if you learn Double Attack (Lightsabers), it does not apply to your sniper rifle attacks.</p><p></p><p>Moreover, the designers have made a specific move in the Saga rules to disincentivize the Full Attack option in order to more closely conform to the source material (where everyone spends every combat running around).</p><p></p><p>That being said, multiattacks are better or worse depending on your environment: in a wide-open field, ranged multiple attacks are easy to pull off; in a tightly confined space with lots of difficult terrain, melee multiple attacks are easy to pull off.</p><p></p><p></p><p></p><p>Second Wind restores 1/4 of your HP or your Con score, whichever is more, not all of your HP.</p><p></p><p></p><p></p><p>Yep.</p><p></p><p></p><p></p><p>I agree on the first, and partially agree on the second. I think aspects of Saga's rules would make excellent additions to D&D, but a whole-hog port would not work as well.</p><p></p><p></p><p></p><p>I also like the Condition Track mechanics. <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></blockquote><p></p>
[QUOTE="Patryn of Elvenshae, post: 3705245, member: 23094"] A lot of people don't like this. However, there are numerous benefits to it. First, it keeps mooks dangerous in that they'll be able to hit heroes and, potentially, cause a CT step. What people usually forget to take into account is that a mook with a blaster pistol will crit on a 20, doing (3d6)x2 damage, or roughly 21.0 damage on an average crit. A 10th-level PC will be doing (3d6+5) damage on a normal hit, or 15.5 damage on a normal shot. So, mooks hit when they hurt, yes, but Heroes do roughly equivalent damage all the time. Or, in other words, a high-level PC does the equivalent of a mook-critical every time he hits, leaving aside any cool talents or other abilities. These two quite obviously tie together. WizO_the_Hutt, AKA Gary Sarli, has addressed this one specifically. Basically, the rule is there to make the counting easier and conform to the minis game's method of counting. Moreover, he (and the team) wrote that rule with the knowledge that anyone who'd been playing D&D / d20 for any length of time would immediately house-rule it back to 1-2-1-2. Why is this an issue? The "partial charge" exists in D&D already, but is only available if you're limited to a standard action each round. Besides, charge as a standard action allows you to Mighty Swing and charge, and that's a nice-to-have. :D Agreed - but the feats are weapon specific. So, if you learn Double Attack (Lightsabers), it does not apply to your sniper rifle attacks. Moreover, the designers have made a specific move in the Saga rules to disincentivize the Full Attack option in order to more closely conform to the source material (where everyone spends every combat running around). That being said, multiattacks are better or worse depending on your environment: in a wide-open field, ranged multiple attacks are easy to pull off; in a tightly confined space with lots of difficult terrain, melee multiple attacks are easy to pull off. Second Wind restores 1/4 of your HP or your Con score, whichever is more, not all of your HP. Yep. I agree on the first, and partially agree on the second. I think aspects of Saga's rules would make excellent additions to D&D, but a whole-hog port would not work as well. I also like the Condition Track mechanics. :) [/QUOTE]
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