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<blockquote data-quote="famouswolfe" data-source="post: 6824312" data-attributes="member: 6801915"><p>Thanks for the feedback, much appreciated! Regarding Hit Points, you are right that in Saga starting HP was high, this was because your basic Storm Trooper armed with a blaster rifle could unload an AoE auto fire attack that did (IIRC) 4d8 damage or something of the like. I remember reading an interview w/ one of WoTC's SWSE designers saying basically that increasing HP was the only way they could get around that. I suppose I could nerf the damage by a d8 or so, or we can always adjust starting HP to be in the 20's + Con modifier etc. Point is, nothing is set into stone, that's why I'm posting here in the community to get valuable feedback. </p><p></p><p>Yes, I'm aware that 5E does NOT allow Int modifier to choose skill proficiencies. However, Saga edition has more skills and it was just necessary to include more to reflect how much better trained characters in the SW universe are. What would you recommend instead? Just increasing the base choice to like 4 skills or something? </p><p></p><p>Regarding the classes, I'll be honest I hit a bit of a proverbial brick wall. I didn't want to just take the Saga classes and just rewrite all the rules into 5E, I want to actually transform Saga into a proper port. I'm feeling like I may have bitten off more than I can chew though lol because designing classes is very time consuming. Having said that, the way 5E is set up, your archetype/path choices are pretty much what determines what "kind" of class you are (EX: are you a sword & board kind of fighter, or are you an eldritch kind of fighter?) Saga edition has a bit more flexibility because you can pick and choose what kind of feats/talents you want in order to shape your character. What I'm doing is basically taking the prestige classes (Ace Pilot, Elite Trooper, Jedi Knight, Bounty Hunter etc) and working them as archetype choices into their respective classes. For example, Scouts will be able to become ace pilots and bounty hunters, Nobles can become officers, etc. I think that makes up for the lack of flexibility in ditching the talent/feat system. </p><p></p><p>Thanks again for your feedback, you guys rock!</p></blockquote><p></p>
[QUOTE="famouswolfe, post: 6824312, member: 6801915"] Thanks for the feedback, much appreciated! Regarding Hit Points, you are right that in Saga starting HP was high, this was because your basic Storm Trooper armed with a blaster rifle could unload an AoE auto fire attack that did (IIRC) 4d8 damage or something of the like. I remember reading an interview w/ one of WoTC's SWSE designers saying basically that increasing HP was the only way they could get around that. I suppose I could nerf the damage by a d8 or so, or we can always adjust starting HP to be in the 20's + Con modifier etc. Point is, nothing is set into stone, that's why I'm posting here in the community to get valuable feedback. Yes, I'm aware that 5E does NOT allow Int modifier to choose skill proficiencies. However, Saga edition has more skills and it was just necessary to include more to reflect how much better trained characters in the SW universe are. What would you recommend instead? Just increasing the base choice to like 4 skills or something? Regarding the classes, I'll be honest I hit a bit of a proverbial brick wall. I didn't want to just take the Saga classes and just rewrite all the rules into 5E, I want to actually transform Saga into a proper port. I'm feeling like I may have bitten off more than I can chew though lol because designing classes is very time consuming. Having said that, the way 5E is set up, your archetype/path choices are pretty much what determines what "kind" of class you are (EX: are you a sword & board kind of fighter, or are you an eldritch kind of fighter?) Saga edition has a bit more flexibility because you can pick and choose what kind of feats/talents you want in order to shape your character. What I'm doing is basically taking the prestige classes (Ace Pilot, Elite Trooper, Jedi Knight, Bounty Hunter etc) and working them as archetype choices into their respective classes. For example, Scouts will be able to become ace pilots and bounty hunters, Nobles can become officers, etc. I think that makes up for the lack of flexibility in ditching the talent/feat system. Thanks again for your feedback, you guys rock! [/QUOTE]
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