Desdichado
Hero
d20 Modern's version of skills in general, it seems. The list of skills was pared down much more similarly to d20 Modern.
Moridin said:Now I certainly understand a player wanting to save himself from being harmed; who doesn't? But if you can accept a static Defense score, you can accept the changes in the Saga Edition rules. Also, if you *do* want a more dynamic defense, it won't be hard to reverse engineer a bonus as opposed to a flat score. However, the core game doesn't support this, because the "roll to exceed a difficulty number" mechanic leads to much, much quicker gameplay that fits in better with a lot of the other mechanics in the d20 system.
And, all that having been said, we do have some "Save your own ass" mechanics in the game, including one involving the new destiny mechanics.
In one of WoTC's previews of SWSE, they hint at something similar: a character will be able to take some sort of action to counter some of the conditions resulting from the condition track. The preview doesn't give any crunch, but it does say that some option will exist along these lines. (I don't know, but I'm guessing some sort of standard or full-round action called "recover" perhaps that automatically allows you to "move up" the condition track one level...)For example, perhaps the player can make a concentration check or its equivalent to negate the stun for 1 round.
It looks like the spellcaster rolls to hit the target's Fortitude/Will/Reflex, based on the "Force Haze" description in the preview.S'mon said:Well I like the flatter hp curve (I start my B/X D&D game at 4th for this reason) and probably the fewer classes, but not the talent trees, which sound like the kind of complexity that drove me away from 3e (and in particular prevented me using Grim Tales & d20 Modern) and am unsure about Defense integrated into saving throws (on progression, presumably? Or does the spellcaster now roll to hit the target's Fortitude/Will/Reflex class?)
Yeah - I don't know whether there has been any design/development discussion along the lines of "Hey, Saga guys, we're thinking of maybe doing this for D&D 4e - would it be appropriate for SW, and if so, can you stick it in and we'll see how it works out" or not. But, I expect the D&D designers to analyse feedback from players of the Saga edition, to see what works and what doesn't.Felon said:Look folks, I think it's pretty straightforward: if a concept works, they'll hang onto it. If it doesn't, they'll drop it.
You're quite right. Ignore my post. I hope to.Sir Brennen said:Umm... did you pay attention to his question?![]()
He's asking how many "innovations" of the previous SW game made it into the D&D 3.5 rules. Of his examples, none. By extension, Remathilis is suggesting that new rules in the Saga Edition won't necessarily make it into D&D 4E, either.
Felon said:Wasn't an update due today?