D&D 4E Star Wars Saga Edition as preview of 4e?


log in or register to remove this ad

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?)
 

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.

I think one of the reasons people handle the static AC better than the static save is in general when your saving its often against an effect that may drop you right then and there, or may weaken your character for several rounds. Damage is a number, and in dnd it doesn't lead to anything bad until death.

Now in this new game people are talking about wound penalties, and I believe the same arguments for saves hold more wait. If I shoot a player and say (I hit you, take 10 damage and I beat your fort threshold, your now stunned for 3 rounds) that takes out the players without him getting 1 roll, and that angers people at times. I see the same thing with effects like "ray of enfeeblement".

But this is coming from someone who knows little about the new system, and as long as "save your ass" mechanics are present, then that may be fine. For example, perhaps the player can make a concentration check or its equivalent to negate the stun for 1 round. Or x/day they can boost their fort threshold by 5. Players like to roll to save themselves, but they also like to spend resources to save themselves (actually players hate when they have to spend resources to save themselves, but they enjoy the thrill and decision it causes).
 

For example, perhaps the player can make a concentration check or its equivalent to negate the stun for 1 round.
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...)
 

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.

That's why I don't sweat the possibility that SWSE will emphasize re-rolls over numerical bonuses. I know that if they try that, it's gonna flop.
 

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?)
It looks like the spellcaster rolls to hit the target's Fortitude/Will/Reflex, based on the "Force Haze" description in the preview.
 

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.
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.
 

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.
You're quite right. Ignore my post. I hope to.

Cheers!
 



Pets & Sidekicks

Remove ads

Top