Hjorimir said:
I just wish they would have dumped the ability scores and gone straight to the modifiers, which is what is really important anyway. Having a number just so it can represent a number is downright silly; take that cow out and shoot it!
Oh, Christ, no kidding. Why is Blue Rose / True20 seriously the only d20-derivative to do this? 3-18 always seemed like a weird and illogical range, anyway, and these days it only makes sense if you're actually rolling dice instead of using a point buy system.
Anyway, I'm cautiously optimistic about what we've heard of Saga Edition, but I ain't quite sold on everything.
[url=http://www.wizards.com/default.asp?x=starwars/article/SagaPreview2]Rodney Thompson[/url] said:
For example, we removed Craft, because traditionally the Repair skill was used to build droids, starships, and so on.
This strikes me as kind of a weird decision. Not necessarily a bad one, but just surprising, in light of the huge focus on crafting in today's very popular CRPGs. Anyway, here's hoping they rename Repair to Electronics or something so it'd make more sense to be building droids with the damn thing.
[url=http://www.wizards.com/default.asp?x=starwars/article/SagaPreview2]Rodney Thompson[/url] said:
Lastly, we took a look at Sense Motive. The skill allowed a character to perceive changes in tone (listening), body language (sight), and mannerisms (both) to determine someone's true motives. That sounded a lot like what we were already doing with the Perception skill, and so we folded Sense Motive into the new skill as well.
Collapsing Spot, Search, and Listen into one skill sounds like a great idea, but adding Sense Motive in as well doesn't really sit right. The other skills are all dependant only upon raw sensory acuity and general alertness, while Sense Motive is largely a question of social and psychological awareness. They cover very different conceptual ground, as well.
Still, skill consolidation is, in general, a good thing.
[url=http://www.wizards.com/default.asp?x=starwars/article/SagaPreview2]Rodney Thompson[/url] said:
Though it may be considered a radical change, Saga Edition eliminates the concept of skill ranks. Instead of investing resources and micromanaging skills, a character is either trained or untrained in a skill, period. Our research into how players created their characters showed that they typically maxed out their ranks in a couple of skills and put only a few points into other skills.
I don't know how everybody else builds their characters, but I don't really do the max-the-important-skills-and-ignore-the-rest thing. I tend to give my characters very varied levels of ability in different skills, according to what seems appropriate.
Moving from skill points to a binary "you've got it or you don't" system makes skills a hell of a lot less fine-grained, and it sounds like it might eliminate the "color skill" practice (that is, when you toss two points into Perform (whistling) just for kicks) by making skills a more carefully-rationed resource.
All in all, though, I think I have to admit that this rather severe simplification of the skill systemn is probably a good idea. It ain't a good fit for
me, personally, but I know that a lot of folks get completely turned off by that part of character generation.
[url=http://www.wizards.com/default.asp?x=starwars/article/SagaPreview2]Rodney Thompson[/url] said:
1/2 character level + relevant ability modifier + 5 (if trained) + 5 (if Skill Focus)
This is interesting. I'm not sure I can really get behind the whole idea of a character getting better at repairing droids over the course of his career even though he never does any mechanical work, and mechanical aptitude isn't part of his concept in any way. (Comparing this to Wizards gaining BAB over time doesn't strike me as
completely valid: BAB is a much more fundamental resource than the vast majority of skills, and Wizards most definitely have use for it.) But that's a minor gripe, and I do like the smoother ability curve that it leads to, as
demonstrated by Kunimatyu. So I could live with it.
[url=http://www.wizards.com/default.asp?x=starwars/article/SagaPreview2]Rodney Thompson[/url] said:
The new skill system encourages players to try things as the encounter demands. Sure, you might not be as good at riding a tauntaun as your friend, but at least you can hop on and join the fun rather than waiting back at Echo Base.
This is cool, as long as they still make different levels of skill
mean something, even when everyone ends up being "good enough". I really hope they work variable levels of success in, somewhere.
[url=http://www.wizards.com/default.asp?x=starwars/article/SagaPreview2]Rodney Thompson[/url] said:
The feats that provided a +2 bonus to two skills are gone
About time. I never understood why the PHB needed 15 goddamn feats that were essentially the same thing, and all of them basically redundant in light of Skill Focus, anyway. And, worst of all, they're newb traps: They don't do anything interesting or useful, but they're named simply and clearly, and tie in easily to folks' 1st-level character concepts, so they're easy choices for folks who don't know the game well.
[url=http://www.wizards.com/default.asp?x=starwars/article/SagaPreview2]Rodney Thompson[/url] said:
Synergy bonuses have been eliminated as well.
Oh, man, finally. Those were always pretty lame.
[url=http://www.wizards.com/default.asp?x=starwars/article/SagaPreview2]Rodney Thompson[/url] said:
For example, Wookiees have a natural ability to reroll Persuasion checks to intimidate.
That's cool. I always liked reroll mechanics. I dig how they improve your chances of success while still rewarding a character for being good at something, and how they make unlikely catastrophic failures at something a character ought to be good at
less likely.
[url=http://www.wizards.com/default.asp?x=starwars/article/SagaPreview2]Rodney Thompson[/url] said:
(yes, Initiative is now a skill)
Interesting. I dig that. Certainly, if anything ought to go up with character level, this qualifies. I kind of preferred the idea of Initiative checks being replaced with Reflex saves, but I can certainly deal with this, especially now that saves are being converted to static defensive target numbers.
So, yeah, all-in-all, I'm digging this whole direction. Simplification isn't generally my bag, but I understand its necessity, and most of the complexity they're cutting out is stuff I'm not too attached to, anyway.