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

Reynard said:
One reason I don't think SWSE is a dry run for 4E is that D&D does *not* suffer (in sales) for complexity or an overabundance of options. While there will always be individuals who dislike X or Y, the fact is that trends in published material for 3.5e all point toward complexity and a high degree of options are good for D&D's current and future success. That Star Wars has twice now failed under the same assumption suggests that WotC finally got smart and understands that Star Wars is not, in fact, D&D in Spaaace and decided to build a system around what Star Wars *is* -- plus selling minis.

Obviously, I can't speak for everyone, but the people that I know refusing to play d20 Star Wars, myself included, refused to play because of same thing that stops us from playing licensed d20 games-the DND style approach to classes. The skill system and allocating skill points was never an issue.
 

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I think you guys are really kidding yourselves if you don't think that substituting rerolls for numerical bonuses will cloy at a very rapid pace.

OK, let's say we take one instance where you'd get a bonus to a given skill (let's say from a racial trait) and the new version instead gives you a reroll.

Now let's take another instance where you'd get a bonus to that same skill (this time it's a class feature). Does it offer yet another reroll?

Sure, why not? Let's even let them roll twice every time and take the better. Look at the numbers:

Best of 1: 10.5
Best of 2: 13.83
Best of 3: 15.5
Best of 4: 16.5
Best of 5: 17.15

Hardly game-breaking, and not that different from a static bonus.

If you're looking at this and saying "well, then the incentive to take a racial bonus and class feature and feat and talent that all stack is gone!" that might tell you something.
 

Hobo said:
:confused: (BTW, I really wish our confused smiley looked confused instead of like he's about to throw-up. That's a really crappy smilie and is a pet peeve of mine. Er... anyway...)

True. However, a smiley that vomited would also be cool. I know that there have been a few times on various message boards that I wish a vomiting smiley face was available.
 

Greg K said:
Obviously, I can't speak for everyone, but the people that I know refusing to play d20 Star Wars, myself included, refused to play because of same thing that stops us from playing licensed d20 games-the DND style approach to classes. The skill system and allocating skill points was never an issue.

IME very few people make big decisions -- and from a gamer perspective, especially one who is also a fan of Star Wars, this is a big decision -- on a single point of contention, and those that do are usually overemphasizing the importance of that point. The problem with Star Wars d20 -- aside from strange licensing requirements from Lucasfilm, which probably had a lot to do with the pace of the films coming out more than anything else -- was that it was D&D with wookies. This version of the game seems to be honestly adressing that issue by building systems that wouldn't necessarily make for good D&D, but might make for good Star Wars.
 

Delta said:
Axing skill point fiddling, minor feats, synergy bonuses? Actually reducing hour-long NPC creation times? Fantastic and amazing!

Actually, I'm going to reply to my on post. Now that I've slept on it, there's still a key problem with skills that this doesn't address -- namely, the decisions are all front-loaded at 1st level. (I guess in Saga all "trained" skill decisions are made at character creation time and are fixed from then on?) This maintains the difficulty for new players -- they still need to parse all the skill options and make their selections at square zero, when generating a character and not knowing what the implications are. Very big overhead there.

It would be better if skills were picked up one at a time as level increased like feats... or better if the whole skill selection system were deleted entirely.
 

Reynard said:
One reason I don't think SWSE is a dry run for 4E is that D&D does *not* suffer (in sales) for complexity or an overabundance of options. While there will always be individuals who dislike X or Y, the fact is that trends in published material for 3.5e all point toward complexity and a high degree of options are good for D&D's current and future success. That Star Wars has twice now failed under the same assumption suggests that WotC finally got smart and understands that Star Wars is not, in fact, D&D in Spaaace and decided to build a system around what Star Wars *is* -- plus selling minis.

I am sure a change or two from SWSE will appear in the inevitable 4E, but so will many additions and changes from the complete series', environmental series, UA and so forth. WHen 4E comes, I desperately hope it will be a streamlined version of 3.5 *as it is now* with a lot of the rules options built into the core so the crunch options -- feats, spells, gear, PrCs -- can be a whole lot more modular than they are now.


/agree 100%

3.5 is 'fine' and can be made better with a new edition be that 3.75 or 4.
 

Hobo said:
WTF?! I don't know that I've had to generate 18th level characters real quick, but I've had to generate a 15th level one not long ago, and it didn't take me more than 15 minutes or so.

Indeed... I'm amazed anyone could do it inside of 3 hours, actually. I had my smart roommate (but relative D&D newcomer) make a 16th level cleric for a game a year ago... and I watched as he struggled with it for 3 weeks before he was done. Core rules only. Mostly grappling with all the spells to prepare and all the magic items he could buy (which requires parsing every skill, feat, spell and magic item in the entire game before knowing what the options are).
 

Overall, I really like the changes they are making. I haven't had a chance to play Star Wars (kept meaning to, but only so much free time), but I might incorporate some of these into my D&D games.

One thing that does stick out to me is the no skill ranks thing. Of course part of it is the curmudgeon in me saying "But I like skill points!" but whatever. The one more objective thing I am wondering about is how this system handles characters who change focus as they progress. This happens to me as a player a lot, but I have seen it in others as well. You begin developing in one direction, then after several levels realize you want to focus on something else and quite often wind up multiclassing.

I'm interested to know how this system handles that? Do multiclassing characters just gain more trained skills? Do other ones suddenly become untrained? Are you locked into what you start with? I'm more just curious how that would work.


Gentlegamer said:
Each skill will have trained/untrained uses, so even if the skill roll bonus difference is not great, the uses of the skill will be. Also, talents and class/race abilities will further add different utilities and specialties to skills.
This is of course a "wait and see" issue for me, but this actually worries me some. On the face of it, it appears to be simplifying character creation by adding complexity to actual game play. I'd much prefer the other with spending more time up front, so actually playing goes smoothly.

If the skills have a list of a whole bunch of uses where some can be done trained, and some untrained, and ESPECIALLY if talents add even more uses to the skills, that becomes awfully unwieldy in play. I know in D&D there are plenty of extra skill uses that I never use because they are complex to actually use, or obscure - either because the use isn't conceptually obvious from the skill, or because "Complete X" book has an extra use for that skill, and "Complete Y" has two others.

The only cases where I have found special uses of skills to be interesting is when they were integral to the character. For example, in my games, no player or DM has ever used Feinting until I made a character that focused on that one single special skill use. Having the majority of the skill system focused on special uses worries me that it'll make actual play more complex as we have to look up which special uses out of which book can be used by whom. But like I said, until I see the actual full system, it's a worry not a complaint.


Felon said:
Can't say I think Sense Motive belongs in there with the rest. I can easily envision a scout being great at hearing squirrels fart at 100 paces, but knowing squat about reading body language and facial expressions.
Very nicely put. I'm all for some skill consolidation (we've actually had instances in D&D of players asking "What do I roll to smell?" with of course many snides responses). But personally, I see Sense Motive as less about seeing the little twitches of body language as it is about interpreting them. In my games when I've toyed with combining skills, I use that exact technique - is it very easy to think of someone good at one skill and terrible at the other (beyond impairments, of course like a blind man being good at listening), and you summed that up exactly. It's hardly a stretch at all to think of either someone excellent at noticing things, but socially inept at sensing motives, or someone who can read any person like an open book but can't notice someone sneaking up on him in squeaky shoes.

Actually, I can see Sense Motive being consolidated with Bluff and Diplomacy more than Search, Spot, and Listened. That makes a lot more sense to me.
 

Hobo said:
On what grounds are you claiming that the d20 Star Wars game has failed?

The fact that it is on its second major revision, that the Revised Edition is ranked #42,730-ish on Amazon versus the D&D PHB's #2000-ish (or the DMG's #2800-ish) when 3 of the top 10 grossing films of all time are the Prequels, and that there are about 7 times the number of posts on the WotC forums for D&D as there are Star Wars (using the "general" categories of each game, not including Minis).

I know -- hardly scientific, but there you go. Plus, I personally don't know a single person that plays it or has played it in the last year. I know that is totally anecdotal, but there it is nonetheless.
 

Sir Brennen said:
I don't mean to pick on you Henry, but this just made me giggle. The term is "sacred cow"..."Secret Cow" makes me picture a Far Side-style heifer in dark shades and a trench coat :D

Though it behoofs you to correct me, cud you keep it udderly germane to the thread, rather than milking my mistake for what it's worth? ;)

Seriously, I don't know where the heck THAT slip-up came from... "Secret Cow?" Sheesh! I need to have my herd examined...


As for the skill system issue that dominates the current discussion, I really don't see much problem, because I've never seen Star Wars, OR D&D characters, as representing real life very much; they more represent the dramatic and cinematic characters of movies and Pulp Fiction, characters who didn't worry so much about how well they could tie rope, so much as what their fields of specialty were. Usually the ones who attempted something outside their fields still succeeded, having "gotten lucky" at whatever they were attempting instead. An adventuring type who traipses around rescuing, swashbuckling, exploring, etc. will have a wide range of background skills, and will eventually look like such a character, whether by skill point allocations or by this new method, if they want to look like such a plausible "cinematic" character.
 

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