Star Wars SAGA Edition Preview in Game Trade Magazine (May 2007)

Just some random thoughts about this interesting preview:

Scouts (and I think every class) get a Feat or a Talent each level .. so no more dead-levels.

There are still Class Skills, so I wonder if you can learn cross-class skills and if you still get +5 in them.

Not as many Skill-Groups (like Persuasion) as I hoped ... there are still very specific skills like Jump, individual Knowledges, Ride, etc. available.

Con is a bit less important for Hit-Points, as you get more Hit-Points at first level but still only 1xCon bonus, but on the other Hand it is important for the survival because of the condition tracker.

P.S.: It seems that we will have the exact opposite attack-defense Situation as in D&D. In D&D the AC got worse and worse compared to the BAB, but in Star Wars Classes like Scout will get more and more behind against defense (which raises +1 per level, versus a +3/4 raise in Attackbonus).
 
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The skills things is a bit disapointing. It sounded like they were going hardcore with the skills combination. I mean, they decided to combine spot and sense motive, but not jump and climb? :confused:
 

Did they explicitly confirm that Spot and Sense Motive fall under the same umbrella, as I'm not sure of that?

I don't think the lack of Athletics is a big deal, as you can still use those skills untrained (and they won't suck). Except maybe Swim.
 

(Psi)SeveredHead said:
Did they explicitly confirm that Spot and Sense Motive fall under the same umbrella, as I'm not sure of that?

On the WotC boards, it was confirmed that some uses have of Sense Motive were folded into Perception (along with Spot, Listen, and Search), and the rest into Will Defense.
 

One thing I DON'T like about the rerolls -- you can't roll both d20's at the same time. it's "you must take the second roll", not "take the better of the two." It doesn't slow it down if there are only one or two rerolls at the table on a given combat round, but you're talking VERY slow if people are able to make two or three rerolls on their turn! Then again, if most of the rerolls are things like init or attacks, where it's pretty pass/fail, it wouldn't be bad. But if it's things like disable device checks, where failure by TOO MUCH means you trigger the trap, then there's usually a good bit of hesitation while the person decides whether to make that roll or not.

Force Points: Scouts start with 5 +half char lvl (rounded down) at 1st level and every time they gain a new level in this class. Any Force Points left over from previous levels are lost.

Aha! So force points ARE action points! :)
 


Baumi said:
Not as many Skill-Groups (like Persuasion) as I hoped ... there are still very specific skills like Jump, individual Knowledges, Ride, etc. available.

Why don't we just have the skill Skill that covers everything. :D
 

jujutsunerd said:
Meaning that the RPGA way of using action points will work just fine as an alternative, which makes me happy. :)

(They reduce the number of action points and have them reset every *session* instead of every level. Makes a lot more sense to me. See table CS-8 in http://www.wizards.com/dnd/files/DnD_Camp_XE_CS_2-0.zip or look at my version at http://wiki.jk.nu/SavageTide/HouseRules )

/Jonas

I agree, a per session or per adventure resource makes much more sense to me. Personally, I will go with have the per level amount apply per adventure (3 to 4 sessions). Most adventures are 1 level anyway but I prefer it when expressed this way.
 

drothgery said:
On the WotC boards, it was confirmed that some uses have of Sense Motive were folded into Perception (along with Spot, Listen, and Search), and the rest into Will Defense.

I kinda like the idea of that.

"Uh..we had a slight weapons malfunction, but uh, everything's perfectly all right now. We're fine...how are you?"

could very well be handled with the same "defensive mechanic" as

"These aren't the droids you're looking for".

Same deal, one's just amplified with the Force.

I could even see some granularity with illusion effects going under the Perception stuff rather than a Will Save.
 


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