Star Wars Saga Edition [SECR] Preview #2 is Up

JohnSnow said:
Now, here's a question, what would people think about the notion of making attack and defense work this way as well? You're either untrained (+1/2 level), trained (+5 + 1/2 level) or focused (+10 + 1/2 level). I realize that isn't the way it is in Saga (I don't think...), but what do people think about that?
For attack and defense, I think the flat +5's for trained and focused might be a bit too much, essentially introducing another "front-loaded" situation. Skills, because they aren't something you're going to do multiple times a round in combat, I don't have as much an issue with doing this way.

If one were to go this route, I'd perhaps have all classes start at +1/2 level for BAB, then have Trained be +3/4 level, and Focused be +1/level.

Defense would scale similarly (but not neccessarily the same). In fact, I might make Combat Trained or Focused apply to both BAB and Defense, since learning to fight involves both, and then have feats and talents which apply to one or the other, for characters who want to be more defensive or offensive.
 

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Plane Sailing said:
I personally like combat skills rather than BAB and use that in my own OGL sci-fi game - however, the ability for 1st level PCs to start out at +10 would make a huge- huge- huge gap in combat capabilities,

True. So, therefore, we should have a system that allows for some of the benefits of being trained low-levels, but exaggerates them at high levels.

Personally, I'm inclined to favor a combat system that has an overall gap of between 5 and 7 points (feats and stats not included). So, perhaps the following:

Good Progression: Begins at +3, escalates to +12 at 10th level and +20 at 20th.
Average: Begins at +2, escalates to +8 at 10th level and +15 at 20th.
Poor: Begins at +1, escalates to +7 at 10th level and +13 at 20th.

For the record, I picked the starting numbers to mirror the 3 Defense scores of the scout character in the first preview.
 

I love the new skill system, but I am worried about certain things as skills, namely initiative and use the force.

I am hoping that these skills have special restrictions, like you can't take skill focus with them and so forth. I can't see any jedi character not taking skill focus: use the force. And having a +10 initiative at 1st level virtually guarrantees going first. Then again, with the big hitpoints at low levels, maybe going 1st won'[t be as big a deal.
 

MoogleEmpMog said:
If these previews are any indication, Star Wars Saga Edition is looking like the best d20 game to date.

It is looking very impressive. However, there are two things I want from my Star Wars game: lightsaber duels and starship dogfights. By adopting hit points, it looks like they've fixed the former.

But I haven't heard anything about the latter yet, and if that's not right then they might as well not bother, IMO. (Which is not to say I'm predicting failure - I do actually trust the people at the helm of this one. But, I'm not quite ready to get my hopes up just yet.
 

Stalker0 said:
I can't see any jedi character not taking skill focus: use the force.

I'm kind of expecting that the Jedi class will get Skill Focus (Use The Force) for free somewhere along the line. I figure that would be one of the things that will help set that class apart from other classes.
 

As for attack bonuses, I don't see any reason to change from what's currently used in d20. The thing that needed fixing regarding combat stats in RCR was Defense Bonus, as its progression could easily be outstripped by mid-level (5th or so), and even faster for Force-users with the Battlemind skill and/or Enhance Ability. I think I remember reading that either Rodney or Owen had stated that they would address the scaling between attack bonus and Defense bonus. Part of that may be the revamped saving throw progression, what with Reflex Save probably now equaling your defense against attacks, part of it may also include armor once again providing a bonus to defense rather than damage reduction.
 

delericho said:
It is looking very impressive. However, there are two things I want from my Star Wars game: lightsaber duels and starship dogfights. By adopting hit points, it looks like they've fixed the former.

But I haven't heard anything about the latter yet, and if that's not right then they might as well not bother, IMO. (Which is not to say I'm predicting failure - I do actually trust the people at the helm of this one. But, I'm not quite ready to get my hopes up just yet.

Oh, fair enough. The thing is, I'm not that much of a Star Wars fan - I like it well enough, but it's not a top-5 interest or anything.

My interest is in using the Saga rules for other settings; so far, it looks like it will be a great fit for most of what I want to accomplish.

On the flip side, great vehicle combat rules would not only make it much, much better for Star Wars, they would also be a boon to almost any setting, so I share your wishes here.
 

Abilities Str 16, Dex 10, Con 15, Int 8, Wis 13, Cha 8
SQ extraordinary recuperation, Wookiee rage
Talents Acute Senses
Feats Shake It Off, Weapon Proficiency (advanced melee weapons, pistols, rifles, simple weapons)
Skills Climb +3 (may take 10 even when distracted), Endurance +7, Perception +6, Persuasion –1 (may reroll checks to intimidate), Pilot +5, Stealth +5

How does this work now?

A 1st-level character gets 1/2 skill ranks, so either 0 or 1 point for untrained skills, and either +5 or +6 for trained skills (before you take ability scores into account).

Can anyone figure out the math on these? Because of his acute senses talent, I don't know if his Perception score is "accurate". His Stealth rating seems to make sense. I can't wait to see how they handle class skills.
 

(Psi)SeveredHead said:
How does this work now?

A 1st-level character gets 1/2 skill ranks, so either 0 or 1 point for untrained skills, and either +5 or +6 for trained skills (before you take ability scores into account).

Can anyone figure out the math on these? Because of his acute senses talent, I don't know if his Perception score is "accurate". His Stealth rating seems to make sense. I can't wait to see how they handle class skills.
Skill ranks are rounded down, so for a 1st level character it's +0 for Untrained, +5 for Trained, +10 for Skill Focus (before ability bonuses).

The Acute Senses talent probably gives the character Perception as a Trained skill (or maybe bumps it up one from Untrained to Trained or Trained to Skill Focus).
 

(Psi)SeveredHead said:
How does this work now?

A 1st-level character gets 1/2 skill ranks, so either 0 or 1 point for untrained skills, and either +5 or +6 for trained skills (before you take ability scores into account).

Can anyone figure out the math on these? Because of his acute senses talent, I don't know if his Perception score is "accurate". His Stealth rating seems to make sense. I can't wait to see how they handle class skills.

Sure, the math's pretty easy.


Climb: Untrained (+0) + STR 16 (+3) + Wookie = +3 (may take 10 when distracted)
Endurance: Trained (+5) + CON 15 (+2) = +7
Perception: Trained (+5) + Wis 13 (+1) = +6
Persuasion: Untrained (+0) + CHA 8 (-1) + Wookie = -1 (may reroll checks to Intimidate)
Pilot: Trained (+5) + DEX 10 (+0) = +5
Stealth: Trained (+5) + DEX 10 (+0) = +5

So he effectively has 4 trained skills. Given that he has an INT of 8, it's likely scouts get 4 trained skills at Level 1 (-1 for INT 8, so he has 3) and that Chalkazza is trained in Perception due to the acute senses talent. 'Cuz I can't figure out what else it does.

Climb and Persuasion are listed because of the wookie racial benefits to the skills climb and intimidate. Wookies are arboreal creatures with climbing claws so that accounts for the first, and the species fearsome reputation ("let the wookie win") accounts for the second.
 

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