Star Wars Saga Edition [SECR] Preview #8 is Up

jonrog1 said:
BTW I don't really know the rules for answering questions about this thing without violating copyright. So if a mod or more experienced guy wants to toss some flags, feel free.
You can certainly tell people about a book you read without violating a copyright. Copyrights aren't non-disclosure agreements.
jonrog1 said:
Now some people will freak, feeling options have been taken away from the character. I respect that, but disagree. I think close-up fighting is specialized enough that simulating it with some training is legitimate. I LIKE the idea that there's a difference between Schmuck A grabbing you, wrestling with you while you whack at him with your gun butt, and being able to put an opponent in a submission hold.
Well, only giving specialized characters the options to perform grapple maneuvers goes against the grain of what's previously been disclosed about SWSE. And more to the point, it goes against the reailty of what regular, nonheroic folks can do. Anyone who did a little rough-housing in gym class or the schoolyard knows that ordiary people can trip and pin each other without specialized training. They aren't consigned to just fumbling with each other in some endless stalemate.
 

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One of the previous threads covered autofire. It works like this, from what I've heard:

You spray an area of two squares by two squares (10 ft. by 10 ft. or 2 m. by 2 m.). Make an attack roll at -5. That sets the Reflex DC to dodge. The victim(s) save for half damage.

You can target an autofire at a single opponent; that's at -5 to hit, and if you succeed, you inflict an additional 2 dice of damage. Are there any feats that build on those lines? Something that takes away the -5 penalty for burst fire would sound overpowered, but I'd be surprised if there were no feats that worked towards autofire or burst fire.
 

YIkes, okay, I'll dive in when I can (in LA working). I'm never sure when I'm walking on copyright, so I'll trust you to keep me honest...

Does the grabber take the same sort of penalties as the grabee? What can they do? (I'm specifically imagining here the old "villian grabs an innocent bystander, holds a gun to the head" scene)

I'd almost want a true Grappler to be able to take a bonus on "grappling" someone who has him in a Grab....(that "innocent bystander" is actually Jet Li, whoops)
You know what, I can't really tell from the rules -- again, they focused on streamlining them -- but I'd say, personally, that of you can "attack with a light weapon", you certainly as heck can "threaten" with one.

For the second one, again, not covered in the rules. I'd assign a flat bonus, personally, or sklp the initial unarmed attack, to turn the tables. No need to "grab" you opponent, when he's nicely enough laready moved into your square.

Let's move on ...

Prereqs to Trip and Throw? BAB +1 for Trip, BAB +1 and Trip for Throw.

Initimidate is under Perusasion.

Diplomacy is under Persuasion and works generally the same, with adjusted modifiers for the scale of the game. Rules are written more clearly though,. Everything's written more clearly ...

For autofire, you do actually need Burst Fire feat to unload full auto on a single target. Also, such an attack is not an area attack, so Evasion doesn't work.

You can also brace before area autofiring, to reduce the penalty to -2. Not a ton you can do there. It's actually AIMING that gets the honey, with Careful Shot, Deadeye, and some Gunslinger talents.
 


Felon said:
You can certainly tell people about a book you read without violating a copyright. Copyrights aren't non-disclosure agreements.

Well, only giving specialized characters the options to perform grapple maneuvers goes against the grain of what's previously been disclosed about SWSE. And more to the point, it goes against the reailty of what regular, nonheroic folks can do. Anyone who did a little rough-housing in gym class or the schoolyard knows that ordinary people can trip and pin each other without specialized training. They aren't consigned to just fumbling with each other in some endless stalemate.

Well, no, not really -- the bit about breaking the design intent. Anyone can grab and tussle. Pinning someone so they absolutely cannot act or move an inch -- not sitting on their chest like a kid, but pinning them -- and then crushing the life out of them, yeah, I'm down with that taking some training. Pretty much every bar fight I've seen is endless fumbling. And again, it's only endless fumbling if you DESCRIBE it that way. And one feat's hardly "specialized". The Armor Defense guys, those guys are going to be specialized.

I think it's eminently fair to move Trip back out to a regular grapple action, and I may well houserule that. But again, unity of design wins for me in this case. I'll let it play a few times before I do so. As with all game design, your mileage may vary. I just personally happen to agree with this one. And let's not get into it here, eh? -- I didn't design the game, and I'm just here to report back. We can continue it in the soon to be created thread "Why I hate Grappling in SAGA"
 

-Does the Full Round Action still exist?

-Does the feat Triples Attack allow you to attack 3 times, at BAB –5, as a full round action?

-How do creatures with multiple natural attacks play out? Do they need to take a full round action to attack with all of their natural attacks? What sorts of penalties do they take and what sort of damage bonus do they receive?

-How does dual wielding work?
 
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Baby Samurai said:
-Does the Full Round Action still exist?

-Does the feat Triples Attack allow you to attack 3 times, at BAB –5, as a full round action?

-How do creatures with multiple natural attacks play out? Do they need to take a full round action to attack with all of their natural attacks? What sorts of penalties do they take and what sort of damage bonus d they receive?

-How does dual wielding work?

Baby Samurai, I've read others that have posted about SECR, and the full round action still exists. I have heard nothing about the rest as yet.

I, too, would be interested in the answers to these questions,
Flynn
 

Flynn said:
Baby Samurai, I've read others that have posted about SECR, and the full round action still exists. I have heard nothing about the rest as yet.

I, too, would be interested in the answers to these questions,
Flynn

Double Attack
You can make and addition attack during a round of combat.
Prerequisites: Base attack bonus +6, proficient with chosen weapon.
Benefit: Choose a single exotic weapon or one of the following weapon groups: advanced melee weapons, heavy weapons, lightsabers, pistols, rifles, simple weapons. When you use the full attack action, you may make one additional attack when wielding such a weapon. However, you take a -5 penalty on all attack rolls until your next turn because you're trading precision for speed.
Normal: Making a single attack is a standard action.
Special: You may select this feat multiple times. Each time you select this feat, it applies to a different exotic weapon or weapon group.



Dual Weapon Mastery 1
You are adept at fighting with two weapons and double weapons.
Prerequisite: Dexterity 13, base attack bonus +1
Benefit: When you attack with two weapons or with both ends of a double weapon as a part of a full attack action, you take a -5 penalty (instead of the -10 penalty) on all attack rolls until the start of your next turn. You only gain this reduced penalty if you are wielding a weapon with which you are proficient.
Normal: If you use a full attack action to make more than one attack on your turn, you take a -10 penalty on all attack rolls for the round
 

I can't wait for this game.

It's been a long time since a game had me this exited.


Amazon says I should have it in my grubby mits on june 6th. :)
 

Full Action does indeed exist. BTW, I never played any of the D&D stuff using Swift Actions. When I read about them in the previews, I thought they would annoy me. But seeing them in the rules, I actually like it.

You get one attack/round. With Double Attack, req BAB +6, you can make a second attack/round at -5 with weapons of one type, full round action. With Triple Attack req +11 BAB, full round action gives you three attacks, all at -10.

This is designed for mook clearance, plainly. Powergamers will whinge, but this is the direction most RPG's have been moving for some time. Makes balance a lot easier and speed up combat.

Duel Wielding without a feat can be done, two attacks in a full round action at -10. With Dual Mastery i, penalty is -5. Dual Mastery ii penalty is -2, and Dual Mastery iii no penalty.

There is now a Rapid Strike to go with Rapid Shot.

As to the creature thing, you have to remember, beast list is thin, and the rules are pretty streamlined. From what I can derive from the stats, I'd say full attack to use multiple natural attacks, while suffering no penalty. Damage bonus seems to be based on type of natural attack and size modifiers. So a small claw attack is 1d3, a huge is 1d8, while a huge bite attack is 2d6.

It kind of looks like multiattack is just built in. But odds are, you're going to want to put this a a question in the rules forum someday.
 

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