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Star Wars Saga Edition?
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<blockquote data-quote="Imaro" data-source="post: 3648666" data-attributes="member: 48965"><p>As far as the skill system...I like it. It alleviates the "not enough skill points" problem that crops up in D&D. I also think that characters in Star Wars don't fit the "scrubs" to "gods" advancement scheme in D&D either. IMHO, even starting charcaters should be able to do things with a high level of success...it's space opera and in my mind that's a staple of the genre. I mean lets be real...if they're "trained" in a skill, I'm assuming they've spent years practicing or training in it. Those are the skills they specialize in and it's refreshing that they actually start competent in them...it lends the game a more heroic aspect.</p><p></p><p>I don't want Star Wars to be a "gritty" sci-fi game...it should have a totally different feel from this, and I think the new game succeeds at that. Characters aren't afraid to try heroic stuff and that definitely fits the genre. But then I'm the type of GM who wants the players to have a better than average chance to succeed, that way when they do fail it's dramatic. D20 as D&D really puts to much emphasis on the roll of the die at lower levels...to the point where it's just as likely a character will succeed at something as fail.</p><p></p><p></p><p></p><p>I really think you're short changing both the abilities the other classes get and the possibilities available through multi-classing. Some people might not want to play a Noble, but saying their weak in combat isn't true...check out the Noble's Demand Surrender Talent...wicked. I could even see a soldier taking a level of noble just to get this ability.</p><p></p><p>In fact I think the talents and feats together provide for numerous "options" for characters, combat based and non-combat based. I certainly don't see the soldier as regulated to dual-pistols or assault rifle. Though I will say that I in no way want SWSE to go the route of D&D. Feats, base clases, PrC's, etc. I'd prefer no new base classes, but new talent trees for the already exsisting classes, very few if any new feats...as I've seen this spiral with D&D where there are a multitude of sub-standard options that could have easily been left out...but generate cash, so were included.</p></blockquote><p></p>
[QUOTE="Imaro, post: 3648666, member: 48965"] As far as the skill system...I like it. It alleviates the "not enough skill points" problem that crops up in D&D. I also think that characters in Star Wars don't fit the "scrubs" to "gods" advancement scheme in D&D either. IMHO, even starting charcaters should be able to do things with a high level of success...it's space opera and in my mind that's a staple of the genre. I mean lets be real...if they're "trained" in a skill, I'm assuming they've spent years practicing or training in it. Those are the skills they specialize in and it's refreshing that they actually start competent in them...it lends the game a more heroic aspect. I don't want Star Wars to be a "gritty" sci-fi game...it should have a totally different feel from this, and I think the new game succeeds at that. Characters aren't afraid to try heroic stuff and that definitely fits the genre. But then I'm the type of GM who wants the players to have a better than average chance to succeed, that way when they do fail it's dramatic. D20 as D&D really puts to much emphasis on the roll of the die at lower levels...to the point where it's just as likely a character will succeed at something as fail. I really think you're short changing both the abilities the other classes get and the possibilities available through multi-classing. Some people might not want to play a Noble, but saying their weak in combat isn't true...check out the Noble's Demand Surrender Talent...wicked. I could even see a soldier taking a level of noble just to get this ability. In fact I think the talents and feats together provide for numerous "options" for characters, combat based and non-combat based. I certainly don't see the soldier as regulated to dual-pistols or assault rifle. Though I will say that I in no way want SWSE to go the route of D&D. Feats, base clases, PrC's, etc. I'd prefer no new base classes, but new talent trees for the already exsisting classes, very few if any new feats...as I've seen this spiral with D&D where there are a multitude of sub-standard options that could have easily been left out...but generate cash, so were included. [/QUOTE]
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