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Star Wars Saga Edition?
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<blockquote data-quote="gribble" data-source="post: 3649892" data-attributes="member: 12430"><p>Yes and no. Being a new system (like true 20, it's certainly based on D&D/d20, but changed so much that it is, in essence, a new system) I won't deny that there are some mechanics that do have issues (most of these have since been errataed though - and no, there isn't "tons" of errata - about a page of substantive errata). But from what I can see, the people saying there are widespread mechanical issues are generally familiar with the RCR or D&D, and they're making unsubstantiated claims that things are broken based on their experience with those systems.</p><p></p><p>Take 2 weapon fighting for instance. A lot of people are complaining because withdraw is now a move action, so every round an opponent can just move away from a 2WF specialist, and he'll never get a full round of attacks off. But that assumes that (like D&D) you're fighting in some featureless 20x20 room, or 10ft wide corridor. Look at the movies/comics/games - when do they ever do that? When do you see characters just standing there (as they do in D&D) and wailing on each other? Pretty much never - the key to 2WF in Saga is backing someone into a corner, or tripping them off their feet, or otherwise putting them in a position where they can't just withdraw without provoking an attack of opportunity.</p><p></p><p>Someone asked how Saga has that "Star Wars" feel. It's not about emulating scenes directly from the movies (although the developers have done a pretty good job over on the WotC forums showing that it does that pretty effectively as well), it's about creating new scenes and stories that "feel" like a Star Wars movie. The fights are interesting, with lots of maneuvering, diving for cover, etc. The abilites and powers feel consistent with what the characters were able to do in the movies. E.g.: in RCR stunning was the most effective tactic you could use, but stunning was only ever used once that I can recall in the Movies. The upshot was that every man and his dog was using stun attacks in the game, when they hardly ever did in the movies - i.e.: it didn't feel a lot like SW. Saga doesn't have this problem - stun has it's place (i.e.: when you want to take someone alive) - but it's no more effective than just shooting to kill. There are lots of little things like that, like how Force powers work, the way skills work, etc. that mean that the mechanics do a great job of creating scenes that feel like they could have happened in the movies/comics/books/games.</p><p>Thats the Star Wars feel.</p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="gribble, post: 3649892, member: 12430"] Yes and no. Being a new system (like true 20, it's certainly based on D&D/d20, but changed so much that it is, in essence, a new system) I won't deny that there are some mechanics that do have issues (most of these have since been errataed though - and no, there isn't "tons" of errata - about a page of substantive errata). But from what I can see, the people saying there are widespread mechanical issues are generally familiar with the RCR or D&D, and they're making unsubstantiated claims that things are broken based on their experience with those systems. Take 2 weapon fighting for instance. A lot of people are complaining because withdraw is now a move action, so every round an opponent can just move away from a 2WF specialist, and he'll never get a full round of attacks off. But that assumes that (like D&D) you're fighting in some featureless 20x20 room, or 10ft wide corridor. Look at the movies/comics/games - when do they ever do that? When do you see characters just standing there (as they do in D&D) and wailing on each other? Pretty much never - the key to 2WF in Saga is backing someone into a corner, or tripping them off their feet, or otherwise putting them in a position where they can't just withdraw without provoking an attack of opportunity. Someone asked how Saga has that "Star Wars" feel. It's not about emulating scenes directly from the movies (although the developers have done a pretty good job over on the WotC forums showing that it does that pretty effectively as well), it's about creating new scenes and stories that "feel" like a Star Wars movie. The fights are interesting, with lots of maneuvering, diving for cover, etc. The abilites and powers feel consistent with what the characters were able to do in the movies. E.g.: in RCR stunning was the most effective tactic you could use, but stunning was only ever used once that I can recall in the Movies. The upshot was that every man and his dog was using stun attacks in the game, when they hardly ever did in the movies - i.e.: it didn't feel a lot like SW. Saga doesn't have this problem - stun has it's place (i.e.: when you want to take someone alive) - but it's no more effective than just shooting to kill. There are lots of little things like that, like how Force powers work, the way skills work, etc. that mean that the mechanics do a great job of creating scenes that feel like they could have happened in the movies/comics/books/games. Thats the Star Wars feel. :) [/QUOTE]
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