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[Star Wars] Saga Edition's New Damage System
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<blockquote data-quote="eyebeams" data-source="post: 3423180" data-attributes="member: 9225"><p>And for some, the fun is in meeting challenges where opponents act in their tactical self-interest, challenging the players to overcome them without any special help from the GM. And in fact, though the GM *could* set impossible challenges, the fact is that there are already fairly well-defined parameters for appropriate challenges in the system -- in other words, there are rules to handle it.</p><p></p><p>A lot of RPGs in the 80s and 90s got a lot of mileage out of "The system says this, but ignore its implications and use a golden rule." It just doesn't cut mustard when it comes to contemporary design because it makes a a certain style of play mandatory. In essence, you're telling me that I'm to not use Saga's damage system for tactical play because the system doesn't support it. If someone else defines what fun is, then it ain't fun.</p><p></p><p></p><p></p><p>Uncle Owen! Aunt Beru!</p><p></p><p>If my *choice* to have fun (as opposed to the choice I'm being told is mandatory) lies with tactical challenges, people who want to kill the characters will do whatever they can to kill the characters. That means that if they can coup de grace a hero, they will. In Saga, the outcome of such decisions are dumped back into my lap, since characters can get knocked into helplessness regardless of remaining HP.</p><p></p><p>This isn't a unique problem with SW Saga. It's also an issue in D20 Modern's low Massive Death Thresholds.</p></blockquote><p></p>
[QUOTE="eyebeams, post: 3423180, member: 9225"] And for some, the fun is in meeting challenges where opponents act in their tactical self-interest, challenging the players to overcome them without any special help from the GM. And in fact, though the GM *could* set impossible challenges, the fact is that there are already fairly well-defined parameters for appropriate challenges in the system -- in other words, there are rules to handle it. A lot of RPGs in the 80s and 90s got a lot of mileage out of "The system says this, but ignore its implications and use a golden rule." It just doesn't cut mustard when it comes to contemporary design because it makes a a certain style of play mandatory. In essence, you're telling me that I'm to not use Saga's damage system for tactical play because the system doesn't support it. If someone else defines what fun is, then it ain't fun. Uncle Owen! Aunt Beru! If my *choice* to have fun (as opposed to the choice I'm being told is mandatory) lies with tactical challenges, people who want to kill the characters will do whatever they can to kill the characters. That means that if they can coup de grace a hero, they will. In Saga, the outcome of such decisions are dumped back into my lap, since characters can get knocked into helplessness regardless of remaining HP. This isn't a unique problem with SW Saga. It's also an issue in D20 Modern's low Massive Death Thresholds. [/QUOTE]
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