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Star Wars Saga, the Good, the Bad, and the Ugly
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<blockquote data-quote="comrade raoul" data-source="post: 3586868" data-attributes="member: 554"><p>On Vader and the grappling rules: Whenever you write rules, you can have structure, flexibility, or simplicity--but you only get to pick two. (For three extremes, freeform games choose flexibility and simplicity; tactical wargames pick structure and simplicity; games like Rolemaster pick structure and flexibility.) Saga Edition clearly trades some flexibility for simplicity, in the name of accessibility, and the much more manageable yet more limited grappling rules are an instance of this. Trying to model everything necessarily compromises simplicity, and it's understandable why the designers didn't go that route.</p><p></p><p>Personally, I'd model the Vader-Emperor showdown like this.</p><p><strong>Vader's player:</strong> That bastard's frying my son! I want to grab him and toss him down the reactor shaft!</p><p><strong>Gamemaster:</strong> Do you have the Trip and Throw feats?</p><p><strong>Vader's player:</strong> Er, no. Normally I slice things up with lightsabers or choke them with my mind.</p><p><strong>Gamemaster:</strong> Yeah, I know. That's like the fourth time this session you've said that.</p><p><strong>Vader's player:</strong> ... What if I spend a Destiny Point? It's really important.</p><p><strong>Gamemaster:</strong> Sure, go for it. I'll just treat you as having the feats for this encounter.</p><p></p><p>I don't think that's too much of a problem.</p></blockquote><p></p>
[QUOTE="comrade raoul, post: 3586868, member: 554"] On Vader and the grappling rules: Whenever you write rules, you can have structure, flexibility, or simplicity--but you only get to pick two. (For three extremes, freeform games choose flexibility and simplicity; tactical wargames pick structure and simplicity; games like Rolemaster pick structure and flexibility.) Saga Edition clearly trades some flexibility for simplicity, in the name of accessibility, and the much more manageable yet more limited grappling rules are an instance of this. Trying to model everything necessarily compromises simplicity, and it's understandable why the designers didn't go that route. Personally, I'd model the Vader-Emperor showdown like this. [b]Vader's player:[/b] That bastard's frying my son! I want to grab him and toss him down the reactor shaft! [b]Gamemaster:[/b] Do you have the Trip and Throw feats? [b]Vader's player:[/b] Er, no. Normally I slice things up with lightsabers or choke them with my mind. [b]Gamemaster:[/b] Yeah, I know. That's like the fourth time this session you've said that. [b]Vader's player:[/b] ... What if I spend a Destiny Point? It's really important. [b]Gamemaster:[/b] Sure, go for it. I'll just treat you as having the feats for this encounter. I don't think that's too much of a problem. [/QUOTE]
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