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Star Wars - SAGA vs. Revised
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<blockquote data-quote="Remathilis" data-source="post: 4683843" data-attributes="member: 7635"><p>Saga, all the way.</p><p></p><p>While Saga incorporates some 4e proto-elements (second wind but not healing surges, static defenses vs. rolled saves, untrained/trained/focused skills) its a much better system than Revised (having played both for a good long time, I can attest). </p><p></p><p>General Improvements</p><p></p><p>* Hit Points vs. Vitality/Wound: This one is big for me. V/WP was supposed to promote a more cinematic game by making vitality "easily healed" while wound represented "actual damage". In reality, it was a mess. Critical dealt straight to wound, and high level PCs (read: anyone over 5th level) could kill a character (be it a moisture farmer or Darth Vader) in one lucky die roll. Realistic? Sure. But that's not SW's thing. Unless your 9 year old is very mature about watching his PC die in one roll (often without any way to avoid it) avoid V/WP.</p><p></p><p>* The Force: In Saga, the Force is divide into three parts: Use the Force (a skill for minor powers like lifting light objects or sensing disturbances), talents (for cool specialized powers like sensing the dark side or battle meditation) and powers (in 4e terms: encounter powers that represent iconic powers like force lightning or mind trick). The tiers make the Force more akin to its uses in the movie without overpowering Jedi. In Revised, the Force is tied to a number of skills (like Move Object and Telepathy) and Feats (like Force Speed and Lightsaber defense) which draw off your Vitality (see above) creating a death spiral effect; the more Force you use, the more likely you are to die. Also, skill points become a big commodity for Jedi PCs; making Int the Godstat of Jedi (behind Dex). </p><p></p><p>* Class Balance: Saga has 5 classes (Jedi, Solider, Scout, Noble, Scoundrel). Revised has 9 (Jedi Guardian [a warrior-jedi], Jedi Consular [a more Force-attuned Jedi], Solider, Scout, Noble, Scoundrel, Fringer, Tech Specialist, Force Adept [Non-Jedi Force Users]). Despite nearly doubling the classes, the vast majority of them were useless. Jedi overpowered the game handily thanks to the Force and made many classes redundant (J Guardians overpowered soldiers, Consulars trashed Nobles). Fringers were weak for anything more than a level dip, and Tech Spec was an NPC class trying to be a PC class (weak, easily replicated by other classes). This typically lead to All-Jedi parties since they were easily the best class in the game (with consular edging out guardian, in Skill Points vs. Bab, SP wins). In Saga, the classes are pretty much even. Class abilities have been replaced by talents (with each class getting one every odd level) and bonus feats (even levels) so each class feels unique but no one a clear winner. The lost classes were folded into other classes. Overall, the Saga classes feel better balanced and easily customized, while the Revised run the gamut of good to poor. </p><p></p><p>While on paper Revised looks like "D&D with lightsabers" (the solider class IS a fighter with some tweaks, for example) SAGA captures the feel much better and is infinitely more fun (and easier) to play. While it does incorporate some proto-4e, its mostly its own unique thing. </p><p></p><p>One Caveat: there are some oddities in the system, particularly with Skill Focus: Use the Force breaking the game at low levels. No system is perfect, but IMHO its a much better system (esp for a starting RPer) than Revised.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 4683843, member: 7635"] Saga, all the way. While Saga incorporates some 4e proto-elements (second wind but not healing surges, static defenses vs. rolled saves, untrained/trained/focused skills) its a much better system than Revised (having played both for a good long time, I can attest). General Improvements * Hit Points vs. Vitality/Wound: This one is big for me. V/WP was supposed to promote a more cinematic game by making vitality "easily healed" while wound represented "actual damage". In reality, it was a mess. Critical dealt straight to wound, and high level PCs (read: anyone over 5th level) could kill a character (be it a moisture farmer or Darth Vader) in one lucky die roll. Realistic? Sure. But that's not SW's thing. Unless your 9 year old is very mature about watching his PC die in one roll (often without any way to avoid it) avoid V/WP. * The Force: In Saga, the Force is divide into three parts: Use the Force (a skill for minor powers like lifting light objects or sensing disturbances), talents (for cool specialized powers like sensing the dark side or battle meditation) and powers (in 4e terms: encounter powers that represent iconic powers like force lightning or mind trick). The tiers make the Force more akin to its uses in the movie without overpowering Jedi. In Revised, the Force is tied to a number of skills (like Move Object and Telepathy) and Feats (like Force Speed and Lightsaber defense) which draw off your Vitality (see above) creating a death spiral effect; the more Force you use, the more likely you are to die. Also, skill points become a big commodity for Jedi PCs; making Int the Godstat of Jedi (behind Dex). * Class Balance: Saga has 5 classes (Jedi, Solider, Scout, Noble, Scoundrel). Revised has 9 (Jedi Guardian [a warrior-jedi], Jedi Consular [a more Force-attuned Jedi], Solider, Scout, Noble, Scoundrel, Fringer, Tech Specialist, Force Adept [Non-Jedi Force Users]). Despite nearly doubling the classes, the vast majority of them were useless. Jedi overpowered the game handily thanks to the Force and made many classes redundant (J Guardians overpowered soldiers, Consulars trashed Nobles). Fringers were weak for anything more than a level dip, and Tech Spec was an NPC class trying to be a PC class (weak, easily replicated by other classes). This typically lead to All-Jedi parties since they were easily the best class in the game (with consular edging out guardian, in Skill Points vs. Bab, SP wins). In Saga, the classes are pretty much even. Class abilities have been replaced by talents (with each class getting one every odd level) and bonus feats (even levels) so each class feels unique but no one a clear winner. The lost classes were folded into other classes. Overall, the Saga classes feel better balanced and easily customized, while the Revised run the gamut of good to poor. While on paper Revised looks like "D&D with lightsabers" (the solider class IS a fighter with some tweaks, for example) SAGA captures the feel much better and is infinitely more fun (and easier) to play. While it does incorporate some proto-4e, its mostly its own unique thing. One Caveat: there are some oddities in the system, particularly with Skill Focus: Use the Force breaking the game at low levels. No system is perfect, but IMHO its a much better system (esp for a starting RPer) than Revised. [/QUOTE]
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