Static Saves

A 20' radius spread is HUGE. Do you know how big that is? Okay, it's peanuts compared to space, but it's still big. Besides, a 3rd level spell (5th-6th character level) is hardly "OTT".

And (yet again) as said before, I don't use random hit points which is the main reason this is a beef for me.
 

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hong said:
And (yet again) as said before, I don't use random hit points which is the main reason this is a beef for me.
So let the mage roll one attack roll for each orc then. Same number of rolls as before and same randomness.
 


Oldtimer said:
So let the mage roll one attack roll for each orc then. Same number of rolls as before and same randomness.

I'll probably be doing that too, but the only problem i see would be if they also copy how the spells work in SWSE.
You don't roll only to see if you overcome the enemy defenses, but the check result also determinates the spell effects. Example: result 15 = 2d6 damage, 25 = 4d6, 35 = 6d6, etc.
 

hong said:
... in 3E. I'm guessing that they'll be nerfing 4E blast spells somewhat; no point in this new emphasis on big groups of monsters if a fireball can take out the lot of them. In fact, they've already stated that fireball will no longer do 1d6/level.

Check out the D&D Open characters to get a preview of what Hong is talking about. The Wizard has a static amount of damage (determined by level) + 4d6. It results in a lower max but a better overall average. It's a heck of a lot faster too.

Edit - it was the High Level PCs from last year that I was thinking of. The group they put together to fight the CRD when it was shown at GEN CON.

My bad!
 
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Vicar In A Tutu said:
One thing that bothered me in Star Wars Saga Edition, was that players no longer rolled saving throws. Instead, the jedi/sorceror/whatever rolled against a static number. I think this ruins some of the fun. My players love rolling saving throws, it gives them a feeling that they "fight off" the effects of some evil spell, giving them more control of their character and whatever ills the character might face. Some of the best moments in my campaigns have been characters rolling vital saving throws, the suspense before the roll can be very enjoyable. I think its dissapointing that this (likely) will be lost in 4E.

I love it, makes the game run faster.

Plus I allow characters to spend a Force Point to beef up a single defense until their next turn, when they want to.
 

Nine Hands said:
I love it, makes the game run faster.

Me too. I've only run one session and already I'm going to have a hard time going back to Saves from Defenses. I much prefer this mechanic to help move combat along.
 

hong said:
... in 3E. I'm guessing that they'll be nerfing 4E blast spells somewhat; no point in this new emphasis on big groups of monsters if a fireball can take out the lot of them. In fact, they've already stated that fireball will no longer do 1d6/level.

Really? I kind of figured that they'd be buffing evocation attacks. 1d6 per level loses ground quickly considering the growth in monster saves/HP/resistances.

Switching to a set amount of dice with a per level bonus would be faster, and allows for 2 damage variables (initial amount and scaling). That way you avoid stuff like Cone of Cold doing the same thing as Fireball when you first get it.
 

Yeah, like the "roll your defense" option, you can still choose to "roll your saves" in Saga (or, presumably, 4e). Also, anytime that you are rolling, you can turn it into a static number by replacing the d20 with a 10, then add in the modifiers.

I prefer the Saga method, both as the unifying mechanic it is, and because it's easy to turn either side (or both) into the rolling side.
 

I was very skeptical about it at first (gasping at the mere thought of not being allowed a saving throw). Very, very skeptical. I downright hated the idea. What sort of game was it when you had to just sit there and take what the enemy was dishing out and there was nothing you could do about it? It sounded absurd!

But in the end, I really think I like it better. It plays much faster and winds up making more sense once you step back and look at it from the point of view of "attacker rolls everything". I'm happier with it than without it, and it's also much easier to explain to a newbie. "When it's your turn, you get to roll the dice to do something."

Of course, there are times when you just want to pull your bacon out of the fire and avoid a bad result. In those instances, I let players spend the equivalent of an action point to roll their defenses, with a result of 1-10 counting as an 11-20. Keeps the fun of crossing your fingers and hoping for a high save and serves to make it more special. A good compromise in the end.
 

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