SW saga edition overview at WotC

Plane Sailing

Astral Admin - Mwahahaha!
I'm surprised that nobody seems to have noticed this and posted it here (unless it has been linked elsewhere?)

Saga Edition overview!

http://www.wizards.com/default.asp?x=starwars/article/sw20061214jc100

Introduction

Everything a player or Gamemaster needs to know to get started.

Chapter 1: Abilities

Characters still have six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Not much has changed in this chapter.

Chapter 2: Species

Players still have a broad choice of species to choose from when creating characters, and we've added Devaronians to the list of options. Most of the changes you'll find here are just reflections of the changes in the skill system (below), but there have also been some tweaks to try to give each species its own unique appeal.

Chapter 3: Heroic Classes

There are five heroic classes in the game: Jedi, noble, scoundrel, scout, and soldier. A player can customize her character by choosing from a selection of class skills, class-specific talents, and feats. All of the classes have undergone extensive revision to make them more fun to play at all levels. Multiclassing is easier now than it has ever been.

As for the classes dropped in this edition (Force adept, fringer, and tech specialist), don't worry: These character concepts will still be playable, and their best abilities have been reborn as groups of talents for other classes.

Chapter 4: Skills

We've condensed and consolidated the skill list so that there are fewer skills in the game. Many skills that existed in the previous edition have been grouped together under a single skill; for example, the Deception skill replaces the Bluff, Disguise, and Forgery skills. All of the old Force skills have been replaced with a single skill called Use the Force, which works in conjunction with the new Force powers presented in Chapter 6. We've also devised a skill system that doesn't require players or Gamemasters to keep track of skill ranks, making it much easier to create and update characters in much less time.

Chapter 5: Feats

We've tweaked some of the old feats and added some exciting new ones. Force feats have been replaced with Force powers (appearing in Chapter 6). A few old feats have been reborn as class talents, but at the same time you'll find some old class features represented by new feats.

Chapter 6: The Force

Force Points work differently than before, but they're still in the game. The Force skills and Force feats from previous editions have been replaced with a new set of Force powers that require the Use the Force skill to activate. The Force powers use a "recharge" mechanic that's new to the game. Most importantly, a character of any class can become a skilled Force-user who is the equal of any Jedi. Finally, expect some tweaks to the Dark Side rules.

Chapter 7: Heroic Traits

Little has changed in this chapter (previously titled Heroic Characteristics), except that we've taken the Reputation mechanic out of the game. In its place, you'll find a new Destiny mechanic that helps to create an epic feel to your campaign.

Chapter 8: Equipment

Armor and weapons work a bit differently in the new edition, but most of the equipment remains the same. Some of the notable changes include streamlined rules for autofire weapons, area weapons (such as grenades), and stun blasts.

Chapter 9: Combat

The combat rules have been extensively reworked to speed up play, give characters better options, and make Star Wars miniatures a more useful part of the play experience. (This doesn't mean the Saga Edition is just an extension of the Star Wars Miniatures Game. Instead, it means that miniatures are a useful utility for running a good game, much like a Gamemaster screen, and we tried to find ways to integrate them seamlessly with your campaign.) Among the more noteworthy changes are the introduction of the swift action (similar to that seen in Dungeons & Dragons) and the use of hit points in place of vitality points and wound points.

Chapter 10: Vehicle Combat

The rules for vehicle and starship combat have been collected in a single chapter and revised to match changes to the combat rules in Chapter 9. The rules have been streamlined to make these encounters more cinematic and easier to run, and you'll find useful details such as Challenge Ratings for different vehicles and starships as well as some mechanics inspired by the new Star Wars MiniaturesStarship Battles game.

Chapter 11: Droids

You can still play droids as characters, if you wish. However, the rules for droids have been streamlined and revised to match other changes to the system. In addition, you'll find complete rules for building new droids.

Chapter 12: Prestige Classes

As with previous editions, the Saga Edition rulebook presents a selection of prestige classes for heroes and villains, including the bounty hunter, Jedi Master, and Sith Lord. Class features have been revised extensively to make the prestige classes more enticing and viable. Additionally, you'll find a Force adept prestige class ideal for Force-users from traditions other than the Jedi or Sith.

Chapter 13: Galactic Gazetteer

This chapter is aimed at players and presents detailed descriptions for various key worlds in the Star Wars galaxy, including the homeworld of every alien species presented in Chapter 2.

Chapter 14: Gamemastering

This chapter has been condensed, but it still contains rules that GMs need to create and run their own Star Wars adventures and campaigns. The Challenge Code system is replaced by a Challenge Rating system similar to that used in Dungeons & Dragons and d20 Modern, allowing for more precise adventure design including both combat and noncombat encounters. It also presents a single GM character class called the "nonheroic character" class, which replaces the diplomat, expert, and thug classes from previous editions. Finally, this chapter offers short, ready-to-play scenarios designed for use with the enclosed battle map.

Chapter 15: Eras of Play

This chapter discusses the various eras of play and presents game statistics for a few noteworthy characters from the Star Wars universe.

Chapter 16: Allies and Opponents

Here you'll find game statistics for creatures and GM characters that heroes are likely to encounter across the various eras. The creatures and characters in this chapter are meant to cover a broad spectrum of encounters in addition to having appropriate representation with official Star Wars miniatures.

That covers the basics of the new Saga Edition rulebook. In the next "Jedi Counseling," we'll start going through individual topics in more detail.
 

log in or register to remove this ad


Most of it I think I've gleaned from previous blurbs and conversations with Rodney and Owen, but the Destiny thing is definitely new. Still no description of exactly what they did with the Skill system! Argh! :D
 

They really condensed the classes. Five?! Wow, that's a short list. Some people say DnD could use a similar revamp. Not sure about 3.5 myself, but I think this could be a good change Star Wars.
 

Yeah, I'm not seeing much new beyond the Destiny thing...but even then, not much info.

Gah! I love the old system, and will probably still use it most of the time, but this still has me interested. I just want more info!
 

I wonder how easy it would be to simply keep the old classes, and modify their skills to match the new system? Most of the changes look good to me. I'll have to see how they're implemented.

I wonder if the new edition will include Old Republic and Legacy eras in the "Eras" chapter. Hope so.
 

Star Wars Saga Edition

This sounds like a "x.5" edition of D20 "Star Wars." I'm glad that most of the occupational classes remain and have been streamlined rather than making the game a D20 Modern one. I look forward to trying this out! I also wonder if some of the tweaks to skills, feats, and powers is foreshadowing of D&D4, but that's a conversation for another message board...
 

Remus Lupin said:
I wonder how easy it would be to simply keep the old classes, and modify their skills to match the new system? Most of the changes look good to me. I'll have to see how they're implemented.

From what I've seen elsewhere, most of the cut classes' abilities will be folded into the remaining classes. If, for example, the Scoundrel has access to a "Tech Specialist talent tree" and needn't take the abilities of the "Sneak Attack talent tree", I don't think bringing back the old classes would be necessary.
 

edemaitre said:
This sounds like a "x.5" edition of D20 "Star Wars." I'm glad that most of the occupational classes remain and have been streamlined rather than making the game a D20 Modern one. I look forward to trying this out! I also wonder if some of the tweaks to skills, feats, and powers is foreshadowing of D&D4, but that's a conversation for another message board...

I can assure you, this is not RCR.5. The changes are far more significant than that. It's one of the reasons why it's called Saga Edition, and not like, "Revised and Expanded Edition."
 

I would be very surprised if anyone felt the need to "bring back" the old classes. I have converted old RCR tech specialist and fringer characters under Saga, to make sure it could be done. It took less time, and for me produced a better result, than creating those characters in the first place.

And as I've said elsewhere, even if you think we've missed something, I think adding new abilities, knacks, Force powers, or special-case rules is going to be much easier for a Saga GMN than any previous edition of the rules, though that's all IMHO.

The Destiny rules are not of my making, but I wish they were. I think they're really clever, and I did suggest new ways to use them once I saw what a great idea Rodney had, and how it was being developed.

Owen K.C. Stephens
d20 Triggerman

Need better cheap magic options?
Get Loot 4 Less II: Rods, Staves and Wands
 

Remove ads

Top