SW saga edition overview at WotC


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Hmm, a recharge mechanic for Force powers?

Like the Recharge rules for magic in Unearthed Arcana maybe?

My idle speculation is that force powers have to "recharge" like UA's rules, so higher level Jedi (or other Force users) can use powers more often (like every round), while lower level Jedi have to wait more rounds between being able to use powers, and some powerful powers having specially long recharge times. Use The Force checks determine how well the power goes off (or if it even does). Perhaps there is some mechanic for being able to use powers more often than standard (like Force Point expenditure). The only part I really don't have much of a guess for is how characters get their selection of powers. Do they get them at a fixed progression per level (x number of powers known, some powers have prereqs of levels or classes or feats before they can be learned), or do you get one known per rank in Use The Force (kind of like 3.0 Perform)?
 

Being a very experienced Star Wars fan/gamer/GM, I'm ofcourse curious about this new edition.

How have y'all been testing the appeal of this system with fans besides the hints you give here and on other forums? I'm sure the changes look good to the designers, as it's their tastes going into it. I just hope you havenet been listening to the grognards that post complaint threads I skip over cause they're ludicrous (not the rapper).

Either way, I look forward to carving up your ideas to be implemented in my games. ;)
 

[Qoute=Han Solo] I have a Bad Feeling about this... [/qoute]

No seriously.. The change to the class structure and the skills seems like it might be a precursor to 4e DnD (since it appears to sound like an evolutionary step from D20M and DnD3.5 towards further class modularity/custemization). I have a feeling that the change in skills will be along the lines of all skills picked at first level has a bonus of +X and the max ranks per level is equal to your character/class level. This way if you choose the same skills each level and never change classes, it would be easier to "update" your character (thus eliminating the need to update your skill selection). That is assuming that the Saga Edition doesn't go the level-less skill route. Beyond that, I'm just wondering how futher suppliments (if any are planned) will incorprate new classes or "talent packages" considering that some class/talent combos might not work out logically (ie. if Tech speciallist is now a scoundral path, which only works skill point wise).
 

These changes are intriguing. Anything that makes the game more easily playable is great (I hope it's a precursor to 4e). I don't like the prospect of any character becoming a force user to rival a jedi, but I'll just opt out of it. It's in the will buy category for me now, especially since my current Star Wars GM has no interest in it (and he hasn't run a game in a while). That leaves it open to me to use the several hundred minis I bought in the first set (to get a complete set) for a new game set in the Rebellion era (perhaps an alternate history). Those things are just gathering dust now.
 

GoodKingJayIII said:
Some people say DnD could use a similar revamp.

I'm so sick of @#$#@ing prestige classes in D&D that are one-trick ponies with fluff padded around one special ability or trait that I've started killing them by the dozen and turning them into feats, feat chains and special abilities.

The Shadowdancer is a perfect example. I turned Hide in Plain Sight into a rogue special ability available at 13th level. Boom! It no longer has any reason to exist. If a monk really wanted to acquire the ability, I'd substitute it for a monk ability at some level.

So many prestige classes have no reason to exist.
 

Moridin said:
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'm really pleased to hear this (and I'm sure it isn't the first time you've said it either).

The only thing that is likely to disappoint is that excellent new mechanics are not likely to find their way into an OGL SRD, so that really good new mechanics can't be used by other companies too!
 

Hmm:

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.

They really ought to have some generic, customizeable alien types, since there are lots and lots of aliens who are just people with funny heads.

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.

Excellent. You have Jedi, Leia-type, Han-type, and two other classes that are central to having the setting work.

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.

Really, they should just drop the skill conceit, too. Is it really worth it to add another skill check for abilities that look innate when used? I'd rather have magic points and robust saves for powers that affect others. Other than that, looks good.

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.

Having a character of any class become an active force user (as opposed to just being heroically lucky and willful) is a really unfortunate choice IMO.

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.

Interesting.

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.

I hope autofire doesn't resemble D20 Modern.

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.

Ugh. That throws the baby out with the bathwater. VP/WP were excellent for the atmosphere of the game. They had one easily fixed problem (just allow a Fort save vs Wound damage to allow level to matter for damage, and you end up with a system that's also superior to D20 Modern's . D20M lets level matter, but ties it to the save-or-die massive death system). We'll see how the minis work out.

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.

Non-Jedi active Force users really should have to pick up Force Adept. In fact Force Adept makes a fine core class. There are also trained from birth Sith, too, and it would be nice to have low-level Sith antagonists, so I'd prefer if there was a note with Jedi saying it works for them. I hope we don't see a new PrC for everything any Jedi in the movies does for any length of time. I swear that if Obi-Wan had made a sandwich at some point in the series, there would have been a Jedi Sandwich Artisan PrC.

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.

Ugh. I don't care for CR in D&D.

In the end, this looks like a decent facelift for the game. I'll give it a look.
 
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Back in the RCR days I had the Jedi Commander PrC pitched at one point. JD Wiker looked at it and said "You aren't thinking of this for 'General' Kenobi, are you?"

"No," said I, "Lord Hoth."

Luckily, such classes are simply unneeded in Saga. The PrCs we do include all have a fairly broad purpose.

Owen K.C. Stephens
d20 Triggerman

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

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