SW SAGA EDITION: Preview 7

I'd like to see some more in-game movie examples from the films. For example, once the vehicle rules come out, how about the Assault on the second Death Star?

Overall i'm very impressed though and can't wait to pick this up.
 

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ValhallaGH said:
1.) But it's much less confusing when you note them as such.


2.) Also, much more polite to the random passer-by.


1.) I never stated anything as fact; I said, "I’m pretty sure…" And I've only been quoting what I've read in the official Saga previews.


2.) I'm not sure where you're coming from on this one.
 

ValhallaGH said:
Indeed they are. But it's much less confusing when you note them as such. Also, much more polite to the random passer-by.

Moderator/
There is nothing wrong with Baby Samurai's posts here - just so you know.
/Moderator

Back to rampant speculation!
 

Plane Sailing said:
It will be interesting to see whether this is generally true (e.g. can you wind up for a mighty swing/start taking aim/etc in one round and then take the shot in the following round?)
Can't speak to Double Attack, but per the May 2007 Game Trade SECR sneak peek:

Mighty Swing
You are capable of delivering jarring melee attacks.
Prereq: Strength 13
Benefit: You can spend two swift actions in the same round to deal +1 die of damage on your next melee attack in the same round.
The effects of this feat do not stack with the extra damage provided by the Rapid Strike feat.

Says right in the feat that you'd have to expend two swift actions in order to make use of Mighty Swing. And also means that you most likely wouldn't be able to take advantage of Double Attack either, since that appears to require more than just a standard action to use.
 

ValhallaGH said:
The functional difference between two swift actions and a standard action or a full round action is pretty small, especially when it all happens in the same round. As such, I find it very likely that the author, out of good old d20 habit, wrote full round action whether or not it was accurate.

It isn't that small...if a full-round action is defined the same way it's always been, that will still leave you with a swift action for the round. Two swifts + standard leaves you with nothing.
 

Baby Samurai said:
2.) I'm not sure where you're coming from on this one.
Sorry, didn't mean to imply that you'd been rude. As Plane Sailing pointed out, you've been very well behaved, as has just about everyone in this thread (good for us!).

What I meant, but was obviously not clear about, was that a random person skimming the thread might see a wild speculation, not notice the qualifiers if any, and run around convincing others that said speculation was truth. I hope you can understand how I might classify that as rude.

Either way, I do apologize for the confusion and (accidentally) implied insult.

As the friendly moderator has recommended, back to the speculation!
 

ValhallaGH said:
But it's much less confusing when you note them as such.
What's so confusing about her two examples? Both of them pretty clearly state "full-round action" and both are listed from the previews. Makes a pretty solid case that full-round actions are likely to exist in SECR. They may not be as prevalent in combat as they are in D&D or the OCR/RCR, but it they do exist.

Besides, even if a full-round action is effectively a move and standard action in the same round, it would be a lot quicker to just say full-round action. I'd imagine there are several aspects of skill usage that would require at least a full-round action.
 

Why are we arguing about full-round actions here? It has never been implied *anywhere* that full-round actions have gone the way of the dodo, only that the full-round *attack* action (you know, the high-level D&D fighter 5-attack beatdown action) has been removed in favor of increased damage based on character level. In fact, there are several uses of the force that are explicitly labeled as "full-round action"s, and if you troll through the Use The Force skill description, the full gamut of action types are mentioned:

http://www.wizards.com/default.asp?x=starwars/article/SagaPreview3

Force Trance (Trained Only): As a full-round action, you can enter a Force trance ...

Move Light Object (Trained Only): As a move action, you can use the Force to telekinetically lift ...

Search Your Feelings: As a full-round action, you can make a DC 15 Use the Force check to determine ...

Sense Force (Trained Only): You automatically sense disturbances in the Force. ... As a full-round action, you can make a DC 15 Use the Force check to determine the distance and general direction to the location of the disturbance.

As a full-round action, you can use this ability to actively sense other Force-users ...

Sense Surroundings: As a swift action, you can make a DC 15 Use the Force check to ignore ...

Telepathy: As a standard action, you can establish a telepathic link with a distant creature ...

I'd say there's no ambiguity here. The standard D&D 3.5 action types, full-round, standard, move and swift action all still exist, as described in 3.5.
 
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