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SW saga edition problems and gotchas?
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<blockquote data-quote="The_Gneech" data-source="post: 4488607" data-attributes="member: 6779"><p>I haven't noticed any major holes, although the <a href="http://forums.gleemax.com/forumdisplay.php?f=377" target="_blank">official <em>SWSE</em> boards</a> have a few topics that come up over and over again, especially about Move Object and Fool's Luck (see below).</p><p></p><p>My only real hangup has been the encounter-building guidelines, but I finally figured those out while I was building my XP Budget conversion. The book says one thing, the errata says another, and the current lead developer says a third! But to put it <em>real</em> simply, your average party level x3 = the total number of enemy levels to throw at them (roughly), with no single enemy element being more than +2/-2 from the average -- adjust up or down to tweak the difficulty. (Or, for that matter, you're welcome to use my XP Budget conversion! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />)</p><p></p><p>It does take a little getting used to, but some quickie observations:</p><p></p><ul> <li data-xf-list-type="ul">Multiclassing is easy, doesn't screw up play balance, and is intended to be done for almost all character builds. Do it a lot!</li> <li data-xf-list-type="ul">Recommended house rule: allow someone to take Skill Training in one of the class skills when they multiclass, particularly if they've already got all the starter feats for the new class. You won't miss cross-class skill ranks half as much this way.</li> <li data-xf-list-type="ul">There are lots of skill checks vs. defense scores, especially Jedi with Use the Force. Scoundrels have a talent ("Fool's Luck" IIRC) that gives them +5 with skill checks during an encounter. Therefore, Scoundrel/Jedi can be a broken combination. Recommended house rule: any time a skill check is done against a defense score, it is considered "an attack" for purposes of Fool's Luck (and therefore only gets a +1).</li> <li data-xf-list-type="ul">Remember that modifiers go +/- 1, 2, 5, 10. If something is -4 in <em>d20</em>, it's probably -5 in <em>SWSE</em>.</li> <li data-xf-list-type="ul">Status on the condition track is more important than hit points, usually.</li> <li data-xf-list-type="ul">Second wind can save your bacon, but is not always enough.</li> <li data-xf-list-type="ul">Going to 0 hp knocks you out, <em>unless</em> it's accompanied by more damage than your threshold. It's easy to defeat someone, but much harder to actually kill them.</li> <li data-xf-list-type="ul">Charge is a standard action. Do it a lot!</li> <li data-xf-list-type="ul">You can take an attack of opportunity with a blaster.</li> </ul><p></p><p>That's all I can remember off the top of my head. Overall it's a very fast, clean system and I heartily recommend it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>-The Gneech <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="The_Gneech, post: 4488607, member: 6779"] I haven't noticed any major holes, although the [url=http://forums.gleemax.com/forumdisplay.php?f=377]official [i]SWSE[/i] boards[/url] have a few topics that come up over and over again, especially about Move Object and Fool's Luck (see below). My only real hangup has been the encounter-building guidelines, but I finally figured those out while I was building my XP Budget conversion. The book says one thing, the errata says another, and the current lead developer says a third! But to put it [i]real[/i] simply, your average party level x3 = the total number of enemy levels to throw at them (roughly), with no single enemy element being more than +2/-2 from the average -- adjust up or down to tweak the difficulty. (Or, for that matter, you're welcome to use my XP Budget conversion! ;)) It does take a little getting used to, but some quickie observations: [LIST] [*]Multiclassing is easy, doesn't screw up play balance, and is intended to be done for almost all character builds. Do it a lot! [*]Recommended house rule: allow someone to take Skill Training in one of the class skills when they multiclass, particularly if they've already got all the starter feats for the new class. You won't miss cross-class skill ranks half as much this way. [*]There are lots of skill checks vs. defense scores, especially Jedi with Use the Force. Scoundrels have a talent ("Fool's Luck" IIRC) that gives them +5 with skill checks during an encounter. Therefore, Scoundrel/Jedi can be a broken combination. Recommended house rule: any time a skill check is done against a defense score, it is considered "an attack" for purposes of Fool's Luck (and therefore only gets a +1). [*]Remember that modifiers go +/- 1, 2, 5, 10. If something is -4 in [I]d20[/I], it's probably -5 in [I]SWSE[/I]. [*]Status on the condition track is more important than hit points, usually. [*]Second wind can save your bacon, but is not always enough. [*]Going to 0 hp knocks you out, [I]unless[/I] it's accompanied by more damage than your threshold. It's easy to defeat someone, but much harder to actually kill them. [*]Charge is a standard action. Do it a lot! [*]You can take an attack of opportunity with a blaster. [/LIST] That's all I can remember off the top of my head. Overall it's a very fast, clean system and I heartily recommend it. :) -The Gneech :cool: [/QUOTE]
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