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SW saga edition problems and gotchas?
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<blockquote data-quote="Plane Sailing" data-source="post: 4489240" data-attributes="member: 114"><p>that's pretty much it.</p><p></p><p></p><p></p><p>Essentially when you reach 0 hp you have to start making a 'save' against dying - roll 10+ on a d20 and you remain stable, 9- and you start fading. If you fail 3 of those saves, you die. If at any point you roll a 20 on your 'save', you bounce back up with 1/4 of your normal total hp.</p><p></p><p>The 'second wind' idea is extended - everyone has about 5-10 'healing surges', each of which recovers 1/4 of your total hp when triggered. You can take one 'second wind' per encounter on your own, others can be triggered by others via heal checks of powers (4e). The various force healing powers could also be used to trigger healing surges in others or yourself in my vision of it.</p><p></p><p></p><p></p><p>The basic idea is that everyone gets +1/2 level to attacks and defences. In the same way that classes have different bonuses to their defences, I'd give them different bonuses to attack.</p><p></p><p>This would mean that across all levels the chance to hit other people remains consistent. Hit points still go up slightly more quickly than damage, which means that higher level fights last slightly longer - which is something I'd like to see.</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 4489240, member: 114"] that's pretty much it. Essentially when you reach 0 hp you have to start making a 'save' against dying - roll 10+ on a d20 and you remain stable, 9- and you start fading. If you fail 3 of those saves, you die. If at any point you roll a 20 on your 'save', you bounce back up with 1/4 of your normal total hp. The 'second wind' idea is extended - everyone has about 5-10 'healing surges', each of which recovers 1/4 of your total hp when triggered. You can take one 'second wind' per encounter on your own, others can be triggered by others via heal checks of powers (4e). The various force healing powers could also be used to trigger healing surges in others or yourself in my vision of it. The basic idea is that everyone gets +1/2 level to attacks and defences. In the same way that classes have different bonuses to their defences, I'd give them different bonuses to attack. This would mean that across all levels the chance to hit other people remains consistent. Hit points still go up slightly more quickly than damage, which means that higher level fights last slightly longer - which is something I'd like to see. [/QUOTE]
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