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SW saga edition problems and gotchas?
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<blockquote data-quote="Plane Sailing" data-source="post: 4489249" data-attributes="member: 114"><p>Exactly.</p><p></p><p>I'd go the 4e route of having force based powers being something like Cha vs defence attacks (i.e. Cha bonus + 1/2 level vs Reflex defence or Will defence).</p><p></p><p>I'd still keep a 'Use the Force' skill (call it Spellcraft for a fantasy game) which can be used to determine the effectiveness of the power once it hits (or the effectiveness of non combat powers as-is).</p><p></p><p>This should mean that Force powers (magic) fights using the same basic rules as fighters with melee weapons do.</p><p></p><p>The SWSE had a great move in removing the 'force adept' and effectively rolling that into all the other classes, so you could be a noble force adept, a scout force adept and so forth. That would fit well with a magic-rich fantasy world where anyone can pick up a small amount of magic.</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 4489249, member: 114"] Exactly. I'd go the 4e route of having force based powers being something like Cha vs defence attacks (i.e. Cha bonus + 1/2 level vs Reflex defence or Will defence). I'd still keep a 'Use the Force' skill (call it Spellcraft for a fantasy game) which can be used to determine the effectiveness of the power once it hits (or the effectiveness of non combat powers as-is). This should mean that Force powers (magic) fights using the same basic rules as fighters with melee weapons do. The SWSE had a great move in removing the 'force adept' and effectively rolling that into all the other classes, so you could be a noble force adept, a scout force adept and so forth. That would fit well with a magic-rich fantasy world where anyone can pick up a small amount of magic. Cheers [/QUOTE]
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