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SW saga edition problems and gotchas?
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<blockquote data-quote="ValhallaGH" data-source="post: 4490037" data-attributes="member: 41187"><p>The thing this is going to do is to the Force.</p><p></p><p>The way Saga is set up, the Force is basically useless against high level characters. Despite some pretty hefty bonuses (training, focus, ability), the progression of defenses across the levels means that a force user needs to roll a 16 or better on the die to affect an opponent at high levels (16+). This keeps the party from Force Stun / Push / etc Darth whoever into oblivion / pits / whatever.</p><p></p><p>By making things scale the same way for everything, you make the Force a powerful offensive tool against foes of all levels. Which can lead to some very short fights.</p><p></p><p></p><p>Regarding the Damage Track:</p><p>For most characters, it makes your critical hits have a lasting effect upon the fight. For a specialist (Force Stun Jedi, Bounty Hunters, a couple others), it gives foes five hp. I rolled with a party that specialized in non-lethal capture by shoving everyone down the condition track. At level 13 we ran into some new players (damage dealers) and assaulted a Sith base. Inside, we snuck up on a Rancor. While the new party panicked, I told them to calm down, "we've got this." We dropped the Rancor in the surprise round. One Force Stun, one Bounty Hunter/Scoundrel/Soldier down-you-go shot, and it was over.</p><p></p><p>The stacking effects on abusing the damage track can be nasty. On the other hand, if your players role-play it well then they'll be paragons of the light that can count the people they've killed on one hand at level 19. Except for droids; they'll hate droids because droids only respond to damage (or ion blasters).</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 4490037, member: 41187"] The thing this is going to do is to the Force. The way Saga is set up, the Force is basically useless against high level characters. Despite some pretty hefty bonuses (training, focus, ability), the progression of defenses across the levels means that a force user needs to roll a 16 or better on the die to affect an opponent at high levels (16+). This keeps the party from Force Stun / Push / etc Darth whoever into oblivion / pits / whatever. By making things scale the same way for everything, you make the Force a powerful offensive tool against foes of all levels. Which can lead to some very short fights. Regarding the Damage Track: For most characters, it makes your critical hits have a lasting effect upon the fight. For a specialist (Force Stun Jedi, Bounty Hunters, a couple others), it gives foes five hp. I rolled with a party that specialized in non-lethal capture by shoving everyone down the condition track. At level 13 we ran into some new players (damage dealers) and assaulted a Sith base. Inside, we snuck up on a Rancor. While the new party panicked, I told them to calm down, "we've got this." We dropped the Rancor in the surprise round. One Force Stun, one Bounty Hunter/Scoundrel/Soldier down-you-go shot, and it was over. The stacking effects on abusing the damage track can be nasty. On the other hand, if your players role-play it well then they'll be paragons of the light that can count the people they've killed on one hand at level 19. Except for droids; they'll hate droids because droids only respond to damage (or ion blasters). [/QUOTE]
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