Mourn said:
These things you're talking about is exactly what they've been lacking up until now... more options that fit their theme and role. And this is exactly what they're putting in the game. Abilities that let a fighter knock someone down with a successful blow, or slow their movement, or stun them (all adds on the Defender role).
And those would be fine to me, as long as they don't get into "running on arrows" and "walking on air" territory like many Wuxia films as a default behavior. Splatbook options, cool: In the core PHB1, they proscribe a default D&D where the fighters are as miraculous as the demon-summoning and fireball-spitting mages.
Mourn said:
What is it about Saga PCs that you think is over-the-top for D&D characters to have?
I mentioned some of them in a previous post, but:
1) Powers of the nature of Force Grip, Force Lightning, or Move Object, with results for 6 dice of damage and up at 1st level. A 1st level Jedi, thanks to virtue of the low DCs, could pick up a tank and flip it on top of someone for somewhere in the neighborhood of 6 or 8 dice of damage with a halfway decent dice roll. A destiny point puts it in the 14 dice range. For a level one character. Force lightning is about as bad -- 8 dice of damage will cook any opponent at first level (ignore the dark side points a moment, because not only does D&D not have them, but you can get rid of them as a free action with a force point.)
2) The hit points combined with the force point usages to save someone. Not only could said soldier survive 4 blaster hits that could kill anyone else, he can spend a force point on that last hit to just go unconscious for the rest of the fight. With a single talent, he can move himself completely back up the condition track for that matter if he chooses to. (not that he needs it, he can just rest for 30 seconds and get the same amount of improvement.)
I would also say destiny points as a whole, but I like them at their core; I like every player to have one point or so to completely rewrite things if he needs it. However, the Star Wars PCs get one of those boogers at every level!!! Not one maximum, but one per level! A whole five or six person party has enough Destiny to rewrite the movie trilogies!
EDIT: just noticed this:
Mourn said:
Yeah... that's "don't-die-from-a-single-shot-from-a-one-eyed-goblin" heroic. That's the ability to take a couple wounds before succumbing. Heroes that die from a single hit from a weak goblin aren't really heroes... they're just pretending.
In some ways, they're the cooler heroes to me.. the ones who know that they could die any time from a lucky rusty goblin sword, but they do what has to be done, anyway, to complete the task (save the town, save the princess, whatever). Or, to look at it another way, it's fun to risk stupid death raiding some goblin lair who never did you any wrong just for loot and treasure, and getting pasted against the wall by a pipsqueak you wouldn't have expected could kill you.
Look at it this way: Some of D&D's best war stories come from both spectacular failures, as well as from snatching victory from the jaws of defeat. I don't remember any of the cakewalks... but my group does remember the battle where the deep dragon turned one PC into puddly goo in his own boots before dying, as well as when the wizard ran out of spells and had to resort to fisticuffs to save the party's bacon, of the 1st level PC who inexplicably tried to take on an Umber Hulk by himself, and got bisected for his attempt at glory.