JohnSnow
Hero
Things from Star Wars Saga Edition I'd like to see imported to D&D? Pretty much all of it, provided it was done right. The exceptions being things that are done because they're a good "fit" for Star Wars but wouldn't be for D&D. Specifically, I'd like to see:
- The skill system
Consolidating skills is an absolute necessity. I also love the notion of high-level characters being competent in most general skills. In a fantasy setting, more applications of skills might be trained only, but the general concept is good. I think I may yoink this before we ever see a 4e.
- Talent Trees replacing class features
That way, you can create "variant classes" by creating new Talent Trees.
- Consolidation of classes
My personal preference would be to see Arcane/Divine magic separation die, but I'm not holding my breath.
- Defense as a critical aspect of class design
- Fort, Ref, and Will Defense scores replacing Saving Throws
I'm not sure you need Ref to be the same as Defense, but characters should have a defense score. Also, by reducing the disparities between characters' defenses, you don't have to worry about designing a trap that challenges the rogue's reflexes, and is therefore certain death for any other character.
- Condition Track
The condition track is another cool concept. The biggest complaint about hit points has always been the limited distinction in character states: fine, disabled, dying, and dead. I like the notion of having a "wounded" that means something. It's neat. The threshold rules also keep characters from sneering at weapons held by low-level mooks, even at high levels. Even Conan respected being surrounded by 20 crossbowmen.
- A flatter power curve
Flattening out the power curve might prolong the sweet spot of play some. Basically, Saga Edition characters are more durable than a level 3 D&D character, cutting back on low level fragility. If you had the option to trim some of the story-breaking wahoo factor out of the higher levels, you could potentially run the game indefinitely at a level that felt like the "sweet spot."
- No iterative attacks
Speeds up game play. Also cuts down on the incentive for characters to just stand still and swing. I want high-level heroes pulling off cool stunts, not standing still and going ginsu. Yes, fighters need some abilities that allow them to keep up with the damage dealing of spellcasters. But how hard is that to build into the game, really?
- Emphasis on per encounter game balance
No artificial "per day" limit. Which is silly. If you want a character to cast something once a day, make the spell fatiguing. By the same token, some abilities should be "once a day," or "once a week," for setting balance reasons. But the only abilities that should be "setting-limited" are the ones that are "setting breaking."
Label certain spells as story problematic (rather than encounter problematic) and let DMs set their own limits based on the wahoo factor they want in their campaign. Some people's wahoo is other's preferred level of high-magic. Some sample spells I can think of are the various teleport spells; all the spells that predict the future; detect thoughts; the healing spells (inc. cure disease, raise dead, and so forth); super mega damage spells; and any magic spell with a duration of "permanent" (even, yes, continual flame).
Those are my ideas. If enough of them make it into 4e, I'll be one happy camper.
- The skill system
Consolidating skills is an absolute necessity. I also love the notion of high-level characters being competent in most general skills. In a fantasy setting, more applications of skills might be trained only, but the general concept is good. I think I may yoink this before we ever see a 4e.
- Talent Trees replacing class features
That way, you can create "variant classes" by creating new Talent Trees.
- Consolidation of classes
My personal preference would be to see Arcane/Divine magic separation die, but I'm not holding my breath.
- Defense as a critical aspect of class design
- Fort, Ref, and Will Defense scores replacing Saving Throws
I'm not sure you need Ref to be the same as Defense, but characters should have a defense score. Also, by reducing the disparities between characters' defenses, you don't have to worry about designing a trap that challenges the rogue's reflexes, and is therefore certain death for any other character.
- Condition Track
The condition track is another cool concept. The biggest complaint about hit points has always been the limited distinction in character states: fine, disabled, dying, and dead. I like the notion of having a "wounded" that means something. It's neat. The threshold rules also keep characters from sneering at weapons held by low-level mooks, even at high levels. Even Conan respected being surrounded by 20 crossbowmen.
- A flatter power curve
Flattening out the power curve might prolong the sweet spot of play some. Basically, Saga Edition characters are more durable than a level 3 D&D character, cutting back on low level fragility. If you had the option to trim some of the story-breaking wahoo factor out of the higher levels, you could potentially run the game indefinitely at a level that felt like the "sweet spot."
- No iterative attacks
Speeds up game play. Also cuts down on the incentive for characters to just stand still and swing. I want high-level heroes pulling off cool stunts, not standing still and going ginsu. Yes, fighters need some abilities that allow them to keep up with the damage dealing of spellcasters. But how hard is that to build into the game, really?
- Emphasis on per encounter game balance
No artificial "per day" limit. Which is silly. If you want a character to cast something once a day, make the spell fatiguing. By the same token, some abilities should be "once a day," or "once a week," for setting balance reasons. But the only abilities that should be "setting-limited" are the ones that are "setting breaking."
Label certain spells as story problematic (rather than encounter problematic) and let DMs set their own limits based on the wahoo factor they want in their campaign. Some people's wahoo is other's preferred level of high-magic. Some sample spells I can think of are the various teleport spells; all the spells that predict the future; detect thoughts; the healing spells (inc. cure disease, raise dead, and so forth); super mega damage spells; and any magic spell with a duration of "permanent" (even, yes, continual flame).
Those are my ideas. If enough of them make it into 4e, I'll be one happy camper.