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Subject: 4E speculation with SAGA

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Sean-Khan
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08/19/2007 3:53 AM  
SW Saga edition has lots of new things, and several of are likely to be in 4E.

Facts or others suggested by rumors:
-Spells will be on per encounter -basis.
-Each class gets talent every other level, bonus feat every other (it was mentioned that 'each class something new and interesting every level')

Other things in saga that are possible in 4E:
-Elmination of skill ranks, trained/focus/special abilities only (magic items will complicate this, unless made to +5/+10 -bonus only)
-Elimination of classes, addition of talent trees to make varying characters
-Elimination of saves, introduction of f/r/w -defences
-Elimination of iterative attacks, bonus damage & multiple attacks with feats
-Condition track

Any other facts or other Saga -stuff that comes to your mind?

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08/19/2007 8:20 AM  
Based on what little I've seen of the Star Wars game, it is a concern to me that D&D 4E will start the move away from traditional classes paths and move to a more open ended talent tree type advancement.

I'm not sure I like this very much.

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08/19/2007 8:25 AM  
Holy fipple posts Batman!!

To keep on topic, I'm quite sure I don't like it very much. I love classes.

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08/19/2007 9:28 AM  
Now hold on, classes are still there. You take your class, but the talents allow you to choose your focus. It gives you more flexibility. For instance, I play in a weekly saga game. We have 3 Jedi and a 4th that dipped for force powers. Thanks to talents, we're not clones of each other. We're very distincly different.

Keep in mind, you have to choose talents based on the class that grants them, in almost all cases. So in 4E, the fighter can't choose spellcasting talents, even if he has wizards levels, if he just took a level of fighter. He must take a fighter talent.

All in all, I like the talent idea. Its like choosing your focus. Combat rogue? Stealthy rogue? Skillful rogue? Mix all three? Talents allow you to do that easier than 3E or 3.5. Skills, well, that I'm not so sure about. I mostly like Saga skills, but it is a bit dumbed down. Easy though, especially when leveleing, but wicked hard to learn new skills without sacrificing a feat to do so.

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08/19/2007 12:23 PM  

This sounds a lot like the True 20 rpg.....

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08/20/2007 3:15 PM  
They did mention that in a sense they had been playtesting 4th ed with recent products, like Star Wars, but there will be classes like it has been mentioned. I also got the impression that it was taking cues from True d20. We'll see.

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08/20/2007 4:18 PM  
I've really liked the idea of talents. I always thought this would be the best way to do the rogue. And, after having seen all the extra books, I think it's a great way to do all the classes.

I'm looking forward to seeing what they've done. From the looks of things, they've had a couple years to do their own internal testing. Sadly, I don't think they can get enough playtesting taken care of in the few remaining months. They should have allowed more like 18 months from announcement to release.

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08/22/2007 8:04 AM  
Posted By Sean-Khan on 08/19/2007 3:53 AM
-Elimination of saves, introduction of f/r/w -defences
This is the same as D&D really, except that your character level adds to these defenses every 2nd level.  Which is good

Also, your character level adds to your skills and your "to hit" every 2nd level which is also really nice.

-Elimination of iterative attacks, bonus damage & multiple attacks with feats
-Condition track

If there are two things I hate about saga, it's these two things.  The Condition tracks are nasty and an unnecessary complication imho.  It's more for flavour than for keeping things simple.

I like being able to kill multiple weak opponents in D&D, in SW you can't.  You get swarmed really really easily.  And if you don't have ranged attacks, imagine how much more easily you will get swarmed.  Ok, whirlwind attack and cleave of course make a difference.  But, I like multiple attacks.

Move, then charge is cool too.

Rolling a d20 to see if you aid is weird though.


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08/22/2007 8:55 AM  
I like the condition track, as it's a way to take someone down who you may not be able to kill. Alternative options, like 3.5's subdual damage, only more options, and less clunky.

As for iterative attacks, it's made our games... different. We have a lot more AoE options for counter-egging. Plus, we became more tactically sharp as a group.

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08/22/2007 9:02 AM  
What is a condition track?


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08/22/2007 1:36 PM  
Penalties issues is someone beats your threshold. Let's say you have a threshold of 15, if you take 15 damage you drop 1 on the condition track to -2 to basically everything you try to do. 2 condition tracks means -4 (or -5 can't remember) and so on all the way to -10. Try doing any skill checks at -10, or to hit -10 or AC-10, not easy. Some weapons or abiliities can drop someone 2 conditions instead of just 1. You can spend swift actions (2) to go up one conditiion on the condition track.

See, unnecessarily complicated.


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08/22/2007 2:45 PM  
Posted By greyhaze on 08/22/2007 1:36 PM
Penalties issues is someone beats your threshold. Let's say you have a threshold of 15, if you take 15 damage you drop 1 on the condition track to -2 to basically everything you try to do. 2 condition tracks means -4 (or -5 can't remember) and so on all the way to -10. Try doing any skill checks at -10, or to hit -10 or AC-10, not easy. Some weapons or abiliities can drop someone 2 conditions instead of just 1. You can spend swift actions (2) to go up one conditiion on the condition track.

See, unnecessarily complicated.

So there's already something wrong with 4E. Start the 4.5 speculation NOW!!!!!!

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08/22/2007 5:34 PM  
Wow, rereading that, I really typed it badly...


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08/22/2007 6:55 PM  
Posted By greyhaze on 08/22/2007 1:36 PM
Penalties issues is someone beats your threshold. Let's say you have a threshold of 15, if you take 15 damage you drop 1 on the condition track to -2 to basically everything you try to do. 2 condition tracks means -4 (or -5 can't remember) and so on all the way to -10. Try doing any skill checks at -10, or to hit -10 or AC-10, not easy. Some weapons or abiliities can drop someone 2 conditions instead of just 1. You can spend swift actions (2) to go up one conditiion on the condition track.

See, unnecessarily complicated.


the condition track is something that's a bit complicated, and hard to remember, but very realistic. You have a damage threshold, based partially off of your con and your level. Every time you take that much damage in a single attack, you move one step. Condition track works a lot like negative levels.

-1
-2
-5
-10
helpless

are the 5 stages. Additionally, other special circumstances can affect the track as well...

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Vrecknidj
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08/23/2007 3:17 AM  
I've been reading the Saga edition book the past few days. I must say, I like it. I played in the SWRPG at GenCon on Saturday and found it very compatible with 3.5e. There are some differences.

One thing I really like is the following, very simple system for explaining what happens in a round.

In any given round, you can do either of the following: (1) take a Full-Round Action or (2) take the following three

Standard Action (can be exchanged for a Move Action or a Swift Action)
Move Action (can be exchanged for a Swift Action)
Swift Action

Thus, you can do any of the following

1. Full-Round Action
2. Swift, swift, swift
3. Swift, swift, standard
4. Swift, swift, move
5. Swift, standard, swift
6. Swift, standard, move
7. Swift, move, swift
8. Swift, move, standard
9. Swift, move, move
10. Standard, swift, swift
11. Standard, swift, move
12. Standard, move, swift
13. Move, swift, swift
14. Move, standard, swift
15. Move, swift, standard
16. Move, move, swift
17. Move, swift, move
(Is that all of them?)

You cannot take a Full-Round action and a Swift action in the same round. Also, both Free Action and Reaction are defined.

There are some things you can do in Saga that require expending two swift actions, or three swift actions. I would imagine that there will be feats in 4e that require expending two swifts (or, perhaps, two consecutive swifts) and that in some cases one can be the final swift action of round X and the next one can be the first swift action of round X+1. This gives you quite a bit of flexibility.

I haven't seen much on Immediate actions anywhere.

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08/23/2007 3:42 AM  
Posted By Teflon Jeff on 08/22/2007 6:55 PM


the condition track is something that's a bit complicated, and hard to remember, but very realistic.

1st ED weapon vs armor types was also all of those things. Didn't make it good though.
I find it interesting that folks are already finding things wrong with a game mechanic that will be part of 4E.

Can you say 4.5 by 2010? Hello, all new books again. Be ready.

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08/23/2007 4:20 AM  
Posted By greyhaze on 08/22/2007 1:36 PM
Penalties issues is someone beats your threshold. Let's say you have a threshold of 15, if you take 15 damage you drop 1 on the condition track to -2 to basically everything you try to do. 2 condition tracks means -4 (or -5 can't remember) and so on all the way to -10. Try doing any skill checks at -10, or to hit -10 or AC-10, not easy. Some weapons or abiliities can drop someone 2 conditions instead of just 1. You can spend swift actions (2) to go up one conditiion on the condition track.

See, unnecessarily complicated.


Do you roll for damage, or is it doled out in 5 pt increments?


You know, I keep thinking that after the new design team gets done with D&D 4e, D&D won't stand for Dungeons and Dragons anymore, because well, that's just not fun. It's old and stuffy. - Originally Posted by BabWryter on Kenzerco.com
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08/23/2007 7:47 AM  
Damage is rolled for, generally the weapon damage is massive compared to what we're used to in D&D. A hold-out pistol is 3d4, a pistol is 3d6 and a heavy pistol is 3d8 (for example). There are melee weapons as well. A light sabre does 2d8.


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08/23/2007 3:32 PM  
Posted By Ghendar on 08/23/2007 3:42 AM
Posted By Teflon Jeff on 08/22/2007 6:55 PM


the condition track is something that's a bit complicated, and hard to remember, but very realistic.

1st ED weapon vs armor types was also all of those things. Didn't make it good though.
I find it interesting that folks are already finding things wrong with a game mechanic that will be part of 4E.

Can you say 4.5 by 2010? Hello, all new books again. Be ready.


I won't say it's wrong, only that it's hard to remember. We've been playing for 8 weeks now, and it feels more natural. It just took some adapring, and markers. We use signifiers to let us know who's taken what minuses. It also helps us focus on who's been beat down, and who we've been overlooking as sits in the back and snipes the crap out of us.

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08/24/2007 7:54 AM  
At GenCon, at the D&D demo, the figures were using a damage system that wasn't exactly 3.5e and I wonder if it was a preview of 4e. For example, the wizard's spells that should have done 10d6 did 4d6+21 instead. If so, we have a much more "in the middle" damage system. Furthermore, this really cuts down on dice at the table.

And, another hint in this direction is that the Saga edition calls for the player to have 4 6-sided dice (for stats, I'm sure), but, they could be shooting for economy here as well, and cap the randomness at 4 dice.

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08/24/2007 12:48 PM  
Interesting theory. I remember DLing the 20th level delve characters from the Wizards web site for kicks, and noticed the 20d6 count that was replaced with a large fixed bonus portion plus a small variable portion.

This would mean that the viriability of the damage would be more important at low-levels (level 5 = 4d6 + 3) than at high levels (level 20 = 4d6 + 56). Now i'm unsure what this means in turn, but i thought i'd mention it

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08/24/2007 4:13 PM  
In Saga, characters deal a bonus to melee damage equal to half their level. The formula in the book, for melee, is:

Weapon damage + one-half heroic level (rounded down) + Strength modifier

The formula for ranged damage is: Weapon damage + one-half heroic level (rounded down)

So, there's an anti-variability thing with other damage sources as well.

I suppose that this means that at both high and very-high levels, the damage is consistent. It's probably a lot easier to determine how many hits a character can take at any given level if the expected damage output from any source is very likely to be average.

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08/26/2007 6:52 PM  
Am I the only one who likes the variability of rolling skads of dice for damage? One big reason why I don't like point buys for PC creation is it deprives me of rolling dice.

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I actually love to be swallowed. - Posted By gss_000 on 09/04/2007 2:32 PM
How many times in life do you get to eat your own Cthulhu? - Posted By Pedro on 03/31/2008 2:29

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08/26/2007 7:34 PM  
Posted By Ghendar on 08/26/2007 6:52 PM
Am I the only one who likes the variability of rolling skads of dice for damage? One big reason why I don't like point buys for PC creation is it deprives me of rolling dice.


You're not alone....there's nothing like slinging 2 heaping handfulls of 6 siders all over the table and yelling at the top of your lungs "FIREBALL!!"

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08/27/2007 5:59 AM  
Posted By Ghendar on 08/26/2007 6:52 PM
Am I the only one who likes the variability of rolling skads of dice for damage? One big reason why I don't like point buys for PC creation is it deprives me of rolling dice.


You are not alone.  Point buys make my dice cry.Â


You know, I keep thinking that after the new design team gets done with D&D 4e, D&D won't stand for Dungeons and Dragons anymore, because well, that's just not fun. It's old and stuffy. - Originally Posted by BabWryter on Kenzerco.com
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08/27/2007 7:50 AM  
Posted By Ghendar on 08/26/2007 6:52 PM
Am I the only one who likes the variability of rolling skads of dice for damage? One big reason why I don't like point buys for PC creation is it deprives me of rolling dice.


I like Dice for damage, but not for stats. Too much variabitily always ends up with the following for PC's:

1 Super Fantabulous man
2 Average Joes
1 Mr. Retardo

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08/27/2007 1:12 PM  
I love rolling dice, and will undertake a number of house rules to ensure that i get to do it as much as possible

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08/27/2007 3:34 PM  
Posted By Wraithborne on 08/26/2007 7:34 PM
Posted By Ghendar on 08/26/2007 6:52 PM
Am I the only one who likes the variability of rolling skads of dice for damage? One big reason why I don't like point buys for PC creation is it deprives me of rolling dice.


You're not alone....there's nothing like slinging 2 heaping handfulls of 6 siders all over the table and yelling at the top of your lungs "FIREBALL!!"

Ghendar, you're not the only one.Â

Well said about the fireball, Wraithborne.

I think the best part of the fireball is rolling all those dice.  Even if I can get a low roll or a high roll.  It makes the high rolls a lot of fun.

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08/27/2007 7:09 PM  
Posted By Corim Danex on 08/27/2007 3:34 PM
Posted By Wraithborne on 08/26/2007 7:34 PM
Posted By Ghendar on 08/26/2007 6:52 PM
Am I the only one who likes the variability of rolling skads of dice for damage? One big reason why I don't like point buys for PC creation is it deprives me of rolling dice.


You're not alone....there's nothing like slinging 2 heaping handfulls of 6 siders all over the table and yelling at the top of your lungs "FIREBALL!!"

Ghendar, you're not the only one.Â

Well said about the fireball, Wraithborne.

I think the best part of the fireball is rolling all those dice.  Even if I can get a low roll or a high roll.  It makes the high rolls a lot of fun.

 
We even have a ritual for bad rolls. If mroe ones come up that 6s, someone gets to give you a Ric Flair chop to the chest.

Hey Woman, Hey Woman!! Listen here. Since your ol' man ain't got no heart, maybe you'd like to see a real man. I bet you stay up late every night dreamin' you had a real man, don't ya'? I tell you what, bring your pretty little self over to my apartment tonight and I'll show you a real man!

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08/28/2007 7:14 AM  
Posted By Wraithborne on 08/27/2007 7:09 PM
Posted By Corim Danex on 08/27/2007 3:34 PM
Posted By Wraithborne on 08/26/2007 7:34 PM
Posted By Ghendar on 08/26/2007 6:52 PM
Am I the only one who likes the variability of rolling skads of dice for damage? One big reason why I don't like point buys for PC creation is it deprives me of rolling dice.


You're not alone....there's nothing like slinging 2 heaping handfulls of 6 siders all over the table and yelling at the top of your lungs "FIREBALL!!"

Ghendar, you're not the only one.Â

Well said about the fireball, Wraithborne.

I think the best part of the fireball is rolling all those dice.  Even if I can get a low roll or a high roll.  It makes the high rolls a lot of fun.

 
We even have a ritual for bad rolls. If mroe ones come up that 6s, someone gets to give you a Ric Flair chop to the chest.

WHOOOOO!

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08/31/2007 1:51 AM  
Randomness of the dice adds to the suspension at the gaming table: me like!

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08/31/2007 3:34 AM  
Agreed ! Throwing 10d6 is so much more fun than 4d6 + 21 (both give same average, but one is in a 10-60 range and the "new" is 25-45 range : no bad rolls, but no more great rolls... The fun disappears)


AVERAGING EVERYTHING WILL MAKE AN AVERAGE GAME !

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08/31/2007 4:18 AM  
Posted By PaSquall on 08/31/2007 3:34 AM
Agreed ! Throwing 10d6 is so much more fun than 4d6 + 21 (both give same average, but one is in a 10-60 range and the "new" is 25-45 range : no bad rolls, but no more great rolls... The fun disappears)


I agree and if I ever run a 4E game I might just have to house rule this one.

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08/31/2007 8:17 AM  
Yeppers, me too. I like rolling dice, and all players i play with like it too. If we wanted averages, we wouldn't roll dice at the outset.

Keep those dice alive! 20d6? Not enough for my taste yet, wait till i hit level 30! :)

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08/31/2007 5:10 PM  
depemds on the situation, I guess. Most times, I like the lower dice count. Makes for a lighter dice bag and quicker and more enjoyable game.

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09/05/2007 6:16 AM  
Posted By PaSquall on 08/31/2007 3:34 AM
Agreed ! Throwing 10d6 is so much more fun than 4d6 + 21 (both give same average, but one is in a 10-60 range and the "new" is 25-45 range : no bad rolls, but no more great rolls... The fun disappears)


AVERAGING EVERYTHING WILL MAKE AN AVERAGE GAME !
Of course you can roll D6 and multiply it by 4... or Add 4+D20 or even D30 (average of 1,5 over of 4D6)


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09/05/2007 7:18 AM  
Reducing the number of dice you can roll is probably to make it easier for kids to figure out their damage.

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09/05/2007 7:45 AM  
Posted By Star on 09/05/2007 7:18 AM
Reducing the number of dice you can roll is probably to make it easier for kids to figure out their damage.


But I learned how to add large columns of numbers and quick math in my head by playing D&D, not in math class.


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09/05/2007 8:05 AM  
Yeah right? D&D can teach kids all sorts of useful stuff and math is one of them.

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09/05/2007 9:52 AM  
A buddy of mine who went through school figured out from an early age that if he acted up enough, he would get sent to BD (behavior disability) class. It wasn't even a class really. They just put you in a room with the other kids who acted up and hoped to contain the devastation to one room. He has thanked me repeatedly for teaching him to play D&D. He could barely read when he first started to play since he had basically just been handed a diploma and his math skills were nonexistant. He says he pretty much learned to read and do basic math from playing. I think over-simplifying the game is a huge mistake.

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