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Hey Grubman! You May Have Been Right...

Started by jeff37923, July 26, 2007, 01:47:54 AM

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jeff37923

I picked up Star Wars Saga Edition at the local used book store (I think someone stole it and sold it there, and then I bought it, which gives me a bonus level in Scoundrel for all I care).

I've read it and like what I see so far, haven't had a chance to play it yet. I want to see the destiny rules in actual play, but I like how they've handled the problems with Computer Use skill and the 2-shot stormtrooper. The astrogation rules on how long it takes to get from point A to point B could have used a sidebar on "ships travelling at the speed of plot".

Just wanted to let you know that you may have been right and the game is worthy of some hype.
"Meh."

Dr Rotwang!

Quote from: jeff37923... I like how they've handled the problems with  ... the 2-shot stormtrooper.
How is it handled?
Dr Rotwang!
...never blogs faster than he can see.
FONZITUDE RATING: 1985
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jeff37923

Quote from: Dr Rotwang!How is it handled?
Computer use now is dependant upon the computer's attitude towards the PC. The computer is treated as an NPC with a personality and the person using Use Computer skill must get on its good side to be able to do anything with it all. Plus, the computer will defer to the person programming it that it likes the most. So it doesn't matter how high you roll if the computer doesn't like you, which feels much more like the movies.

The 2-shot stormtrooper was a problem with the old d20 combat mechanics where instead of having a good chance (at average blaster damage) to incapacitate a target with one shot (like in the movies), it would take 2-3 shots to incapacitate the target. The use of a condition track and damage thresholds takes care of this adequitely so that now it takes 1-2 shots to incapacitate a target.
"Meh."

Alnag

Yeah... the new computer system of attitudes is great. Also the row of universal modifiers (+/-1,2,5,10,20) and such tiny but nice things.
In nomine Ordinis! & La vérité vaincra!
_______________________________
Currently playing: Qin: The Warring States
Currently GMing: Star Wars Saga, Esoterrorists

James McMurray

Quote from: jeff37923The 2-shot stormtrooper was a problem with the old d20 combat mechanics where instead of having a good chance (at average blaster damage) to incapacitate a target with one shot (like in the movies), it would take 2-3 shots to incapacitate the target. The use of a condition track and damage thresholds takes care of this adequitely so that now it takes 1-2 shots to incapacitate a target.

Didn't d20 handle this by not giving mooks vitality points, or am I thinking of something else?

C.W.Richeson

Quote from: James McMurrayDidn't d20 handle this by not giving mooks vitality points, or am I thinking of something else?

No, you're right.  That's exactly how Revised handled it.  With the exception of Jedi, however, PC damage usually wasn't high enough to down a Stormtrooper with one shot even at higher levels.  This has substantially changed.  In the one shot I ran Stormtroopers were a joke (unless they rolled a 20 ;))
Reviews!
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grubman

Quote from: jeff37923Just wanted to let you know that you may have been right and the game is worthy of some hype.

Despite what some people think, it takes a LOT to get me excited about a game.

Granted, to agree with me you have to have some of the same mentality and preferences, but I don't usually spooge my jeans unless I think it's really something groovy!

The guys in my group have absolutely fallen in love with the system and the campaign I'm running them through.  They now all list it as their second favorite RPG, and with a group of people where 3 of the 4 have been playing over 25+ years, that's pretty high praise in my book.

It takes a little while to get a grip on how to "balance" encounters (and the CL system doesn't really work...and the web enhancement that contradicts the CL rules in the actual rulebook doesn't do a much better job IMHO), but once you do you can really run some dramatic very Star Wars-esque stuff with the system.

But back to the thread topic...

Of course I'm right!:heh:

jeff37923

Quote from: grubmanDespite what some people think, it takes a LOT to get me excited about a game.

Granted, to agree with me you have to have some of the same mentality and preferences, but I don't usually spooge my jeans unless I think it's really something groovy!

The guys in my group have absolutely fallen in love with the system and the campaign I'm running them through.  They now all list it as their second favorite RPG, and with a group of people where 3 of the 4 have been playing over 25+ years, that's pretty high praise in my book.

It takes a little while to get a grip on how to "balance" encounters (and the CL system doesn't really work...and the web enhancement that contradicts the CL rules in the actual rulebook doesn't do a much better job IMHO), but once you do you can really run some dramatic very Star Wars-esque stuff with the system.

But back to the thread topic...

Of course I'm right!:heh:

Hey, is your game group using the Destiny rules? If so, how are those working out?
"Meh."

Alnag

Quote from: grubmanThe guys in my group have absolutely fallen in love with the system and the campaign I’m running them through.

Hell, yeah exactly same here. Just we are few years younger. But it is so hell sweet and sexy game... :D
In nomine Ordinis! & La vérité vaincra!
_______________________________
Currently playing: Qin: The Warring States
Currently GMing: Star Wars Saga, Esoterrorists

grubman

Quote from: jeff37923Hey, is your game group using the Destiny rules? If so, how are those working out?

Nope.  In fact that was the first thing I told my players, "I don't see any purpose for the destiny rules, we aren't using them".  We have Force Points for the one aspect, and the other aspect is all about role playing and storytelling...which is what the game is all about in the first place IMHO.

Perhaps others see some strength to the idea, I just looked at it as a goofy unnecessary subsystem that added and artsy fartsy complication to an otherwise straightforward system.

It's the only part of the rules I didn't really dig.

jeff37923

Quote from: grubmanNope.  In fact that was the first thing I told my players, "I don't see any purpose for the destiny rules, we aren't using them".  We have Force Points for the one aspect, and the other aspect is all about role playing and storytelling...which is what the game is all about in the first place IMHO.

Perhaps others see some strength to the idea, I just looked at it as a goofy unnecessary subsystem that added and artsy fartsy complication to an otherwise straightforward system.

It's the only part of the rules I didn't really dig.

I'm unsure about the Destiny rules myself, but want to see how they work in actual play before making a yes/no decision.
"Meh."