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1 year ago  ::  Feb 10, 2012 - 12:14PM #11
arupa
Date Joined: Mar 18, 2009
Posts: 285

Feb 10, 2012 -- 5:56AM, Whatinthewampa wrote:

Saga is superior, in my opinion, in almost every way, except economically.  There is no profession skill, so you can't earn money based on a skill check any more.  However, that is just a small complaint, and there are many houserules to fix that. 




Hey, funny you should mention that.  Robshanti just a few days ago suggested a skill challenge to take care of that in my GM Questionnaire thread:

community.wizards.com/go/thread/view/758...



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1 year ago  ::  Feb 11, 2012 - 9:07AM #12
RyuAzai
Date Joined: Feb 9, 2012
Posts: 9
I've bought the Saga books, so that is kinda where I am stayin .  The class system is very much like KOTOR, beyond how the skills are worked. Though I think I might like how Saga does it better. Honestly the feats are what I was a huge fan of from KOTOR.  Though I wouldn't know how to add them in as to not "break" the saga system.

You see I've always been D6, and that system you can jump in fairly easily to change around skills, npcs, anything.  Saga seems a little more work, and with talents and feats there are a lot of combinations that could maybe "break" your game if something is too powerful.  But then again I am just new to this and am still excited to tackle it. 

The fiancee and I, with our testing, had a lot of fun.  I was able to get a map and some minis and it really felt like a fun "game"  with a lot of depth, and it was easy to stay immersed in the Star wars world.
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1 year ago  ::  Feb 11, 2012 - 9:22AM #13
sienn_sconn
Date Joined: Jun 2, 2010
Posts: 1,332
You can find plenty of feats and talents to mimic KOTOR feats.  While not exactly the same, the KOTOR campaign guide for Saga has feats with the same names.

Don't worry about breaking the system.  You can't account for every possible thing in the universe, so don't worry much about it.  And if you do find a combo that seems to be superpowered, well, have fun with it.  You know about the combo's power, so you can alter it or not as you like.  Personally, I like to find combos that would counter particular builds.  In this way you can occasionally throw monkey wrenchs at a PC and make him go 'ACK!'

I'm happy to hear that you like Saga.  It's a good game Smile
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1 year ago  ::  Feb 11, 2012 - 1:37PM #14
RyuAzai
Date Joined: Feb 9, 2012
Posts: 9
Thank ya! And on another note I wanna say thanks to everyone. You are never sure going into a new forum what the community will be like, but wow the response to my questions was amazing. Everyone was incredibly friendly and I got the answers I was looking for .

I think I want to make a quick house rule that tackles armor. I really don't like how it goes into Reflex Defense.  I might just switch it to Damage Reduction.  Ex. Any benefit that would go into Reflex Defense, is instead given to Damage reduction.

Play around with this idea to see how it is. I just really dislike the idea of armor making you dodge better, then taking a hit.  Plus with the bonus from Dex, and your level into your Reflex defense(And the dex limit on heavier armor) I believe it could balance itself out.
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1 year ago  ::  Feb 11, 2012 - 3:16PM #15
Yarroq
Date Joined: Mar 19, 2006
Posts: 181
Glad to help! (Even though i just helped a little bit at the start of the thread, lol). I think you'll find this is a pretty friendly/helpful/awesome forum, if somewhat quiet.

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1 year ago  ::  Feb 11, 2012 - 3:25PM #16
Yarroq
Date Joined: Mar 19, 2006
Posts: 181

Feb 11, 2012 -- 1:37PM, RyuAzai wrote:

I think I want to make a quick house rule that tackles armor. I really don't like how it goes into Reflex Defense.  I might just switch it to Damage Reduction.  Ex. Any benefit that would go into Reflex Defense, is instead given to Damage reduction.

Play around with this idea to see how it is. I just really dislike the idea of armor making you dodge better, then taking a hit.  Plus with the bonus from Dex, and your level into your Reflex defense(And the dex limit on heavier armor) I believe it could balance itself out.




You might want to ask this in the "Senate" forum, the one below this "Mess Hall" one. I know it has been discussed before, but give it a whirl anyway.

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1 year ago  ::  Feb 11, 2012 - 4:25PM #17
StevenO
Date Joined: Apr 9, 2004
Posts: 14,334

Feb 11, 2012 -- 1:37PM, RyuAzai wrote:

I think I want to make a quick house rule that tackles armor. I really don't like how it goes into Reflex Defense.  I might just switch it to Damage Reduction.  Ex. Any benefit that would go into Reflex Defense, is instead given to Damage reduction.

Play around with this idea to see how it is. I just really dislike the idea of armor making you dodge better, then taking a hit.  Plus with the bonus from Dex, and your level into your Reflex defense(And the dex limit on heavier armor) I believe it could balance itself out.


The rules are typically talked about in the Senate and to a lesser extent in the Paraxeum.  If you search the forum with a bunch of the terms you just used you can probably find where we've talked about houseruling armor before.

The only houserule I'd use with armor is to change the rule that you MUST use your armor's bonus instead of heroic level to calculate Reflex Defense (unless you have the Armored Defense talent) to you may use your armor's bonus OR one half of your heroic level, rounded down, to calculate REF Defense.  The effect is minor because you still need to invest in Armor Specialist talents (especially AD) to really use armor but it makes it less crippling.  I also houserule the Armor Mastery and Second Skin talents by dropping AD as prereqs; AD is often useless early when these talents could be most helpful and the character will still need AD eventually if he wants to continue to enjoy the use of these talents.

Now changing armor from increasing REF Defense to providing DR has been talked about many times.  It has its benefits but also its drawbacks.  As REF Defense armor "appears" to be to be an all-or-nothing benefit because you either take damage or you don't; the problem with this view is that you need to consider that hitpoints represent a lot of things and also note that a "miss" with the attack doesn't always mean a "clean miss" and could represent things like armor deflecting a shot or even a "flesh wound" that deals no major damage.  With DR characters will get hit more often but what comes into play here is how much damage they'd get hit with; against DR 10 a hold-out blaster in nearly worthless but to a high level hero using Burst Fire and a heavy repeating blaster against you armor is just a minor inconvienence.  Armor as DR also make lightsaber FAR more powerful then they probably should be for a game unless you really want everyone to be using one.

To but things in perspective both increasing REF Defense and providing DR will lower the average damage a character takes.  With an increased REF fewer attacks will hit for damage and thus lower the average damage.  With DR the number of attacks that hit doesn't change but each attack should do a little less damage which lowers the average damage.  While both things lower average damage switching to DR isn't really so simple because it also messes with a bunch of other things.  Movement on the CT depends on damage taken that exceededs FORT/Damage Threshold and when things are hit or miss this can happen more often but if damage is always reduced then overcoming DT becomes a lot harder.  If the only change you make to 'trooper armor is to alter the +6 armor to DR 6 then that means a character's attack would need to do an extra 6 points of initial damage to overcome the target's DT.  Under the RAW to kill a Stormtrooper with one shot you need to hit REF 16 and deal 12 points of damage (which meets the DT and drops character to zero hp) but switching to DR you only need to hit REF 10 but now need to deal 18 damage (pre-DR) for the same effect; a low level character may have a hard time hitting REF 16 but the 12 damage isn't out of reach but while they may hit REF 10 they'll have a hard time getting the 18 damage to "kill" one and will take a couple of shots just to drop one to zero hitpoints.

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1 year ago  ::  Feb 21, 2012 - 4:22PM #18
awaypturwpn
Date Joined: Oct 3, 2011
Posts: 527

Feb 11, 2012 -- 1:37PM, RyuAzai wrote:

Thank ya! And on another note I wanna say thanks to everyone. You are never sure going into a new forum what the community will be like, but wow the response to my questions was amazing. Everyone was incredibly friendly and I got the answers I was looking for .

I think I want to make a quick house rule that tackles armor. I really don't like how it goes into Reflex Defense.  I might just switch it to Damage Reduction.  Ex. Any benefit that would go into Reflex Defense, is instead given to Damage reduction.

Play around with this idea to see how it is. I just really dislike the idea of armor making you dodge better, then taking a hit.  Plus with the bonus from Dex, and your level into your Reflex defense(And the dex limit on heavier armor) I believe it could balance itself out.



I wouldn't say that armor makes you "dodge" better. I'd say it's more like it turns a glancing hit into a non-hit. Thinking back to an old copy of the Star Wars Visual Dictionary I got when I was like 10, that's exactly the discription that storm trooper armor had, and I was like, "oh that makes sense why they were able to just mow down all of Leia's dudes on the Tantive IV while suffering minor casualties." The idea is you need to be more accurate when attacking a target with armor. The heavier the armor, the fewer blows you're actually going to land on a target. Hits or shots must be precise when attacking a heavily armored target, and I really like the way Saga handles this concept. 

I'd be super careful applying DR to all armored targets. There are specific high-level and otherwise costly talents that give you DR with or without armor, and it's nowhere near as good as what you're suggesting in most circumstances.

All things considered, I find that the rules for armor are actually quite balanced. I hope with a little bit of mind-wrapping you'll come to that conclusion, too.

I never listen to the Order 66 Podcast.

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1 year ago  ::  Feb 21, 2012 - 5:36PM #19
Whatinthewampa
Date Joined: Jun 17, 2011
Posts: 281

Feb 21, 2012 -- 4:22PM, awaypturwpn wrote:

Feb 11, 2012 -- 1:37PM, RyuAzai wrote:

Thank ya! And on another note I wanna say thanks to everyone. You are never sure going into a new forum what the community will be like, but wow the response to my questions was amazing. Everyone was incredibly friendly and I got the answers I was looking for .

I think I want to make a quick house rule that tackles armor. I really don't like how it goes into Reflex Defense.  I might just switch it to Damage Reduction.  Ex. Any benefit that would go into Reflex Defense, is instead given to Damage reduction.

Play around with this idea to see how it is. I just really dislike the idea of armor making you dodge better, then taking a hit.  Plus with the bonus from Dex, and your level into your Reflex defense(And the dex limit on heavier armor) I believe it could balance itself out.



I wouldn't say that armor makes you "dodge" better. I'd say it's more like it turns a glancing hit into a non-hit. Thinking back to an old copy of the Star Wars Visual Dictionary I got when I was like 10, that's exactly the discription that storm trooper armor had, and I was like, "oh that makes sense why they were able to just mow down all of Leia's dudes on the Tantive IV while suffering minor casualties." The idea is you need to be more accurate when attacking a target with armor. The heavier the armor, the fewer blows you're actually going to land on a target. Hits or shots must be precise when attacking a heavily armored target, and I really like the way Saga handles this concept. 

I'd be super careful applying DR to all armored targets. There are specific high-level and otherwise costly talents that give you DR with or without armor, and it's nowhere near as good as what you're suggesting in most circumstances.

All things considered, I find that the rules for armor are actually quite balanced. I hope with a little bit of mind-wrapping you'll come to that conclusion, too.




I agree in general, but I think that with heavier weapons like starship weapons and E-webs, the thickness of the armor won't matter much.  Same with lightsabers.

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1 year ago  ::  Feb 21, 2012 - 5:45PM #20
awaypturwpn
Date Joined: Oct 3, 2011
Posts: 527
Well yes, that's true.

Another thing to keep in mind is that hitpoints and defenses are meant to be abstract mechanics. You can describe the fights however you want; one of my players got really frustrated that I kept describing his hits as "glancing blows" until I informed him out of game how hitpoints and damage worked. Misses can be ascribed to ducking at just the right moment, or bad luck on the part of your attacker, or your quick reaction by bringing your gauntleted arm up and stepping inside the strike, turning your opponent's arm out of the way.  
I never listen to the Order 66 Podcast.

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