(cont.d) Star Wars SAGA Edition, then care and feeding of
Posted: 2010-07-21 07:54am
Star Wars SAGA Edition got discussed in the Recommend me a p&p RPG thread. Since that led to much discussion, I'm creating a new thread here for that purpose. In the interests of brevity, I'm also cutting away some of ShadowDragon's post. SD, I hope this is okay with you, and that you exercise the same with my own posts when appropriate.
On the flexibility of characters:
This goes double for the idea of "chosen resolution method". To be honest, I can find no support for this in the rules whatsoever; the CLs are already hopelessly borked if we're going to use them, especially when we factor in Starships of the Galaxy and various feat/talent combos. Why would an arms race of optimized builds help? I can't see it, myself. All of our characters tend to be fairly rounded, flawed individuals. That makes them much more fun to play than a one-trick pony who always does the same thing, particularly when the opposition is jacked up as well to the point where his one trick doesn't even work consistently.
As for resources, I don't want either the resource management or combat build meta-think to take root in my SAGA Edition games. Not when the game actually encourages and responds well to playing the WEG way, with matinee atmosphere spattering all across the bulkheads.
On becoming a decent pilot by taking the Force pilot talent:
But really, single-player campaigns invite this however you do it. A lone PC simply isn't as resilient to the vagaries of fortune as a group of them would be.
On Move Object... in space!:
On the flexibility of characters:
IMHO, this is not impossible unless you assume from the get-go that a Level 8 soldier without everything sunk into ground combat is somehow a subpar ground fighter. I don't think that's the case. Even a diplomacy-optimized Level 8 Noble is a pretty skilled fighter in my book.ShadowDragon8685 wrote: The problem is that in Star Wars, those who are heroic on the ground are very often those who are also very, very heroic in space. Wedge Antillies, for example, is without a doubt the finest fighter pilot ever to fly. Certainly, Vader and Skywalker would've stood a chance of taking him in a dogfight, but then the canon holds Jedi up as being superior in everything (a point of contention later*,) and he would've definitely given them a run for their money. He's also the only man to be worth more than one Death Star silhouette on his cockpit. But, he was also a damn, damn fine commando on the ground. The same is true over and over, in the numbers of Rogue Squadron and Wraith Squadron, as well as with the legendary Jedi heroes.
It even tries to make allusions to this, stating that while as legendary starfighter pilots go, Obi-Wan Kenobi was not truly amongst them; however, he flew and was able to fly because that was where the action was.
Myself, I can't see why I should create situations that encourage the players to die that way, really. Why not craft the adventure to suit the characters they have, instead of some sort of generalized combat monsters? (If I'm being a irreverent here, sorry. I dislike min-maxing, as a general rule).shadowDragon8685 wrote:But the problem is that that's a very good way for a legendary hero to die an ignominious death to a random, unimportant TIE figher or Vulture droid fighter. Space combat is very deadly, and as your class bonus to defense isn't going to be eclipsing even a starfighter's armor bonus for a very, very long time, your space combat AC isn't going to be tremendously high. When the kind of damage is being thrown around that can kill your starfighter in one good damage roll without a critical, that's a problem.
This is where we differ. My players, and I myself for that matter, play precisely because we want our characters to risk horrible death. Prevailing in the face of that is one of the things that make it an adventure, to my mind.shadowDragon8685 wrote:It expects you to have the Vehicular Combat feat to make Piloting rolls to negate the attacks. But what's that, you say? You never Trained in pilot because you never expected to have to fly? So you can't possibly have a feat which requires it trained? Oh well, your choices are (a) risk horrible death, or (b) sit the encounter out.
What is wrong with that level of effectiveness? I can't see it. Why must the players outstrip elite NPCs to be worth having along?shadowDragon8685 wrote:An untrained hero, even a high-level one, may be able to contribute to a space battle. Certainly, his attack bonus will far eclipse an NPC pilot's, and his heroic bonus to damage won't be inconsequential because it's always added before the laser cannon or torpedo multiplier. But he will not have the survivability to make it truly worth risking a PC, let alone the heroic oomph to be the kind of guy you really want flying on your wing. To put it another way, he'll be about as effective as an elite NPC - and about as survivable. Certainly worth having along, but only if you don't really care if he gets killed.
That all depends on our respective interpretation of what constitutes "good", I'd say. I don't think you and I have the same definitions there - I can't stand the Threats of the Galaxy statblocks, for instance.shadowDragon8685 wrote:So then, how do you model a heroic PC who's good on the ground and in space? It's not easy, you pretty much have to be a gunslinger of some sort so that your offensive feats can overlap, and a fair few Talents overlap as well if you make the right class and Talent choices. But making a Jedi Ace isn't easy, you're going to have to devote feats to being a starfighter pilot, and very few of your talents will have overlap.
What's the GM's expectations, then? I think that's the salient point here.shadowDragon8685 wrote:In short, it becomes impossible to model a hero who's good on the ground and in space without giving him an excess of levels, and he will never be truly capable of performing up to his CL's expectations on ground or in space. Close, maybe, with the right talents and feats and classes, but never up to it.
I have seen this expectation in D&D 3.5, outright stated. But I've yet to see it have a similar towering place in SAGA (the instructions to that effect take up only one page at best, and are always couched in a "it should be hard enough for the players to be challenged, but not so hard that they can't survive), and I would find it hugely damaging to the Star Wars atmosphere if it was mandatory. I don't think, speaking for myself, that it would benefit anything I want out of the SAGA edition.shadowDragon8685 wrote:It's definitional, my friend. Take a hero of any given CL. It's expected that he's going to be using every resource available to him to be able to resolve situations on-the-ground; every non-freebie feat to build upon his chosen resolution method, whether it be stealth, commando assault, the Force, talking, guile, whatever.
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This goes double for the idea of "chosen resolution method". To be honest, I can find no support for this in the rules whatsoever; the CLs are already hopelessly borked if we're going to use them, especially when we factor in Starships of the Galaxy and various feat/talent combos. Why would an arms race of optimized builds help? I can't see it, myself. All of our characters tend to be fairly rounded, flawed individuals. That makes them much more fun to play than a one-trick pony who always does the same thing, particularly when the opposition is jacked up as well to the point where his one trick doesn't even work consistently.
As for resources, I don't want either the resource management or combat build meta-think to take root in my SAGA Edition games. Not when the game actually encourages and responds well to playing the WEG way, with matinee atmosphere spattering all across the bulkheads.
I think this is where we differ. I don't see optimized builds as always being vital in a d20 CL system, and certainly not in the SAGA Edition.ShadowDragon8685 wrote:But, even if he's managing to do that, he's still not going to be performing up to his CL's worth, because someone who's spent it all on one form of resolving issues - the expectation in a d20 CL system - will still be better at it than he will be.
On becoming a decent pilot by taking the Force pilot talent:
Yeah, this is where our styles don't meet, I think. You think it would be a useless talent. I think a character built on this premise would be without meaning (in my game, I should say - if it works for you, you should go for it). It is a character that would be able to do one thing well, but would, in all other situations, be useless.shadowDragon8685 wrote:It saves him a feat or two and lets him apply his UtF skill training and Focus on Piloting checks, yes. However, it's a feat that is otherwise useless.
Why? You're assuming this, and also assuming that the Sith Lord is a "build" by himself. Why do we start from the assumption that both the hero and the villain are intensely focused on one particular area, and that this is the way it's supposed to be? If instead we created a Sith Lord who was multi-competent (in my interpretation, i.e. you might say split 50/50 between areas), then we could have a far more dynamic enemy able to toy with the players through multiple settings.shadowDragon8685 wrote:It's only applicability is to vehicular combat, it won't help him in a lightsaber duel or a Force duel with a Sith Lord unless the duel happens to be taking place from the back of a speeder bike! Which is, admittedly, very Awesome, but you can't count on every Sith Lord being obliging enough to (a) get on a speeder bike of his own and joust with you, or (b) stand still and let you make ride-by attacks. He'll either run into the kind of quarters where your bike will be detrimental, not advantageous, or set off an EMP or use Drain Energy or otherwise crush or disable your bike.
TIEs are fairly lethal, actually, as they should be given they're the Empire's mainstay interceptor. Anyway, had the Jedi been shot down, what would be the problem? Have her use the escape pod as the ship explodes, have her picked up or have the ship follow her down into the jungle. Problem solved - now they're on the ground, and she's hunted, and they're having a good time. Plus, now the player knows she's vulnerable. That's excitement right there.shadowDragon8685 wrote:Could've gone so bad, so very fast. All it takes is one natural 20, and you either have to spend a Destiny Point or die. I pulled this on one of my players, and I had house rules in place (admittedly not this one,) intended to make them capable pilots as well as ground-pounders. He was shot by a Syck - think "crappiest little thing ever." About on-par with a TIE fighter, little heavier shielded, no better armed.
But really, single-player campaigns invite this however you do it. A lone PC simply isn't as resilient to the vagaries of fortune as a group of them would be.
On Move Object... in space!:
That depends on the situation. It's still a damn useful power to have. But again, I think we approach this in diametrically opposed ways. If I had a player using Move Object in this way, it would be an impressive, dramatic showing, and would probably be the climax of that session. You know, the players are in a beat-up Gthroc, trying to escape the pirates. The pirates have lock. The hyperdrive is computing, but the pirates are already opening fire... and the young Jedi raises her hand to the viewport, and pushes.It's true, of course. But it's not always going to be that helpful; for instance, you Force Move him - to where? On the ground, if nothing else, you can rip up a hunk of ground or rip down a hunk of ceiling on someone, or grab him and toss him into same if you beat the right DCs. But in space, unless he's conveniently near to an obstacle or a ship you don't mind crunching - and assuming the other target, if mobile, doesn't succeed on a reflexive Pilot check to evade the collision - you can't do much with it. If you're on a space transport, maybe pull him back into optimal range for your gunners, but that's about it.
I think all of those are sideshows to what Star Wars is on a deeper level. Adventure, and matinee danger, and dashing heroes, and despicable villains. To me, that definitely doesn't gel with the format of running through prepared encounters with the intent of crushing all enemies.shadowDragon8685 wrote:I think it's an important house-rule, really. Star Wars is as much about starfighter combat as it is about applying lightsaber or blaster to Stormtrooper's codpieces.
That's actually not a problem for me: I tend to give them those missions anyway. I just let them find a way to equalize the situation. Usually, they do it by convincing a lot of people to help.shadowDragon8685 wrote:The easiest, quickest hack is also the one that lets the heroes experience the full range of activity. You can throw an elite squadron at them if they all have a stat sheet with their full PC resources put into fighting in space. You can give them a mission to take down that Star Destroyer.*