Eleas wrote: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.
Sure. I don't mind.
On the flexibility of characters:
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.
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.
I do; I play with the expectation that the characters will be very, very optimized for what they do. SAGA helps this by providing every character with a minimal competency at things they
don't do by trade, which is why a level 8 noble can clean house with ordinary Stormtroopers.
However, that level 8 Noble will (rightly) get his ass handed to him if he faces Stormtrooper Elite TK-422-k1ck, a level 6 Heroic Stormtrooper Commando, in combat. It is expected, however, that the level 8 Soldier, having sunk all of his resources into being a badass soldier on the ground, will be able to mop the floor with TK-422-k1ck.
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.
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).
What do you plan to send them against in space combat, then? Custom-statted shit-on-a-flying-shingle? The weakest starfighter in the books, the TIE/ln, has cannons which are
easily capable of vaporizing another starfighter with a good roll. You
need heroic character resources sunk into space combat to be capable of surviving it.
Or do you just plan to say "oh well, since only one of you have any piloting skills to speak of, the rest of you can just sit down and sit this one out, or take these starfighters and fly up there and die horribly on a bad roll."
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.
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.
The players should never be in
actual risk of danger of losing a character (barring a ridiculous rolling situation,) they should just
feel like they're in danger of dying. The reason for this is simple: if they don't feel like they're in danger of dying, they won't feel as challenged and exhilarated, but owing to the nature of statistics, if you put them in
actual danger of dying, sooner or later
they will die. And it's really rather frustrating and ultimately, game-damaging, if that happens, but most especially when it happens to a not particularly consequential character.
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.
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?
Because you don't give a damn about elite NPCs. Read any X-Wing book: the guys who don't get mentioned very often, who rarely (if ever) get the spotlight of any section, they have names, may even start romances and stuff, but they
drop like flies. Expect any such book to go through at least two not particularly consequentials. Let's give you an example of one of the most egregious ones I think of:
In X-Wing: Wraith Squadron, one of the characters is Jesmine Ackbar; yes, niece of
that Ackbar. She has a lot of lines, is a vibrant, dynamic, enjoyable character; if you think
anyone deserves to be considered a PC, it's her. Then she gets unceremoniously killed in an unimportant, anticlimactic battle against some random pirates. If it were an RPG, it would've been a case when Jesmine's player had been forced to quit the game, and the GM didn't want to just have her quarters explode for a random technobabble reason.
By way of contrast, Chal'dira (I think I spelled that right) is by all accounts an 'elite' NPC. He's the leader of Ryloth's homegrown defense squadron, and good enough that Wedge Antillies recruits him and his Death Seed Squadron for help against Isard during the Bacta War, then offers Chal'dira a position in Rogue Squadron. Aaaand... Then nothing whatsoever of importance happens to him or is caused by him, until he randomly gets brainwashed by Zsinj, sent to kill Antillies, and dies ignominiously. He had a name, but that was about it; he wasn't important, he was just combat back-up, the guys who fade into the background, doing background dog-fights so the real player characters can have it out with the important enemy NPCs. Chal'Dira was scenery in the story of Wedge Antillies, he wasn't the hero of his own story. He was elite scenery, but he was scenery nontheless; an Extra, if you will. His death means nothing to the players in terms of wrecking their enjoyment of the game (although it may certainly make the
characters furious enough to go on a vengeance-driven blood-feud with the guy responsible,) and his abilities in space combat reflect that. He is heads and shoulders above the random "competent pilot," he's clearly an Ace; but he's still going to die to a random newbie pilot if the newbie gets lucky. A PC should never die because a newbie gets lucky.
PCs shouldn't die unless it's something climactic, like holding off a horde of approaching Death Troopers so the others can get to the landing bay and escape. Or in combat with a Sith Lord over a pit leading to a hot reactor core while the chrous is singing.
They shouldn't die to a random, unimportant thing while the Trade Federation March is playing.
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.
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.
For a PC? I consider "good" to be "having spent every available applicable resource on being the best he can be at his chosen field of competency." This is very different from an NPC's "good", which should be "good enough to survive a round or two of combat with the PCs, then dieing so that the PCs may have a small triumph."
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.
What's the GM's expectations, then? I think that's the salient point here.
For one, I expect that the players will perform far, far superior to any NPC with similar armaments and similar number of nonheroic levels.
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.
<snip>
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.
Of course they didn't say it that loudly, because that would be as good as admitting that the system they built allows you to be great in space, great on the ground, but not both. Also, wordcount.
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.
Ah, and therein is the problem. You expect that a character must be flawed to be good. I vehemently disagree. I get enough of flaws IRL, I play games to escape from them.
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.
It really doesn't. I've tried to run that way, and my houserules sort-of made it work, but even then it's a bit slow and NPCs are a bit too survivable. The random NPCs should be dropping like flies. But then you get to the Sith Lord, and holy shit have you got your work cut out for you!
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.
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.
They
are vital, because that's the only way you can be reasonably sure you can succeed. If you cripple your character by taking random shit that doesn't help him do his job, you've hurt the character, you've hurt the party, and you've hurt the game. If you have a Soldier who in a moment of panic is called upon to perform something highly technical and you pull it off, great!
If you then spend your next feat on Skill Training (Mechanics) instead of something that helps you better apply blaster bolt to Stormtrooper,
you are a fuck-up. It may be "good roleplaying" for him to suddenly discover a late-life fascination with mechanics and a desire to learn more, but that feat could - and
should - have been spent on something that helps you kill people more efficiently, because you're the guy who's going to be called upon to efficiently slaughter bad guys! But now you can't do it as well as you should be able to, and that's going to start grinding down the party. Worse, having spent one feat on Skill Training (Mechanics,) now you spend another on Skill Focus, and you may be a magnifnicent mechanic - but chances are the party already had one! But what the other mechanic can't do is kill people as well as you
should have been killing them, and now you can't do that because your character is flawed in the sense of "unable to do his job." You've spent resources fucking around in something that doesn't help you kill, and now when called upon to kill a real rampaging hellbeast, you're not gonna be able to do it - and that +10 (trained) Mechanics check isn't gonna help you do it!
And now you get killed, rather frustratingly.
On becoming a decent pilot by taking the Force pilot talent:
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.
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.
It is useless in that it confers you no ability to kill a Sith Lord, or to hack apart Stormtroopers, or to master the ways of the Force. In that it lets you pilot a starfighter as well as it lets you use the Force, it is useful; but piloting starfighters and doing "Jedi" things like locking lightsabers with Sith are mutually exclusive activities.
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.
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.
Because now you've crippled the NPC, playing him down to a crippled PC's level, and if there's one
un-crippled PC in the party, he's going to wipe the floor with that NPC.
Boba Fett is a bounty hunter. He finds things, and he neutralizes their freedom through one means or another. That is
what he does, and it's all that he does. He's a good starfighter pilot because most of his feats are things that will be as applicable in space combat as in ground combat, but he's not taken anything that would've been otherwise applicable to "finding people and killing/capturing them" and spent it on space combat.
By way of contrast, Darth Sideous is a Sith Lord. He's very, very good in a lightsaber fight because he's very high level, but he's spent just as much in force competencies and schmooze as he has in lightsaber combat. He waxes a few Jedi who are likewise split (Kitt Fisto was primarily a Jedi Ace, not a Jedi Master,) or otherwise low-level and unimportant, but when he finds himself facing a Jedi Master who does one thing only - kick ass - he gets his ass kicked as is appropriate, and needs to have someone who likewise does one thing only - kick ass - to save his butt from being booted out the window.
Windu was not the same level as Sideous. Probably three to five below, in fact. This accounts for the fact that he had a hell of a fight beating down on Darth Sideous, but he
won because Sideous was un-optimized. The problem with that is that to give him that 'good fight,' with an NPC who's unfocused you need to keep through CL-stacked encounters at him, which means he's going to shoot up through the XP ranks faster. Sooner or later he'll cap out, and only ridiculously stacked encounters (where you just break the rules entirely and give the NPC more feats and powers than he should have) can challenge him. It's his right to build his character that way, and it's fine. The problem is what happens when the others
do fuck around and waste resources that should go into "resolving situations in the manner that I am made to do." Well, they either die because anything that's a threat to Samuel L. Motherfucker Windu will slaughterize them, or they get frustrated.
That's a problem, which is why I (a) give my players an over-abundance of character resources, so that they have room to be as good "as expected" and still spread out, and (b) tell them not to neglect their ability in a fight, because I will be building NPCs to match.
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.
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.
No, they're not. TIEs are crap - fast, low-powered guns, no shields, no armor. They're zerglings, and a single zergling shouldn't pose a real risk of obliterating a
Hero. If the Jedi had been shot down, the problem would have been that she was
dead. Ships blowing up around you tend to deal things like 20d20 damage.
Worse, it was bullshit! Complete and utter bullshit! The players had
just gotten their starfighters, the encounter was only there to give them a chance to stretch the starfighters' legs out, play with starfighter combat. They were
supposed to wipe the floor with the bad guys, having one of them randomly shot down (and now have no ship, even if they do survive,) would have been stupid and pointless for the story.
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.
It
was a group. And having the PC die or lose their starfighter would've been damaging to the group as a whole, since the idea was that they were going to have as many in-space challenges as on-foot, and a PC without a starfighter would've been stupid.
On Move Object... in space!:
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.
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.
And pushes
what, exactly? The range of Move Object in space means that it's certainly not going to move the bad guys out of shooting range. She might manage to make one of them crash into another, but it's an easy-peasy piloting check to negate a collision. Sure, it might've worked, and that would be awesome. But it might also be pointless if there's only one pirate ship and no asteroids to throw him into. It's highly situational, much moreso than Move Object on the ground. It's nice, but don't count on it the way you normally do.
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.
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.
I run Star Wars (Saga Edition) with the expectation that combat scenarios are going to play like the missions in a Jedi Knight game; hordes of stormtroopers being mowed down, objectives to accomplish, and free reign in figuring out how to do it, but the expectation is that you're going to do it with violence and lots of it. Cleverness is appreciated, but cleverness should only take you so far.
Now,
non-combat times are a different story altogether. But there will be combat, you'd best be able to hack it.
As I always tell me players, "If you can't survive the rollplay, you do not get to roleplay. No Force Ghost for you!"
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.*
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.
Nah, a Star Destroyer is something the players should handle. The people who help are there to distract the bad guys so they don't realize they need to be focusing fire on the PCs until it's too late.