Post by Jongluer on Jun 14, 2007 21:17:44 GMT -5
Yes a new version of SW d20.
They consolidated things alot, made skills, force powers, and so on much easier to understand. The only thing that is a real drastic change is mostly combat aspects, everything else are old ideas with a star wars twist.
For example, there are now only five classes. Noble, Scoundrel, Scout, Soldier, and Jedi. But they can be very varied thanks to a nod from d20 Modern of talent trees. For example the Jedi class can choose from the guardian (combat), sentinel (stealth), consular (force-powers), or lightsaber combat trees. Or mix and match from the trees, allowing for very interesting combinations. Force powers were condensed into one skill and the force sensitivity feat gives you more powers to make use of (plus it can be taken by anyone and makes it much easier to make a non-jedi force user). Plus the three feats Alter, Sense, and Control make it in as independent talent trees, thus anyone can make use of the powers they grant as long as they're force sensitive (they grant specific powers and such).
So Force and Classes get a big overhaul, so do Skills and Combat.
Skills are now really simple, as opposed to having a massive amounts of ranks you just choose a few skills you're trained in and then add 1/2 your level (rounded down) plus relevant ability mod, plus any other mods you might have (such as the Skill Emphasis feat). This means that you're not screwed when one skill person isn't there (or is out of commission) plus in situations where you're all using a skill (like in a starfighter battle) everyone can participate while one person can excel.
Combat has also been stream lined. Everyone gets one attack and you get a level bonus to damage (so mooks can get killed off quickly but important enemies don't). There are feats that let you do some wild shit without much penalty to attack rolls and such, having all the way up to three attacks (which is alot in a game where everyone even 20th level characters get one attack per round), or one attack with massive damage (or roll) multipliers/additions. You have three defenses as opposed to saves: Fort, Ref, and Will. This means as opposed to rolling saves and such, everything is now just rolling to hit a target DC. Ref flex is the normal DC for attacks and such, but special attacks and what not might call for you to hit a Fort or Will DC (as opposed to the save). Finally, there is a Massive Damage Threshold but unlike the last game where you can be taken out quickly, here it just moves you down the condition track meaning you can just take some small penalties to rolls (and eventually if you keep moving down very large penalties) but are still able to fight and perform other functions.
Overall it's a pretty wild system, and really easy with Character Creation designed to take 15 minutes.
I'd be thinking a first level adventure set either really far in the future or really far in the past or set in the time of the movies (or shortly before). What do you think?
They consolidated things alot, made skills, force powers, and so on much easier to understand. The only thing that is a real drastic change is mostly combat aspects, everything else are old ideas with a star wars twist.
For example, there are now only five classes. Noble, Scoundrel, Scout, Soldier, and Jedi. But they can be very varied thanks to a nod from d20 Modern of talent trees. For example the Jedi class can choose from the guardian (combat), sentinel (stealth), consular (force-powers), or lightsaber combat trees. Or mix and match from the trees, allowing for very interesting combinations. Force powers were condensed into one skill and the force sensitivity feat gives you more powers to make use of (plus it can be taken by anyone and makes it much easier to make a non-jedi force user). Plus the three feats Alter, Sense, and Control make it in as independent talent trees, thus anyone can make use of the powers they grant as long as they're force sensitive (they grant specific powers and such).
So Force and Classes get a big overhaul, so do Skills and Combat.
Skills are now really simple, as opposed to having a massive amounts of ranks you just choose a few skills you're trained in and then add 1/2 your level (rounded down) plus relevant ability mod, plus any other mods you might have (such as the Skill Emphasis feat). This means that you're not screwed when one skill person isn't there (or is out of commission) plus in situations where you're all using a skill (like in a starfighter battle) everyone can participate while one person can excel.
Combat has also been stream lined. Everyone gets one attack and you get a level bonus to damage (so mooks can get killed off quickly but important enemies don't). There are feats that let you do some wild shit without much penalty to attack rolls and such, having all the way up to three attacks (which is alot in a game where everyone even 20th level characters get one attack per round), or one attack with massive damage (or roll) multipliers/additions. You have three defenses as opposed to saves: Fort, Ref, and Will. This means as opposed to rolling saves and such, everything is now just rolling to hit a target DC. Ref flex is the normal DC for attacks and such, but special attacks and what not might call for you to hit a Fort or Will DC (as opposed to the save). Finally, there is a Massive Damage Threshold but unlike the last game where you can be taken out quickly, here it just moves you down the condition track meaning you can just take some small penalties to rolls (and eventually if you keep moving down very large penalties) but are still able to fight and perform other functions.
Overall it's a pretty wild system, and really easy with Character Creation designed to take 15 minutes.
I'd be thinking a first level adventure set either really far in the future or really far in the past or set in the time of the movies (or shortly before). What do you think?