4th Ed Saga

Post/Author/DateTimePost
#1

rump_wrangler

Mar 17, 2009 3:47:21
I was wondering if anyone had any ideas on reconciling Star Wars Saga with 4th Ed (actions etc).

Any help would be much appreciated.
#2

Seeker95

Mar 17, 2009 6:55:32
Why would you need to reconcile them? They are not in conflict. They are separate games. Trying to reconcile them would be like trying to reconcile cricket and rugby.
#3

Seeker95

Mar 17, 2009 8:44:57
I know what he/she is talking about

Then clue us in. What does it mean to reconcile two completely different games?
#4

doneisi

Mar 17, 2009 8:53:34
Then clue us in. What does it mean to reconcile two completely different games?

Def: To reestablish a close relationship between.

My guess is that the op wants to make Saga more like DnD, of the other way around.
#5

rump_wrangler

Mar 17, 2009 9:34:53
Why would you need to reconcile them? They are not in conflict. They are separate games. Trying to reconcile them would be like trying to reconcile cricket and rugby.

Why are you being passive-aggressive, I just want to port over some of the things from 4th Ed to Saga?

You can't even post an innocent thread on these forums asking for advice without someone coming along and being snide…
#6

mouthymerc

Mar 17, 2009 9:49:48
I just want to port over some of the things from 4th Ed to Saga?

Maybe it would be better if you told us what you are looking at porting over. I see many similarities between the systems and can see how Saga sprang from early 4E talks. If you put forth some items that wish brought over, it may be more useful.
#7

rump_wrangler

Mar 17, 2009 10:14:54
Maybe it would be better if you told us what you are looking at porting over. I see many similarities between the systems and can see how Saga sprang from early 4E talks. If you put forth some items that wish brought over, it may be more useful.

I'm mainly trying to find a way to get rid of the Full Round Action in Saga, but keeping all the options/balance.
#8

greg_k_dup

Mar 17, 2009 10:21:09
Someone at EN World did a fantasy version of SAGA.
#9

mouthymerc

Mar 17, 2009 10:22:44
I'm mainly trying to find a way to get rid of the Full Round Action in Saga, but keeping all the options/balance.

That may be a little more invasive. The fact that they kept full round actions in Saga, whereas they were eliminated in 4E, may be difficult to consolidate. Not that it couldn't be done, but it may take more work than it is worth.
#10

Prof._Pacali

Mar 17, 2009 10:25:10
Ah, now that I know what you need, I can help out better. One way might be that when making multiple attacks with Double Attack or Two Weapon Fighting, you do less damage. (See for example the At-Wills for the Ranger, and the Tempest Fighter in Martial Power.) Normally, Double Attack allows you to make a second attack, but you must use a full round action and both attacks have a -5 penalty. If we make Double Attack a little more like a 4E power, we might lessen the penalty to attack to -2 for both attacks, but take away the character's damage bonus, reflecting that the attacks are less precise.

Here is an example: Using current SWSE rules, an 8th level Human Jedi with a 15 STR wielding a self-built lightsaber one-handed, has a to hit of +11, and does 2d8+6 damage when he hits. If he makes a Double Attack, he needs to spend a Full Round Action, makes two attack rolls at +6 each, and deals 2d8+6 each time he hits. The downside to this method is that the Jedi needs to be right next to his opponent, and can't take any move actions.

With my house-rule, the same Jedi now can attack twice with a standard action, makes two attack rolls, with a +9 bonus each time, but only deals 2d8 damage for each attack. He's doing less damage, but he could for example move before or after he attacked, or he could activate Battle Strike for one of his attacks.

Hope this helps.
#11

Seeker95

Mar 17, 2009 13:40:07
Ah, now that I know what you need, I can help out better.

My guess is that the op wants to make Saga more like DnD, of the other way around.

Maybe it would be better if you told us what you are looking at porting over.

Given that three other members of the Boards didn't initially jump up to offer an answer, it seems that my initial response is not really out of line.

Thank you for the further explanation for what you meant by your initially vague request.
#12

akodoreign

Mar 17, 2009 17:01:17
I used the power descriptions to make a jedi class in 4th edition. Have it in a sky's excel character generator. (been to lazy to scan the things to PDF though I have printed them out).

if you want the excel file I will send it to you. or can wait till someday I get around to scanning them as a pdf
#13

ABorthwick

Mar 17, 2009 21:08:51
I did an ad-hoc conversion of SAGA into 4th edition recently.

• Full Round Actions were downgraded into 3.5 (always allow a 2m adjustment), but were maintained in order to allow for multiple attacks. Most feats/ powers/ etc that required "2 swift actions" were just made Full Round Actions.

• All modifiers to combat, skills, rolls, etc I just used the DnD4E modifiers. (cover, concealment, flanking, etc)

• Base Attack Bonuses and Defenses were maintained as -is for balance issues. But Reflex defenses in SAGA are really low at higher levels compared to DnD4E, so a true conversion could easily get rid of Base Attack.

• Dmg scaling was maintained bc there are no X [w] powers. Also, Critical Hits now just do Max dmg.

• OA were simplified as per DnD4E

• Healing Surges; biggest change. Jedi & Soldier 9+ Con Mod/ Scout 8+ Con Mod/ Scoundrel & Noble 7 + Con Mod

* If you do anything to your SAGA game, add healing surges! It doesnt make the game less lethal per combat, but allows characters to get back to the action between encounters. The latest Jedi Advice column on Wizards.com even suggests this and offers rules that are more SAGA specific.
#14

rump_wrangler

Mar 19, 2009 4:31:08
Thank you for the further explanation for what you meant by your initially vague request.

Again, why must you be so passive-aggressive?

I've looked at your post history, and sometimes you have something constructive to add, but so often your posts are laced with snide remarks and rudeness, why is this?
#15

rump_wrangler

Mar 19, 2009 4:42:45
Ah, now that I know what you need, I can help out better. One way might be that when making multiple attacks with Double Attack or Two Weapon Fighting, you do less damage. (See for example the At-Wills for the Ranger, and the Tempest Fighter in Martial Power.) Normally, Double Attack allows you to make a second attack, but you must use a full round action and both attacks have a -5 penalty. If we make Double Attack a little more like a 4E power, we might lessen the penalty to attack to -2 for both attacks, but take away the character's damage bonus, reflecting that the attacks are less precise.

With my house-rule, the same Jedi now can attack twice with a standard action, makes two attack rolls, with a +9 bonus each time, but only deals 2d8 damage for each attack. He's doing less damage, but he could for example move before or after he attacked, or he could activate Battle Strike for one of his attacks.

Hope this helps.

Interesting and very helpful, thanks. So the Full Attack Action could now be 2 Swift actions
#16

rump_wrangler

Mar 19, 2009 4:48:16
I did an ad-hoc conversion of SAGA into 4th edition recently.

• Full Round Actions were downgraded into 3.5 (always allow a 2m adjustment), but were maintained in order to allow for multiple attacks. Most feats/ powers/ etc that required "2 swift actions" were just made Full Round Actions.

• All modifiers to combat, skills, rolls, etc I just used the DnD4E modifiers. (cover, concealment, flanking, etc)

• Base Attack Bonuses and Defenses were maintained as -is for balance issues. But Reflex defenses in SAGA are really low at higher levels compared to DnD4E, so a true conversion could easily get rid of Base Attack.

• Dmg scaling was maintained bc there are no X [w] powers. Also, Critical Hits now just do Max dmg.

• OA were simplified as per DnD4E

• Healing Surges; biggest change. Jedi & Soldier 9+ Con Mod/ Scout 8+ Con Mod/ Scoundrel & Noble 7 + Con Mod

* If you do anything to your SAGA game, add healing surges! It doesnt make the game less lethal per combat, but allows characters to get back to the action between encounters. The latest Jedi Advice column on Wizards.com even suggests this and offers rules that are more SAGA specific.

This exactly what I'm looking for.

I noticed in the Saga Core Rules book that they mention a 1 square/2 meter adjustment, but it's not mentioned in the combat (movement) section, was it originally part of the game, but removed near release?