TheWorid wrote:Saga isn't exactly a paragon of balance, but this is just bad.
First, you're positing a party of characters who are all Jedi/Sith Masters of 14th level at the lowest (probably higher). The ability to use powers in-system is taken from the movies (Darth Vader choking an officer through a screen, which the rules normally prohibit), so it's hard to charge that against the designers. To project Force abilities across a system requires a specialized Force Secret (an unusual kind of talent) which you probably didn't take at 14th level because you took Quicken Power.
More importantly, projecting a Force power across a system requires you to spend a Destiny point every single time. Destiny points are gained almost entirely through leveling up, giving you a very finite resource to burn through every time you jump into the system, that is better spent getting auto-criticals or negating killing blows on yourself.
Also, the womp rat part shows a misunderstanding of how powers are recharged. You don't have to fight something to get Force powers back, you just spend a minute meditating (or whatever, the book doesn't go into much detail) and you get your powers back, regardless of whether or not you fought anything.
I'll let magnuskn catch anything I missed.
That was pretty thorough, thanks. I'll add that Force Grip ( which is, indeed, the most OP force power, because it reduces enemies to a single swift action on their turn ) has been nerfed to only work within 12 squares and within line of sight. So no more choking officers through a visual connection over thousands of kilometers. So, yep, one destiny point to use Force Grip in the same star system, if you can see your target. You'd think that Vader was pretty pissed off at Ozzel to waste that Destiny Point on him.
Hieronymous Rex wrote:
The Scoundrel class is good for nothing (except possibly the Knack talent); you might as well take Noble and walk away with 2 extra skills (which amount to feats), and if you want to be an underworld type, just take the Connections talent.
I suppose you are thinking about Fool's Luck, which is an amazing talent. The Slicer tree also is immensely helpful with Use Computer, which can be the most important skill in the game, depending on the type of adventure you are playing. Free Point Blank Shot is also very helpful.
Hieronymous Rex wrote:The knowledge skills, other than Galactic Lore, are nigh worthless.
Knowledge Bureacracy is very helpful for a lot of things.
Hieronymous Rex wrote:)You add your whole level to Defense. The majority of characters will add their whole level to attacks. And yet, skills only get half your level. You start the game with skills being 5 or more higher than any other bonus, and end with them lagging behind, because the designers refused to use the levels system consistently.
That is actually by design. It's so that, for example, we have scenes like the Dooku - Yoda duel, where Dooku said "It is obvious that this contest cannot be decided by our knowledge of the Force" and we get a cool lightsaber duel ( YMMV on Yoda leapfrogging around like crazy ).
Hieronymous Rex wrote:The level range was poorly thought out. Even Jedi Padawans are listed as being 5th level on average, but the game becomes too complex to manage past about 10th level, given that you get at least one feat or talent every level. By 10th level, you are toting around 14 of them. But, 10th is only half way up; at level 20 a character will have 27 feats and talents. Note that if you're playing a Jedi, you also get force powers and force secrets.
That sounds like pure theorycrafting on your side. Nobody of the players I played with had any trouble managing their thirteenth level characters. Compared to a D&D or Pathfinder character, SAGA characters are actually quite manageable.
Hieronymous Rex wrote:Combat takes much longer than it needs to. The average attack will result in 4 dice of damage, and this number must then be compared to the targets Damage Threshold to see if the Condition Track (which is separate from HP) goes down.
That is viewed by fans as a feature, not a bug.
Hieronymous Rex wrote:In order to compensate for the handful of dice that are rolled for damage, characters start with huge piles of HP (Jedi and Soldiers start with 30+their Constitution modifier). The "Second Wind" mechanic allows you to, if you have have fewer than half your maximum HP left (?) spend a turn to regain some. This seems to exist only to prolong fights.
Yeah, since blasters do between 3d6 to 3d10 of damage, starting with high hit points is kinda necessary. Second Wind is there so that people can hold out longer, correct, but also so that they can do more than one encounter. Healing is not as easy to get, unless you allow two force-users using Vital Transfer between themselves and the party all the time. Which also costs time, so on, say, a chase scene it is pretty difficult to heal up between encounters.
Hieronymous Rex wrote:In order to benefit from wearing armor, you will be required to take 2 different talents which are available only to Soldiers. Note that this isn't Vacc Suit Operation (à la Traveller); the game requires you to take Talents too make armor protect you. While it is true that low level characters can get away without the talents, mid to high level characters all but require armor, if only for the vacc sealing and other enhancements. I take issue with ever having to take a talent, which, to add insult to injury, is entirely distinct from Armor Proficiencies.
True on the mechanical aspect, which is ridiculously stupid. Technically, the best way to make a character entirely defenseless is to put some armored flightvest on him ( in case he doesn't have at least the first armor talent ). On the lore aspect, the majority of characters in Star Wars don't use armor.
PhoneLobster wrote:It's based on memory form a long time ago. The fact that it is very CLOSE to correct is bad enough. Oh gee a DESTINY point is needed, oh no, the womp rat closet is not even required! So what, close enough, force stunners/chokers/etc still rule your universe.
Like I said before, you want more accurate critique go and read the OLD threads from when I actually had access to the material. The linked one is quite relevant.
There is NOTHING good in Saga, when saga defenders were pressed to back their claim that it was at least a FOUNDATION for some hypothetical better star wars rules... they couldn't ACTUALLY name any mechanics from Saga that they would have actually kept...
You would be better off starting from scratch and writing your own rules set, even if you aren't good at it. That is how bad Saga edition is.
Whatever floats your boat, dude. I doubt you ever played a session of the game, but only stared at the rules and decided that it sucks. It definitely has its flaws, though. Which need extensive houseruling. But there is a difference between "needs some improvements to be playable well" and "totally and utterly sucks".