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12

Most of the books I've purchased have been used, and purchased from eBay. I seem to have the habit of getting very interested in out of print games :) Wait for a reprint? Will that happen? Once a system has been out of print for a while, it becomes practically unheard of for a reprint to happen. The odds are good that if the property has any remaining ...


11

For me, SW GMing always starts with cool locations, so I'll start there. A good starting point for maps is the Star Wars minis gamer community, which (inevitably) produced a lot. Some are a bit cramped or busy, as they were designed for tactical interest in a skirmish wargame, but in a lot of cases that only makes them work better for RP. Some links: ...


10

The Wikipedia article has a lot of detail on this subject, but here are some of the highlights (cribbed directly from the article): Standard hit points have replaced the former Wounds/Vitality system. Characters also have a Condition Track which measures how much they are currently impaired. The number of character classes have been reduced to five — Jedi, ...


10

First off: If you want to be iconic Jedi, I'd say emphasize your lightsaber prowess. Problem is, with that 7 crippling you, it won't be easy as Jedi more-or-less need all stats. However, here's another idea: Keep the 7 STR, and instead, become a Force-focused Jedi. The Force powers can be massively powerful, and you should take full advantage of them. ...


7

There is nothing too much like Star Wars Saga Edition. Luckily, getting a copy really shouldn't be that hard, they are at used bookstores in my area at least. Are you looking for system or setting similarities? System SW:SE is a d20-based game. It is not d20 Modern based, though depending on how close you want it, d20 Modern + d20 Future provides a ...


6

You did the right thing. He can force grip the AT-ST and do damage, but he can not get rid of the AT-STs actions. This is because the AT-ST does not HAVE actions. Vehicles get actions by the the crew members inside of them. The Pilot uses his move action to move the vehicle. The gunner uses his standard action to fire the weapons. This is detailed on ...


6

Per the text of the talent itself, it is considered training in Stealth, and Stealth rerolls apply to it. Per the FAQ, skill substitutions of this sort count as valid prerequisites for prestige classes (for example, Force Persuasion gets you into Crime Lord). Given this, I would have a hard time denying you concealment or equipment bonuses. For all intents ...


5

A LeisureMech Personal Droid only costs 600 credits (p49 Scavenger's Guide to Droids). The GM's call, of course, but I would assume a droid capable of carrying simple conversations and noticing / keeping track of details in a character's life "from tastes in food and culture to the amount of fuel left in a speeder" could (or could be modified to) perform ...


5

Looking at the Talent Summary, there are a preposterous number of items that involve "use the force." Here are the ones I consider most cheesy: Adept Negotiator -> Force Persuasion: replaces persuasion, can pacify people by rolling it Consular's Vitality some healing at the expense of a penalty to use the force Far Seeing-> "watchCircle Initiate" and its ...


5

For the same reason a lead bullet in Pathfinder costs as much as a goat; i.e., there isn't one. A container used for smuggling should be lighter than its normal equivalent, because it's hollow, and will get heavier with the cargo it contains. The weight might be slightly "off" compared to a normal glow-stick, but the empty container shouldn't be heavier than ...


5

You can probably find unused editions online, or in RPG stores that never sold them in the first place, but why not buy used? At least here in Austin, we have about 12 Half Price Books locations which have RPG sections; you can look and make sure the previous owner didn't use it as a sneeze shield or whatever. If you're looking to use it instead of just have ...


4

Okay so here is what you want to do for starters: Take move object, it is the most versatile power in the entire game. If you haven't already take skill focus: Use the Force, this at your level should bring you up to +15 on those checks. At some point take one level of Scoundrel to take the talent Fool's Luck which allows you to get +5 to any one skill for ...


4

I'm assuming that this was a case of people not thinking through the game design and practicalities, and wanting to balance the weight at the cost of realism. What I'd say to my players is that the extra weight comes from a complex battery and charging pack that can be hidden away but is still heavy, allowing the glow rod to function normally with less ...


4

In addition to Tynam's great suggestions (some of which I'll be checking out tonight)... Look up the Dawn of Defiance adventures. Wizards of the Coast did a complete 10 adventure story arc that will take a party of 4 to 6 characters from level 1 to level 20. You won't find them on the WotC site anymore because they don't have the Star Wars license but ...


4

My answer is that No, it does not count as the same. The question is tantamount to asking if Disguise is the same as Stealth, and it is not. With the Force you aren't concealing yourself, merely altering the willingness of the target(s) to accept that you were seen and incidentally a threat. While it can still get you past a threat without bloodshed, they ...


3

The closest games mechanics-wise would be d20 Modern + d20 Future, or Gamma World. Gamma World has quite a different setting, and some of the mutations would not even suit Star Wars aliens, and there would be no Jedi. d20Modern +d20 Future could offer some of the Star Wars trappings - psionics and blasters, not so much the Jedi though. Fading Suns d20 would ...


3

The quick answer, I'm afraid, is that you can't. Neither the Saga Edition nor its predecessor produced any rules for starship maintenance costs or crew recruitment/training (at least, none that I can find.) My suggestion would be to handle it as a story element - the players announce their intention, and the GM comes up with a scenario to help them achieve ...


3

This answer by gomad and the link to the wikipedia article it contains may be useful to you. While that question is about the diferences between Star Wars D20 and saga, the similarities between AD&D 3.5 and Star Wars D20 could make that a valid answer. ok, I managed to find somebody with a rulebook from saga to borrow, so I'll try to adress your ...


3

While not specific for Saga edition, the following are of general SW Gaming use: Wookiepedia http://starwars.wikia.com/wiki/Main_Page your best source for setting information. http://www.starwarsmap.com/ Rest of the site is pretty lame, but it's a good map. http://starwarsatlas.uw.hu/thelist.htm more useful, but less canonical, maps


3

Best way is to force them to deal with the logical consequences of their action. It's even better if it's a consequence they hadn't thought of or planned for. If the logical consequence is a TPK, you can go with that, or throw in some Deus ex Machina to save the PCs and keep the game going (but penalize the players in crafty ways). (edit) Didn't read the ...


3

I would rule that Force of Personality does not require an in the moment reaction on your character's part, so this is something that would be "always on". If it is always on then the will save you have after figuring it in is what you use for all subsequent abilities. In that case it shouldn't unbalance the game at all since you use your Cha OR Wis, not ...


2

I'd say that in case of ambiguity it's important to consider whether or not there's a real game impact. I'd say that it really doesn't matter so much what the rules state on this particular issue as how it will impact your game. As far as 'reacting' to the damage threshold I'm not terribly familiar with Saga edition, but I'd say probably not, just to keep ...


2

One thing you can do is not worry so much about Cha STR 7 DEX 16 CON 10 INT 12 WIS 16 CHA 12 your UTF checks should be bolstered by skill focus and eventually other things. weapon finesse is a must here and you may look into battle strike or lightsbaer combat force powers to make up for the low strength. Really, if you can get up on a pillar using surge ...


2

I think it should be counted as home rule: As we know from the movies, characters lose actions because of suffocation; Droids are immune to poison, disease, radiation, noncorrosive atmospheric hazards, vacuum, mind-affecting effects, stunning effects, and any other effect that works only on living targets. So this means they are immune to suffocation This ...


2

The thing I'd suggest is that while "smaller is more expensive", most droids have a ton of features. What you could look at is a restriction of features to a very limited set: 1) Locomotion; just enough to get around. You want flight, probably. 2) Vision; but not super duper vision, just like a cheap digital camera 3) Reading; doesn't have to be super ...


2

I've only played a session or two of each, but I'd say that no, SW Saga Edition does not particularly resemble D&D 4th Edition. It's a streamlined version of 3rd, with standard/move/swift actions, easy multi-classing, and 3rd-ed style saving throws. There are no powers (not like D&D 4 anyway), no healing surges, and no defined class roles. It's ...


2

A Human with a shoto: another possibility (this is what one of my players did) is to get a standard lightsaber and a shoto then get the Shoto Focus talent (from jedi academy). So long as you wield both and just attack with the shoto you get +2 attack. Then you can build towards having the dual-weapon fighting feats to get more attacks. Feats-wise you ...


1

Short Answer: Yes. The Hammerblow Talent from Legacy Era: Campaign Guide says If you are unarmed and holding no items, you double your Strength bonus on unarmed attack rolls. while the Mighty Swings feat from Star Wars: Saga Edition Core Rulebook says You can spend two swift actions in the same round to deal +1 die of damage on your next melee ...


1

No. Feats and Talents are not interchangeable. Feats in Star Wars act much like feats in Dungeons and Dragons or Pathfinder; They provide improvements and new capabilities to your character. You choose one at first level and your class also provides several starting feats for free. You earn the rest every 3rd level starting at level 3. Talents, on the ...


1

Force Perception (Saga Book page 101) You can make a Use the Force check instead of a Perception check to avoid surprise, notice enemies, sense deception, or sense influence (see the perception skill, page 70) However perception (page 70) Allows you to do all those but also Eavesdrop, Hear distant noises and definately not listed under those of Force ...



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