Wcisnąłem to swego czasu na Holonet, ale tu też zamieszczę. Oto wypowiedzi z forum WotC i SWRPG Network na temat Saga Edition. Część z nich pochodzi o moderatorów/współtwórców podręcznika:
* D20 system
* reduced number of skills (combined skills - ex. hide and move silent become stealh)
* Only force skill is Use Force. Force powers are not a mismash of skills and feats
* New system includes 'swift actions' and other 'lessons learned' from D&D 3.5
* Hit Points instead of WP/VP (but with massive damage)
* Only book mentioned specifically was core rules, but they they can only tell us what is in their catalog (which goes to May).
* Simplified conditions list to reduce confusion between dazed/stunned/etc
* Removed Tech Specialist, Force Adept, and Fringer (theoretically their abilities have moved elsewhere)
* Other classes also see changes to their features.
* Called Saga because that is how Lucas refers to the six movies (EU will also be included though)
* More exaples of using minis in combat
* Stressed that RPG is not just "Minis+", but did say that they will be using some features from it
* One goal was to streamline combat so that it takes less time
* Another goal was to reduce the ability to min/max characters (so DC 40 actually means something)
* Ultimate Space Stations was asked about, and it was said that if there was such a book sitting on a shelf they would likely make use of it.
* Conversion guide will likely be a JC or other web article
* 288 pages is correct
* mini-sized map will be included
Yeah, I was there. They stressed that it wouldn't really use the mini's like we all were not wanting them to be used. The minis were being used for cover and better map descriptions. The rpg will still be a stand alone game, enhanced by the mini's (similar to d&d). However, the space combat will be a little bit more reliant on the minis, especially with the new spaceship minis. The system will also now all be in 2-d however, you can shoot through and fly through occupied squares to similate the vastness of space.
-Many skill mods were removed to avoid min/max
-Soldier as well as others have many changes
-The deleted classes abilities are being put into the other classes
-The massive damage is not quite like the d&d for the description. It actually sounded alot more like 2nd ed shadowrun. You will start taking penalties for large amounts of damage.
-Dark side points will be capped (by wisdom score). This now means that when you are capped out you are true evil. Which means that low wisdom scores can be true evil even with less dark side points.
-World gazzeteer is added to the core book, giving brief descriptions on key worlds to aid in character development. (map to be included)
-Character write ups are still in the main book.
-Strong nods were given on the idea of future books (sotg).
-No real comments on prc however, they will still be there.
Gary M. Sarli:
For the record: I am developing and editing the manuscript, and I've been playing since back in the day (WEG, 1st edition). I absolutely would not allow this game to be made in a way that my own gaming group wouldn't enjoy -- and my group is picky. You're just going to have to trust me.
Here's what I can say right now:
1) There is just one Force skill, called Use the Force. This way, you don't have to put all your skills into Force skills (and still not come close to mastering all of them). Think of it as being kind of like the Concentration skill for spellcasters in D&D, although Use the Force does a lot more than Concentration.
2) Use the Force does some basic, universal stuff, all by itself -- no training is necessarily required, but you obviously have to be Force-sensitive. For example, Anakin Skywalker (as an 8-year-old podracer) would have been perfectly able to use all of these things (giving him "Jedi reflexes") even though he hadn't received any formal training.
3) In addition to that one skill, there are Force powers. If a skill check is necessary (as is usually but not always the case), you just make a Use the Force check. (Again, this allows the Force users to concentrate on one skill and still be able to be good at something else.)
4) Alter, Control, and Sense still exist -- they're just not feats anymore.
5) As we mentioned in the seminar, the classes that were eliminated have had their best stuff ported over to other classes. Thus, the Force Adept isn't really gone -- instead, a Force-sensitive soldier could be used to represent a combat-oriented Force Adept, a Force-sensitive scout might represent the more familiar backwater-planet Force Adept, a Force-sensitive scoundrel might make a dark-side-assassin Force Adept, and so forth.
I can't go into any more detail than that at this time ... honestly, I'm really pushing my limits just to say this much, but I want try to quell some of the doomsday speculation that is currently going over the edge.
Another very good point I'd like to emphasize:
* We are not dumbing down the game.
* We are streamlining some rules so that actions are resolved more quickly, thereby speeding gameplay.
* In some cases, such streamlining may result in simplification, but it is not for the purpose of trying to target the game at kids or underestimating your intelligence. A streamlined game that runs faster (and thus has a more cinematic pacing) is more fun for everyone ... that includes old veterans like us, not just kids.
* But don't worry, there is still plenty of complexity to be had.
Hi. I'm Moridin, also known as Rodney Thompson. I run this website and wrote the Star Wars RPG Saga Edition.
The sky is not falling. Everyone needs to take a step back and chill for a second.I'll try and hit the high points here, but if I miss something I'll try and come back to it. I just got back from GenCon (literally, 20 minutes ago) so that's why I've not been posting here. Fear not, faithful reader, for my silence is from a lack of internet access at my hotel.
Wizards of the Coast does not need to submit its complete rules systems to the fans in advance of release for your approval. No offense, but if they did that then the book would never get published. If you think you have no input, you're fooling yourselves -- do I not read these forums day in day out? Do I not run this website? Do you honestly think I would not take your desires into consideration while writing the game?
I'm excited about this game because we got to think outside the box. I remember back when the original d20 SWRPG came out, all I heard was "ZOMG! It's D&D with Wookiees! WotC is teh suxxor!" so I would think building a better system would excite some people. Basically, they let me and Owen (who I think have a significant amount of SW street cred) do what we wanted in redesigning almost all of the core systems. If we're going to build a game that captures the Star Wars experience, I think it's better that we do so from the ground up. Now, since d20 Star Wars has helped define that iconic experience, you'll certainly see its influence, well, everywhere.
There's no polite way for me to say this, but you all know hardly anything about the game system and the time to panic has not yet come. And by that same token, WotC does not owe you any explanations of the system -- see what a little teaser has done? It's sent you all into a tizzy over nothing. I believe that many of you will look back on this thread and laugh at the snap decisions being made here. Not only that, but every system they announce in full can just as quickly be "stolen" and adapted by other game companies.
Now, I'll try and hit a few specifics which may or may not to serve as a small tranquilizer for you rabid wolves.
Hit Points: If you think D&D hit points (or even d20 Modern), I'd stop if I were you. The same basic concepts that are found in both HP and VP/WP are still present -- a numeric way of counting how quickly you die -- but that's to be expected. Your stormtroopers will still go down in one or two hits (depending on how solid the hit is), while your lightsaber duels will go on much longer. I think you'll find that it's become easier to model the Obi-Wan/Anakin duel now with the new HP system. I don't know how many lightsaber duels you guys ran before, but none of them lasted more than 5-6 rounds, if that (a mere 30 seconds of in-game time). HP, combined with the sliding condition scale, retains that cinematic feel. And as a side note: if you think having 50 HP means you take 50 HP worth of blaster fire to the chest before you die, I'd reconsider your definition of HP, and think of it more as a "survivability scale" than a pure physical resource pool.
The Force: No one has come that close to guessing how it really works, so relax. Just because we have 1 Use the Force skill now does not mean that every Force power hinges on that one skill. Also, regarding the loss of the Force Adept, this is one change I think you're all going to LOVE. Without revealing too much, let me just put it this way: I think you can now model almost any Force tradition far more precisely than you ever could before, and your FA's will no longer have class features that are useless to them.
Speaking along similar lines, character creation is about a million times more flexible than it was before. It's seriously the part of the book I'm the most proud of. I think you're all going to like it a lot more. Also: don't panic about the missing classes. You'll still be able to model the same kinds of characters as before, and then some. Given the greater flexibility of the system, I also think you'll find a LOT of new options available to you as well. I don't want to get myself into trouble here, but let me just say that just because there is no longer a Jedi Guardian class or a Jedi Consular class doesn't mean that you can't play a Jedi Guardian or a Jedi Consular. Not only that, but you'll probably be designing whole NEW types of Jedi if you so choose, especially with some of the new options for Jedi. Hmm. And Dark Siders, for that matter. But, I digress. You can still make a level 5 Rodian fringer, he just won't be a Rodian Fringer 5. Also, all the classes have received a major shot in the arm. The new soldier and noble both freaking rock. Gone are your "feat every other level" for soldiers; now, they are badasses. Seriously, I wouldn't take away your fringer, it's just a little bit different to build now.
Oh, and before anyone goes on a shooting spree regarding the new "miniatures-friendly rules" I'll just repeat something Chris Perkins said at the seminar: miniatures-friendly means more that the diagrams and examples in the book will uses photos of miniatures than it affects the rules. We did filch a couple of rules -- cover, for example -- from the miniatures game, but good game design shouldn't be ignored just because of its source. I pulled a few ideas from a well-liked Star Wars video game; does that mean they're bad ideas? I feel as though everyone is putting too much emphasis on "miniatures-friendly" in that it really just means that you'll be able to use the miniatures more easily, not that the games is Miniatures Rules, oh and with some story bits. It's and RPG first and foremost, and though you may see some elements of the minis in the game most of those elements are things that work within the context of a Star Wars story.
Yeah, the book is shorter, but that's what happens when you cut out a huge chunk of the skills (folding two to three skills into one certainly cuts out a big chunk of those chapters, not to mention the changes to the Force system removing Force skills and feats). You're going to see a much more unified class chapter, for example, removing chunks of flavor text (or folding it into existing descriptions) and the like. Those are just a couple of examples, but when you look across the board at the way the game was designed you'll see the pages aren't "lost" so much as they are folded in elsewhere. And as my esteemed ally GMSarli pointed out at the seminar, the D6 2nd Edition R&E sourcebook was the same size as Saga Edition.
I know this doesn't satiate you entirely, but I must admit the fervor with which many of you have responded (and basing decisions on almost no information) is startling. When the game comes out, if you look at it and don't like it, I won't think ill of you. If, however, you write the book off based on an hour and a half seminar during which almost nothing was revealed, well, then I think you may want to reevaluate the way you evaluate a game.
I guess I'm just asking for a little patience, and a little faith. The book is a long ways off just yet, so if they don't reveal every iota of information about it RIGHT NOW I think maybe you should understand that it's not soundto do so in any creative business. I'm as eager to talk about the book as I can be, so don't get too bent out of shape if I don't blab everything I know.
I'm excited about the game, and I understand the trepidation many of you must feel. The anger and vitriol? That I just don't get. But hey, it's the web, I'm used to getting yelled at and insulted on a regular basis.
I promise, I'll try and answer as many of your questions as possible, but if I have to say "no comment" I'll beg you to understand. Lucasfilm's implant could go off at the slightest trigger.
Regarding character creation, I know I can say that you're thinking along the right lines in that you'll have more options during character creation, and more often as well. And yes, you'll have more options for each class. Each class has gotten a lot of new options and abilities. I think they mentioned that at the seminar.
One of the things that I think we see in the Star Wars movies is that, frankly, anyone can do anything. It's high-action, swashbuckling fantasy. Han can fly a ship, shoot a blaster, talk his way out of a sticky situation, hot wire a computer, infiltrate an Imperial base, impersonate an Imperial officer, hang off of a skiff and pull Lando to safety, and so on. The more diversity you have in what your skills do, the harder it is to be multitalented. A great example of this is Search and Spot. Is there any real reason why this should be two skills? I think they are distinguished completely artificially, and the difference between "noticing" something and "finding" something is like splitting hairs.
Similarly, one reason I don't like a three-skill Force system is that I think there are different and better ways to model things like, say, Corran Horn's affinity for Affect Mind. I dare say that it will be significantly easier to model Corran's particular affinity using our system than in the current rules. Without giving too much away, there are many other ways to express Force affinities besides skill checks, and one thing we wanted to avoid was making it necessary to tend to three skills for Force use. If this makes any sense, by going with a Use the Force skill instead of Control/Sense/Alter, Joe Gamer that just wants to play a Jedi and use the Force like Mace Windu will be able to do so with ease. However, if Bob Specialization comes along and wants to play a Corran Horn-esque Jedi with affinities and weaknesses, he can build his character in such a way that it does exactly that. Essentially, it allows you to personally choose what level of detail you want to do without having to include things like optional rules or alternate character creation methods.
Zobaczymy jak to wyjdzie w "praniu".