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  1. #1
    Generalissimo of the Mud and Mayehm Society
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    Default Overall Thoughts?

    Just looking to see what everyone's thoughts on the new system are. I've fiddled with it in bookstores a bit, and seems easy enough to pick up. Is there anything that really irks you about it? Or anything that really stands out as well done?
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    Moderator: Roleplaying Forum coldskier0320's Avatar
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    I have yet to actually see it in action in a game that I'm a part of, but my initial thoughts are:

    1) The books themselves are outstanding. Well made, the materials seem high quality, the artwork is absolutely gorgeous, and things are explained pretty clearly and are (usually) organized intuitively, with helpful charts where necessary.

    2)The system seems great at keeping things moving, with the tradeoff of being more demanding on the GM to interpret and invent on the fly (compared to d20). This isn't necessarily better or worse, just different...though if you have that experienced GM, it's likely to make sessions more fun.

    3) So far, my biggest gripe (likely as a d20 convert) is the lack of any sort of framework for scaling between characters in an objective way. WotC gave us levels and classes. I understand that the FFG system just simply does not allow for such a setup, but there should still be something (possibly straight XP number conversion?) to allow me to quickly do up some NPCs with capabilities relative to my PCs/party. For example, what if I have a party of 5 PCs and want to make some rivals, a pair, that are more than a match for the whole group? Now what if I want to throw a squad of 12 soldiers at them that will be tough, but should be manageable? Now how about a single baddie that they really shouldn't tangle with head-on, but rather should bring help, or otherwise stack the deck a bit before confronting? Sure, within the story this can be handled, but surely there should be a way that I can go, "Okay, I have 5 PCs that have XYZ experience...if I make this foe with VWX experience, he should be able to hold his own..."
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  3. #3
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    Quote Originally Posted by coldskier0320 View Post
    I have yet to actually see it in action in a game that I'm a part of, but my initial thoughts are:

    1) The books themselves are outstanding. Well made, the materials seem high quality, the artwork is absolutely gorgeous, and things are explained pretty clearly and are (usually) organized intuitively, with helpful charts where necessary.

    2)The system seems great at keeping things moving, with the tradeoff of being more demanding on the GM to interpret and invent on the fly (compared to d20). This isn't necessarily better or worse, just different...though if you have that experienced GM, it's likely to make sessions more fun.

    3) So far, my biggest gripe (likely as a d20 convert) is the lack of any sort of framework for scaling between characters in an objective way. WotC gave us levels and classes. I understand that the FFG system just simply does not allow for such a setup, but there should still be something (possibly straight XP number conversion?) to allow me to quickly do up some NPCs with capabilities relative to my PCs/party. For example, what if I have a party of 5 PCs and want to make some rivals, a pair, that are more than a match for the whole group? Now what if I want to throw a squad of 12 soldiers at them that will be tough, but should be manageable? Now how about a single baddie that they really shouldn't tangle with head-on, but rather should bring help, or otherwise stack the deck a bit before confronting? Sure, within the story this can be handled, but surely there should be a way that I can go, "Okay, I have 5 PCs that have XYZ experience...if I make this foe with VWX experience, he should be able to hold his own..."
    1) That's good to hear. One of my favorite parts of the WotC books was the different artwork that they had, and I was a little disappointed to see a good bit of it reused for SAGA.

    2) Different is ok by me. One of the things I've been wondering about is if this system would be better for bringing in younger players? From what I can tell it seems a little more intuitive and high-level as opposed to nitty-gritty like d20 was.

    3) That makes sense, and that's kind of unfortunate. So you're basically stuck with guess-timating based on the stats you have in front of you? That's kind of unfortunate, and I guess you could take some time to come up with something but it sounds like it won't be a last minute thing.
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    Moderator: Roleplaying Forum coldskier0320's Avatar
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    Yeah, it's unfortunate, and it doesn't seem like a straight XP equivalence holds up either (since there is far more XP used at character creation than during various progressions).

    A further implication of this flaw is that it's pretty much impossible to get a reasonable capability level-to-XP equivalent too. For example, in the WotC environment, if you wanted to start a game for a squad of skilled Rebel SpecOps agents, you might have everyone draw up a L6 or even L8 character form the very start, representing the experience the characters would have gained just to get to the point where the adventure kicks off. In this system, there's not really any way to account for that, to my knowledge. Even something as simple as a chart correlating various "careers" to total XP for a character considered experienced in that field would be great (better still, XP levels for "beginner, experienced, and advanced" within a given role). So that you could look at it and find "Imperial Customs Agent, Advanced: 3500 XP", or "Information Broker, Beginner: 2000 XP"...or more specifically: "Typical Bothan SpyNet Field Agent: 3375 XP".

    It's currently my biggest holdup with the system. It makes a huge assumption that everyone is starting off with a green character every time.
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  5. #5
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    Quote Originally Posted by coldskier0320 View Post
    Yeah, it's unfortunate, and it doesn't seem like a straight XP equivalence holds up either (since there is far more XP used at character creation than during various progressions).

    A further implication of this flaw is that it's pretty much impossible to get a reasonable capability level-to-XP equivalent too. For example, in the WotC environment, if you wanted to start a game for a squad of skilled Rebel SpecOps agents, you might have everyone draw up a L6 or even L8 character form the very start, representing the experience the characters would have gained just to get to the point where the adventure kicks off. In this system, there's not really any way to account for that, to my knowledge. Even something as simple as a chart correlating various "careers" to total XP for a character considered experienced in that field would be great (better still, XP levels for "beginner, experienced, and advanced" within a given role). So that you could look at it and find "Imperial Customs Agent, Advanced: 3500 XP", or "Information Broker, Beginner: 2000 XP"...or more specifically: "Typical Bothan SpyNet Field Agent: 3375 XP".

    It's currently my biggest holdup with the system. It makes a huge assumption that everyone is starting off with a green character every time.
    Hmmmm, yeah I wasn't even thinking about that. That's rough, and unfortunate, because most games I've ever played started off post-level 1. Sounds like it's great to get first timers into the game, but as far as getting veterans into it would be a lot harder. I'll probably pick it up at some point and take a flip through. I was just on the website earlier though, and I noticed just how many supplements they've got for it...that's a lot of dough to drop if you're going to want access to different types of characters.
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  6. #6
    Moderator: Roleplaying Forum coldskier0320's Avatar
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    Is that very different from any other system, though? You can still play a snubjock without the specific supplement, but there's a book for extended options if you want it. In d20 terms, you've got your core classes, then PrC options in supplements...just with the FFG system, you have access to those "PrC" options right from the beginning. I consider the wide variety (and more planned!) of support books for the game a great sign...and it inspires more of my confidence in FFG than any other single aspect of their product.

    I'm still holding out hope that FFG will do some sort of "crunchy" book aimed at GMs that will address the issue of scaling I've already described, and I'm kind of bummed they don't seem inclined to put out any "catalog" style books like the Hero's Guide, Arms & Equipment Guide, and too many from WEG to list...but I can see the rationale. Doling out stats for weapons, ships, and gear a little at a time is a great way to get people to buy supplements they might otherwise skip.
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