Author Topic: [D&D 3.5] Dungeons and Dragons--Saga Edition?  (Read 12300 times)

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Soda

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Re: [D&D 3.5] Dungeons and Dragons--Saga Edition?
« Reply #40 on: March 30, 2009, 02:23:24 PM »
Those are the droid rules. I just snipped out the parts about computers, and replaced them with nothing (ie, magic).

But yes, exactly. Use the droid rules.

Kuroimaken

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Re: [D&D 3.5] Dungeons and Dragons--Saga Edition?
« Reply #41 on: March 30, 2009, 05:08:28 PM »
They just looked remarkably D&Dish to me. Oh wait...
Gendou Ikari is basically Gregory House in Kaminashades. This is FACT.

For proof, look here:

http://www.layoutjelly.com/image_27/gendo_ikari/

[SPOILER]
Which Final Fantasy Character Are You?
Final Fantasy 7
My Unitarian Jihad Name is: Brother Katana of Enlightenment.
Get yours.[/SPOILER]

I HAVE BROKEN THE 69 INTERNETS BARRIER!


Soda

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Re: [D&D 3.5] Dungeons and Dragons--Saga Edition?
« Reply #42 on: April 06, 2009, 07:16:08 PM »
Bumpsies.

I'm still learning the system, specifically magic. I'm looking at existing powers as templates for any spell you could want.

Notes on balance:
Most powers have single targets. That's a huge balancing factor.
Dark Side powers are stronger than others. Dark rage is better than battle strike. Force lightning is better than all other blasts.
Most things target Fort and allow a size bonus to the Defense. It seems Will is likely to be the worst defense so be careful what you allow to target it.

Here are the powers I think all spells should be balanced against:

Direct Damage:
Force Blast would be a standard single target evocation. Targets Ref, scaling damage.
Force Slam is one of very few area effects. Static damage and knocks targets prone.
Wound is a single target vs Fort Defense. Static damage.
Force Storm does static damage to adjacent targets for a scaling number of rounds.
Corruption does scaling damage over two rounds. Force point lets it damage guys adjacent to the target too.

Battlefield Control:
Force Grip limits the target to a swift action only for 1 round while doing scaling damage. Maintained with a standard action.
Force Stun moves them down the condition track for every 5 you beat their Fort by.
Force Whirlwind targets Fort and holds them still and applies a -5 penalty to their attacks. Maintained with a move action.
Slow applies a scaling penalty to speed and heavy encumbrance.
Force Thrust pushes a target around, opposed by Str + BAB + size mod.
Repulse is as force thrust but vs everyone adjacent.
Fear targets Will and limits actions based on your roll. Mind-affecting.

Buffs/Debuffs:
Battle Strike provides bonuses for one attack. Dark Rage seems leaps better, probably too good.
Shatterpoint lowers the target's damage threshold for one attack.

Defense:
Energy Resistance is pretty standard.
Negate Energy is a reaction. Your spellcraft opposed by the damage you would take from an energy attack.
Force Shield gives scaling shield rating, similar to damage reduction.
Rebuke gives you an opposed spellcraft to negate or reflect a spell targeting you.
Resist Force is a scaling bonus to Def vs spells.


Sample spells:

Black Tentacles
You summon writhing black tentacles that grab and constrict your foes.
(as Force Grip)

Stoneskin
Your skin hardens to stone.
(as Force Shield)

Confusion
You reach into your target's mind and shake things up a bit.
(as Fear)


Kuroimaken

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Re: [D&D 3.5] Dungeons and Dragons--Saga Edition?
« Reply #43 on: April 07, 2009, 08:01:19 AM »
Quote
Notes on balance:
Most powers have single targets. That's a huge balancing factor.
Dark Side powers are stronger than others. Dark rage is better than battle strike. Force lightning is better than all other blasts.
Most things target Fort and allow a size bonus to the Defense. It seems Will is likely to be the worst defense so be careful what you allow to target it.

A couple of notes on that: powers that DO allow multiple targets typically deal less damage than others (Force Slam being a prime example of this, Force Storm being another).

Not every Dark Side power is better than all others. Some are pretty awful, actually (Force Fear is stupid, mainly because you can achieve the same thing with Mind Trick).

Most things that target Fort also allow you to stop enemy actions. There are lots of things that target Reflex too and they're usually telekinetic-based. (Strangely enough, Move Object, when used to move a creature, gives a size bonus but targets Will, and not Fort, which would make more sense IMO.)
Gendou Ikari is basically Gregory House in Kaminashades. This is FACT.

For proof, look here:

http://www.layoutjelly.com/image_27/gendo_ikari/

[SPOILER]
Which Final Fantasy Character Are You?
Final Fantasy 7
My Unitarian Jihad Name is: Brother Katana of Enlightenment.
Get yours.[/SPOILER]

I HAVE BROKEN THE 69 INTERNETS BARRIER!


Soda

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Re: [D&D 3.5] Dungeons and Dragons--Saga Edition?
« Reply #44 on: April 09, 2009, 01:00:16 PM »
More spells.

Sleet Storm
You summon droves of icy sleet to rain down.
(as Force Whirlwind)

Gust of Wind
You evoke a mighty blast of air.
(as Force Thrust)

Magic Weapon
Your weapon is surrounded by a magical force.
(as Battle Strike)

Spell Resistance
You are protected from spells.
(as Rebuke)

Longstrider
You become very fast.
(as Surge)

Heal [Good]
You heal wounds.
(as Vital Transfer)

Scrying
You can sense distant events.
(as Farseeing)

Magic Missile
You evoke missiles of magical force.
(as Force Blast)

Fiery Burst
You become wreathed in flame.
(as Force Storm)

Spiritual Weapon
A weapon comes alive and fights for you.
(as Kinetic Combat)

Earthquake
The ground trembles and topples your foes.
(as Force Slam)




Spellcraft (Cha)
Requires the Magical Sensitivity feat.

Cast Spell: (as Activate Force Power)

Magical Trance: (as Force Trance)

Mage Hand: (as Move Light Object)

Detect Magic (Trained Only): As a full-round action, you can use this ability to sense the magical auras of creatures or objects within 20 meters. If you succeed on a DC 15 Spellcraft check, you know how many magical auras are within range, their approximate direction and distance from you, and the relative strength of the aura. Another creature trained in Spellcraft can try to conceal her presence from you by making an opposed Spellcraft check. If she equals or exceeds your Spellcraft check, you don't sense her presence at all.

Arcane Eye: (as Sense Surroundings)

Message: (as Telepathy except:)
Distance         DC
Same town      15
Same region      20
Same plane      25
Different plane      30

Special: You can't make Spellcraft checks unless you have the Magical Sensitivity feat. Spellcraft is a class skill for any character with the Magical Sensitivity feat.
You can take 10 on a Spellcraft check, but you can't take 20.



The only thing I left out was Search your Feelings.
« Last Edit: April 09, 2009, 01:45:40 PM by Soda »

j0lt

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Re: [D&D 3.5] Dungeons and Dragons--Saga Edition?
« Reply #45 on: April 10, 2009, 12:35:58 AM »
Nice work with the arcane spells, any ideas for divine magic?
PbP Games
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Soda

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Re: [D&D 3.5] Dungeons and Dragons--Saga Edition?
« Reply #46 on: April 10, 2009, 11:22:58 AM »
Nice work with the arcane spells, any ideas for divine magic?
I was having trouble placing it. As of now, I'll probably dissolve the border. Just one magic, no matter where you think it comes from.

Kuroimaken

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Re: [D&D 3.5] Dungeons and Dragons--Saga Edition?
« Reply #47 on: April 10, 2009, 11:29:48 AM »
Nice work with the arcane spells, any ideas for divine magic?
I was having trouble placing it. As of now, I'll probably dissolve the border. Just one magic, no matter where you think it comes from.

That seems to work nicely, if you ask me. Although it's strange to think that magical powers are only a feat or two away...
Gendou Ikari is basically Gregory House in Kaminashades. This is FACT.

For proof, look here:

http://www.layoutjelly.com/image_27/gendo_ikari/

[SPOILER]
Which Final Fantasy Character Are You?
Final Fantasy 7
My Unitarian Jihad Name is: Brother Katana of Enlightenment.
Get yours.[/SPOILER]

I HAVE BROKEN THE 69 INTERNETS BARRIER!


Soda

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Re: [D&D 3.5] Dungeons and Dragons--Saga Edition?
« Reply #48 on: April 10, 2009, 11:44:22 AM »
Yes, but so it is with the force too. Just wake up one day and you can feel the vibrations of all creation.

I've been revising the races, armor, and weapons on page 2, so check those out. And with those finished (except the gnome), it's safe to say you can play SAGA in a fantasy setting.

Skills are a little wonky. I can't see this ever happening" "Regdar is going to roll Knowledge (life sciences) now."

We should make a nice alternate list of knowledges and work out something of a Craft skill (Mechanics is weird).
« Last Edit: April 10, 2009, 12:22:53 PM by Soda »

j0lt

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Re: [D&D 3.5] Dungeons and Dragons--Saga Edition?
« Reply #49 on: April 10, 2009, 12:10:25 PM »
Awesome!  Now to customize it to fit a particular setting.

I'm looking at you, DarkSun...
PbP Games
The Artifact (prologue) as Dr. Henry Loder, Mayan archaeologist


Soda

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Re: [D&D 3.5] Dungeons and Dragons--Saga Edition?
« Reply #50 on: April 10, 2009, 03:05:27 PM »
Animal Companion rules based on the Korunnai Adept talent tree (clone wars 57).

Animal Companion Talent Tree
You have bonded with a faithful animal.

Animal Companion: You gain an animal follower. Don't choose a follower template as normal, instead choose either a large or medium sized animal companion. This follower gains the animal companion follower's traits. An animal companion counts towards the total number of followers you have.

Animal Trainer's Actions: (as Akk Dog Trainer's Actions)

Animal Attack Training: (as Akk Dog Attack Training)

Protective Reaction: (as normal)


Animal Companion Traits

Abilities: Medium animal companions have abilities as follows. Strength 16, Dexterity 10, Constitution 12, Wisdom 10, Intelligence 2, Charisma 8
Large animal companions have these abilities, except +2 Strength, -2 Dexterity.

Size: Large animal companions take a -1 size penalty to Reflex Defense and a -5 size penalty to Stealth checks. Their lifting and carrying limits are double those of Medium creatures.

Defenses: Large animal companions gain a +2 bonus to Fortitude Defense. Medium animal companions gain a +2 bonus to Reflex Defense.

Base Attack Bonus: Animal companions use your base attack bonus.

Speed: An animal companion's base speed is 6 squares.

Natural Armor: Animal companions gain a +2 natural armor bonus to Reflex Defense.

Natural Weapon: When an animal companion makes an unarmed attack, it can use its natural weapons, dealing 1d6 damage (plus its Strength modifier) if Medium, or 1d8 (plus its Strength modifier) if Large instead of normal unarmed damage. The type of the damage is either slashing, piercing, or bludgeoning, chosen when this talent is selected.

Trained Skills: Animal companions are trained in Endurance and one other appropriate skill, chosen when this talent is selected.

Feats: Animal Companions gain the Power Attack and Toughness feats.
« Last Edit: April 10, 2009, 03:28:59 PM by Soda »

Soda

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Re: [D&D 3.5] Dungeons and Dragons--Saga Edition?
« Reply #51 on: April 11, 2009, 07:48:30 PM »
I found someone else's solution to Dark Side powers sometimes being too strong.

[Taxing]
The [Taxing] descriptor applies to spells in place of the [Dark Side] or [light Side] descriptor.
Whenever a taxing spell is used, the character who used it moves -1 step along the condition track. If a character fails the Spellcraft check to activate a taxing spell, he instead moves -2 steps along the condition track.


Pretty elegant solution. Definitely should be applied to spells based on Force Lightning and Dark Rage and the like.

Kuroimaken

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Re: [D&D 3.5] Dungeons and Dragons--Saga Edition?
« Reply #52 on: April 11, 2009, 08:44:21 PM »
I found someone else's solution to Dark Side powers sometimes being too strong.

[Taxing]
The [Taxing] descriptor applies to spells in place of the [Dark Side] or [light Side] descriptor.
Whenever a taxing spell is used, the character who used it moves -1 step along the condition track. If a character fails the Spellcraft check to activate a taxing spell, he instead moves -2 steps along the condition track.


Pretty elegant solution. Definitely should be applied to spells based on Force Lightning and Dark Rage and the like.

Eh... the problem with the condition track system is that it's pretty damn easy to knock people down with it.
Gendou Ikari is basically Gregory House in Kaminashades. This is FACT.

For proof, look here:

http://www.layoutjelly.com/image_27/gendo_ikari/

[SPOILER]
Which Final Fantasy Character Are You?
Final Fantasy 7
My Unitarian Jihad Name is: Brother Katana of Enlightenment.
Get yours.[/SPOILER]

I HAVE BROKEN THE 69 INTERNETS BARRIER!


Bozwevial

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Re: [D&D 3.5] Dungeons and Dragons--Saga Edition?
« Reply #53 on: April 11, 2009, 08:46:16 PM »
Ohh yeah, big time. Stun weapon+a gunslinger talent+a bounty hunter talent+a scoundrel talent+flat-footed opponent=bottom of the condition track, one shot (at least, off the top of my head).

Chemus

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Re: [D&D 3.5] Dungeons and Dragons--Saga Edition?
« Reply #54 on: April 11, 2009, 09:24:17 PM »
I found someone else's solution to Dark Side powers sometimes being too strong.

[Taxing]
The [Taxing] descriptor applies to spells in place of the [Dark Side] or [light Side] descriptor.
Whenever a taxing spell is used, the character who used it moves -1 step along the condition track. If a character fails the Spellcraft check to activate a taxing spell, he instead moves -2 steps along the condition track.


Pretty elegant solution. Definitely should be applied to spells based on Force Lightning and Dark Rage and the like.

Eh... the problem with the condition track system is that it's pretty damn easy to knock people down with it.

The way I see it, it's pretty easy to knock someone down IRL. Or am I missing the point?
*waves hand* This is not the sig you're looking for...
The freely downloadable and searchable 3.5 SRD I prefer (Web)
Camlen, Enniwey

Bozwevial

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Re: [D&D 3.5] Dungeons and Dragons--Saga Edition?
« Reply #55 on: April 11, 2009, 09:25:19 PM »
"Knock down" is here a euphemism for "knock out". Which is one coup de grace away from "dead".

Kuroimaken

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Re: [D&D 3.5] Dungeons and Dragons--Saga Edition?
« Reply #56 on: April 11, 2009, 10:16:33 PM »
"Knock down" is here a euphemism for "knock out". Which is one coup de grace away from "dead".

I was trying to avoid having to use a synonym for kill.
Gendou Ikari is basically Gregory House in Kaminashades. This is FACT.

For proof, look here:

http://www.layoutjelly.com/image_27/gendo_ikari/

[SPOILER]
Which Final Fantasy Character Are You?
Final Fantasy 7
My Unitarian Jihad Name is: Brother Katana of Enlightenment.
Get yours.[/SPOILER]

I HAVE BROKEN THE 69 INTERNETS BARRIER!


Chemus

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Re: [D&D 3.5] Dungeons and Dragons--Saga Edition?
« Reply #57 on: April 12, 2009, 03:10:59 PM »
I'm sorry, I understood that you were speaking of unconsciousness and death. I guess I should have used a synonym for kill myself.

While death is a Bad ThingTM, it should be big a worry, IMO. Just being in a fight can do bad nasty things to a person. I am not, however, conversant with the Saga rules; I just have been following this thread and glancing at the rules when I have the opportunity. I like what I've seen, but that's not unusual and I could have the wrong impression.

Having casting of some particularly taxing spells move someone temporarily along the condition track, as I understand condition tracks in general, would seem to make said track really mean something, even to those who are able to stay out of the line of fire themselves. Having it so that magic could actually hurt you as a practitioner has some good flavor.

(Edit: I'm sorry that I didn't read the description closer... :embarrassed)Increasing the complexity and allowing a save or a casting check or skill check in order to avoid the consequences might mitigate the risk of using said spells.
« Last Edit: April 12, 2009, 05:13:34 PM by Chemus »
*waves hand* This is not the sig you're looking for...
The freely downloadable and searchable 3.5 SRD I prefer (Web)
Camlen, Enniwey

Soda

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Re: [D&D 3.5] Dungeons and Dragons--Saga Edition?
« Reply #58 on: April 12, 2009, 03:49:32 PM »
Anyone have a suggestion for Taxing?


Some alternate Knowledge skills.

Arcana (magic, spells, magical artifacts)
Engineering (structures, buildings, fortifications)
Nature (land, terrain, weather, animals, plants)
Religion (gods, mythic history, holy symbols, spiritual tradition)
Planes (other planes, creatures from other planes)
Nobility (kings, kingdoms, laws)
History (recorded history, wars)
Lore (legends, myths, creatures)
Tactics

Or just use the regular skills, they're not too odd.

I'm gonna add a Craft (Alchemy) and Craft (Arms and Armor) soon.

Soda

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Re: [D&D 3.5] Dungeons and Dragons--Saga Edition?
« Reply #59 on: April 12, 2009, 06:51:53 PM »
Craft (Int)
Trained Only

Craft Item (requires tool kit): Pay three-quarters of the item's price for raw materials. Make an appropriate Craft check representing one day of work. An item requires one day of work per 1,000 credits (cp) of the price of the item. A new Craft check is required for each day of work.
If you fail a check by 4 or less, you make no progress on that day.
If you fail a check by 5 or more, you ruin some raw materials and have to pay one-quarter of the item's original price again.

Item                            Craft Skill    DC
Very simple item                  Varies       5
Typical item                      Varies       10
High-quality item                 Varies       15
Superior item                     Varies       20
Complex item                      Varies       30
Mastercrafted item                Varies       30
Weapon                            Weapons      15
Armor or Shield                   Armor        10 + Reflex bonus
Smokestick, Sunrod, Tindertwig    Alchemy      15
Alchemist's Fire                  Alchemy      20
Healing Potion                    Alchemy      20
Tanglefoot Bag, Thunderstone      Alchemy      25


Smokestick: A smokestick instantly fills a 2x2 square area with thick smoke, granting concealment to all inside the area.

Sunrod: When ignited, a sunrod glows brightly in a 6 square radius for 6 hours.

Tindertwig: A tindertwig makes fire. Lighting a fire with a tindertwig is a standard action (rather than a full-round action).

Alchemist's Fire:
Alchemist's Fire is one type of dangerous alchemical cocktail. When thrown it explodes in a 2 square burst, and deals 4d6 energy damage. When you make an area attack with Alchemist's Fire, you make a single attack roll and compare the result to the Reflex Defense of every target in the burst's radius. Creature's you hit take full damage, and creatures you miss take half damage. A target with the Evasion talent takes half damage from a successful attack and no damage if the attack misses. Throwing alchemist fire is covered by Weapon Proficiency (simple weapons).

Tanglefoot Bag/Thunderstone: Tanglefoot bags and thunderstones are thrown, exploding over a 2 square area. Make a single attack roll vs every target in the area. If the roll equals or exceeds both a target's Reflex Defense and Fortitude Defense, the target moves -2 steps along the condition track.

Healing Potion: A healing potion can be consumed as a standard action. The creature consuming it regains a number of hit points equal to its character level plus 5. That creature can then not benefit from another healing potion for 24 hours.

Mastercrafted Item: A mastercrafted item is above and beyond any other. The cost for raw materials to craft a mastercrafted item is double what would be for a usual item of its type. A mastercrafted item gains one of the following traits. An item can only ever have one mastercrafted trait.

Armor Traits
Agile Armor            Increases the armor's maximum Dexterity bonus 1.
Fortifying Armor       Increases the armor's equipment bonus to Fortitude Defense by 1.
Protective Armor       Increases the armor's armor bonus to Reflex Defense by 1.
Weapon Traits
Improved Accuracy      The weapon gains a +1 equipment bonus on attack rolls.
Improved Damage        The weapon deals +2 points of damage with a successful hit. This damaged is multiplied on a critical hit.
Device Traits
Enhanced Strength      Increases the device's Strength score by 2.
Improved Durability    The device's damage reduction increases by 1, and it gains extra hit points equal to one-quarter of its base hit points.
Mastercraft Device     Skill checks made using the device gain a +1 equipment bonus, or the device's existing equipment bonus increases by 1.
« Last Edit: April 12, 2009, 08:29:51 PM by Soda »