Нарыто на их сайте и форуме..
Переводить не буду, много, влом.
Суть: 6 марта выходит в свет новый рулбук под названием Saga Edition. Он включает в себя материал по всем 6 эпизодам, но самое главное, правила существенно изменены. Так, например, наскольяко я понял, скиллы Spot и Listen объединены в один или что-то вроде того, для Силы есть только один класс - Джедай, и ее принцип изменен кардинально, т.е. долой скиллы и фиты, даешь что-то другое! В итоге получаем новую версию правил, существенно упрощенную и более играбельную. Ура.
Те, кто владеет англязом, читайте и наслаждайтесь.
Star Wars Roleplaying Game: Saga Edition
Owen K.C. Stephens and Rodney Thompson*
This new edition of the Star Wars Roleplaying Game encapsulates all six feature films while presenting a thorough revision of the rules, making the game easier to learn while improving the overall play experience. The new 288-page core rulebook includes new character abilities and options, a streamlined skill system, a revised combat system, new feats and Force powers, a world gazetteer, statistics for key characters from all six Star Wars films and the Expanded Universe, and guidelines on how to use Star Wars Miniatures and battle maps in play.
*Based on the Star Wars Roleplaying Game Revised Core Rulebook by Bill Slavicsek, Andy Collins, and JD Walker
Key Selling Points:
* This is the first official Star Wars Roleplaying Game product to include Episode III content.
* The core rules have been revised and streamlined to make the game easier to learn and more fun to play.
* This new edition of the Star Wars Roleplaying Game is more miniatures-friendly than previous editions and includes a battle map and guidelines for using Star Wars Miniatures in play.
* Fans of the Star Wars Roleplaying Game have been anxiously awaiting a version of the rulebook that includes updated information on all six feature films.
March 6, 2007
Format: Hardcover
Pages: 288
MSRP $39.95/$49.95 CAN
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Originally Posted by WizO_the_Hutt
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.
Originally Posted by WizO_the_Hutt
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.
Originally Posted by WizO_the_Hutt
1) At this point, things are too far into development to make any serious changes -- it is physically impossible to do so at this point. Most of the time, by the time a book gets announced publicly, it's already at this "point of no return."
2) We can't tell you about it before that because Hasbro is a publicly-traded company, so announcing a product that isn't on the publicly-available product catelog is illegal because it is essentially insider trading. Thus, we can't start telling you, "Hey, we're making a new game in two years, any ideas?" (Besides, if we did so, we would be buried under requests from everyone under the sun ... and 99% of these requests would either be redundant or silly.)
3) Has it not occured to anyone that we have been trying to poke around for ideas and preferences about the game? Maybe by putting variants into Jedi Counseling and seeing what people like and don't like? Maybe by engaging in discussions on these message boards? Just because I don't tell you I'm actually gauging your preferences doesn't mean I'm not doing it. Again, we have to be subtle and we can't say that it's for a product that hasn't been publicly announced -- but that doesn't mean we haven't been keeping track of what people like and don't like (and why).
Originally Posted by WizO_the_Hutt
Vehicle and starship combat should run much faster and much more cleanly than in the past.
Quote:
Originally Posted by Moridin
Hello all. I'm Moridin, aka Rodney Thompson, one of the two authors of the Star Wars RPG Saga Edition. I'd like to toss in a few words here.
First of all, as I reccommended to everyone on my site's message boards, everyone could benefit greatly from just taking a step back, taking a deep breath, and relaxing. There's no reason to get worked up, especially when what you really know is a very, very small amount about the game. I think you'll find, when the book comes out, that what you know now is like being able to see one piece of a 500 piece puzzle. Or maybe like 10 pieces. Heck, I dunno.
Secondly, as a designer of the book I was tasked with making a game that felt like Star Wars, and I was given a very free hand in the way it was done. As such, I tried not to let myself get too caught up in the trappings of what has come before, allowing us to think outside the box a bit. Even still, the game bears a heavy resemblance to the previous editions of the game (I believe Chris Perkins and Gary Sarli are taking things even more outside the box than Owen and I did, but that's what development does -- they are two parts of the brain trust). As a result, you're going to find a game designed by two professional game designers who are major Star Wars fans and developed by two professional editors who are major Star Wars fans.
That being said, I understand many of you have concerns, and rightly so. I'll just throw out a few tidbits that I did on my own forums, which may alleviate some of your concerns (and some of this you may recognize from my post on the Holonet):
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.
Regarding Skills: 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.
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...your base classes are: Jedi, Noble, Scoundrel, Scout, Soldier. That was revealed at the seminar. As for Jedi...can't say. But let's just say it's not outside the realm of possibility that the way becoming a Jedi Knight is handled has been changed. Then again...maybe not.