Not actually a lot to write about this week. I'm in the middle of reading
The Neutronium Alchemist, which has been a really enjoyable read so far. Its a thousand page book, though, so that's simply not going to happen overnight.
Wednesday night I had the character creation session for my new Star Wars game. I'm going to be playing with the Saga edition rules - I picked up the rulebook on a lark a few months ago. It turns out, the book is really good. In terms of production values, one of the best. They're using a non-standard size, but the book is full color inside and all the illustrations are nice. Every book in the line, so far in fact, has had similar production values.
The rules set is not bad either. The biggest problem with Wizard's first edition of Star Wars was that it, quite simply, felt entirely too much like D&D in space. Proceeding editions have slowly worked on fixing that issue with Saga, I believe, being the pinnacle. The number of classes has been reduced pretty drastically - there are now only five classes - Jedi, Noble, Scoundrel, Scout, and Soldier. Instead of this cutting down the amount of flexibility that you have with a character, however, they have actually managed to increase this. They do this via talents - trees of abilities that characters get access to gradually as they gain level. Talents turn out to be one of the primary ways they add new things into the system - every sourcebook has new talents for at least some of the classes. Two nobles can, therefore, look very, very different.
Skills have been drastically changed as well. There are fewer of them, I believe. There is also no concept of skill ranks - you do not get skill points each level. You are either trained in a skill (in which case you get a +5) or you aren't (in which case you don't get a bonus, and might not be able to make a check at all). You get an initial set of trained skills at character creation - additional trained skills come from taking a feat.
The combat system has been tuned a little - characters add 1/2 their level to damage pulls, for instance. Vitality and HP have again been combined, but a new condition track has been added to represent situations that HP doesn't model very well. Heroes (as Star Wars calls characters) are much more resilient - all characters can basically regenerate half their HP once a day, for instance. Heroes also get access to destiny points, which can drastically change a situation. Starship combat, as before, seems to work pretty much like character combat, with a few added wrinkles. They added a dogfighting system, for instance, that is really the equivalent of character grapples. A supplement (Starships of the Galaxy. Amazon link not included because it is literally impossible to find a copy of this book. I tried.) includes a system that gives PCs access to maneuvers that give them an edge in combat. It also provides the concept of linking your PC's destiny with their ship (ala Han Solo) and a ship modification system.
Jedi have, also, been revamped pretty extensively. Jedi do get talents which are based on the Force. They also have a Use the Force skill which gives them some abilities. The vast majority of their abilities, though, are going to come through Force Powers - these are the traditional abilities of the Jedi. The caveat being that a character can use a power once per encounter. I haven't checked to see if you can pick up a power twice.
All in all, I'm really happy with this game. The caveat being that I haven't actually run a game with the system yet - I'm eager to see how well it goes.
In addition to reading lots of Star Wars, new comics were also released this week.
( Spoilers Within )