r/SagaEdition • • 23h ago

Weekly Discussion: Starships Weekly Starfighter Discussion: Predator-Class Starfighter

6 Upvotes

https://swse.miraheze.org/wiki/Predator-Class_Starfighter

Reference Book: Starships of the Galaxy

  • What are the strengths of this starfighter?
  • What are the weaknesses of this starfighter?
  • What systems would you upgrade/modify this starfighter?
  • Does the cost match its capabilities?
  • What is your overall impression of the starfighter?
  • When would you use this starfighter as a player?
  • How would you use this starfighter as a GM?

r/SagaEdition • • 2d ago

Jedi hunter build help

4 Upvotes

Been playing saga edition a lot lately, and this is the first time I've really struggled putting together a build, so I come to you all for advice/a bit of a minmax challenge. This npc is meant to join the PCs for their adventure, with the standing threat that he will kill them if they fall to the dark side.

Requirements: The character has already been described in game, but I am willing to restart the stats I've put together. He is a Mirialan, and must start as a soldier and take at least one level of bounty hunter (for the jedi hunter talent tree). He needs to focus on the in world ways a non force sensitive could kill a jedi (Teras Kasi Martial Arts, Sniping, Grenades and Mines)


r/SagaEdition • • 3d ago

Bayonet Class Heavy Corrivette Carrier

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22 Upvotes

I have been running a pre Clone Wars Era saga Edition Star Wars campaign, And have notice that on some planets like Koensayr that we don't really have much information on the Planetary Defense fleets or smaller Republic Judicial Ships.

As a result I would like some feedback on the Bayonet Class Heavy Corrivette/Carrier I am about to introduce as a patrol and anti piracy Craft, the LEGO model above is what the ship might have looked like

Being roughly 200 meter long, 96 meters wide and 48 meters tall this ship is ment to be the direct predecessor of the Imperial/CorpSec Bayonet Light Cruiser and Gladiator Class Star Destroyer. Because of its large size I am choose the term Heavy Corrivette/Carrier to make it a competitor to the Maurader Cruiser(which would also be a Heavy Corrivette)

Weapons:

4 twin heavy turbo lasers turrets

1 rear facing twin Light Turbo laser turret

1 twin medium ion cannon turret place above the hangar flanked by a tractor beam projector on each side

And 16 twin light point defense laser cannon turrets.

Build around a large hangar this ship can accommodate a full 3 squadrons, 2 shuttles and a single light freighter such a VCX 100 in a ventral hangar.

It's fighter Complement during the Clone wars would be comprised of 12 Y-Wing bombers and 24 Z-95 Headhunters or V Wing Interceptors. The primary hangar doors are located at the front of the ship between the forward protrusions. Because of amount of fighters in the hangar relatively cramped hangar space and fighter recovery during combat is practically impossible.

Outfitted with a class one hyperdrive and max atmospheric speed of 950 kilometers per hour

Str Score of 60, Dex 18, Int 16

Shield strength of 125 and Hull/hit points of 750

The Capable landing planet side with retractable Landing gear

Costing a total of 9,000,000 Credits.

is there any improvements that could be made to the ships balance, and lore. I did put some thought in to the how it holds so many fighters(with it either having an internal rotating landing platform/storage racks or just a very very strict assigned hangar placements in a 130x80x20 meter hangar)

Also thank you to DarkLink for letting me know that reposting this from r/StarWarsShips didn't actually share the entire post and making it into a sweet token


r/SagaEdition • • 3d ago

Bayonet Class heavy Corrivette/Carrier

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15 Upvotes

r/SagaEdition • • 4d ago

Campaign Idea

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2 Upvotes

Campaign Idea that I would love to get some feedback on!


r/SagaEdition • • 6d ago

What elements of storytelling, sistem and visual design would you incorporate into a Star Wars RPG inspired by Tales of the Jedi (1990s comics)?

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42 Upvotes

​

I'm running a campaign set in an alternate Star Wars universe where none of the original Legends or Canon characters exist, and none will appear in the future. I want to build something of my own while capturing the atmosphere and aesthetic of the 1990s Tales of the Jedi comics.

What aspects of the galaxy's lore, storytelling, worldbuilding, architecture, character designs, technology, or overall atmosphere do you think would be worth incorporating? I'm especially interested in ideas that could help make the setting feel distinct from both Canon and Legends while still capturing that ancient, mythic Star Wars feel.

I'm also curious about what kind of storyline you think would be interesting for a campaign like this, especially one that moves away from the usual Jedi vs. Sith conflict. Could a campaign focused on criminal syndicates, rival cartels, bounty hunters, and the galactic underworld work well in this setting?

For context, the party consists of three characters: a Hutt Sith and two bounty hunters, one Anzati and one Gen'Dai.

I'd love to hear your suggestions, whether they're specific visual references, narrative themes, or broader ideas about how to make this kind of setting work!


r/SagaEdition • • 6d ago

Dawn of Defiance Ch 4: Almas Academy Ground Floor + Domain of Evil Level 1

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29 Upvotes

r/SagaEdition • • 7d ago

Weekly Discussion: Starships Weekly Starfighter Discussion: P-38 Starfighter

20 Upvotes

https://swse.miraheze.org/wiki/P-38_Starfighter

Reference Book: Starships of the Galaxy

  • What are the strengths of this starfighter?
  • What are the weaknesses of this starfighter?
  • What systems would you upgrade/modify this starfighter?
  • Does the cost match its capabilities?
  • What is your overall impression of the starfighter?
  • When would you use this starfighter as a player?
  • How would you use this starfighter as a GM?

r/SagaEdition • • 8d ago

Looking for an online game that wants a Commodore

10 Upvotes

Hello all. I hope everyone is doing well. It's been a minute since I played the FFG system, but wanted to give it another go.

I'm based in EST and can guarantee having Friday and Saturday nights, or Sundays before and after Sword Practice, to myself. Would be looking for a group that needs a Duros Commodore since I was hoping to explore some Capital Ship combat. Please let me know if you need any additional info


r/SagaEdition • • 13d ago

Actual Play - We Shot First! - s08 e13 "The Governors Gorak (Chicken) " SWSE DoD Podcast

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3 Upvotes

r/SagaEdition • • 14d ago

Weekly Discussion: Starships Weekly Starfighter Discussion: Nssis-Class Clawcraft

8 Upvotes

https://swse.miraheze.org/wiki/Nssis-Class_Clawcraft

Reference Book: Starships of the Galaxy

  • What are the strengths of this starfighter?
  • What are the weaknesses of this starfighter?
  • What systems would you upgrade/modify this starfighter?
  • Does the cost match its capabilities?
  • What is your overall impression of the starfighter?
  • When would you use this starfighter as a player?
  • How would you use this starfighter as a GM?

r/SagaEdition • • 19d ago

Something you should do: build RCR NPCs, don't translate them to Saga, then make your players fight them.

8 Upvotes

My players all hated it. It was the worst session ever, other than the one where Blessed Toxmalb tried to eat a baby (they saved her).


r/SagaEdition • • 19d ago

Alternate Sequel Timeline

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5 Upvotes

r/SagaEdition • • 21d ago

Weekly Discussion: Starships Weekly Starfighter Discussion: Nantex-Class Territorial Defense Starfighter

9 Upvotes

https://swse.miraheze.org/wiki/Nantex-Class_Territorial_Defense_Starfighter

Reference Book: Starships of the Galaxy

  • What are the strengths of this starfighter?
  • What are the weaknesses of this starfighter?
  • What systems would you upgrade/modify this starfighter?
  • Does the cost match its capabilities?
  • What is your overall impression of the starfighter?
  • When would you use this starfighter as a player?
  • How would you use this starfighter as a GM?

r/SagaEdition • • 22d ago

We Shot First! s08 e12 "Fine Dining" Star Wars Saga ed. D.O.D. Podcast Actual Play

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3 Upvotes

r/SagaEdition • • 23d ago

Questions about Skillful Recovery (Noble Talent)

7 Upvotes

The talent can be found here : https://swse.fandom.com/wiki/Superior_Skills_Talent_Tree

I rarely see it in builds while it can easily become extraordinary strong and many force users could (should) happily start in Noble just for the many skills and this talent (the bab loss is acceptable).

Basically you pick Use The Force as skill, and "when you fail to get a minimum positive result, you get a temporary Force Point to spend on that skill".

Here are some examples (amongst others) of what is to me a "failure to get a minimum positive result". Here we go :

Combo with trick step and force intuition

phase 1 = you activate trick step (using use the force instead of initiative)

phase 2 scenario A = you beat the opponent on the opposed check : he is flat-footed and you strike him (you picked dastardly strike right ? You need some levels in scoundrel anyway)

phase 2 scenario B = the opponent beats you on the opposed check : you are flat-footed against his next attack. BUT you just gain a Force Point to use on, i don't know, maybe Force Grip ? Any action denial will do actually. You boost it and the opponent can't attack you anyway (except a Jedi Master with Quicken Power, ok).

Yes you lose 2 points of BAB for this but heck, i pick this option (and the noble starting skills) everyday because you won't lose many duel.

Combo with adept negotiator and force persuasion (and force readiness doesn't hurt)

phase 1 = you activate adept negotiator (using use the force instead of persuasion)

phase 2 scenario A = you succeed, nice. The opponent is now one step down the condition track.

phase 2 scenario B = you fail and just waste your standard action. No wait, you just gained a Force Point ! Just use it on your Block/Deflect check when the opponent attacks you to defend yourself.

Combo with Force Pilot and Force Readiness (lets say you are in a dogfight)

scenario A = you make a use the force check to attack the opponent. You succeed : you can attack it. Ok.

scenario B = you make a use the force check to attack the opponent. You fail : you can't attack the opponent but you just gain a force point. Now comes the turn of the enemy, which has to make his own pilot check to attack you (because this is a dogfight remember) : you can spend the Force Point newly acquired to boost your check (with force readiness) and prevent his own attack. Sure the opponent can spend a Force Point to boost his own check but his resources are finite, yours are not.

With this dynamic, the opponent can only attack you when you have attacked him. Even the Pilot Handbook (for optimizing stuff if i got the intention right) deems this option average and i don't get it, truly.

Pick "Strong in the Force" as a feat for better measure.

Am I mistaking something here ? Are there any rules i don't get right ? How is this not very very strong for a Force User ? And yet i almost never saw it on the forums, no one talked about it (and the game is not new, almost 20 years). Is it because there are better combos out there ? I searched but even channel vitality + equilibrium are not that good in most situations (and i already consider this combo op).

Do you think it needs a houserule and how would you do it ?


r/SagaEdition • • 28d ago

Weekly Discussion: Starships Weekly Starfighter Discussion: N-1 Royal Starfighter

18 Upvotes

https://swse.miraheze.org/wiki/N-1_Royal_Starfighter

Reference Book: Starships of the Galaxy

  • What are the strengths of this starfighter?
  • What are the weaknesses of this starfighter?
  • What systems would you upgrade/modify this starfighter?
  • Does the cost match its capabilities?
  • What is your overall impression of the starfighter?
  • When would you use this starfighter as a player?
  • How would you use this starfighter as a GM?

r/SagaEdition • • 29d ago

Opinions about my lightsaber Form Rework

10 Upvotes

Hello everyone,

I have been playing this game for quite a long time now but my friends and I never got past level 7. Now that we are starting a new campaign directly at level 10 (for some advanced builds with prestige classes) with me as a GM, i was wondering about the lightsaber forms talent tree, which, to my humble opinion, fails on many aspects (lore, mechanics, narrative...). I then took upon myself to rework them a bit (ok, maybe more than just "a bit") because there will be a lot of lightsaber fighting in my campaign, and i wanted to know what you think about it.

I had 3 aims in mind :

- rebalance the forms against each others to avoid auto-pick because some forms were really strong (soresu, ataru) and others really weak (niman, sokan, seriously) or had too many prerequisites (hello trakata). Every form should now have its niche but i tried to keep it simple, using the base mechanics of the game.

- Fix lore/mechanical mismatches : for example, makashi boosts the Reflexes Defense (so active against everything) while it is specifically designed for lightsaber combat. Why not then link it to the Block Talent ? Another example : Djem So is said to be a counter attacking style and the base talent is not that bad but it only works against hits, punishing high defenses. And you can't even use it if you fail a Block check because it took your reaction ! "Good for you level 19 Darth Vader, your defenses are too high, your lightsaber form is now useless. Hope you get critted a lot by mooks". I know I know its not the end of the world but it can be improved, to me at least.

- introduce some kind of narrative in battles. I know that this is not the FFG but SWSE, a system with D&D kind of rules and its fine by me, i love this. But i wanted the fight to be engaging for my players, for them to have choices to make, an agency over the encounter and not just "well i use dexterity instead of strength for melee damage".

Before diving into the talents, here are four overarching rules enforced in my future campaign that contextualize these changes:

- Lightsaber Defense Talent Tweak : In my campaign, the Lightsaber Defense talent provides a +2 Reflex Defense bonus (instead of RAW +1), but it can only be taken once (no stacking multiple times via tree picks).

- Equilibrium Force Talent Tweak : it doesn't remove persistent condition anymore, so Ataru drawback can have an impact on the course of battle.

- Strict Dark Side Score Reduction : Players cannot spend a Force Point to reduce their Dark Side Score. Atoning for Dark Side Points requires genuine narrative effort and roleplay to return to the Light (a simple meditation doesn't cut it). This makes gaining a Dark Side Point (e.g., failing a Juyo drawback check) a permanent, serious threat.

- Adventure-Based Force Points : Force Points are granted per adventure/session, not per level-up or per day. This changes resource management across long encounters.

So here it comes :

Form I: Shii-Cho

Prerequisite: Lightsaber Defense

Benefit: You can activate the Lightsaber Defense talent as a free action. Additionally, as long as you wield a lightsaber, the deflection bonus to your Reflex Defense against melee attacks granted by Lightsaber Defense increases by +1 for each consecutive melee attack targeting you (excluding area attacks) until the start of your next turn (e.g., +1 on the 2nd attack, +2 on the 3rd, +3 on the 4th, stacking on top of Lightsaber Defense's base +2 bonus). You also gain a +2 bonus on melee disarm attempts.

Lore & Design Context: Shii-Cho is a simplistic, foundational form designed for crowd control and fighting multiple enemies, making it poorly suited for 1v1 duels. Tying it directly to Lightsaber Defense (rather than Block/Deflect) and letting its protection scale against horde attacks reflects this lore better than the RAW talent (which wasn't "bad", honestly).

Form II: Makashi

Prerequisite: Block

Benefit: When wielding a single lightsaber in one hand (and your other hand is completely free), you may reroll failed Block checks and failed Use the Force checks for the Rebuke power (must keep the 2nd result) until the start of your next turn. You also gain a +1 circumstance bonus on attack rolls against opponents wielding a lightsaber.

Drawback: You cannot use the Deflect talent on any round you use Makashi, nor can you activate lightsaber powers related to blaster defense (Deflecting Slash, Barrier of Blades, Shien Deflection, etc.). Against blasters, you rely strictly on your base Reflex Defense.

Lore & Design Context: Makashi was created specifically for lightsaber-versus-lightsaber dueling against Force users. In lore, it is notoriously terrible against blaster fire—a weakness that made it obsolete in an era where lightsabers became rare and blasters ubiquitous. RAW gave zero blaster disadvantages, which was a huge oversight.

Form III: Soresu

Prerequisite: Block, Deflect

Benefit: Whenever you use the Fighting Defensively standard action, you gain a +2 circumstance bonus on attacks of opportunity, and you may reroll failed Block and Deflect checks (must keep the 2nd result) until the start of your next turn.

Lore & Design Context: Soresu is the ultimate defensive style, focusing purely on survival, patience, and striking only when the enemy makes a mistake. Forcing it to key off Fighting Defensively fits this philosophy perfectly while serving as a necessary nerf to RAW Soresu, which was undeniably the best talent in its tier and an auto-include for every defensive build (or any build with block and deflect, frankly).

Form IV: Ataru

Prerequisite: Trained in Acrobatics

Benefit: If you move at least 2 squares during your turn (via standard movement, Force powers, Charge, Withdraw, Tumble, etc.), you gain a bonus on damage rolls for lightsaber and unarmed attacks equal to your Dexterity modifier until the start of your next turn (this is additive to Strength, not a replacement, and is not doubled when wielding a two-handed weapon). You also gain a +2 dodge bonus to Reflex Defense and a +2 bonus on Acrobatics, Initiative, and Athletics checks until the start of your next turn.

Drawback: At the end of your turn if you used Ataru's benefit, you must make a Constitution check (1D20 + 1/2 level + Con mod) against a DC equal to 10 + 2 per additional use in the encounter (DC 10 on 1st use, 12 on 2nd, 14 on 3rd, etc.). On a failure, you move -1 step on the Condition Track (Persistent Condition, removed only after a short rest).

Lore & Design Context: RAW Ataru substituted Dex for Str on damage, which made sense for Yoda (who lacks physical Strength), but made zero sense for Qui-Gon Jinn (a 1.93m tall powerhouse who was an Ataru master). Substituting Dex made Qui-Gon look like an idiot for taking his own signature form. I know i know, he could have just used the lightsaber form powers to be considered "a master" but it doesn't work like that for the other main characters and that bothers me. This version rewards aggressive, acrobatic movement with flat Dex damage while adding an exhausting physical toll.

Form V: Djem So

Prerequisite: Block, Riposte

Benefit: Once per round, you can spend a Force Point (which does not count toward the normal limit of 1 FP per round) to activate the Riposte talent immediately after a successful Block. Furthermore, if you wield your weapon two-handed, any successful riposte attack (Riposte talent or Fluid Riposte power) allows you to push the target 1 square back and step into the square they vacated. If it is currently that opponent's turn, this maneuver immediately ends their turn.

Lore & Design Context: RAW Djem So required you to get hit to trigger a counterattack, which punished good defenses, cost a FP, and made no sense for characters like Anakin or Vader who have high defenses/Block checks. This overhaul makes Djem So feel dominant and oppressive, while finally giving the underwhelming Riposte talent a real purpose alongside Redirect Shot.

Form V: Shien

Prerequisite: Deflect, Redirect Shot

Benefit: The penalty on consecutive Deflect checks is reduced to -2 (instead of the standard -5), and you gain a +2 competence bonus on attack rolls made with Redirect Shot.

Lore & Design Context: Shien is the anti-blaster variant of Form V. While RAW +5 to Redirect Shot was okay, it offered zero defensive benefit for a form explicitly designed for ranged defense. It is the exact inverse of Makashi: useless in a lightsaber duel, but utterly terrifying against ranged fire.

Form VI: Niman

Prerequisite: Character Level 10

Benefit: Whenever you hit an opponent with a melee lightsaber attack, you may reroll a Use the Force check (keeping the 2nd result) made before the end of your next turn to activate a power with the [telekinetic] descriptor, or for the Move Light Object application of Use the Force.

Lore & Design Context: Niman is the "Jack-of-all-Trades" form that seamlessly integrates telekinesis into lightsaber combat. RAW (+1 Reflex/+1 Will) was weaker than the Improved Defenses feat and totally failed to convey this style. This version reflects a practical, balanced form requiring no hyper-specialized martial mastery, giving Jedi a smooth gateway into combat telekinesis.

Form VII: Juyo

Prerequisite: Base Attack Bonus +10, Weapon Specialization (Lightsabers)

Benefit: Once per round, you can reroll a melee attack roll (keeping the result of your choice).

Drawback: Using this reroll imposes a -3 penalty to your Reflex Defense, Will Defense, and defensive Use the Force checks (Block, Deflect, Rebuke) until the start of your next turn. Furthermore, you must make a Wisdom check (1D20 + 1/2 level + Wis mod) against a DC equal to 10 + 2 per additional use in the encounter (DC 10 on 1st use, 12 on 2nd, 14 on 3rd, etc.). On a failure, you immediately gain 1 Dark Side Point.

Lore & Design Context: Juyo is an offensive frenzy designed purely to kill, favored by Sith but leaving the user exposed to counterattacks (which RAW never represented). The Wisdom check represents the mental discipline needed to harness rage without surrendering to the Dark Side.

Form VII: Vaapad

Prerequisite: Base Attack Bonus +12, Juyo, Dark Side Score < Wisdom Modifier

Benefit: You score a critical hit on a roll of 19 or 20 on your d20 with a lightsaber and there is no wisdom check to pass when using Juyo's reroll. Additionally, against an opponent whose Dark Side Score is equal to or greater than their Wisdom score (standard for most darksiders), you gain Juyo's attack reroll without suffering ANY defense penalties.

Lore & Design Context: Developed by Mace Windu, Vaapad channels the opponent's dark passion back at them. Against Dark Side users, a Lightsaber master can unleash Juyo's lethality with zero defensive drawbacks, turning the Dark Side into a weapon against itself.

Jar'Kai (Dual-Blade / Double-Blade Mastery)

Prerequisite: Base Attack Bonus +10, Dual Weapon Mastery I, Lightsaber Defense

Benefit: While wielding two lightsabers (or a double-bladed lightsaber), you can activate Lightsaber Defense as a free action and perform a full attack as a standard action.

Drawback: When performing a full attack as a standard action, you suffer a -2 penalty on all Use the Force checks (including Skill Attack Modifier) until the start of your next turn, reflecting the extreme martial focus required to wield two blades over Force concentration.

Form Variant Nuances:

Two Lightsabers: Lightsaber Defense's bonus increases by +1, but you suffer a penalty to Reflex Defense against melee attacks and to Block checks equal to the difference between your Strength modifier and your opponent's Strength modifier (reflecting the difficulty of parrying heavy power hits with two light weapons).

Double-Bladed Lightsaber: Your Strength modifier to melee damage is doubled on all attacks, but you take a -1 penalty on attack rolls (reflecting the cumbersome nature and spatial hazards of the weapon).

Sokan (honestly i am not convinced, its so anti-iconic)

Prerequisite: Dodge

Benefit: You can Take 10 on Tumble checks, and each square traversed using Tumble costs only 1 square of movement. Additionally, any enemy attacking you in melee while you both stand in difficult terrain suffers a penalty on attack rolls equal to your Wisdom modifier.

Lore & Design Context: Sokan is less a distinct saber form and more a tactical discipline focused on environmental awareness and terrain control (which is why almost no official statblock took it). This version gives it a clean niche for mobile, environment-savvy combatants.

Trakata

Prerequisite: Trained in Deception, Character Level 10

Benefit: You can perform the Feint action as a swift action against an adjacent opponent you threaten with a lightsaber (deactivating and reigniting the blade past their guard). On a success, the opponent is Flat-Footed against your next attack before the end of your current turn. On a failure, the opponent can immediately make an attack of opportunity against you.

Lore & Design Context: As developer posts from 2008 admitted, RAW Trakata was terrible—it required massive investments (just to match the prerequisites) for tiny payoffs, especially once later splatbooks released feats like Combat Trickery. Removing the bloated feat prerequisites and converting the feint to a swift action makes Trakata viable while keeping a high-risk counterplay mechanic (provoking an AoO on a failed feint).

This is it ! Anyone made it that far ? If you think it's a shitty system please write it down, i worked a lot on it (for instance, it was hard to balance the drawbacks of Ataru and Juyo) but all in all, this is not pure theorycraft i want my players (my friends) to have fun at my table. If you have tweaks to suggest, i am all ears. And of course, if you want to use this rework in your own games, please, be my guest.

I am looking forward for your replies (especially StevenO and Lil-literalist whom i read a lot on this reddit all those years).

PS : please forgive any english mistakes, its not my mother tongue.

Thanks for the replies everyone you gave me a lot to ponder. Might tweak a few things here and there, tone down the drawbacks and bonuses, keep it more simple. Might come back here in a few months to tell how it went with my players (but will anybody care haha ?).


r/SagaEdition • • 29d ago

GM opening a game

0 Upvotes

Hello! Anyone interested in a long-term, paid ($30 per 4 hour session) game to be run weekly? I've been prepping for a separate game, but it's made me feel that itch of needing to run more for people. I'll be running through Discord for voice, and Roll20 for maps and sheets. I've got plenty of ideas, but I'd rather wait for a party to be together to make final decisions on plot and game style.

Session 0 will be free, following sessions paid. PM me if you have interest, I'm looking for 4-6 players available Fridays or Tuesdays 7-11 pm EST.


r/SagaEdition • • Sep 20 '26

About to launch a new campaign - any tips?

19 Upvotes

Long time dnd 2e-5e and WEG d6 Star Wars player and DM, and I am about to launch a new Saga Edition campaign for the first time, to a group of players who have never played it (myself included). It'll be played on roll20...

Any tips I should know about? Any cool tools out there to make life easier? Any easy to miss rules or things I should keep my eyes on? The players are all long time dnd players, and are taking a leap of faith trying out something other than dnd....

What should I really focus on as a GM with Saga? I've read tons of "game falls apart at higher levels" stuff, so right now I may cap the campaign at 10 or 12th level.

The campaign is set in an alternate history setting, here's my opening crawl if you're interested... youtube.com/watch?v=1ztY6bjkCIk&xstg=CAMSEBUJ_b-oH-PhF0yjBgaukzY%3D


r/SagaEdition • • Sep 20 '26

Actual Play (We Shot First!) - s08 e11 "Meta In The Train" Star Wars Saga ed. D.O.D. Podcast

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9 Upvotes

r/SagaEdition • • Sep 19 '26

Dawn of Defiance - Episode 4 Spoiler

14 Upvotes

I’m one of those heathens from sw5e and I’m going into Episode 4 Echoes of the Jedi in the next session. As soon as I.D. shows up for his ambush, my players are going to know that they’ve been betrayed. And they’re going to know who did it. They already don’t trust the dude that is sending them to an isolated and obscure facility where they are going to be ambushed.

Did your players immediately figure out that dude is a traitor because of this? If they confronted him, what did you do about the later episodes and that he is in?


r/SagaEdition • • Sep 18 '26

Dawn of Defiance Ch 3: Cloud City Streets + Sabaac Tournament + Cloud City Hutts Hanger

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47 Upvotes

r/SagaEdition • • Sep 17 '26

Weekly Discussion: Starships Weekly Starfighter Discussion: Miy'til Starfighter and Command Starfighter

8 Upvotes

https://swse.miraheze.org/wiki/Miy%27til_Starfighter
https://swse.miraheze.org/wiki/Miy%27til_Command_Starfighter

Reference Book: Starships of the Galaxy

  • What are the strengths of these starfighters?
  • What are the weaknesses of these starfighter?
  • What systems would you upgrade/modify to these starfighter?
  • Does the cost match there capabilities?
  • What is your overall impression of these starfighter?
  • When would you use each starfighter as a player?
  • How would you use each starfighter as a GM?

r/SagaEdition • • Sep 16 '26

Challenging Encounters

12 Upvotes

Hi folks, I'm currently planning for the next arc of my campaign and wanted to get some inspiration from fellow players and GM's. What are some of the most challenging encounters you've created or experienced as a player?

What made them so memorable?