In part 1 of my review, I addressed some of the changes made to the skill system. In this part of the review, I will address some of the changes made to the combat system. Just as with the skills, there are a couple of the changes that I like. For the most part, however, I do not like the direction that the changes are taking us.
Hit Points: Here, they have actually changed things in a positive way. At a first level, each character gets a number of hit points equal to 3 times his hit die. Thus, characters with a d6 for a hit die start with hit points of 18 plus their constitution modifier. Soldiers, with their d10, start at 20 plus their constitution modifier. This is similar to what Kenzer does in Hackmaster and I think it is a great idea. This allows first level characters to get involved in combat without worrying about falling over dead at the first sign of combat. I hope that this is something that is incorporated into 4th edition.
Related to hit points, they have finally done away with the stupid damage system that they had in the first two versions of the Star Wars rules in which your hits points did not relate to damage that you actually took, but instead reflected damage that you just managed to avoid taking. I always thought that was absolutely stupid. I am glad to see they have gone back to hit points.
Actions: In addition to your normal standard and move actions, you now also have a swift action. A swift action is something between a move action and a free action. The examples they give in the book for a swift action are switching a weapon’s mode and dropping a held item. You get one swift action per turn. You can take additional swift actions by giving up your move action and/or your standard action.
Attacks: Your attack roll has not changed. However, a roll of a 20 is now an automatic critical success that deals double damage. There is no more threat range or rolling to confirm a critical. The threat range was something I really liked about 3rd Edition. I am sorry to see this go.
Damage rolls have change in that you now also get to add 1/2 your character level (rounded down) as damage to any attack. I think I like this idea in that as you advance in levels, you naturally become more adept at inflicting additional damage. Also, using a melee weapon two handed allows you to add two times your strength modifier, not just 1 1/2 times.
The other significant change to the attacks is that you do not automatically get additional attacks at higher levels. If you want additional attacks, you must buy the proper feat for it.
Defenses: Gone is your basic defense score (or AC as most of us thought of it). Instead, you now have three defenses Reflex, Fortitude, and Will. These correspond in concept to the saves of similar name in 3rd edition.
Your Reflex Defense is 10 + character level or armor bonus + dexterity modifier + class bonus + natural armor bonus + size modifier.
Your Fortitude Defense is 10 + character level + constitution modifier + class bonus + equipment bonus.
Your Will Defense is 10 + character level + wisdom modifier + class bonus.
You use your reflex defense to keep from being hit in combat. You use your other defenses to resist the effects of poison, etc. You use your will defense to resist force powers and other attacks on the mind.
I do not think that I like the idea that you no longer roll for any of these defenses. It will be interesting to see how this plays out in an actual game.
Speed: This really annoys me. Speed in this game is not given in feet or meters. Instead, it is given in “squares.” First of all, squares are an inferior method of marking a map. Hexes are much better. Second, this is not a miniatures game. You do not need a map board to play a ROLEPLAYING game. You should not measure movement in squares. It should be measured in feet or meters. I know, I can do the backward conversion. Why should I? Convert the other way if you want. This is, IMHO, just a stupid change.
Damage: One change they made that I do like is something called Second Wind. Anytime you are reduced to 1/2 your hit points or less, you can use a swift action to take a second wind. You regain a number of hit points equal to 1/4 of your hit point total. You can do this only once per day.
You also have a damage threshold equal to your fortitude defense plus your size modifier. If a single attack causes damage equal to or greater than your damage threshold, you move one step worse on the condition track. The condition track is a six step track that keeps track of side effects caused by things such as massive damage, the effects of a stun grenade, forced marching, etc. This simulates the decreased effectiveness you have despite the fact that you still have hit points. Basically, the further down the track you go, the more penalties you take to your attacks, skill checks, and defenses. Eventually your speed will decrease by 1/2. Finally you fall unconscious. Although I have yet to use this in play, I think that the condition track will be something that I like.
In sum, I like the changes to the hit points as well as the addition of the condition track. I also like the fact that your character level affects the amount of damage that you do as well as your attempts to hit. With respect to most of the other changes, however, I do not think I will like them. I find reprehensible the idea that movement is given in squares.
Next up, in part 3 of my review, I will review the changes to the force users.
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