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TOPIC: New Saga Skills for 2026

New Saga Skills for 2026 1 month 1 week ago #25

Thank you all for the great feedback. I wish that I had given out more info in the original post. We will post a final list very soon, but I think only the Paladin and Rogue will change.

These Saga Skills are granted by different Saints that the character is attuned. We are going to make it a theme throughout the year that the Saints will be giving out subtle aid along the way. The Coaches will inform the players of this -- and explain the Saga Skills are a bonus given by a certain Saint to help them. Anyway, I thought this was a cool way for newer players to get into the theme of the Saints helping them out against their coming battle with evil.

Finally, we picked powers that would be easy for the programmers to code.

Thank you again for the feedback and your understanding. In 2027, we can change it up again and do Saga Skills more like 2025.
Token Conjurer
Geek Dreamweaver
Nerdomancer
Author of the never-to-be-released "The Secret of Trees"

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New Saga Skills for 2026 1 month 1 week ago #26

Here is the final list of the 2026 Saga Skills. Thanks for all the feedback and ideas. I will make a post for 2027 SS soon to get your feedback there.

Token Conjurer
Geek Dreamweaver
Nerdomancer
Author of the never-to-be-released "The Secret of Trees"

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Last edit: by Jeff Martin.

New Saga Skills for 2026 1 month 1 week ago #27

Jeff Martin wrote: Thank you all for the great feedback. I wish that I had given out more info in the original post. We will post a final list very soon, but I think only the Paladin and Rogue will change.

These Saga Skills are granted by different Saints that the character is attuned. We are going to make it a theme throughout the year that the Saints will be giving out subtle aid along the way. The Coaches will inform the players of this -- and explain the Saga Skills are a bonus given by a certain Saint to help them. Anyway, I thought this was a cool way for newer players to get into the theme of the Saints helping them out against their coming battle with evil.

Finally, we picked powers that would be easy for the programmers to code.

Thank you again for the feedback and your understanding. In 2027, we can change it up again and do Saga Skills more like 2025.


I think it is an unfortunate design decision to make choices based on what is easiest to code. Please don't do that.

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New Saga Skills for 2026 1 month 1 week ago #28

Jeff Martin wrote: Here is the final list of the 2026 Saga Skills. Thanks for all the feedback and ideas. I will make a post for 2027 SS soon to get your feedback there.


All of these do something for both old and new players, except for rogue, which is basically a blank space for established players.

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New Saga Skills for 2026 1 month 1 week ago #29

With all other classes getting some kind of stat buff, Rogue feels like a relative nerf that they don't really need. They're not exactly topping the damage charts as it is.

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New Saga Skills for 2026 1 month 1 week ago #30

Please keep in mind that these minor Saga Skills are designed mostly toward newer players who would benefit from easy to understand skills...while helping to set a saintly mood for the adventure.
Token Conjurer
Geek Dreamweaver
Nerdomancer
Author of the never-to-be-released "The Secret of Trees"

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New Saga Skills for 2026 1 month 1 week ago #31

Apologies for the negative post on this, but I'm in agreement that these powers feel mechanical rather than thematic and the Rogue one is very underpowered compared to the others.

If these are meant to be thematic abilities, it would be better for that to be reflected in what the abilities do - currently the abilities are no more thematic than just equipping a Charm or Ioun stone. I also don't see why some of these would be printed in a separate box as Saga Skills when it would be simpler and cleaner to just add them to the numbers already printed on the character cards for the same values.

I appreciate that these are intended to help new players... but Rogue is the only class where the ability becomes blank for anyone who is not a new player. Stat bonuses are always useful regardless of how many tokens you own, so this does feel like a nerf for Rogue via buffing every other class.

Please reconsider making the abilities more interesting instead of just stat bonuses.
I play Rogue. Occasionally I even play Rogue well.

Current Rogue Build

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New Saga Skills for 2026 1 month 1 week ago #32

Thinking a bit more about this, if stat bonuses are definitely the way this is going, what about rebalancing and making them them only usable once per adventure? That would require no additional coding as it can easily be done as a manual buff, and would feel more like an ability than a flat stat boost.
I play Rogue. Occasionally I even play Rogue well.

Current Rogue Build

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Last edit: by Iross.

New Saga Skills for 2026 1 month 1 week ago #33

Jeff Martin wrote: Please keep in mind that these minor Saga Skills are designed mostly toward newer players who would benefit from easy to understand skills...while helping to set a saintly mood for the adventure.


Why? They're the least likely to even know they exist.

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New Saga Skills for 2026 1 month 1 week ago #34

Maybe make the rogue ability once per game swipe an extra rogue box token.

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New Saga Skills for 2026 1 month 1 week ago #35

Iross wrote: Apologies for the negative post on this, but I'm in agreement that these powers feel mechanical rather than thematic and the Rogue one is very underpowered compared to the others.

If these are meant to be thematic abilities, it would be better for that to be reflected in what the abilities do - currently the abilities are no more thematic than just equipping a Charm or Ioun stone. I also don't see why some of these would be printed in a separate box as Saga Skills when it would be simpler and cleaner to just add them to the numbers already printed on the character cards for the same values.

I appreciate that these are intended to help new players... but Rogue is the only class where the ability becomes blank for anyone who is not a new player. Stat bonuses are always useful regardless of how many tokens you own, so this does feel like a nerf for Rogue via buffing every other class.

Please reconsider making the abilities more interesting instead of just stat bonuses.


for most players the reflex saves is a waste on Monk

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New Saga Skills for 2026 1 month 1 week ago #36

Wayne Rhodes wrote: Maybe make the rogue ability once per game swipe an extra rogue box token.


I was thinking along the same lines. That way it would be one extra Rare token per adventure for Rogues, regardless of whether they had a Libram of Looting. :)

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