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TOPIC: New Saga Skills for 2026

New Saga Skills for 2026 9 hours 59 minutes ago #1

See below for the proposed Saga Skills for the various classes in 2026. These are meant to give a little bit of yearly flavor to each class. Thanks for your feedback.

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Nerdomancer
Author of the never-to-be-released "The Secret of Trees"

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New Saga Skills for 2026 9 hours 31 minutes ago #2

Paladin's Saga skill seems a little useless, I can see it in 1st timer runs where they may not have a piece of torso armor, but basically any armor except robes is going to be better. Ever other class gets something that stacks or just makes things better. I can see a thematic reason for it, but it seems a little underwhelming. Depending on St. Sterns backstory maybe a big bonus to the blighted condition? Or have lay on hands be able to cure blighted?

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New Saga Skills for 2026 9 hours 31 minutes ago #3

Hi Jeff,

I like the variety involved. My only suggestion for change is that the Paladin power is situational based on tokens equipped when the rest aren’t, and is also rendered moot by even a starting player finding one of several 2026 common armors in a sealed pack.

Like that the powers are different every year to change things up over time.

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Last edit: by AAckeret.

New Saga Skills for 2026 9 hours 25 minutes ago #4

I think it's cool that saga powers are continuing. It's also nice that most of these powers stay relevant for geared players.

The one I have questions about is the paladin's "+2 AC if no Torso item equipped." This is overwritten by almost every armor token in the game, even commons which usually have +3 or higher AC. Maybe paladins could get a flat bonus to AC, or "+1 AC if shield is equipped"?

And I haven't studied my patron saints, but I do know that St. Stern blesses followers with retribution damage, so maybe that's a better fit for the druid?

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New Saga Skills for 2026 9 hours 23 minutes ago #5

I essentially ignored what they were for 2025 during my play, possibly never using any of them on runs. But, the 2025 ones seemed "eh, okay, whatever".

These are way too mechanical. They come across as class fixes rather than something flavorful. The Paladin one makes zero sense as a mechanic to ever give Paladin, essentially reading "This does nothing."

I'm perfectly fine without having these year by year "oh, don't forget you also get this ability that's in this file you have to go read" stuff. I'd much rather minor tweaks to class cards as permanent updates until somehow get the drive to make more substantial class changes. Things like Paladin getting more Strength at, at least, 4th level, Cleric/Rogue getting at least +2 in some relevant attribute, and other things that might not trigger anyone.

As much as people like me who don't care can just ignore it all, it creates more overhead on the game. For instance, this topic - that they even need reviewing is more overhead.

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New Saga Skills for 2026 8 hours 47 minutes ago #6

In general I like them all but I do agree that the paladins could just be a flat +2 to AC. I like that the patrons are included in it, adds a good bit of flavor. I would drop the druid to +2 ret since +3 seems a bit high, I would rather see something like +2 damage to wear wolves or some type of animal, seems more thematic. I would also make the wizards the same since they have the same patron, I can see the current setup potentially causing issues.
Lori-gorgon Survivor.

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New Saga Skills for 2026 8 hours 21 minutes ago #7

Would it be too much to pick a Saint power each run? Maybe each class can choose from one of three saints. It fixes the flat 2AC for no torso saint which could be really useful for a new player on many classes.
"Nice guys finish last but at least they finish"

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New Saga Skills for 2026 8 hours 19 minutes ago #8

Are these meant to be useful only to folks with no tokens at all? While a small bonus to damage, for example, is always useful, a bonus to Reflex saves would be nearly worthless to my monk, for example. And the rogue ability will have the rogue player playing the game less? I don't like that design at all.

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New Saga Skills for 2026 7 hours 54 minutes ago #9

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Overall I think these are all in a okay enough place for balance. They're simple and easy to understand, but not very flavorful. Which I think will always be the trade off, maybe a little flavor test about their saint going on the card would go a long way to helping them out.

Suggested Changes:
Druid, St. Gubb
Retribution damage feels like an odd choice for the class, it really doesn't help fit any image of the druid I have in my head.

Alternative: +2 AC while Wild Shaping
A natural armor theme feels much more inline for the Druid, and they've got a fun new werewolf trinket this year.

Paladin, St. Stern
In my head a Paladin is supposed to be a Knight in shining armor, so it feels odd to give them a bonus when wearing no armor. We have their innate guard ability which means it would have a natural synergy with the Retributive damage.

Alternative: +3 Retribution Damage

Cleric, St. Raya: This is the most situational power, and will likely be overlooked by new players. It makes enough sense for the class but maybe we could do something with Turn Undead for our Horror Themed year.

Alternative: Turn Undead works on the Accursed and Were-kind. +4 Damage to Turn Undead.

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New Saga Skills for 2026 7 hours 47 minutes ago #10

I think in general I'd like something which is more closely tied to each class, e.g.

DR / Retribution / AC for Paladins
Shuriken bonus for Monks
Once per game spellcast while polymorphed for Druids
etc

The Rogue ability is interesting, I agree with Bryan/OddSquirrel about it making the player less though so how about a once per game option to start a Rogue test from the halfway point (i.e. the same as Ektdar's Tinkering Tool) instead of an auto-pass?
I play Rogue. Occasionally I even play Rogue well.

Current Rogue Build

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New Saga Skills for 2026 7 hours 34 minutes ago #11

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New Saga Skills for 2026 7 hours 26 minutes ago #12

Mike Steele wrote: I'll be honest, I'm not even sure how someone gains access to saga skills, we've never used them. Is that something even beginning players can access?


Yeah, everyone has access to them. They appear on the year's character card if memory serves me right.

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