TyrantLobe
First Post
For the past couple of months I've had a major itch to run a Star Wars game. I've done some research on a few systems, and I'm now having some issues picking one to use. I've listed some observations (and concerns) about the systems I've looked at. I'd be greatful for any well conceived and supported opinions anyone may have.
Savage Worlds
I like the relative simplicity of the rules, but in running a few practice combat scenarios, I've found same major concerns. With the way Aces and Raises work don't the heroes just walk through the opposition? I've seen cases where a hero one-shots another Wild Card. Fight over. Other cases where a group of Extras either try in vain to hit a Wild Card for several rounds or, with a lucky shot manages to put two Wounds on him. I like the idea of Fast! and Furious!, but so far it seems kind of out of whack and a bit too random.
Saga Edition
I see many people profess love for Saga, and I'd like to believe them. One of major concerns is the Defense progression. I hated the fact that defenses were "artifically" raised in 4E by adding 1/2 level to a defense. With this mechanic, weaker enemies have no chance to pose a threat to a hero, since they can't even hit them eventually. In a fantasy game, this may not be a big deal, but in a Star Wars game, a relatively low-level enemy such as an Imperial Stormtrooper should still be a threat to a higher-level hero throughout the campaign. Sure they may have to gang-up to be a major threat, but that's fine. I'd prefer not to have to artificially pump up a stormtrooper to have them stay dangerous.
D20 Star Wars
No thanks.
D6 Star Wars
This is the system I know the least about. I remember reading through it back in the 90's and thinking it sounded fun. I know that many people still profess love for it, but I' like to know what the pros and cons are.
I think I've explained my thoughts well enough. If not, I can try to clarify. I'm sure this issue has been discussed ad naseaum, so thanks in advance for any advice.
Savage Worlds
I like the relative simplicity of the rules, but in running a few practice combat scenarios, I've found same major concerns. With the way Aces and Raises work don't the heroes just walk through the opposition? I've seen cases where a hero one-shots another Wild Card. Fight over. Other cases where a group of Extras either try in vain to hit a Wild Card for several rounds or, with a lucky shot manages to put two Wounds on him. I like the idea of Fast! and Furious!, but so far it seems kind of out of whack and a bit too random.
Saga Edition
I see many people profess love for Saga, and I'd like to believe them. One of major concerns is the Defense progression. I hated the fact that defenses were "artifically" raised in 4E by adding 1/2 level to a defense. With this mechanic, weaker enemies have no chance to pose a threat to a hero, since they can't even hit them eventually. In a fantasy game, this may not be a big deal, but in a Star Wars game, a relatively low-level enemy such as an Imperial Stormtrooper should still be a threat to a higher-level hero throughout the campaign. Sure they may have to gang-up to be a major threat, but that's fine. I'd prefer not to have to artificially pump up a stormtrooper to have them stay dangerous.
D20 Star Wars
No thanks.
D6 Star Wars
This is the system I know the least about. I remember reading through it back in the 90's and thinking it sounded fun. I know that many people still profess love for it, but I' like to know what the pros and cons are.
I think I've explained my thoughts well enough. If not, I can try to clarify. I'm sure this issue has been discussed ad naseaum, so thanks in advance for any advice.