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d6 the future of d20?
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<blockquote data-quote="Tarek" data-source="post: 1659448" data-attributes="member: 6661"><p>Jedi in D6 were also in an odd position. For a very long time, a Jedi really couldn't do a whole lot with their powers, because Control Sense and Alter were attributes and improving them was expensive. </p><p></p><p>The d20 system makes Jedi more powerful from the beginning with all the force skills that can be used untrained.</p><p></p><p>WEG's SWd6 system was really designed for a more free-flowing GM/player style, and with the right GM it was ideal for Star Wars, and combat went pretty fast. Heck, with SWd6, there were a number of points in the rulebook where the rules said "don't let this bog down, keep the action moving; if you don't know off the top of your head what the target number is, make something up and keep going."</p><p></p><p>SWd20 is much more "tactical" with all the options coded into the rules, and it doesn't really encourage creative skill uses, IMO, because of the number of important skills that can't be used untrained. It also lends itself more to "rules lawyering" which puts the GM and player into an adversarial relationship. For SWd20, you need a good GM *and* a good group of players. Otherwise, it ends up feeling like a D&D session, only with blasters and lightsabers instead of crossbows and bastard swords.</p></blockquote><p></p>
[QUOTE="Tarek, post: 1659448, member: 6661"] Jedi in D6 were also in an odd position. For a very long time, a Jedi really couldn't do a whole lot with their powers, because Control Sense and Alter were attributes and improving them was expensive. The d20 system makes Jedi more powerful from the beginning with all the force skills that can be used untrained. WEG's SWd6 system was really designed for a more free-flowing GM/player style, and with the right GM it was ideal for Star Wars, and combat went pretty fast. Heck, with SWd6, there were a number of points in the rulebook where the rules said "don't let this bog down, keep the action moving; if you don't know off the top of your head what the target number is, make something up and keep going." SWd20 is much more "tactical" with all the options coded into the rules, and it doesn't really encourage creative skill uses, IMO, because of the number of important skills that can't be used untrained. It also lends itself more to "rules lawyering" which puts the GM and player into an adversarial relationship. For SWd20, you need a good GM *and* a good group of players. Otherwise, it ends up feeling like a D&D session, only with blasters and lightsabers instead of crossbows and bastard swords. [/QUOTE]
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