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Star wars - which version?
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<blockquote data-quote="wingsandsword" data-source="post: 5425603" data-attributes="member: 14159"><p>Some more thoughts on why I am seriously thinking of going back to d6 SW</p><p></p><p>Saga was probably the best class/level based Star Wars game that can be done, but the more I think about d6 SWRPG, the more I think that system has several big merits.</p><p></p><p>In terms of depicting the characters from the books and movies, it's a lot easier when you don't have to fiddle with the limitations of character classes. Anyone who has ever tried to write up a d20 version of Darth Vader or Palpatine that can do everything the character does in the movies (or worse, movies and EU) knows that pain. </p><p></p><p>In terms of creating characters, both PCs and stock NPCs, a lack of character classes does create a lot more flexibility. No worrying about class skills, or feat slots, just buy the skill and be done with it. I remember when I ran d6 SWRPG that my prep time as a GM was so low.</p><p></p><p>I am thinking that the insane brokenness I recall of d6 SWRPG from over a decade ago was that I was an inexperienced GM (my first game ever) and was running for a pretty experienced crowd, all in an ongoing campaign. After 50 or so weekly sessions the PCs were pretty much unstoppable. In retrospect, I think I gave out way too many Character Points and declared events Dramatic Heroism (so PC's could get force points) way too often, and made too many newbie GM mistakes. I also was afraid to kill off PCs, and more than once fudged dire rolls so PCs were Mortally Wounded instead of Killed.</p><p></p><p>The few rules changes I can see would be to go with the alternate DSP scale from the Tales of the Jedi Companion (where you go dark at 6 DSP and not before) and to rule that you can't gain more than 1 DSP per scene/encounter (or Anakin would have fallen from the Sand People massacre alone).</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 5425603, member: 14159"] Some more thoughts on why I am seriously thinking of going back to d6 SW Saga was probably the best class/level based Star Wars game that can be done, but the more I think about d6 SWRPG, the more I think that system has several big merits. In terms of depicting the characters from the books and movies, it's a lot easier when you don't have to fiddle with the limitations of character classes. Anyone who has ever tried to write up a d20 version of Darth Vader or Palpatine that can do everything the character does in the movies (or worse, movies and EU) knows that pain. In terms of creating characters, both PCs and stock NPCs, a lack of character classes does create a lot more flexibility. No worrying about class skills, or feat slots, just buy the skill and be done with it. I remember when I ran d6 SWRPG that my prep time as a GM was so low. I am thinking that the insane brokenness I recall of d6 SWRPG from over a decade ago was that I was an inexperienced GM (my first game ever) and was running for a pretty experienced crowd, all in an ongoing campaign. After 50 or so weekly sessions the PCs were pretty much unstoppable. In retrospect, I think I gave out way too many Character Points and declared events Dramatic Heroism (so PC's could get force points) way too often, and made too many newbie GM mistakes. I also was afraid to kill off PCs, and more than once fudged dire rolls so PCs were Mortally Wounded instead of Killed. The few rules changes I can see would be to go with the alternate DSP scale from the Tales of the Jedi Companion (where you go dark at 6 DSP and not before) and to rule that you can't gain more than 1 DSP per scene/encounter (or Anakin would have fallen from the Sand People massacre alone). [/QUOTE]
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