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Which system for a Star Wars game?
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<blockquote data-quote="Donovan Morningfire" data-source="post: 3233361" data-attributes="member: 39532"><p>Of the three, I'd go for either d20 Star Wars or the True20 homebrew version (may have to take a look at that particular ruleset).</p><p></p><p>I've played d6 Star Wars for several years (since the early 90's), and either advancement was at snail's pace (if sticking to RAW for advancement), or could happen incredibly fast. Also, other than sacrificing a couple beginning attribute dice at character creation (and maybe not even that), there were really few limits on Force-users of any stripe, since in most cases if they failed a power check they could just try again next round. And once a Force-user got about 5 dice in their Force skills (enough to reliably hit the difficulty class for most of their powers), it could get very problematic to challenge them, worse still if they got their mitts on a lightsaber, which for highly-skilled Force-users meant that combat went to the first hit. People complain about Jedi being overpowered have never seen a Jedi Knight (about 7 to 8 dice in their Force skills) in d6, which barring visiting Sith Lords can mow thru most opposition with minimal effort. Also, you get a high Strength character and put him in a suit of heavy combat armor, and he becomes nigh-invulnerable to everything except starship weapons and lightsabers, which sucks a the tension out of combat as fast as the Jedi beat-stick who only needs to hit you once to end the fight.</p><p></p><p>While I'll admit the d20 version isn't perfect, to me it's better overall than the d6 version. Yeah, it's level-based, but that makes it easier to challenge a party since they're all fairly even. Only problem class from my perspective was the Jedi Counsler, since it could be both party mouth-piece (something typically the Noble covered) and beat-stick. Jedi Guardians are awesome beat-sticks, but lack the sheer versatility of the Soldier. Not to mention that Force-users can't use their powers excessively (at least not until they hit 6th level or so). I've also found d20 combat to be a lot cleaner and quicker to execute than d6 combat, but that just might have been the people I've gamed with.</p><p></p><p>As much fun as I had with d6 back in the day, I'm a d20 man these days.</p><p></p><p>But as others have said, go with what you're more familiar with. If you and your group is more familiar with d20, then go with that. Nothing sucks the fun out a game quite as fast as everybody trying to learn a new ruleset.</p></blockquote><p></p>
[QUOTE="Donovan Morningfire, post: 3233361, member: 39532"] Of the three, I'd go for either d20 Star Wars or the True20 homebrew version (may have to take a look at that particular ruleset). I've played d6 Star Wars for several years (since the early 90's), and either advancement was at snail's pace (if sticking to RAW for advancement), or could happen incredibly fast. Also, other than sacrificing a couple beginning attribute dice at character creation (and maybe not even that), there were really few limits on Force-users of any stripe, since in most cases if they failed a power check they could just try again next round. And once a Force-user got about 5 dice in their Force skills (enough to reliably hit the difficulty class for most of their powers), it could get very problematic to challenge them, worse still if they got their mitts on a lightsaber, which for highly-skilled Force-users meant that combat went to the first hit. People complain about Jedi being overpowered have never seen a Jedi Knight (about 7 to 8 dice in their Force skills) in d6, which barring visiting Sith Lords can mow thru most opposition with minimal effort. Also, you get a high Strength character and put him in a suit of heavy combat armor, and he becomes nigh-invulnerable to everything except starship weapons and lightsabers, which sucks a the tension out of combat as fast as the Jedi beat-stick who only needs to hit you once to end the fight. While I'll admit the d20 version isn't perfect, to me it's better overall than the d6 version. Yeah, it's level-based, but that makes it easier to challenge a party since they're all fairly even. Only problem class from my perspective was the Jedi Counsler, since it could be both party mouth-piece (something typically the Noble covered) and beat-stick. Jedi Guardians are awesome beat-sticks, but lack the sheer versatility of the Soldier. Not to mention that Force-users can't use their powers excessively (at least not until they hit 6th level or so). I've also found d20 combat to be a lot cleaner and quicker to execute than d6 combat, but that just might have been the people I've gamed with. As much fun as I had with d6 back in the day, I'm a d20 man these days. But as others have said, go with what you're more familiar with. If you and your group is more familiar with d20, then go with that. Nothing sucks the fun out a game quite as fast as everybody trying to learn a new ruleset. [/QUOTE]
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