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Can someone break down the different Star Wars games for me?
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<blockquote data-quote="billd91" data-source="post: 6820861" data-attributes="member: 3400"><p>I don't have a background with the West End Games version but I am at least passingly familiar with the others. The most I know about WEG's Star Wars is that you get dice pools of d6s and Jedi, apparently, become hell on wheels.</p><p></p><p>There were 3 versions of the Star Wars RPG that WotC published. D20 Star Wars, D20 Star Wars Revised, and Saga Edition.</p><p></p><p>The first D20 version was early in D20's life cycle and makes a number of departures including different progression for saving throws. Revised edition normalizes things a bit more since it comes on the heels of the 3.5 revision of D&D. One aspect of the WotC versions before Saga Edition, characters don't track hit points - they track Vitality Points and Wound Points. VP are mainly like hit points but crits can go right to WP and PCs have lot fewer of those. One other issue of note - Jedi spend their VP to use force powers (all of which are bought as feats). Also, characters can call on the force and add a d6 to their d20 rolls - the number of d6s you can roll to pick the best one goes up as you level up. </p><p></p><p>As mentioned above, Saga is a precursor to 4e. It includes static defenses rather than saving throws (which also means no using force points to bolster your defense since a static defense has no d20 roll). Skills are binary trained/not trained and training gives a flat bonus. PCs advance in all skills as they level up. And this edition gives all classes both feats and talents. Many talents behave like encounter powers giving the PC a special thing to do once an encounter - each is thematically linked to a talent tree accessed by certain classes (scoundrel talents are different from soldiers or nobles, etc). Force users get access to additional build options in force powers. They are also generally used as encounter powers.</p><p></p><p>FFG's Star Wars game harkens back, a bit, to WEG's Star Wars because you build dice pools. But the dice are specially printed with successes, failures, and other modifiers to generate variations on the traditional binary result of success/failure. You could succeed but have additional negative consequences, failure with positive consequences, and so on. FFG also took the ballsy decision to put out 2/3 of the game system before introducing major force users. It starts on the fringe, then rebellion, and then finally introduced Jedi. Of course now that all 3 parts of the main rules are out, this may not have too much bearing any more.</p></blockquote><p></p>
[QUOTE="billd91, post: 6820861, member: 3400"] I don't have a background with the West End Games version but I am at least passingly familiar with the others. The most I know about WEG's Star Wars is that you get dice pools of d6s and Jedi, apparently, become hell on wheels. There were 3 versions of the Star Wars RPG that WotC published. D20 Star Wars, D20 Star Wars Revised, and Saga Edition. The first D20 version was early in D20's life cycle and makes a number of departures including different progression for saving throws. Revised edition normalizes things a bit more since it comes on the heels of the 3.5 revision of D&D. One aspect of the WotC versions before Saga Edition, characters don't track hit points - they track Vitality Points and Wound Points. VP are mainly like hit points but crits can go right to WP and PCs have lot fewer of those. One other issue of note - Jedi spend their VP to use force powers (all of which are bought as feats). Also, characters can call on the force and add a d6 to their d20 rolls - the number of d6s you can roll to pick the best one goes up as you level up. As mentioned above, Saga is a precursor to 4e. It includes static defenses rather than saving throws (which also means no using force points to bolster your defense since a static defense has no d20 roll). Skills are binary trained/not trained and training gives a flat bonus. PCs advance in all skills as they level up. And this edition gives all classes both feats and talents. Many talents behave like encounter powers giving the PC a special thing to do once an encounter - each is thematically linked to a talent tree accessed by certain classes (scoundrel talents are different from soldiers or nobles, etc). Force users get access to additional build options in force powers. They are also generally used as encounter powers. FFG's Star Wars game harkens back, a bit, to WEG's Star Wars because you build dice pools. But the dice are specially printed with successes, failures, and other modifiers to generate variations on the traditional binary result of success/failure. You could succeed but have additional negative consequences, failure with positive consequences, and so on. FFG also took the ballsy decision to put out 2/3 of the game system before introducing major force users. It starts on the fringe, then rebellion, and then finally introduced Jedi. Of course now that all 3 parts of the main rules are out, this may not have too much bearing any more. [/QUOTE]
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Can someone break down the different Star Wars games for me?
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