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Clint Eastwood is Star Wars is Clint Eastwood (is Star Wars.)
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<blockquote data-quote="pawsplay" data-source="post: 4871214" data-attributes="member: 15538"><p>Star Wars Saga Edition has a lot of playability, but it definitely has its downsides, too. Characters are too durable. The system discourages improvisation and unusual tactics in combat. Multiclassing is practically required for many concepts, but is kind of a mess mechanically. Too many skill uses are "trained only" that should not be, from the evidence on-screen.</p><p></p><p>Honestly, with the advantage of time, I do not think SWSE is an improvement over the revised d20 rules, overall. The Revised Core Rulebook, despite its defects, offered a lot of flexibility and had a suitable level of deadliness. I often wish they had retooled SWSE into using a number of d20 Modern systems rather than what SWSE turned into. I find the Powers suite stifling and arbitrary, for all that it works about as well as any other system that prevents powers from being used absolutely constantly. Sometimes I wished I had kept my d20 stuff and simply added hit points back in and made a few other tweaks.</p><p></p><p>D6 Star Wars was pretty good, but as pointed out, tended to break down in games with multiple competent Jedi. While one Jedi could not outshine all non-Jedi in all respects, any one Jedi could outshine at least one other non-Jedi at their own game. Blasters were somewhat less deadly than expected, especially against Wookiees. In fact, a Wookiee's punch was more powerful than most blasters. I think a pretty good game could be made by retrofitting D6 Star Wars material to work with D6 Space.</p><p></p><p>A while back, I roughed out some Hero Star Wars stuff. Right now, I'm working on GURPS Star Wars...</p></blockquote><p></p>
[QUOTE="pawsplay, post: 4871214, member: 15538"] Star Wars Saga Edition has a lot of playability, but it definitely has its downsides, too. Characters are too durable. The system discourages improvisation and unusual tactics in combat. Multiclassing is practically required for many concepts, but is kind of a mess mechanically. Too many skill uses are "trained only" that should not be, from the evidence on-screen. Honestly, with the advantage of time, I do not think SWSE is an improvement over the revised d20 rules, overall. The Revised Core Rulebook, despite its defects, offered a lot of flexibility and had a suitable level of deadliness. I often wish they had retooled SWSE into using a number of d20 Modern systems rather than what SWSE turned into. I find the Powers suite stifling and arbitrary, for all that it works about as well as any other system that prevents powers from being used absolutely constantly. Sometimes I wished I had kept my d20 stuff and simply added hit points back in and made a few other tweaks. D6 Star Wars was pretty good, but as pointed out, tended to break down in games with multiple competent Jedi. While one Jedi could not outshine all non-Jedi in all respects, any one Jedi could outshine at least one other non-Jedi at their own game. Blasters were somewhat less deadly than expected, especially against Wookiees. In fact, a Wookiee's punch was more powerful than most blasters. I think a pretty good game could be made by retrofitting D6 Star Wars material to work with D6 Space. A while back, I roughed out some Hero Star Wars stuff. Right now, I'm working on GURPS Star Wars... [/QUOTE]
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Clint Eastwood is Star Wars is Clint Eastwood (is Star Wars.)
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