Patryn of Elvenshae
First Post
LostSoul said:Well, they didn't pawn them off to the rebels.
Are you sure? I mean, Han was in it for the money ... And they had them when they took off from the Death Star, but didn't once they made it to Yavin ...
And I could be wrong, but don't you get XP for killing guys (overcoming challenges) just like in D&D?
Well, yeah. But "overcoming obstacles" also includes things like, "jam a radio transmission" or "convince the Hutts not to raid a particular bacta shipment."
My SW d20 experience has been really, really good on the ground (although, to make a small disclaimer, we were bankrolled heavily enough by our trading operations that the nickel-dime credits for looting the bodies weren't important - except for lightsabers!); we fought droid soldiers, convinced a corporation to invest in a new tibanna gas mining operation (some backwater world - Bepin, was it? ), neutered a separatist plot to choke the Republic's bacta supply lines, and captured or killed several Dark Jedi. Totally Star Warsy stuff.
It's just the space combat - which, to me, is a huge part of what Star Wars is - that didn't work so well. I even put a lot of effort in developing some spaceship-specific character sheets (by ship's position) and action tables (what's the DC for a quick turn?) for my group, and it still kinda just ... dragged.
I want, in the future, to run a "Wraith Squadron" style game, where everyone is a Gestalt Soldier / Something, and have the first session be a starship combat training mission. I just fear that making the rules work more ... cleanly ... might be beyond my meagre talents.