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<blockquote data-quote="Celebrim" data-source="post: 9153843" data-attributes="member: 4937"><p>I think I like it, and I'm running it right now so I don't hate it.</p><p></p><p>It is rough around the edges and the biggest problem is the lack of overarching design guidelines in published materials leading to no consistent design for creatures, vehicles, and equipment. Pretty much everything but the core system has to be homebrewed. Lots of things on the edges are poorly thought out or handwaved which is fine most of the time because the movies handwave a lot of things, but sometimes you want more detail and the system can't provide it. Capital ship rules are poorly thought out and need revision. The skill list is kludgy and needs revision. There are parts of 1e and 2e I like and parts of both I detest (wild die, for example). </p><p></p><p>The main problem I have with the game is that I miss hit points in a big way. As a DM it's so hard to judge encounters and make them exciting if any single shot could take out a PC. The dice pool system tends to make opponents either hapless or else lethal and there is very little in between. While you could say this fits the flavor of the movies, it doesn't make for an interesting action based RPG. I'm sort of avoiding it by playing a heavy investigation based game, but that really doesn't fit the flavor of Star Wars. </p><p></p><p>I want players to use Force Points to do big cool things, but in practice they mostly have to use them to avoid getting squashed like a bug. Part of this is I've strongly discouraged spending character points to buy dice, as that's a mechanic just impossible to balance over a campaign, and it really seems like a designer kludge to deal with the pure randomness of combat. </p><p></p><p>It's desperately in need of a new edition just to clean up all poorly thought out stuff.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9153843, member: 4937"] I think I like it, and I'm running it right now so I don't hate it. It is rough around the edges and the biggest problem is the lack of overarching design guidelines in published materials leading to no consistent design for creatures, vehicles, and equipment. Pretty much everything but the core system has to be homebrewed. Lots of things on the edges are poorly thought out or handwaved which is fine most of the time because the movies handwave a lot of things, but sometimes you want more detail and the system can't provide it. Capital ship rules are poorly thought out and need revision. The skill list is kludgy and needs revision. There are parts of 1e and 2e I like and parts of both I detest (wild die, for example). The main problem I have with the game is that I miss hit points in a big way. As a DM it's so hard to judge encounters and make them exciting if any single shot could take out a PC. The dice pool system tends to make opponents either hapless or else lethal and there is very little in between. While you could say this fits the flavor of the movies, it doesn't make for an interesting action based RPG. I'm sort of avoiding it by playing a heavy investigation based game, but that really doesn't fit the flavor of Star Wars. I want players to use Force Points to do big cool things, but in practice they mostly have to use them to avoid getting squashed like a bug. Part of this is I've strongly discouraged spending character points to buy dice, as that's a mechanic just impossible to balance over a campaign, and it really seems like a designer kludge to deal with the pure randomness of combat. It's desperately in need of a new edition just to clean up all poorly thought out stuff. [/QUOTE]
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