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<blockquote data-quote="Sadrik" data-source="post: 5081147" data-attributes="member: 14506"><p>It is my game of choice and for my group. I love the system. One of my favorite things about the system is that I can run it for nearly any genre and it works. That said it plays different than d20. You are not 15th level fighters with 200 hp who can take countless sword blows. You are mortal and can actually be hurt with a lucky roll. You need to think about your encounters and really use tactics like cover and ganging up etc. A common orc with with a big axe can be devastating, even for higher rank characters.</p><p></p><p>Something different from 3e: feats in 3e are somewhat powerful in the overall make up of a character but in SW edges are way more potent.</p><p></p><p>Also another important aspect to the game is trappings. It is up to the player, setting and GM to define things (depending on what they are). The hard rules offer the mechanics for how it happens mechanically but the player, setting and GM define the specifics. A bolt power can mechanically be a vast array of effects and not just I shoot a magic bolt. This is in essence why the game can be played in so many settings and genres so easily.</p><p></p><p>If you are looking for a minutia based system with 15 levels of attack powers and multiple pre-scripted effects for each level - this is not your game. If you are looking for a game where the rules seldom get in your way and give you the room to be creative and see your own vision through, this is the game for you.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 5081147, member: 14506"] It is my game of choice and for my group. I love the system. One of my favorite things about the system is that I can run it for nearly any genre and it works. That said it plays different than d20. You are not 15th level fighters with 200 hp who can take countless sword blows. You are mortal and can actually be hurt with a lucky roll. You need to think about your encounters and really use tactics like cover and ganging up etc. A common orc with with a big axe can be devastating, even for higher rank characters. Something different from 3e: feats in 3e are somewhat powerful in the overall make up of a character but in SW edges are way more potent. Also another important aspect to the game is trappings. It is up to the player, setting and GM to define things (depending on what they are). The hard rules offer the mechanics for how it happens mechanically but the player, setting and GM define the specifics. A bolt power can mechanically be a vast array of effects and not just I shoot a magic bolt. This is in essence why the game can be played in so many settings and genres so easily. If you are looking for a minutia based system with 15 levels of attack powers and multiple pre-scripted effects for each level - this is not your game. If you are looking for a game where the rules seldom get in your way and give you the room to be creative and see your own vision through, this is the game for you. [/QUOTE]
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