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Is Star Wars RPG the perfect d20 system?
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<blockquote data-quote="greywulf" data-source="post: 3336869" data-attributes="member: 4285"><p>I've been reading it through it preparation for one of my group running a game in the near future, and I'm liking what I see - a lot. Almost of the the niggles and stuff that jars about D&D has been ironed out beautifully to produce a neat, well constructed and streamlined game system.</p><p></p><p>Here's a summary of the bits that are different and (IMHO) better:</p><p></p><p>* Lots and lots of races, all of which are LA +0. Add in the Ultimate Alien Anthology and you've almost 200 playable races, many of which would fit equally well into the fantasy milieu (if you play a Jorune or Talislanta style game, anyhow). I want me some Wookiee Duskblade!!</p><p>* Free-for-all Multi-classing and class selection. Class availability is left in the hands of the DM, just where it should be.</p><p>* All classes are packed with goodness; there are very few dead levels where the class gains nothing. This means there's incentive to stick with a single class all the way to 20th, if you wanna.</p><p>* Armour gives damage reduction not Defense (AC).</p><p>* Defense increases as level improves. Yep. 20th level characters can wear no armour, cast no Mage Armour and still be harder to hit thanks to their training and experience. Just as it should be.</p><p>* Reputation bonus and the ability to gain followers after 10th level. This is a return to OD&D Name Level benefits! I love it!</p><p>* HP replaced with Wounds and Vitality; Wounds = CON, Vitality improves with level and represents the ability to turn a blow and ignore trivial blows. Cannon fodder critters don't have Vitality.</p><p>* Critical hits directly damage Wounds. Cannon fodder critters are reduced to -1 Wounds with single a critical blow.</p><p>* Miniatures use is de-emphasized, but still there if you want/need them.</p><p>* Force (Magic) use is Vitality-based. It's very easy to drop Vancian magic, Psionics or anything else in too though; just stick those classes in, give them Defense and Reputation mods and you're done.</p><p>* Goal-based XP awards. Simple, not primarily combat based and none of that CR/ECL silliness. Just "Simple" (lvlx100), "Challenging" (lvlx300) or "Extreme" (lvlx400). Perfect.</p><p></p><p>I could go on.............</p><p></p><p>The main changes (Defense and Wounds/Vitality) make for a more cinematic game where a band of heroes can plough through a load of Droids/Stormtroopers/Goblins before facing off against the main threats. Drop Action Points from d20 Modern into the mix for an optional high-octane flavour and you've something really special.</p><p></p><p>The kicker for me is this: it's a one book system where just a single volume contains character generation, combat, monsters, setting info and the gamesmaster guide. If this was a model for (dare I say it?) 4e D&D, I'd buy it in an instant.</p><p></p><p>What do you think of the Star Wars system? Good? Bad? Better?</p></blockquote><p></p>
[QUOTE="greywulf, post: 3336869, member: 4285"] I've been reading it through it preparation for one of my group running a game in the near future, and I'm liking what I see - a lot. Almost of the the niggles and stuff that jars about D&D has been ironed out beautifully to produce a neat, well constructed and streamlined game system. Here's a summary of the bits that are different and (IMHO) better: * Lots and lots of races, all of which are LA +0. Add in the Ultimate Alien Anthology and you've almost 200 playable races, many of which would fit equally well into the fantasy milieu (if you play a Jorune or Talislanta style game, anyhow). I want me some Wookiee Duskblade!! * Free-for-all Multi-classing and class selection. Class availability is left in the hands of the DM, just where it should be. * All classes are packed with goodness; there are very few dead levels where the class gains nothing. This means there's incentive to stick with a single class all the way to 20th, if you wanna. * Armour gives damage reduction not Defense (AC). * Defense increases as level improves. Yep. 20th level characters can wear no armour, cast no Mage Armour and still be harder to hit thanks to their training and experience. Just as it should be. * Reputation bonus and the ability to gain followers after 10th level. This is a return to OD&D Name Level benefits! I love it! * HP replaced with Wounds and Vitality; Wounds = CON, Vitality improves with level and represents the ability to turn a blow and ignore trivial blows. Cannon fodder critters don't have Vitality. * Critical hits directly damage Wounds. Cannon fodder critters are reduced to -1 Wounds with single a critical blow. * Miniatures use is de-emphasized, but still there if you want/need them. * Force (Magic) use is Vitality-based. It's very easy to drop Vancian magic, Psionics or anything else in too though; just stick those classes in, give them Defense and Reputation mods and you're done. * Goal-based XP awards. Simple, not primarily combat based and none of that CR/ECL silliness. Just "Simple" (lvlx100), "Challenging" (lvlx300) or "Extreme" (lvlx400). Perfect. I could go on............. The main changes (Defense and Wounds/Vitality) make for a more cinematic game where a band of heroes can plough through a load of Droids/Stormtroopers/Goblins before facing off against the main threats. Drop Action Points from d20 Modern into the mix for an optional high-octane flavour and you've something really special. The kicker for me is this: it's a one book system where just a single volume contains character generation, combat, monsters, setting info and the gamesmaster guide. If this was a model for (dare I say it?) 4e D&D, I'd buy it in an instant. What do you think of the Star Wars system? Good? Bad? Better? [/QUOTE]
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