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Is Star Wars RPG the perfect d20 system?
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<blockquote data-quote="Turjan" data-source="post: 3337082" data-attributes="member: 3477"><p>I like Star Wars d20 pretty much, because it's a very concise system. The body of rules is managable, and the classes don't have an extensive but very narrow set of weird ability combinations coming with them. This said, the SW d20 has a few balance problems. And I'm not really a fan of how the VP/WP system was implemented, although I'm not the one to complain about the reduced importance of armor. I don't like its deadliness, though.</p><p></p><p>The new SW d20 Saga Edition will go to back to hitpoints combined with a five step condition track, similar to SW d6. There will only be 5 classes, customizable wilth many different feat trees (which means they encompass all current classes). The skills have been simplified. And all classes can be potential force users. It's a bit early to say whether I will like the new system, but it sounds interesting enough that I will have a look at it.</p><p></p><p>Let's see whether this is nearer to the mechanics of the KotOR computer games. I liked them because they were very clear, although the game used quite a few "invented" abilities (feats) in order to plaster over some of the balance issues.</p></blockquote><p></p>
[QUOTE="Turjan, post: 3337082, member: 3477"] I like Star Wars d20 pretty much, because it's a very concise system. The body of rules is managable, and the classes don't have an extensive but very narrow set of weird ability combinations coming with them. This said, the SW d20 has a few balance problems. And I'm not really a fan of how the VP/WP system was implemented, although I'm not the one to complain about the reduced importance of armor. I don't like its deadliness, though. The new SW d20 Saga Edition will go to back to hitpoints combined with a five step condition track, similar to SW d6. There will only be 5 classes, customizable wilth many different feat trees (which means they encompass all current classes). The skills have been simplified. And all classes can be potential force users. It's a bit early to say whether I will like the new system, but it sounds interesting enough that I will have a look at it. Let's see whether this is nearer to the mechanics of the KotOR computer games. I liked them because they were very clear, although the game used quite a few "invented" abilities (feats) in order to plaster over some of the balance issues. [/QUOTE]
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