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<blockquote data-quote="SWBaxter" data-source="post: 2287580" data-attributes="member: 27926"><p>As well, the magic system was inspired by the SWd20 Force powers, so it closes the loop nicely.</p><p> </p><p>So far as specific suggestions go, energy weapons should default to a Ref save rather than a damage save (not many people absorb lightsabre hits, and those that do seem to have some amount of Protection). Most skills should probably be collapsed into fairly broad skills (Spot/Listen/Search into some kind of Notice skill, Pilot/Drive/Ride into a single skill, etc.) both because of point costs and for movie simulation - characters are broadly competent rather than specialized. I'd probably go with 3d6 or 2d10 instead of a d20 for rolls, otherwise combats will be a lot shorter and more random than in the movies. Probably the toughest part will be vehicles since dogfights and chases are such a big part of Star Wars - character scale vehicles (speeder bikes, for example) are easy enough to stat up, but bigger stuff might be best handled more or less by fiat.</p><p> </p><p>It'd be a good idea to get ground rules for what the Force can and cannot do up front. The movies cover a relatively stable range of Force powers, but some of the EU material gets pretty wild. Best to let players know what sort of Force power level you want, and how flexible you'll be (for example, other than the choke Force-users in the movies don't seem to use telekinetics for any fine control-type powers, whereas players often get creative).</p></blockquote><p></p>
[QUOTE="SWBaxter, post: 2287580, member: 27926"] As well, the magic system was inspired by the SWd20 Force powers, so it closes the loop nicely. So far as specific suggestions go, energy weapons should default to a Ref save rather than a damage save (not many people absorb lightsabre hits, and those that do seem to have some amount of Protection). Most skills should probably be collapsed into fairly broad skills (Spot/Listen/Search into some kind of Notice skill, Pilot/Drive/Ride into a single skill, etc.) both because of point costs and for movie simulation - characters are broadly competent rather than specialized. I'd probably go with 3d6 or 2d10 instead of a d20 for rolls, otherwise combats will be a lot shorter and more random than in the movies. Probably the toughest part will be vehicles since dogfights and chases are such a big part of Star Wars - character scale vehicles (speeder bikes, for example) are easy enough to stat up, but bigger stuff might be best handled more or less by fiat. It'd be a good idea to get ground rules for what the Force can and cannot do up front. The movies cover a relatively stable range of Force powers, but some of the EU material gets pretty wild. Best to let players know what sort of Force power level you want, and how flexible you'll be (for example, other than the choke Force-users in the movies don't seem to use telekinetics for any fine control-type powers, whereas players often get creative). [/QUOTE]
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