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Revised Star Wars RPG Rulebook
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<blockquote data-quote="Paul_Klein" data-source="post: 2009154" data-attributes="member: 3303"><p>This is the new and improved rulebook for the Star Wars RPG. 384 pages of Star Wars gaming goodness. Retails at US $39.95, CAN $55.95.</p><p></p><p>At first glance, it is a whopping 64 pages thicker than the old book. The inside pages are glossy and color coded (the player's section with all the rules, feats and skills are tan colored, while the GM section is blue colored).</p><p></p><p>But upon closer examination, the book is not just 64 pages more, but actually a lot more. You see, they got rid of all the huge "quotes" from the last book (which all-in-all took up a lot of space) as well as the adventure in the back of the book. The whole book has been reformatted, so there was room for a ton more content. And it shows.</p><p></p><p>Chapter 1: Abilities - This chapter has not changed much at all (if any)</p><p></p><p>Chapter 2: Species - This chapter gives info and stats on 17 species that can be played by PCs (6 more than the original rulebook). The pictures are now colored instead of B&W. The species are all fairly well balanced among each other. However its possible that the actual alien species (non-Human) don’t quite stand up to the Human’s bonus feat and skill points. </p><p></p><p>Chapter 3: Classes - This chapter is one of the more revised chapters. All 9 classes have been overhauled, upping the power of some that used to be pretty weak (Fringer, Force Adept), and adding new abilities to all of the classes. They also added a new class, the Tech Specialist at the request of the fans. This class is useful for playing a mechanic, technician, engineer or doctor. They can make masterwork items (at the expense of experience) and have lots of abilities relating to such feats. One problem is, however, that they seem to get jipped in the skill points (4 + Int per level). Such a class seems to call for at least 6 a level. However, they do get Instant Mastery at 3rd and 6th level which lets them gain 4 ranks in any Int skill (including cross class) that they currently have no ranks in. That helps bring up the balance some. The Jedi now can inherently block and deflect blaster shots (instead of having to take a feat) and the new system of doing so is very simple and elegant.</p><p></p><p>Chapter 4: Skills - This chapter sees the intro of some new skills, as well as some adapted from other sources. Balance, Gamble, Drain Energy, Illusion are now in here. A very nice feature in the Revised rulebook is at the end of each skill entry, it tells you if use of the skill is free, move, attack or full-round action or longer, clearing up a lot of confusion. </p><p></p><p>Chapter 5: Feats - This chapter sees a lot of new feats, including old stand-by's from D&D (Improved Critical, Improved Trip, Improved Bantha Rush, etc...) as well as a slew of new one's for the SW RPG exclusively. I especially like the feats that grant you a +1 to a Save and +2 to a skill (like Headstrong; +1 Will, +2 Intimidate). They also added three new feats to make a martial artist character more of a possibility (Defensive Martial Arts, Improved Martial Arts and Advanced Martial Arts). There are also a few new Force feats that grant a +2 bonus to similar Force skills (Mind Trick; +2 Affect Mind, +2 Illusion). With the inclusion of Attacks of Opportunity in the Revised rules, there are also feats, new and old, that pertain to AoO’s. </p><p></p><p>Chapter 6: Heroic Characteristics - Not too much new here (they redid the random weight/height table to fix inconsistencies in the “average” result). Also, Reputation got revamped, and it is now far more useful than ever, granting bonuses on certain Cha skills (Gather Info, Intimidate, etc.)</p><p></p><p>Chapter 7: Equipment - Almost all of the weapons and equipment and armor now have very nice illustrations. Well done. Armor now grants a DR (to wounds only) instead of a Defense bonus. </p><p></p><p>Chapter 8: Combat - Attacks of Opportunity have been added with the Revised rules (and the rules for AoOs seem much clearer and easier to understand than the rules printed in the D&D PHB). Also, the rules for death and dying have been changed. The Revised rules now use -10 Wounds = Dead. They also clarified what exactly can be accomplished and what can’t for each of the action-types (move, attack, etc.) clearing up a lot of confusion. </p><p></p><p>Chapter 9: The Force - The Dark side of the Force, and info on when to give Dark side points have been revamped somewhat, otherwise, not too much has changed. Still, it is a very important chapter for anyone who is playing a Jedi. </p><p></p><p>Chapter 10&11: Vehicles & Starships - These two chapters have seen the most upgrading. Long gone are the days of the "abstract" system. The Revised rules now use a more "battlemat" style system, that I think works very well. Many, many other things have changed as well. Shields get DR, Ion Damage has been revised, and there is also a very, very nice 2-page spread on what other crewmembers aboard a starship can do during combat (instead of sit there, bored). Also, starship and vehicle stat blocks have a new look to them, making them easier to read. </p><p></p><p>Chapter 12: Gamemastering - The actual info on gamemastering Star Wars has changed little, but all the PrCs have been updated, as well as some from the Dark Side SB added and converted to the new rules. There is also the Jedi Master and Jedi Investigator PrCs, and the Starfighter Ace has become the Starship Ace (for fighter and space transport pilots). There is also a new system for awarding experience (which is far more precise than the old "abstract" method). Aldo included is a Community Generator for creating realistic and detailed cities and towns. </p><p></p><p>Chapter 13: Eras of Play - Stats for all the major characters from all 5 movies (sans a few like Qui-Gon and Jar Jar) as well as a few from the Expanded Universe. </p><p></p><p>Chapter 14: Allies and Opponents - a TON of generic opponents (giving there stats at 4th, 8th and 12h level) for almost any character archetype you can think of. They now follow the more conventional stat block format (saving a ton of room). Also included are detailed rules for creature creation that I find works very well. </p><p></p><p>Chapter 15: Droids - New rules for droids and droid creation/modification as well as rules for players playing droids. This is also a chapter that has seen some much needed updating and expansion. </p><p></p><p></p><p>What's not so good: There are still some errors and mistakes (although far, far less than the original book) and still some parts of starship combat seem hazy and undefined (Ion Cannon rules and weapon range modifiers spring to mind). Also, there are gripes with the power of the Dissipate Energy feat (which has already been errata'd - but people still believe the feat to be way overpowered), character's not being able to do things characters from the films were, and the Jedi deflect abilities to name a few. It's true, this book is not PERFECT, but in my humble opinion, its darn close. </p><p></p><p>But besides that, this book is a HUGE improvement to the old one. WotC had over a year of input from the community, and it seems a better grasp of 3E rules, and it shows. This is a very polished book. If you play Star Wars: RPG and have not yet bought this book, you need to. If you've been thinking about starting, now is the perfect time. The book is beautiful, with wonderful artwork and stills from the movie (that now correspond to what is being discussed on that page).</p></blockquote><p></p>
[QUOTE="Paul_Klein, post: 2009154, member: 3303"] This is the new and improved rulebook for the Star Wars RPG. 384 pages of Star Wars gaming goodness. Retails at US $39.95, CAN $55.95. At first glance, it is a whopping 64 pages thicker than the old book. The inside pages are glossy and color coded (the player's section with all the rules, feats and skills are tan colored, while the GM section is blue colored). But upon closer examination, the book is not just 64 pages more, but actually a lot more. You see, they got rid of all the huge "quotes" from the last book (which all-in-all took up a lot of space) as well as the adventure in the back of the book. The whole book has been reformatted, so there was room for a ton more content. And it shows. Chapter 1: Abilities - This chapter has not changed much at all (if any) Chapter 2: Species - This chapter gives info and stats on 17 species that can be played by PCs (6 more than the original rulebook). The pictures are now colored instead of B&W. The species are all fairly well balanced among each other. However its possible that the actual alien species (non-Human) don’t quite stand up to the Human’s bonus feat and skill points. Chapter 3: Classes - This chapter is one of the more revised chapters. All 9 classes have been overhauled, upping the power of some that used to be pretty weak (Fringer, Force Adept), and adding new abilities to all of the classes. They also added a new class, the Tech Specialist at the request of the fans. This class is useful for playing a mechanic, technician, engineer or doctor. They can make masterwork items (at the expense of experience) and have lots of abilities relating to such feats. One problem is, however, that they seem to get jipped in the skill points (4 + Int per level). Such a class seems to call for at least 6 a level. However, they do get Instant Mastery at 3rd and 6th level which lets them gain 4 ranks in any Int skill (including cross class) that they currently have no ranks in. That helps bring up the balance some. The Jedi now can inherently block and deflect blaster shots (instead of having to take a feat) and the new system of doing so is very simple and elegant. Chapter 4: Skills - This chapter sees the intro of some new skills, as well as some adapted from other sources. Balance, Gamble, Drain Energy, Illusion are now in here. A very nice feature in the Revised rulebook is at the end of each skill entry, it tells you if use of the skill is free, move, attack or full-round action or longer, clearing up a lot of confusion. Chapter 5: Feats - This chapter sees a lot of new feats, including old stand-by's from D&D (Improved Critical, Improved Trip, Improved Bantha Rush, etc...) as well as a slew of new one's for the SW RPG exclusively. I especially like the feats that grant you a +1 to a Save and +2 to a skill (like Headstrong; +1 Will, +2 Intimidate). They also added three new feats to make a martial artist character more of a possibility (Defensive Martial Arts, Improved Martial Arts and Advanced Martial Arts). There are also a few new Force feats that grant a +2 bonus to similar Force skills (Mind Trick; +2 Affect Mind, +2 Illusion). With the inclusion of Attacks of Opportunity in the Revised rules, there are also feats, new and old, that pertain to AoO’s. Chapter 6: Heroic Characteristics - Not too much new here (they redid the random weight/height table to fix inconsistencies in the “average” result). Also, Reputation got revamped, and it is now far more useful than ever, granting bonuses on certain Cha skills (Gather Info, Intimidate, etc.) Chapter 7: Equipment - Almost all of the weapons and equipment and armor now have very nice illustrations. Well done. Armor now grants a DR (to wounds only) instead of a Defense bonus. Chapter 8: Combat - Attacks of Opportunity have been added with the Revised rules (and the rules for AoOs seem much clearer and easier to understand than the rules printed in the D&D PHB). Also, the rules for death and dying have been changed. The Revised rules now use -10 Wounds = Dead. They also clarified what exactly can be accomplished and what can’t for each of the action-types (move, attack, etc.) clearing up a lot of confusion. Chapter 9: The Force - The Dark side of the Force, and info on when to give Dark side points have been revamped somewhat, otherwise, not too much has changed. Still, it is a very important chapter for anyone who is playing a Jedi. Chapter 10&11: Vehicles & Starships - These two chapters have seen the most upgrading. Long gone are the days of the "abstract" system. The Revised rules now use a more "battlemat" style system, that I think works very well. Many, many other things have changed as well. Shields get DR, Ion Damage has been revised, and there is also a very, very nice 2-page spread on what other crewmembers aboard a starship can do during combat (instead of sit there, bored). Also, starship and vehicle stat blocks have a new look to them, making them easier to read. Chapter 12: Gamemastering - The actual info on gamemastering Star Wars has changed little, but all the PrCs have been updated, as well as some from the Dark Side SB added and converted to the new rules. There is also the Jedi Master and Jedi Investigator PrCs, and the Starfighter Ace has become the Starship Ace (for fighter and space transport pilots). There is also a new system for awarding experience (which is far more precise than the old "abstract" method). Aldo included is a Community Generator for creating realistic and detailed cities and towns. Chapter 13: Eras of Play - Stats for all the major characters from all 5 movies (sans a few like Qui-Gon and Jar Jar) as well as a few from the Expanded Universe. Chapter 14: Allies and Opponents - a TON of generic opponents (giving there stats at 4th, 8th and 12h level) for almost any character archetype you can think of. They now follow the more conventional stat block format (saving a ton of room). Also included are detailed rules for creature creation that I find works very well. Chapter 15: Droids - New rules for droids and droid creation/modification as well as rules for players playing droids. This is also a chapter that has seen some much needed updating and expansion. What's not so good: There are still some errors and mistakes (although far, far less than the original book) and still some parts of starship combat seem hazy and undefined (Ion Cannon rules and weapon range modifiers spring to mind). Also, there are gripes with the power of the Dissipate Energy feat (which has already been errata'd - but people still believe the feat to be way overpowered), character's not being able to do things characters from the films were, and the Jedi deflect abilities to name a few. It's true, this book is not PERFECT, but in my humble opinion, its darn close. But besides that, this book is a HUGE improvement to the old one. WotC had over a year of input from the community, and it seems a better grasp of 3E rules, and it shows. This is a very polished book. If you play Star Wars: RPG and have not yet bought this book, you need to. If you've been thinking about starting, now is the perfect time. The book is beautiful, with wonderful artwork and stills from the movie (that now correspond to what is being discussed on that page). [/QUOTE]
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