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Sell me on Star Wars D20
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<blockquote data-quote="humble minion" data-source="post: 1378913" data-attributes="member: 5948"><p>I've been running a SW d20 game for about a year now, and I have to say that, on the whole, it works. Thanks to the lack of magic etc to complicate things it is quite a lot simpler than D&D, though it's probably quite a lot more complex than the boxed game (not that I've seen this one myself).</p><p></p><p>Like people have said, the VP/WP mechanic makes combat dangerous yet still gives heroes and major villains the advantages they deserve. The classes are well-balanced enough so that Jedi don't overshadow everyone else in the game, except (naturally!) in melee combat. The scoundrel, soldier, and noble in my group have saved the Jedi's butt many, many times...</p><p></p><p>There are problems with the system, but you probably won't run into them for a few levels at least, which will give you a bit of time to develop your own house rules. Examples include the Fear skill (which is enormously overpowered), the rate at which attack bonuses overwhelm defense scores as characters go up in level, a few wacky DCs for certain skills, starship combat (which my group finds a little flat and mechanical), the rate at which a group with multiple Force users can heal themselves far too fast for my taste, and so on. </p><p></p><p>It could have done with a little more playtesting, but on the whole, it's a lot of fun.</p></blockquote><p></p>
[QUOTE="humble minion, post: 1378913, member: 5948"] I've been running a SW d20 game for about a year now, and I have to say that, on the whole, it works. Thanks to the lack of magic etc to complicate things it is quite a lot simpler than D&D, though it's probably quite a lot more complex than the boxed game (not that I've seen this one myself). Like people have said, the VP/WP mechanic makes combat dangerous yet still gives heroes and major villains the advantages they deserve. The classes are well-balanced enough so that Jedi don't overshadow everyone else in the game, except (naturally!) in melee combat. The scoundrel, soldier, and noble in my group have saved the Jedi's butt many, many times... There are problems with the system, but you probably won't run into them for a few levels at least, which will give you a bit of time to develop your own house rules. Examples include the Fear skill (which is enormously overpowered), the rate at which attack bonuses overwhelm defense scores as characters go up in level, a few wacky DCs for certain skills, starship combat (which my group finds a little flat and mechanical), the rate at which a group with multiple Force users can heal themselves far too fast for my taste, and so on. It could have done with a little more playtesting, but on the whole, it's a lot of fun. [/QUOTE]
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