Star Wars d20 – share your experiences! (Please)

sfgiants said:
Actually as far as I can remember that in the Revised Star wars Rules, it operates like d+d. -10 and death (except you make a fort save each round indtead of roll percentile...)

I think the old method from the OCR was more like the films. If you dropped to 0 wounds you were unconscious, and had to fail a fort save dc10 to die. You then had to make a new check every hour at increasing difficulty until stabilized. Generally pretty easy to make for mid level characters and higher, making death appropriately rare. I still use this rule.

They changed it reportedly to be more in line with the D&D mechanic, a mistake in my mind.

As for cinematics, I make it clear at the outset of each game that special modifiers will be applied for any action that would look good on film, as long as it is appropriately described. I am fairly generous, applying as much as +5 cinematic bonus to actions that sound cool.
 

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sfgiants said:
Actually as far as I can remember that in the Revised Star wars Rules, it operates like d+d. -10 and death (except you make a fort save each round indtead of roll percentile...)

What a strange decision to make for the cinematic RPG! I guess that when we get hold of the RCR we'll ditch that particular revision!
 

I never found that it seems less cinematic. It is simply more mechanically sound, and allows for the lethality of modern weapons to be lessened.
 

There is way to much to sum up here but the campaign started with the attack upon Ord Mantell while the players began on the Jubilee Wheel, and is currently up to the point shortly before the attack on the Fondor shipyards and the use of Centerpoint Station. In between the players have had some wild and very cinematic adventures. Alot involving the peace brigade chasing the players down at every turn due to their reputation with the peace brigade and the multiple force users in the group. So far the players have crossed the Hutts, the Peace Brigade, and the Vong time and time again. Currently they are operating out of the Errant Venture (Booster Terriks Star Destroyer) and on their way to investigate the dissapearance of a friend of theirs last seen in the Fondor system. I could sum up more another time if I am not busy, but for now I gotta run..

I for one would like to have it all summed up more thoroughly if you ever have the time to just post it or e-mail it to me directly I’m always interested. I’ll post how my campaign has been going after our next session, depending on how it goes.

For my two cents, I like the VP/WP system, but think that it can be a little too lethal in a game where death really is the end.
 

I ran a converted Darkstryder game for a couple of months. The biggest problem I had at first is that I upset some people at SWRPG network because I dared to make both the top officers and the lowly enlisted people the same levels, around 7. These guys didn't seem to regeister that most of the senior officers were prestige classes and that some of those skill points for the enlisted were used on non-officer like skills like demolitions.

The game went well for a few sessions. My main problem was that most of my thinking and diplomatic player had to leave and the ones left over wanted to play Jedi, but didn't have the paitence to wait for the storyline to open up the option. (In the begining of Darkstryder, it is suggsted that players put off Force at first.)

I was going to accomidate them and even give them a Jedi mentor. And then I planned to have him killed in a duel with a blind Sith Lord (what is that race that followed Darth Vader around?). The Sith Lord was going to play with the crew and follow them to the source of the "strange visions."

Never got that far, pity.
 

I just started a campaign last night. I typed out the whole basic summary of the session and here it is:
Race/Class/Level
Sullustan/Soldier/4
Human/Jedi Guardian/4
Kel Dor/Jedi Consular/4

Notes on Session -
Introduced new campaign.
Setting - The city world of Coruscant
Time - around 1,500 years before the Battle of Yavin
Events - The Jedi Temple was hit by a captured transport and a bomb was detonated within it killing many and further damaging the floor it crashed into. They were able to download the flight data as well as the crew and cargo manifests before they even knew of the bomb. They managed to rescue several of the passengers, but many were already dead or those that weren't were killed in the explosion of military grade detonite. After brushing themselves off after escaping the explosion they proceeded with investigating the data they downloaded. They found that two of the transports escape pods had been launched several minutes prior to the impact of the transport. They managed to track the location of one of the escape pods. They took an airspeeder from the temple hangar to track them down. Finding it's occupants in a residential tower, A Twi'lek and 2 humans all male, however it was not an easy capture as they thought it would be, The Jedi Consular took a blaster shot to the head because he stuck his head through the blast door that he cut a hole in with his lightsaber, they were on the other side of the door and held a blaster to his head, he decided he would try and move out and took a hard hit. The twi'lek had been heavily injured and had lost a lot of blood in the pod they took a sample of it for testing. The three of them eluded our heros by getting a ride with a passing airspeeder that was affiliated with there work. This lead our heros to run back to there air speeder, and begin to chase them. The chase lead them thru a active power gird pylon center, a forest of pylons with bolts of electricity going in between them. Our heros airspeeder was struck by several bolts and it's engine was fried, in an effort to ensure not hitting a pylon, The soldier pulled up hard on the control stick and clipped off his right engine on a passing transport. This also clipped off the right stabalizing vanes. This sent our heros airspeeder in a death spiral through the crowded air space of coruscant, with great effort the jedi masters accompanying there padawans managed to bring the ship into a stable landing using the force (move object). There ship was picked up and brought back to the jedi temple. Where they took another speeder and continued the chase. They determined that there quarry went into the utility tunnels so they could be tracked using the tunnels existing sensor arrays. They gave chase and followed there foes into the tunnels (think the 2nd deathstar tunnels). They chased there foe through the tunel once again into the open air the chase went, The jedi guardian took a shot at the other speeders driver and hit. The other speeder launched a small missle device at there speeder and the device hit causing substantial damage as they managed to once again use the force to bring it to a safe landing on top of a airspeeder dealership. They quickly purchased another speeder, a faster one as well as a tracking device, which was intended for use on there speeder, Jedi Master Semla the Jedi guardians used a liquid cable launcher and attached it to a blaster. They managed to quickly catch up with the speeder and launch this jury rigged tracer and broke off the chase. They tracked the airspeeder to a rather unpleasant are of the city world. They parked there airspeeder, locked it up and went into a bar where the speeder was parked in front of. The soldier managed to find out that there quarry had come in here and went to a back room from the bartender. They went to the back room and a skirmish insued with the twi'lek and the soldier. The soldier managed to avoid a blaster shot at the head at point blank (because i rolled a 3!) and stun the twi'lek with a stun grenade and avoid stunning himself by accident. I atribute this to bad dice rolls on my part, lousy dice. Then they went into the ventilation system to circumvent cutting down another door. The soldier once again dropped a stun grenade and stunned two of the three humans in the room. The other with a blaster shot soldier and tried to shoot the others but failed. He jumped out of the window after launching a smoke grenade. He was on the ledge as the Jedi cornered him, instead of being captured he jumped to his doom from the amazingly tall building. The others were brought back to the Jedi Temple for questioning. While investigating the room they found communications equipment, and found a recorded transmission from the planet Auroris (i made it up), thanking there quarry them for there excellent work on the strike against there enemies. There was also some codes that were found for the temples sensor system, this meant that there were traitors within the temple since the sensor system had to be deactivated from the inside. They brought this to the attention of the Jedi Consul and this is where the session ended.

Very fun, very fast paced. Nearly killed the Soldier twice.
 



Why I haven't run a campaign

I GM'd the WEG Star Wars for close to a decade. I got to know the d6 system like the back of my hand, and by the time I finsihed the last campaign I was ready for something different.

I was a little dubious when I heard there was going to be a d20 version, but it was going to have some of the same writers as the original, and I was liking what I saw of D&D3E. Plus, there were some definite advantages to having a more linear and a "crunchier" system. Then the 1st core rules came out, and I quickly regretted buying it.

It was obvious (and quickly confirmed) that the starships chapter hadn't been playtested much, and many of the equipment and vehicle stats seemed pulled out of thin air. I tend towards a cinematic style, and it was anything but. I did several playtest combats, and the squads of stormtroopers my pc's had taken on before became lethal. Pretty good results for a Traveler game...but certainly not for Star Wars. I gave up on the d20 version.

Now, a few months after the Revised Core Rules, I'm actually thinking about it again. I've noticed, though, that the Spycraft rules seem more suited to the feel I'm going for, so I"ll probably use a hybrid of the two. Action dice are a must.
 

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