Henry
Autoexreginated
Balsamic Dragon said:I have the first edition Star Wars rules I'm pretty sure. I didn't know there was a second edition.
Star Wars revised was released in May of 2002, right at time of the Clone movie.
Basically, I dislike three main things about the d20 Star Wars rules (at least in the edition I have): first, I don't like wound points, easily fixed. In fact, I have a neat way of fixing it. (In my game, if you go to -10 hit points, you aren't necessarily dead, but something really nasty happens to you, like having your hand chopped off or being frozen in carboniteSecond, I don't like the complexity of the way that force powers work (i.e., make them feats or skills, but not both!). Third, I don't like the D&D flavor interfering with the Star Wars flavor. I want the game to be more Star Wars than adapted D&D.
I'm afraid the revised version won't fix any of these for you.
1 - One thing that Vitality does well that I like is making scenes like Leia getting shot in the arm in Return of the Jedi possible, or when Luke is shot in this robot hand on the Barge Skiff in RoTJ; straight hit points will definitely work, but a wounding component without taking you totally out of the fight would be helpful.
2- My only comment here is that the game splits them up into Powers and Feats, although the difference between is much closer than Feats and skills. One thing I like in the game is the "Light Side/Dark Side Meter", though I would find that harder to incorporate in an RPG.
One thing the revised edition DOES do, is let you take 10 on most force skills; it's very good at this, defining what can be done as take 10 or take 20, and the ship battle rules are totally revamped.
3- I'm not sure I understand the third point, unless it's that the "d20 flavor" (feats, skills, classes, levels, etc.) is feeling like D&D flavor to you.
Somewhere on SWRPG.net is doubtlessly a list of the differences in the two versions; It might be worth it to look this up.