IronWolf
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updated on 22-NOV-02
When I first saw this book, I was excited. I was never a big fan of the old d6 system, and so (seeing as how Star Wars is actually Legendary High Fantasy in Space) this seemed like it could be a lot of fun.
As I have begun playing it, I find the whole thing to be a bit Luke Warm. I was unable to put my finger on why until just a while ago... The Psionics Handbook. This game should have waited until the Psionics Handbook was finished. When it was, then the Force should have been modeled after that system -- or should have been closer to the Skills-and-Feats system Ken Hood produced.
As it is, the whole Force section seems like an after-thought in Star Wars. Don't get me wrong, it is all there -- it just does not feel integrated into the rules. In fact, the system is not really a system, in and of itself. Each power seems to have been designed without thinking about how any other power operates.
Additionally, although it would have cost more, I would rather have seen the rules divided into separate books. I would have liked to have had a Players Handbook, a Starmaster's Guide and a book of the various races. I would have also liked to have seen a better mode of thinking for handling the various eras of the setting.
But most of all, even more than the Force problems, I would have liked to have seen the Starship Combat section get pulled and put into another book -- if only so they could have taken more time developing it. This system, (even the one from the second edition of the rule book) for lack of a better term, blows chunks.
In the end, although I still feel that the Psionics Handbook has its problems, the Force Powers should have been modeled after them. Not a duplication of the spell-like effects, but created from the same cloth. Just me, I am sure, but Force Powers (and Starship Combat) are just horrible in Star Wars.
When I first saw this book, I was excited. I was never a big fan of the old d6 system, and so (seeing as how Star Wars is actually Legendary High Fantasy in Space) this seemed like it could be a lot of fun.
As I have begun playing it, I find the whole thing to be a bit Luke Warm. I was unable to put my finger on why until just a while ago... The Psionics Handbook. This game should have waited until the Psionics Handbook was finished. When it was, then the Force should have been modeled after that system -- or should have been closer to the Skills-and-Feats system Ken Hood produced.
As it is, the whole Force section seems like an after-thought in Star Wars. Don't get me wrong, it is all there -- it just does not feel integrated into the rules. In fact, the system is not really a system, in and of itself. Each power seems to have been designed without thinking about how any other power operates.
Additionally, although it would have cost more, I would rather have seen the rules divided into separate books. I would have liked to have had a Players Handbook, a Starmaster's Guide and a book of the various races. I would have also liked to have seen a better mode of thinking for handling the various eras of the setting.
But most of all, even more than the Force problems, I would have liked to have seen the Starship Combat section get pulled and put into another book -- if only so they could have taken more time developing it. This system, (even the one from the second edition of the rule book) for lack of a better term, blows chunks.
In the end, although I still feel that the Psionics Handbook has its problems, the Force Powers should have been modeled after them. Not a duplication of the spell-like effects, but created from the same cloth. Just me, I am sure, but Force Powers (and Starship Combat) are just horrible in Star Wars.