Mustrum_Ridcully
Legend
Space combat rules are hard to do, since you want to balance the following 3 aspects:
1) easy to use
2) "realistic"
3) allows all characters to interact effectively.
Reading the preview, I think they focused on 1 and 3, and I think they did well this way, especially for a Star Wars game. (Even if it hurts my inner science geek
)
The only thing I would serious recommend changing is using these massive amounts of damage from fighter weapons. They should use their own "space combat damage scale" and just apply some multiplier for attacks on non-space combat targets. It's okay to roll 15d6 dice of damage once per round (=> Wizard casting his Cone of COld or whatever else), but if everybody has tor roll his 6d10 each round, it's getting clunky. You roll to many dice, have to many values to add up, and the end effect will be the same as if all had rolled 2d6...
1) easy to use
2) "realistic"
3) allows all characters to interact effectively.
Reading the preview, I think they focused on 1 and 3, and I think they did well this way, especially for a Star Wars game. (Even if it hurts my inner science geek

The only thing I would serious recommend changing is using these massive amounts of damage from fighter weapons. They should use their own "space combat damage scale" and just apply some multiplier for attacks on non-space combat targets. It's okay to roll 15d6 dice of damage once per round (=> Wizard casting his Cone of COld or whatever else), but if everybody has tor roll his 6d10 each round, it's getting clunky. You roll to many dice, have to many values to add up, and the end effect will be the same as if all had rolled 2d6...
