Felon said:
As I've said, weapons and gadgets are the equivalent of your sci-fi magic items and spells; they're both the carrots you seek to acquire during the course of the game (magic items), and they're the modular components that you can customize and swap out easily (spells).
No...no...no so then we can have certain equipment by certain levels, I'll pass. Let the technology be window dressing and the characters be defined by who they are and the choices they make(ie talents, feats and classes). I honestly think this is why Star Wars has a higher competency level than D&D
Felon said:
As I said, don't get me wrong (not that it really helped; people got me wrong despite telling them otherwise), I like the basic infrastructure of SWSE. Class features are a starting point for characters, so for the sake of simplicity they need to be pretty basic, finite, and none too modular. Feats are more expansive, and they're a good area for expanding options. In D&D, feats branched off into new areas like tactical, weapon style, and reserve feats. I'd like to similar arrangements here that avoid the limitations players can experience with D20 Modern (which I alread went into).
What exactly are these limitations you keep talking about? For a soldier he can be a melee specialist(one-handed or two-handed, or double weapon), demolitions expert, battle tactician, blaster specialist, exotic weapon specialist, expert with armor, etc. and those are just a few single class options. I don't want to see Star Wars become rules bloated(more actions, more types of feats, etc.) like 3.5...it would defeat the purpose of having a streamlined system in the first place. If I even see a hint this is the road it's taking I'm through.
Felon said:
If you provide the tools too create a compelling, fun game, people will play it. They might debate continuity, but they'll play.
Wrong...people bought it as a way to play Star Wars. You don't think people would be pissed to find Klingons, the Peacekeepers and Cylons had suddenly become "core" for roleplaying in Star Wars...you don't think that would affect sales? Regardless of the tools you provide, licensed games come with certain expectations. There are some people who will buy this book because they are Star Wars fans, even though they have no intention of ever playing. IMHO your theory is just bad business sense.
Felon said:
The solution is pretty simple: blend the familiar tropes in with new material. You've still got your x-wings and wompas, but now your soldier PC might have some cool weapon for taking out the opposition.
That does what exactly? We've got stun weapons, energy weapons, slugthrowers, vibro weapons, ion weapons, archaic weapons...in the end they're all ways to do the same basic thing...take an opponent out. Why exactly do we need more types of damage...,but there's only room in a book for so much stuff, and before you start throwing your own made up stuff in there...yes I want the stuff I've seen in the movies, books, and comics first. That's why I bought a Star Wars game.
Felon, you seem to want SWSE to be a toolbox game, like D&D 3.5, the problem is it was never meant to be that. It has a specific setting, with specific tropes that have, to a point, been well defined. I personally don't want D&D or d20 in Space...I like the simplicity of the game and feel it fits the mood and genre of Star Wars, what I bought the game to play.