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<blockquote data-quote="Felon" data-source="post: 3649934" data-attributes="member: 8158"><p>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). </p><p></p><p>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). </p><p></p><p></p><p>If you provide the tools too create a compelling, fun game, people will play it. They might debate continuity, but they'll play.</p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Felon, post: 3649934, member: 8158"] 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). 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). If you provide the tools too create a compelling, fun game, people will play it. They might debate continuity, but they'll play. 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. [/QUOTE]
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