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Star Wars Saga Edition?
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<blockquote data-quote="MoogleEmpMog" data-source="post: 3650407" data-attributes="member: 22882"><p>Raises hand.</p><p></p><p>And I've never been happier with a system. It's the best developed game I've ever seen, taking the crown from Spirit of the Century. Is it the *best*? That I'm not sure of, and not even sure it's possible to judge; it's definitely in the tactical, D&D-derived subset of RPGs and difficult to compare on a systemic level to something that either isn't tactical or where tactics are, say, timing based.</p><p></p><p>I'm actually running a Star Wars game to try the rules out in their pure form, and am enjoying it a lot. But I bought it for Final Fantasy 6 steampunk and Final Fantasy 12 Golden Age of Ivalice, and will mostly use it for those and pulp and six-guns and sorcery campaigns.</p><p></p><p></p><p></p><p>Provided you're not in the time of the Empire, leaving your lightsaber will almost never have favorable consequences, and can have any number of different unfavorable ones - as you point out. All you really learn is not to be a moron and leave your saber when you might conceivably need it - something the elders at the Jedi temple should have taught you, provided you lacked the common sense to figure it out.</p><p></p><p></p><p></p><p>Do your players actually click their way through adventures like this? Seriously? Do they check for traps every 5' square, AD&D 1e Tournament Module style? Because I've rarely seen a player take even the most rudimentary precautions.</p><p></p><p>For that matter, the character you describe sounds like, in Star Wars terms, he's almost certainly on the Dark Side. He's a raving paranoiac!</p><p></p><p>As it stands, you have a mechanic that allows a Jedi who has time to behave in a calm, controlled manner to consistently make the right decision: exactly what the Jedi are supposed to be able to do. It allows Obi-Wan to infiltrate the Death Star without ever being at risk of being caught because he can smoothly and calmly make the right choices to infiltrate. But if, say, Darth Vader had come across Obi-Wan *before* he got the tractor beam down, Obi-Wan would have had to make haste to get to it and shut it off, and he wouldn't have been able to pause and reflect on the best course of action.</p><p></p><p>I'm going to go with 'absolutely intentional, and certainly would work for any game I'd play in.'</p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 3650407, member: 22882"] Raises hand. And I've never been happier with a system. It's the best developed game I've ever seen, taking the crown from Spirit of the Century. Is it the *best*? That I'm not sure of, and not even sure it's possible to judge; it's definitely in the tactical, D&D-derived subset of RPGs and difficult to compare on a systemic level to something that either isn't tactical or where tactics are, say, timing based. I'm actually running a Star Wars game to try the rules out in their pure form, and am enjoying it a lot. But I bought it for Final Fantasy 6 steampunk and Final Fantasy 12 Golden Age of Ivalice, and will mostly use it for those and pulp and six-guns and sorcery campaigns. Provided you're not in the time of the Empire, leaving your lightsaber will almost never have favorable consequences, and can have any number of different unfavorable ones - as you point out. All you really learn is not to be a moron and leave your saber when you might conceivably need it - something the elders at the Jedi temple should have taught you, provided you lacked the common sense to figure it out. Do your players actually click their way through adventures like this? Seriously? Do they check for traps every 5' square, AD&D 1e Tournament Module style? Because I've rarely seen a player take even the most rudimentary precautions. For that matter, the character you describe sounds like, in Star Wars terms, he's almost certainly on the Dark Side. He's a raving paranoiac! As it stands, you have a mechanic that allows a Jedi who has time to behave in a calm, controlled manner to consistently make the right decision: exactly what the Jedi are supposed to be able to do. It allows Obi-Wan to infiltrate the Death Star without ever being at risk of being caught because he can smoothly and calmly make the right choices to infiltrate. But if, say, Darth Vader had come across Obi-Wan *before* he got the tractor beam down, Obi-Wan would have had to make haste to get to it and shut it off, and he wouldn't have been able to pause and reflect on the best course of action. I'm going to go with 'absolutely intentional, and certainly would work for any game I'd play in.' [/QUOTE]
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