Star Wars Saga, the Good, the Bad, and the Ugly

wingsandsword said:
All versions of the rules to date, only Yoda and Palpatine are 20th level, although Legacy-era Luke Skywalker is probably 20th level too. Even Darth Vader was only 19th level, and Mace Windu was 18th level.

Heck, in the books, the core characters should probably be moving on, too. :) Luke is, what, 60 by the time of the Legacy of the Force series? Han is probably 65-70? If a 20th level character is reaching age 70 or so (human, anyway), verisimilitude ought to have them retiring or dying, anyway...
 

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In regards to the Force Point issue, I'd suggest a Force-Point-By-Session mechanic, perhaps similar to the following:

Code:
Level	FP/Session
1-5	1
6-11	2
12-17	3
18+	4

With Regards,
Flynn
 

Lack of epic rules is definitely not a fault for a core book. DnD epic rules weren't integrated into the core until 3.5. And the rules are so convoluted, I almost wish they hadn't included them :)
 

wingsandsword said:
If Force Points not replenishing at 20th level is that much of an issue to you and you really want to keep going at 20th level, the simplest solution is to just periodically replenish Force Points every few sessions.

.... in between ruling the galaxy, giving Yoda some pointers on fencing, and hacking the galatic credits system to become become billionaires.
 

While I liked that the grappling rules were simplified, I don't like that it takes two feats (Pin and Crush) to be able to do what you could in the old rules. I guess the bonus feats make up for this but I don't like that a weaker form of attack costs two feats. (Although maybe the lower frequency of Large opponents makes it a more viable attack form than in D&D.)

I thought I wasn't going to like the shape of the book but it doesn't really bother me. I think it's gimmicky but I think it's neutral (no advantage or disadvantage) compared to a regularly shaped roleplaying book.

As others mentioned, I dislike the folded up map in the middle of it. If it was at the end I wouldn't mind as much. But I think I'd rather do without it altogether.

I think it does a great job at capturing the feel of the movies. It looks like the PCs should match what Luke, et al. did in the films.

I haven't read the Force section so I'm not making allegations of class imbalance, but what does everyone think about balancing Force users with normal folk? I liked in the d20 version that the Jedi took damage in order to use their Force powers. So there was the decision of doing something fantastic that a normal schlub couldn't do, but weakening yourself in return. Without a good balancing system, it seems unfair that a Soldier gets the same amount of feats and talents that a Jedi does but can only do mundane things instead of use fantastical Force powers. Or are the Soldier's feats and talents that much greater to balance the Jedi's overall effectiveness?
 

The Green Adam said:
As a long time Star Wars fan and gamer I thought the book was...nice. Better then the previous attempts but still not enough to shake my love of the WEG D6 game. I just don't feel class and level fit the Star Wars universe. I never think of Han as a X level Scoundrel or Scout or whatever. He's a Smuggler. Chewbacca is a Wookiee Mechanic. My players are a Vigilante Jedi, an Alien Space Pirate, A Twi'lek Pod Racer, a Renegade Stormtrooper and a Piloting Droid. It's just easier to 'feel' the atmosphere that way IMHO.

AD

I definitely loved the old WEG version of the game but the one thing that draws me to the d20 classed system are the additional class abilities. I always found that aside from the roleplaying aspects (personality, modivation, background, etc.), the d6 Templates resulted in very similar characters. Since similar Templates would use the same skill sets and attributes, I've noticed the main differences in characters would be their race and equipment. For example, all Pilots are going to want a high Mechanical attribute, a high Space Transport skill and a decent Astrogation skill so it comes down to whether they're a Wookie with a bowcaster or a Jawa with a flechette rifle. The dimension added by throwing in the various class abilities opens up many more mechanically different characters. (Did I explain that well? Just spouting my newfound opinion, d6 is a great product too!)
 

Force Powers seem useful, but require a significant feat and talent burn. All those fancy force talents and traditions are going to be hard to get since a force user still has his class trees to spend talents on and doesn't get any additional talents. Force Training will likely consume several feats, as well generally give a Jedi MAD since he needs WIS to get more powers. So, when you take away the feats that the Jedi spends to get his force powers, then the soldier does have more.

Mind Trick is handy, but some of its uses overlap with other skills and talents - like Deception or the Noble fear talent. Force Slam isn't bad, but a mundane character might simply toss a grenade or hose down an area with autofire when he needs an area attack.
 

Victim said:
Force Powers seem useful, but require a significant feat and talent burn. All those fancy force talents and traditions are going to be hard to get since a force user still has his class trees to spend talents on and doesn't get any additional talents. Force Training will likely consume several feats, as well generally give a Jedi MAD since he needs WIS to get more powers. So, when you take away the feats that the Jedi spends to get his force powers, then the soldier does have more.

Mind Trick is handy, but some of its uses overlap with other skills and talents - like Deception or the Noble fear talent. Force Slam isn't bad, but a mundane character might simply toss a grenade or hose down an area with autofire when he needs an area attack.

Ah, gotcha. That makes sense and seems fair. Thanks for the response!
 

Cam Banks said:
To me, it's a trivial thing at best. If my players get their characters to 20th level in my campaign, it's time for a new campaign.

Cheers,
Cam

Agreed. And such an easy thing to houserule i couldn't even consider it a "flaw."
 

ValhallaGH said:
Have you actually opened the book? Nothing in this statement accurately reflects any of the mechanics it purports to talk about.
If I'm in error, by all means point it out, but provide specifics not generalities. I'll even reiterate so you can point out every single inaccuracy about the mechanics.

A scout gets Extra Second Wind as a bonus starting feat if he meets the requirement. So, he can either choose not to meet the requirement of having trained Endurance, and still come out with the same amount of feats as a scoundrel and one more trained skill, or he can train Endurance, thus meeting the requirement, which nets him the bonus feat but basically has him flushing a trained skill.
 

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