Gentlegamer said:
I think the analogy has merit, but probably more from a central goal of both systems of emulating the genre subject matter in RPG form. It's just that the d20 is just now really seeking that goal instead of merely slapping Star Wars names onto its mechanics.
I disagree. I think it has more to do with having some D6 Star Wars people on board. There are a lot of reasons to think their assumptions are suspect... does anyone really think Han has a good Bluff for his level? And how do you differentiate a pilot of uncanny skill, like Han or Anakin, from someone who is merely fantastic, like Lando or Sebulba?
I think the design team was asking, "What did people like about the old Star Wars that worked?" rather than coincidentally coming upon similar mechanisms in trying to emulate a particular genre.
Most action games will do Star Wars, if you "slap on" some names. I will agree that some games are better suited for Star Wars. But I think they could just as easily have gone the other way; strip it down, adapt d20 Modern rules, tweak damage effects slightly, base the Force on 3.5 psionics or engineer a new system, and so forth. The problem was not that the d20 RCR version is "anti-Star Wars," but that it is in many ways a flawed game.
Hero is an excellent, excellent game for Star Wars, but you will find it is in every way the opposite of the Saga changes; highly specific skills, lots of customization, fiddly modifiers, highly specific maneuvers and abilities, discrete wound and status effects.
Saga is designed to do Star Wars in a certain way. They could just as easily have taken d20 RCR back into the shop and done something else with it. "D&D in Spaaaace" has been pretty popular. With a good game engine, it could be moreso.