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<blockquote data-quote="pawsplay" data-source="post: 3448177" data-attributes="member: 15538"><p>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? </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 3448177, member: 15538"] 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. [/QUOTE]
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