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<blockquote data-quote="Dr Simon" data-source="post: 3425807" data-attributes="member: 21938"><p>I own D6 and D20 SW RPGs, but I've never got around to playing them (scarily, by D6 books are now 20 years old!)</p><p></p><p>I found that the SW d20 rules were a bit unadventurous, but this is probably because they were a very early non-D&D d20 game set. Compared to second generation d20 games like Arcana Unearthed, Iron Heroes, B5 2nd Edition or even True20, they really are just D&D in space and it's a bit disappointing that there are any really cool subsystems in there that make you go 'Yeah'. In fairness, when it first came out Vitality/Wounds were new, as were Force (ie Action) points, and I guees it was probably the first system to work on a vehicle combat system. This, and the spacecraft combat which is so similar it should have been in the same chapter, come across as slightly over technical and too miniature based for a good fast-moving SW game (it ought to just come down to, as other posters mention, hand-waving opposed Pilot rolls or the like).</p><p></p><p>Class-wise it's almost a class-less system since only the force-users get much in the way of interesting class abilities. For some of the classes to shine it seems like you really need an opportunity to haggle and an opportunity to fix something in each session!</p><p></p><p>The races are also quite bland. Most get a simple +/- to stats and perhaps a mod to a saving throw or a couple of skills. The more exciting racial packages belong to some of the races that are more likely to set teeth on edge - the ewoks and the gungans!</p><p></p><p>Feats suffer from the same glut of dull skill bonus feats that infected 3.5 (you know, all those ones that give you +2 to two related skills). There are very few new and neat Star Wars specific feats that I remember. </p><p></p><p>As for mixed jedi/non-jedi - the area where Jedi are really hurt is in skill points, so the other characters are important for 'every-day' matters. A blaster does the same damage intially as a lightsaber (this increases with jedi levels), although a lightsaber ignores armour (damage reduction). My limited experience was that a Gungan fringer throwing energy balls was about as effective against low-level thugs as a Jedi guardian, although the dice dictated a lot of this!</p><p></p><p>In short - there's nothing particularly *wrong* with SW d20, but I feel it could have been done better. You may want to start above 1st level, because 1st level characters really don't give the cinematic feel of SW, IMO.</p></blockquote><p></p>
[QUOTE="Dr Simon, post: 3425807, member: 21938"] I own D6 and D20 SW RPGs, but I've never got around to playing them (scarily, by D6 books are now 20 years old!) I found that the SW d20 rules were a bit unadventurous, but this is probably because they were a very early non-D&D d20 game set. Compared to second generation d20 games like Arcana Unearthed, Iron Heroes, B5 2nd Edition or even True20, they really are just D&D in space and it's a bit disappointing that there are any really cool subsystems in there that make you go 'Yeah'. In fairness, when it first came out Vitality/Wounds were new, as were Force (ie Action) points, and I guees it was probably the first system to work on a vehicle combat system. This, and the spacecraft combat which is so similar it should have been in the same chapter, come across as slightly over technical and too miniature based for a good fast-moving SW game (it ought to just come down to, as other posters mention, hand-waving opposed Pilot rolls or the like). Class-wise it's almost a class-less system since only the force-users get much in the way of interesting class abilities. For some of the classes to shine it seems like you really need an opportunity to haggle and an opportunity to fix something in each session! The races are also quite bland. Most get a simple +/- to stats and perhaps a mod to a saving throw or a couple of skills. The more exciting racial packages belong to some of the races that are more likely to set teeth on edge - the ewoks and the gungans! Feats suffer from the same glut of dull skill bonus feats that infected 3.5 (you know, all those ones that give you +2 to two related skills). There are very few new and neat Star Wars specific feats that I remember. As for mixed jedi/non-jedi - the area where Jedi are really hurt is in skill points, so the other characters are important for 'every-day' matters. A blaster does the same damage intially as a lightsaber (this increases with jedi levels), although a lightsaber ignores armour (damage reduction). My limited experience was that a Gungan fringer throwing energy balls was about as effective against low-level thugs as a Jedi guardian, although the dice dictated a lot of this! In short - there's nothing particularly *wrong* with SW d20, but I feel it could have been done better. You may want to start above 1st level, because 1st level characters really don't give the cinematic feel of SW, IMO. [/QUOTE]
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