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Which system for a Star Wars game?
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<blockquote data-quote="Diggus Rex" data-source="post: 3233263" data-attributes="member: 46101"><p>I've no experience with True 20, so cant comment on that version. I have run Star Wars D6 and D20 for several years each though. In my experience, once I started running the D20 version I put down the D6 forever. </p><p></p><p>One of the main reasons was game balance. It's hard to balance Jedi in any system, D20 did the better job in having the powers draw on vitality and in general expounding on the limits of powers. By the D6 rules, any Jedi with telekinesis that could lift his own weight could fly. This kind of rules light design means lots of house ruling on your part to add some realism. Or, you could just play it breezy.</p><p></p><p>Another factor was play time. IN D6 you only need to roll a number of d6's to resolve anything, but that number could slow pacing incredibly especially at higher levels. As the only limit on how many actions per round you have is the amount of dice in a skill (-1d per extra round action), you could roll 40-50d6 to resolve a single round with just two combatants. A single force ability might take three rolls to activate. </p><p></p><p>D20 is for me, if you like classes and a detailed rules set I recommend it for you. If you like looser rules and skill-based systems I'd recommend d6.</p></blockquote><p></p>
[QUOTE="Diggus Rex, post: 3233263, member: 46101"] I've no experience with True 20, so cant comment on that version. I have run Star Wars D6 and D20 for several years each though. In my experience, once I started running the D20 version I put down the D6 forever. One of the main reasons was game balance. It's hard to balance Jedi in any system, D20 did the better job in having the powers draw on vitality and in general expounding on the limits of powers. By the D6 rules, any Jedi with telekinesis that could lift his own weight could fly. This kind of rules light design means lots of house ruling on your part to add some realism. Or, you could just play it breezy. Another factor was play time. IN D6 you only need to roll a number of d6's to resolve anything, but that number could slow pacing incredibly especially at higher levels. As the only limit on how many actions per round you have is the amount of dice in a skill (-1d per extra round action), you could roll 40-50d6 to resolve a single round with just two combatants. A single force ability might take three rolls to activate. D20 is for me, if you like classes and a detailed rules set I recommend it for you. If you like looser rules and skill-based systems I'd recommend d6. [/QUOTE]
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