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Which system for a Star Wars game?
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<blockquote data-quote="wingsandsword" data-source="post: 3233606" data-attributes="member: 14159"><p>I've played and run d20 Star Wars in both Original and Revised rules for long campaigns.</p><p></p><p>I've run a multi-year long campaign of d6 Star Wars and played in a large number of games of it.</p><p></p><p>I've played in a few one-shots of Star Wars using other systems (BESM, GURPS, Alternity).</p><p></p><p>I'd go with d20 Revised Core Rules.</p><p></p><p>Don't want an all-Jedi Party? Just don't allow it. Just like if you wouldn't want an all-Jedi party in any other system, don't allow PC's to indiscriminately take Force feats/classes just like you wouldn't indiscriminately allow them to buy/choose those powers in any other system.</p><p></p><p>As for Jedi being balanced against other classes, they do get advantages nobody else can get (but that will happen in any Star Wars RPG, force powers are quite useful), but the d20 version at least makes some disadvantage to constant Force use (especially at low levels) with the Vitality point cost. In d6, you can throw Force powers all day without tiring. </p><p></p><p>Also, like in D&D there are certain niches that a well rounded adventuring group needs in Star Wars, and since a Jedi or other Force User needs to be spending their skill points on Force powers, they are less likely to have a lot of useful skills.</p><p></p><p>In the movies, we see Jedi able to do everything themselves often and while things like that are theoretically possible in the RCR, it's not that likely.</p><p></p><p>In my experience d6 PC's are actually more powerful than d20 ones, because of the way skills are handled and untrained skills are treated.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 3233606, member: 14159"] I've played and run d20 Star Wars in both Original and Revised rules for long campaigns. I've run a multi-year long campaign of d6 Star Wars and played in a large number of games of it. I've played in a few one-shots of Star Wars using other systems (BESM, GURPS, Alternity). I'd go with d20 Revised Core Rules. Don't want an all-Jedi Party? Just don't allow it. Just like if you wouldn't want an all-Jedi party in any other system, don't allow PC's to indiscriminately take Force feats/classes just like you wouldn't indiscriminately allow them to buy/choose those powers in any other system. As for Jedi being balanced against other classes, they do get advantages nobody else can get (but that will happen in any Star Wars RPG, force powers are quite useful), but the d20 version at least makes some disadvantage to constant Force use (especially at low levels) with the Vitality point cost. In d6, you can throw Force powers all day without tiring. Also, like in D&D there are certain niches that a well rounded adventuring group needs in Star Wars, and since a Jedi or other Force User needs to be spending their skill points on Force powers, they are less likely to have a lot of useful skills. In the movies, we see Jedi able to do everything themselves often and while things like that are theoretically possible in the RCR, it's not that likely. In my experience d6 PC's are actually more powerful than d20 ones, because of the way skills are handled and untrained skills are treated. [/QUOTE]
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