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Star Wars Roleplaying Game — Saga Edition

A long time ago, in a galaxy far, far away, a ... company called Wizards of the Coast abandoned Star Wars fans who enjoyed their tabletop roleplaying game to an awful fate: product death. The Star Wars d20 product line, which saw print from 2000 to late 2004, attempted to capture the epic adventure that is the Star Wars setting within a simple quantifiable ruleset. Unfortunately, the d20 rules (circa 2000) were far too clumsy to make the RPG 'feel' like Star Wars. Even a 2002 Revised Core Rules book did little to create an intuitive play experience. Now, in time for the setting's 30th anniversary, Wizards has released a brand new edition of the rules, marking a relaunch of the product line. Dubbed the 'Saga Edition', it has completely revamped the d20 rules to meet with demands for Star Warsyness. Read on for a review of the changes, which may finally bring the fun to the galaxy far, far away. Star Wars Roleplaying Game Core Rulebook, Saga Edition author Christopher Perkins, Owen K.C. Stephens, Rodney Thompson pages 286 publisher Wizards of the Coast rating 9/10 reviewer Zonk ISBN 0786943564 summary The newest edition of the Star Wars tabletop roleplaying game. The first notable thing about the Saga edition of Star Wars d20? It is small. Instead of the normal 9 x 11 footprint of almost every other gaming book, Saga Edition looks more like a coffee table book, measuring a petite 9 x 9 inches. It's over 100 pages thinner than 2002's Revised Core Rules book, too. A few pages in, and it's obvious that the loss in size and thickness has not come at the price of production quality. The entire tome is full color glossy paper throughout. While there is quite a bit of art reused from previous products, there are also a number of notable original works peppering the pages. What's not there, to my relief, are the needlessly huge quotes from the movies. There are quotes, to be sure, but they're used sparingly. It is laid out to provide the maximum amount of information in the minimum space; a significant improvement over previous main books.The Revised Core Rules seemed to have a half-page-sized quote every three pages, turning most of its 400ish pages into wasted white space. Saga Edition is a tight, well crafted book.

That attention to detail extends to the rules as well, which may be the most refined version of the d20 mechanic yet released in an official Wizards product. Gone are the cumbersome concepts of Armor Class, Defense, Vitality points, and Saving Throws used by other products. The game takes a simple approach: every Star Wars character is a hero. As such, it's possible for every character to take part in every scene, to one degree or another. Character Level, then, becomes the tie that binds every other mechanic. Almost every d20 roll you'll be making is modified by your character's level; neurotically min/maxing every aspect of your character is no longer a requirement.

The difference, of course, is that your choice of class determines your character's specialties. Everyone can participate in the scene where the party flees from the Imperial Star Destroyer in a cargo ship. The star of the show, though, is the Scoundrel at the helm. Classes have been revamped to allow for several 'builds'. Seemingly taking a cue from Blizzard videogame titles, every class has a trio of talent trees. Talents accumulate from these trees as characters gain levels, allowing for my Scoundrel to be completely different from your Scoundrel. Further customization is encouraged by allowing free multi-classing. Prestige classes further this idea of customization by allowing access to novel talent trees, as well as mixing and matching talent trees from multiple base classes. The Officer, for example, allows access to trees from the Soldier and Noble classes.

The best part is, as far as I can tell, none of these classes are completely useless. The Noble, which had a poorly-understood role in previous editions, has become something of a social hacker/bard character. Smooth talking abilities and talents that improve the capabilities of her fellow characters combine into a highly effective support class. The designers have as much as admitted that these changes were prompted by the Jedi. Instead of tuning everything so that the Jedi beat everything else, the Jedi is the baseline all other classes were tuned to. Every character made under Saga Edition rules is going to be some kinda badass.

Badassery in combat is the focus of many class abilities, of course, and it's going to be easier than ever to convey that to players. Combat is dirt simple. There are very few ways to modify in-combat die rolls. The endless hunting for a +1 to hit here or a +2 to hit there will not longer be required. Even better, every character only gets a single attack per combat round, regardless of their level. High level D&D games are marked by endless dice rolling, as characters make a ludicrous number of attacks in a frighteningly short amount of time. And if you really want to attack more than once a round in Saga Edition, you can; you just take penalties for it, penalties more easily compensated for at higher levels.

An additional decrease in the fiddly-factor comes from skills. Instead of requiring you to track skill points, which must be slotted into a dizzying array of strangely over-specific disciplines, skills in Saga Edition are a binary state. Either you're trained or untrained in a skill. Thus, a skill roll looks like this: d20 + half your character's level + relevant ability score (strength for climbing, etc.) + 5 if you are trained. That's it. This mechanic, then, allows even the Princess Leia to fly the Falcon for a short while, or a merciless bounty hunter to sweet talk a taciturn guard; or, at least, it allows for the possibility of such a thing happening. There are far fewer skills as well, with specific uses outlined in the book. The skills Spot, Listen, and Search have all been combined into Perception, for example. This one skill also allows a character to ascertain an object's wealth (Appraise) and see through duplicity from another character (Sense Motive). Thus, with fewer skills to keep track of, players and GMs are encouraged to make heavier use of the few that still remain. Fun without the fuss is the order of the day.

The rules section that benefits most from these rule revamps is the vehicle combat section. Formerly an arcane labyrinth of edge cases and complex maneuvers, simple skill checks and combat tests now allow dogfights and space-based combat to drop neatly into the middle of a Saga Edition campaign. For example, ships are now functionally creatures; characters inside the ships alter die modifiers, and can act independently, but there is no longer a need to keep elaborate track of ship statistics as opposed to crew statistics. The two are now one and the same.

Though I've yet to have the chance to roll dice in a Saga Edition campaign, it's hard not to be impressed by the rule changes this book represents. Essentially the cutting edge of tabletop RPG rules, Saga Edition has the benefit of more than seven years of modern roleplaying design and dozens of gaming books to prove out ideas. The book was helmed by Chris Perkins, a Dungeons and Dragons R&D veteran, and it really shows. It's been a long time since I read through an RPG manual with such enthusiasm; the clarity and precision with which the designers have conveyed their ideas does nothing less than inspire excitement. Based on a tried and true mechanic, eschewing complexity for approachability, and integrating tightly with the miniatures game for even more simplicity, this may be the best product WotC has put out in years. While I'm not eager for a D&D 4th Edition, more products like this make such a concept seem much less repugnant. Highly recommended for tabletop playing Star Wars fans, and anyone interested in the future of d20 game design.

You can purchase Star Wars Roleplaying Game Core Rulebook, Saga Edition from amazon.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.

206 comments

  1. How do I mod this ad down? by Animats · · Score: 1, Funny

    Blatant advertising. There's even a click-to-order link.

    1. Re:How do I mod this ad down? by Fozzyuw · · Score: 4, Informative

      Blatant advertising. There's even a click-to-order link.

      Last I remember, all /. book reviews had links to Barnes & Noble or some other such big-box book store. There's always a top level post in the comments that goes something like this "Why is there always a B&N link to the book? You can find it for $X.XX cheaper at Amazon [link to Amazon page]"

      So, it's nice to see the Amazon link right in the article. Though, it's up to the critic to make it good or bad, 'reviews' are always a form of advertisement. It's usually common practice to give away samples as 'media kits' to get reviews in newspapers and magazines.

      Cheers,
      Fozzy

      --
      "The past was erased, the erasure was forgotten, the lie became truth." ~1984 George Orwell
    2. Re:How do I mod this ad down? by Anonymous Coward · · Score: 1, Interesting

      > Last I remember, all /. book reviews had links to Barnes & Noble or some other such big-box book store.

      That is because you are a too recent /. user. /. used to insert amazon links, but stopped using them after the one-click patent debacle, and switched to B&N.

  2. Star warsiness? by Trigun · · Score: 2, Funny

    Is there a saving throw against hype?
    Does a +10 charisma for small children give you an extra six trillion credits?
    Can we actually slay George Lucas?

    1. Re:Star warsiness? by svendsen · · Score: 5, Funny

      "Does a +10 charisma for small children give you an extra six trillion credits?"

      Not sure for others, but my +10 charisma for small children got me 10 years AND I have to register as a sex offender where ever I go. :-)

    2. Re:Star warsiness? by antifoidulus · · Score: 5, Funny

      No, you can't slay George Lucas, but you CAN roll for initiative to see who really shoots first!

    3. Re:Star warsiness? by Dachannien · · Score: 1

      I hear Rodians have a -20 racial modifier to their ranged attack rolls.

    4. Re:Star warsiness? by Babbster · · Score: 1

      If only Greedo had rolled a Mandalorian...

    5. Re:Star warsiness? by ubrgeek · · Score: 1

      With such high praise for the new version, seems to me that the reviewer shot first ...

      --
      Bark less. Wag more.
  3. Yeah well... by Anonymous Coward · · Score: 0

    they can change those rules when they pry my level 10 Jar-Jar character sheet from my cold, dead mechanical hand.

  4. Rules size by AKAImBatman · · Score: 4, Informative

    Instead of the normal 9 x 11 footprint of almost every other gaming book, Saga Edition looks more like a coffee table book, measuring a petite 9 x 9 inches. It's over 100 pages thinner than 2002's Revised Core Rules book, too. A few pages in, and it's obvious that the loss in size and thickness has not come at the price of production quality.

    I should hope not. The massive and unwieldy size of the 9x11 rule books stems from the inexpensive printing of such sizes. By printing on such large paper (usually in mono-color black and white) they can reduce the cost of both printing and binding. Just run the paper through the printer, staple, and fold.

    Printing in smaller sizes is bound to be a sign of quality rather than the lack thereof. Especially if grayscale, color, or (*gasp*) glossy paper are used.

    Now if someone could just rewrite the Starfire rules in a format that makes sense to those new to the game... *grumble* *grumble* (Yes, I spent some God-aweful amount of time trying to decode rules that were listed completely out of order, spread across two volume for no real reason other than to confuse you.)
    1. Re:Rules size by eviloverlordx · · Score: 1

      Now if someone could just rewrite the Starfire rules in a format that makes sense to those new to the game... *grumble* *grumble* (Yes, I spent some God-aweful amount of time trying to decode rules that were listed completely out of order, spread across two volume for no real reason other than to confuse you.)


      That would require the SDS to become organized and such. And update their ordering and web site. Since the Starfire community is rather small, I just don't see that happening any time soon, unfortunately.
      --
      'Loose' is when your pants are three sizes too big. 'Lose' is when you misuse 'loose'.
    2. Re:Rules size by AKAImBatman · · Score: 1

      That would require the SDS to become organized and such. Since the Starfire community is rather small, I just don't see that happening any time soon.

      And yet if SDS doesn't get their act together, the Starfire community will only get smaller. It's a wonderful catch-22.

      Not that I'm holding out any sort of hope that SDS will listen to the fans and redouble their efforts with proper investments and expansion of the Starfire universe. If they were smart, they'd be using the latest Starfire book from White to promote the board game. Maybe even see about some commercial computer software. Online play would be another great way to expand. Especially if they found an unobtrusive way to monetize the service.
    3. Re:Rules size by DragonWriter · · Score: 2, Informative

      The massive and unwieldy size of the 9x11 rule books stems from the inexpensive printing of such sizes. By printing on such large paper (usually in mono-color black and white) they can reduce the cost of both printing and binding. Just run the paper through the printer, staple, and fold.

      Printing in smaller sizes is bound to be a sign of quality rather than the lack thereof. Especially if grayscale, color, or (*gasp*) glossy paper are used.


      Wizards of the Coast doesn't print many gaming rulebooks that aren't glossy, full-color hardbacks, and certainly not core books. Heck, a lot of the smaller publishers in the RPG industry don't do anything but glossy, full-color hardbacks. Things have changed since the 1990s.
    4. Re:Rules size by MeanderingMind · · Score: 1

      Printing in smaller sizes is bound to be a sign of quality rather than the lack thereof. Especially if grayscale, color, or (*gasp*) glossy paper are used.


      Is that why the Where's Waldo books were shrunk? Because I'll take the larger ones over my bleeding eyes.
      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    5. Re:Rules size by DerekLyons · · Score: 1

      The massive and unwieldy size of the 9x11 rule books stems from the inexpensive printing of such sizes. By printing on such large paper (usually in mono-color black and white) they can reduce the cost of both printing and binding. Just run the paper through the printer, staple, and fold.

      Nonsense. Regardless of the size of the paper - the steps are the same.
       
       

      Printing in smaller sizes is bound to be a sign of quality rather than the lack thereof. Especially if grayscale, color, or (*gasp*) glossy paper are used.

      Nonsense. Quality comes from layout, typeface selection, binding design, paper selection, etc... etc... Plus QA on the layout, printing, and binding processes. Glossy paper is like artificial colors in your sports drink - it makes everything bright and neon, but is totally unrelated to the quality of the total product. Making the paper glossy is like adding sugar to the sports drink - it's a cheap additive that makes the drink more 'attractive' and allows a hefty price bump.
       
      WYIOWAP (Why yes, I once was a printer.)
    6. Re:Rules size by Anonymous Coward · · Score: 0

      All WotC core rules products come hardbound with color illustrations. D&D 3/3.5, d20 Modern/Future/Past and the first two editions of Star Wars were all printed in color as well as numerous additional products in the D&D and d20 product lines. I fail to see how the print quality of the Saga Edition differs from the previous books put out by WotC.

    7. Re:Rules size by AKAImBatman · · Score: 1

      Quality comes from layout, typeface selection, binding design, paper selection, etc... etc... Plus QA on the layout, printing, and binding processes. Glossy paper is like artificial colors in your sports drink - it makes everything bright and neon, but is totally unrelated to the quality of the total product.

      I don't disagree per se, however I would like to point out a few things:

      1. "Standard" paper sizes don't require cutting. Ergo, they are cheaper and easier to produce.

      2. Layout, typeface selection, binding design, and proper paper selection all relate back to the services of a professional layout artist and printer

      3. Glossy paper costs more than stock printing paper

      4. If someone spends money on having their books cut to size, properly bound, and printed on glossy paper, they're more likely to have spent the money on quality services necessary to produce a quality product.

      That's not to say that someone won't produce frightening results using their own fancy Xerox printer/binder, but most places won't spend that much money unless they know how to use the machine. As soon as you get professionals in the loop, the quality of your product is going to rise.
    8. Re:Rules size by Doug-W · · Score: 1

      I'm shocked to see so many Starfire references in one place. Glad to see I'm not the only one that still loves it.

    9. Re:Rules size by Randolpho · · Score: 1
      4. If someone spends money on having their books cut to size, properly bound, and printed on glossy paper, they're more likely to have spent the money on quality services necessary to produce a quality product.


      You'd *think* this was true, but WotC always seems to skip one amazingly important step: PROOFREADING!

      The book is lousy with typos. I'm sure the next printing will include the errata...
      --
      "Times have not become more violent. They have just become more televised."
      -Marilyn Manson
    10. Re:Rules size by 2short · · Score: 1

      What in the world are you talking about? The 9x11 rule books in question are all hard cover, full-color, glossy paper. Or on some you can get the extra-fancy leather bound edition.

      Some guy printing up his stuff at the local Kinkos might save money by going with a specific format, which I asume is the deal with "Starfire".

      But we're talking about Wizards of the Coast, a division of Hasbro. They can go with whatever size they want. I'd say they usually go with 9x11 because it's the industry standard, but actually it's the other way around; the industry standard is whatever they say it is.

    11. Re:Rules size by Dawn+Falcon · · Score: 1

      Oh yea, GSF's formatting well and truly sucked.

      Of course, the editing process for it involved Word. Fortunately, Marvin's never made the same mistake again!

    12. Re:Rules size by Dawn+Falcon · · Score: 1

      Starfire-the-novels are a completely seperate liscence from Starfire-the-game. So even if Marvin wanted to, he couldn't take advantage. In any case, the rulesets are wildly divergent and even the 3rd edition history diverges after ISW-4. (The 4th edition history "historical campaign" is a completely different universe and has never had anything published..).

      As for Starfire going anywhere? Well, don't bet on it, frankly. Marvin even refuses to use a service like DriveThruRPG to sell Starfire, let alone take the universe anywhere... Starfireonline's interface is dreadful, there is still no deacent mapper software for the Starfire universe, The 3rd edition single-volume erulebook was killed by a selfish fan and the computerised tactical rules are tied up in a liscence with Digigamers, who have never produced anything you couldn't do far more easily with cyberboard.

      Which is why I am no longer involved with the work of the SDS. (I was involved with Elite and Ultra). It's a shame, and I'd love to get involved with something similar.

    13. Re:Rules size by DeadChobi · · Score: 1

      I miss roleplaying. Stupid college and its utter lack of roleplayers.

      --
      SRSLY.
  5. 'Petite' coffee table book? by magarity · · Score: 4, Insightful

    Instead of the normal 9 x 11 footprint of almost every other gaming book, Saga Edition looks more like a coffee table book, measuring a petite 9 x 9 inches.
     
    Aren't "coffee table books" the really big ones? How is more petite more like a ctb?

    1. Re:'Petite' coffee table book? by Nasarius · · Score: 1

      Aren't "coffee table books" the really big ones?
      Yes. For obvious reasons. This is what happens when idiots try to use big words or clever phrases.
      --
      LOAD "SIG",8,1
    2. Re:'Petite' coffee table book? by dave562 · · Score: 1

      I thought the same thing. The coffee table books are those ridiculously big books that try to consume as much real estate on the table as possible to make it nearly impossible to actually fit a cup of coffee, or anything else for that matter on the table.

    3. Re:'Petite' coffee table book? by DragonWriter · · Score: 2, Informative

      Aren't "coffee table books" the really big ones?


      Yeah.

      How is more petite more like a ctb?


      "More petite" isn't. Square is, because lots of ctb's are, unlike most gaming rulebooks, square.

      (Then again, 9x9 compared to 9x11 is, to me, more "short and squat" than "petite".)
  6. Meet with demands for Star Warsyness by Anonymous Coward · · Score: 0

    You mean it starts out great, gets even better, then goes straight into the crapper?

    1. Re:Meet with demands for Star Warsyness by Anonymous Coward · · Score: 0

      You're thinking of the Star Wars Roleplaying Game -- Galaxies Edition, coming soon from SOE.

  7. Can't Win, eh? Eh? by Stanistani · · Score: 4, Funny

    The other day posters were complaining about the Sopranos not being 'news for nerds.'

    Today they whine about this - Hey!

    *slap*

    D&D - Star Wars - this is what this site was built for!

    Enjoy!

    Capisce?

    1. Re:Can't Win, eh? Eh? by CarpetShark · · Score: 1

      Capisce?


      Now that you ask... no.
  8. I predict good things! by brouski · · Score: 5, Funny

    Nothing signals success for a Star Wars RPG like a relaunch!

    --
    Proud member of the American Non Sequitur Society. We might not make much sense, but boy do we love pizza!
  9. Obligatory SW quote... by djones101 · · Score: 0

    If the book is as good as he boasts, it ought to do well.

    Reminds me of KotOR in a way, with a WoW twist. Now if we could just get that adapted into a newer version of SWG, we might have something that people enjoy playing again. Otherwise, it's back to waiting for SWGemu to progress a bit further.

    1. Re:Obligatory SW quote... by Anonymous Coward · · Score: 0

      Well SWGEmu has stated their engine, in addition to not being open source is now going to be 'licensed' for other products, because they have such an awesome and portable server platform. Also they beg and plead for 'donations'.

      SWGANH, another such project has said they're closed source 'from the beginning' have no plans to open source, have no linux server support, but at least are not begging for donations.

      SWGPreCU was started by guys who began updating SWGEmus original 'Core1' code to keep an open source branch alive (during a time where not a lot of 'tangible' activity was going on.) They too are no longer Open Source, promising that at some indeterminate time in the future they will release their source code, but they too do not support linux (and having looked at their code from before their 'close sourcing' of it, unlikely will.)

      Just my 2c about the state of SWG emulation.

      Star Wars should be dead, puting a nailgun in it.

      Captcha was: 'Seclude'

  10. G.U.R.P.S. by Brian+The+Dog · · Score: 1

    Did G.U.R.P.S. have a Star Wars version or am I remembering wrong?

    1. Re:G.U.R.P.S. by cpt+kangarooski · · Score: 4, Informative

      No, not Gurps. It was West End Games that had the Star Wars RPG license for a long time. It was a fun game. I'd be interested to know how this stacks up against it.

      --
      -- This and all my posts are in the public domain. I am a lawyer. I am not your lawyer, and this is not legal advice.
    2. Re:G.U.R.P.S. by ACNeal · · Score: 2, Informative

      GURPS has a generic space edition, and quite a bit for Traveller(tm), but I don't think anything specificlly branded "Star Wars(tm)".

    3. Re:G.U.R.P.S. by moderatorrater · · Score: 1

      I'm pretty sure I remember one of those too. I think it was a 2nd edition book with GURPS now being 4th edition, but I'm not 100% sure.

    4. Re:G.U.R.P.S. by Ngarrang · · Score: 2, Informative

      Did G.U.R.P.S. have a Star Wars version or am I remembering wrong? You are remembering wrong. SJ Games has never held a license to produce Star Wars. Maybe you are thinking if Star Trek? Which, I believe, is printed by someone else, but is simply using GURPS.
      --
      Bearded Dragon
    5. Re:G.U.R.P.S. by moderatorrater · · Score: 1

      Actually, there were a lot of "unofficial" source books on the internet and elsewhere for a GURPS version of Star Wars.

    6. Re:G.U.R.P.S. by sanjacguy · · Score: 1

      G.U.R.P.S. is used as a baseline system for GURPS Prime Directive - this is the GURPS edition of the RPG Prime Directive. Prime Directive is one of those little weird things - it's an RPG set in the Star Fleet Battles Universe. Lots of SFB stuff comes from Star Trek (orignal series) which failed to copyright all elements of their series. Yeah - it's weird. But officially there's no GURPS Star Wars, as West End Games had the license for a long time. What's funny is when WOTC aquired Last Unicorn Games, LUG had put out Aria, Dune, and Star Trek. Paramount pulled their license pretty much immediately, as they've always viewed Star Wars and Star Trek as primary competitors.

    7. Re:G.U.R.P.S. by trenien · · Score: 1
      No no. As others said, West End Games. But they couldn't compete with Wizards' big bucks when came the time to renew the licence.

      A shame really. The WEG's game rules are so much better than the crap Wizard made using D20.

      Reading that review I can see that even now, they don't get that a class/level system just isn't appropriate for a Star Wars game.

      Of course, I guess it all went pretty well together we the other brown stuff under the same licence that a fella' released in theaters...

    8. Re:G.U.R.P.S. by Anonymous Coward · · Score: 0

      GURPSLabs had an Star Wars version using the GURPS 3rd Edition rules. Someone named Dark Lord Azagthoth has taken over from Francis Martell and is currently making a Star Wars version using the GURPS 4th Edition.

      http://www.gurpslabs.com/
      http://members.chello.nl/l.deckers3.com

  11. You could always do a sort-of LARP-ish thing... by KiltedKnight · · Score: 2, Interesting
    --
    OCO is Loco
    1. Re:You could always do a sort-of LARP-ish thing... by Chas · · Score: 1

      Yeah. But I'd want to be able to actually HIT my intended target on occasion...

      --


      Chas - The one, the only.
      THANK GOD!!!
    2. Re:You could always do a sort-of LARP-ish thing... by Rob+T+Firefly · · Score: 1

      I could have joined the Stormtroopers, but they found out I could actually aim and shoot at a target and sent me home.

    3. Re:You could always do a sort-of LARP-ish thing... by spotlight2k3 · · Score: 0

      But if you did that and used this book, could you imagine the size of the dice?
      Player: rolls a d20, gets 20
      Gm: Player hit critical

      News report 2 hours later: a group of larpers were killed today by their dice..... more at 10:00

    4. Re:You could always do a sort-of LARP-ish thing... by Rob+T+Firefly · · Score: 1

      Pfft! Beat my post by one minute. Maybe I'd be a good Stormtrooper after all.

    5. Re:You could always do a sort-of LARP-ish thing... by ArsonSmith · · Score: 2, Insightful

      You mean you couldn't follow orders and heard the rebels back to their ship as part of the plan? As a quote from the movie Tarkin, "This better work, Lord Vader, I'm taking an awful risk." It did work, they tracked the ship to the rebel base. If not for the luck of blowing up the deathstar that would have been the end of major support for the rebellion.

      Instead go back and watch again. Both the opening scene and the sandcrawler scene. Blast open the ship door way and begin blasting rebel fleet troopers, or the quote from Ben, "Only Imperial Stormtroopers are so precise."

      Stormtroopers can shoot. They hit when they are suppose to. They miss when they are suppose to.

      --
      Paying taxes to buy civilization is like paying a hooker to buy love.
    6. Re:You could always do a sort-of LARP-ish thing... by Fred_A · · Score: 1

      Yeah. But I'd want to be able to actually HIT my intended target on occasion...
      If you want to be true to the movies, stormtroopers rarely, if ever, hit anything.
      --

      May contain traces of nut.
      Made from the freshest electrons.
    7. Re:You could always do a sort-of LARP-ish thing... by Chas · · Score: 1

      I guess that makes me more of a Trekkie then.

      *Shouted* "We come in peace!"
      *Whispered* "Shoot to kill."

      --


      Chas - The one, the only.
      THANK GOD!!!
    8. Re:You could always do a sort-of LARP-ish thing... by Anthony · · Score: 1

      Yeah. But I'd want to be able to actually HIT my intended target on occasion...
      If you want to be true to the movies, stormtroopers rarely, if ever, hit anything. Unless they are firing at Jawas and their trading craft. Obi Wan seemed impressed in "A New Hope" :) I agree though, the stormtroopers who wiped out the Jawas must have been the exception.
      --
      Slashdot: Where nerds gather to pool their ignorance
  12. You're kidding me, right? by Anonymous Coward · · Score: 5, Insightful

    neurotically min/maxing every aspect of your character is no longer a requirement.

    It was a requirement before? The amount of fun you could have in a game was determined by how high a certain attribute was, as opposed to the interaction you had between the players and the GM? I guess if you measure success by "I can do more damage in less time than you, therefore my character is cooler and I win the game" it's a requirement...

    The endless hunting for a +1 to hit here or a +2 to hit there will not longer be required.

    See above. It doesn't matter if you can get a +1 for a flank attack or +2 because you're within 10' of the target. The dice really, honestly, seriously don't matter that much. Why undergo "endless hunting" to get a bonus to a roll? Just roll the die, see what happens, and take it from there. The GM's not out to get you, and if he is, he's a bad GM.

    Thus, a skill roll looks like this: d20 + half your character's level + relevant ability score (strength for climbing, etc.) + 5 if you are trained. That's it.

    "That's it," spoken like it's really simple. Simple in comparison to cross-referencing the results of four die rolls on six tables, sure, but that's still needlessly complex.

    This is one thing that has always bemused me- how some people are so focused on the mechanics and gaming the system that they miss the fact that they're playing a game with friends. You're telling a story together, you're solving puzzles together, you're (get this) role-playing together. Yes, of course, there's no one way to play a RPG, who am I to tell people how to have fun in a game, but it seems all too often people misspell the first word in the abbreviation: it's role, not roll. Kudos to WOTC for making this "fun without fuss," at least.

    1. Re:You're kidding me, right? by BobMcD · · Score: 1


      While your comments may hold true for many RPG's, they clearly show your lack of experience with Star Wars d20. The entire d20 line is excellent fodder for the min/max crowd. Things like Feats, Prestige Classes, and the revamped class books are chocked full of 'OMGWTFBBQ' (aka game bending) tweaks for the rules-miner to find. Adding Jedi to this mix made it profoundly worse. The entire Force system was so horribly out of balance that allowing anyone to play a Jedi meant they would become the star of the entire campaign. Now, this might make for a good movie, but good roleplaying it is not.

      And campaigns involving all Jedi are pretty dull...

    2. Re:You're kidding me, right? by Anonymous Coward · · Score: 0

      No, I'm familiar with d20. My gripes apply to any min/maxer in any system. Grow up, you damn kids, and get off my lawn. Quit rules-mining, quit rules-lawyering, I don't care if you found an exploit in a certain combination of skills, spells, powers, traits, feats, classes, whatever, that ain't the point of the game.

      Mutter, grumble, gripe. Where the hell did I leave my cane?

    3. Re:You're kidding me, right? by Fuzzlekits · · Score: 1

      i believe, absed on other D20 rules sets, That's +2 for flanking and +1 within 30' if you have point blank shot. .. just Sayin.

    4. Re:You're kidding me, right? by Valdrax · · Score: 1

      It was a requirement before? The amount of fun you could have in a game was determined by how high a certain attribute was, as opposed to the interaction you had between the players and the GM? I guess if you measure success by "I can do more damage in less time than you, therefore my character is cooler and I win the game" it's a requirement...

      I think what he's saying is that there's no longer a feeling that you have to play a certain type of character to feel "useful" in the party. If you're okay playing second banana all the time in a game, that's fine, but a lot of people feel unhappy if their character is always eclipsed by other members of the party.

      A game that lets the smuggler and the princess occasionally shine as much as the Jedi isn't a bad thing. It's one thing to say that a game isn't supposed to be about the mechanics, but the mechanics of a game can place certain restrictions on how players interact with each other and the game world that can either enhance or limit fun. System does matter.

      The d20 standard system is a gamist system. All its rewards are geared towards triumphing in combat. If you don't pay attention to that in character design, the game will not reward you as much as those that do. Hopefully, the system of the new Star Wars will make it less difficult to triumph without having to obsess over complex mechanics and in doing so stop punishing people who don't play maxed out Jedis.

      --
      If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    5. Re:You're kidding me, right? by Raynor · · Score: 1

      "Thus, a skill roll looks like this: d20 + half your character's level + relevant ability score (strength for climbing, etc.) + 5 if you are trained. That's it.

      "That's it," spoken like it's really simple. Simple in comparison to cross-referencing the results of four die rolls on six tables, sure, but that's still needlessly complex."

      I have no idea how you guys play. If you fill out your character sheet it only takes a quick glace and a roll to get a skill check. Soon you memorize that you have a zero modifier for Spot and Listen and then you just roll and hope for the best. I fail to see how that equation is 'easier' than d20 + modifier (composed of relevant ability score + ranks)...

      --
      "Dictator Flakes. They WILL be delicious."
    6. Re:You're kidding me, right? by Jarjarthejedi · · Score: 1

      Because it's a simpler equation. You're replacing d20+skill points in skill+ability modifier+circumstance with d20+1/2 level+modifier+5 if trained. That, at first, looks at least as complex however since the 1/2 level will rarely change, unlike the skill point difference between say, spot and listen, and the +5 is constant. It's replacing +1, +2, +3, +4...etc with +5 and that makes it simpler.

      Honestly though I'm a lot more excited about the possibility of fewer skills. I've always wondered why we need a skill to determine an item's value and another skill to use that item (for instance). Over half the skills in the last ST rulebook were functionally useless unless you were playing an anti-combat game...

      --
      There are two kinds of fool One says 'This is old therefore good' Another says 'This is new therefore better'- Dean Ing
    7. Re:You're kidding me, right? by teh_chrizzle · · Score: 1

      The amount of fun you could have in a game was determined by how high a certain attribute was, as opposed to the interaction you had between the players and the GM?

      that's like 50% of the game, dude. there are *TONS* of gaming syles besides ROLE-playing. story teller type games where you work with the GM to tell a story are fun, but so are rules heavy games where you square off against the GM. min/maxing is what you do to survive in those hack and slash campaigns. and don't get me started on the "evil party" PVP type games.

      The GM's not out to get you, and if he is, he's a bad GM.

      not all GM's are out to get you, but it can be really fun to play against the GM, provided you are both friendly and mature about it. out foxing an unbeatable trap is very rewarding.

      "That's it," spoken like it's really simple. Simple in comparison to cross-referencing the results of four die rolls on six tables, sure, but that's still needlessly complex.

      two words: THAC0. it really is *much* simpler compared the the ancient ways.

      Yes, of course, there's no one way to play a RPG, who am I to tell people how to have fun in a game, but it seems all too often people misspell the first word in the abbreviation: it's role, not roll.

      i agree that d20 was in improvement because it lightened the load of rules that stood in the way of getting people to play compared to 1st and 2nd edition AD&D or many other rules systems. it also paved the way for more social and RP centric players (i.e. girls). however, for a good many people, especially introverted types, trolling the rules was a way for not exactly social creatures to play and be an effective part of the game.

      You're telling a story together, you're solving puzzles together, you're (get this) role-playing together.

      about half of the campaigns i have played in have been run by "story tellers"... or GM's that value the role play experience (unfolding a story, watching players interact, seeing characters develop) but the other half are hack and slash dungeon crawls where survival is the primary goal. both ways are fun and equally important. like i said before, optimization is like half the game. if you focus on one half, to the exclusion of the other, you're only playing half the game.

      --
      sarcasm:
      -noun
      1. harsh or bitter derision or irony.
    8. Re:You're kidding me, right? by Anonymous Coward · · Score: 0

      The GM's not out to get you, and if he is, he's a bad GM.

      You never played much Paranoia, did you?

    9. Re:You're kidding me, right? by Lockejaw · · Score: 2, Interesting

      I think what he's saying is that there's no longer a feeling that you have to play a certain type of character to feel "useful" in the party.
      I'd say that's a problem between you and your DM. Every class is good at something, and if it's not in your campaign, blame the DM, not the system.

      The d20 standard system is a gamist system. All its rewards are geared towards triumphing in combat. If you don't pay attention to that in character design, the game will not reward you as much as those that do.
      Sure, if that's how you play it. I've also run campaigns with a lot more talking than fighting. Even out in the field, there's plenty more to the game than combat.
      --
      (IANAL)
    10. Re:You're kidding me, right? by Lockejaw · · Score: 1

      I agree, there was a lot of trimming potential in the skills. TFS mentions pulling Spot, Listen, and Search all into "Perception." Even DnD 3.5 cleaned up a bit (no more Animal Empathy, Innuendo, or Read Lips).
      Consider other skills that could be broadened to include what are now separate skills. You might group Balance, Jump, and Tumble; Hide, Move Silently, and perhaps Sleight of Hand; Disable Device, Open Lock, and possibly Craft and Computer Use; Bluff, Diplomacy, and Sense Motive; Handle Animal, Ride, and Animal Empathy (if your d20 incarnation still has it); there's probably lots of other good changes.
      I don't mind the way they are quite enough to make them change, but if they were preexisting house rules, I don't think I'd object. You could still make a case for requiring a bit of specialization (especially with Knowledge, Craft, etc.), but some campaigns might benefit from a more quick-and-dirty treatment of skills.

      --
      (IANAL)
    11. Re:You're kidding me, right? by Valdrax · · Score: 1

      I'd say that's a problem between you and your DM. Every class is good at something, and if it's not in your campaign, blame the DM, not the system.

      Yes, but what gains you experience, levels, and character growth in d20? What element of play is the system set up to guide the players towards? What is the focus of the rules? In d20, it's generally combat, unless d20 Star Wars had some sort of XP mechanic that I'm not aware of. (I've only played the d6 and older WEG versions.)

      You shouldn't absolve the system and blame the DM for not twisting the rules and the reward system to accommodate styles of play that the system is not set up to reward.

      Sure, if that's how you play it. I've also run campaigns with a lot more talking than fighting. Even out in the field, there's plenty more to the game than combat.

      In that case, you probably should've run the game with a system other than d20. If that's the style of play you want, then use a system that supports it. Gaming is better when you're not working at cross-purposes with the system you're using.

      --
      If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    12. Re:You're kidding me, right? by Lockejaw · · Score: 1

      Yes, but what gains you experience, levels, and character growth in d20?
      You may have a different edition or something, but my copy has a section on story-based awards. There's obviously no tables for looking them up, since the value of an accomplishment really depends on the campaign, but it's not difficult to assess about how much some non-combat accomplishment is worth (importance to storyline, difficulty of task, resources made available, etc.). It's also not hard to let the PCs get some loot out of non-combat events as well (and if you go by the book, a lot of combat isn't going to have any serious monetary payoff).
      --
      (IANAL)
    13. Re:You're kidding me, right? by DeadChobi · · Score: 1

      Your comments are exactly the reason I dislike D&D. You spend almost 3 hours min/maxing the crap out of your character and in the end you're still just a level 1 peon who can barely swing a sword without cutting yourself.

      If you want a social experience, play a game designed around socializing like Exalted or WOD revised from White Wolf. The introduction says it all by suggesting it's just a way for people to get together and tell a story. The philosophy isn't about the numbers, it's about spending time with your friends(Even if you're spending 2 hours playing a 7 minute combat.). In D&D you start the game by determining what you want your character to be good at, then develop everything around that. In every White Wolf game I've played you start out by determining who your character is, then develop everything around that. It lends a bit more character to characters.

      --
      SRSLY.
    14. Re:You're kidding me, right? by mcvos · · Score: 2, Insightful

      i agree that d20 was in improvement because it lightened the load of rules that stood in the way of getting people to play compared to 1st and 2nd edition AD&D or many other rules systems. it also paved the way for more social and RP centric players (i.e. girls). however, for a good many people, especially introverted types, trolling the rules was a way for not exactly social creatures to play and be an effective part of the game.

      Social RP in d20? The system is quite explicitly designed around tactical situations and min-maxing. If you want something other than that, use GURPS or White Wolf or something.

      Some people seem to think d20 is a generic system, usable for any setting, any kind of play. It's not. It's still, like the original D&D, designed for a balanced party doing combat and other tactical situations. It has more options now, but that doesn't mean it's anywhere near as flexible as some other systems.

      Play d20 if what you want to play is basically D&D in a different shell. Play Star Wars d20 if you want to play D&D in a Star Wars setting. If you want to play real Star Wars, play WEG Star Wars. If you want to play something else, use the appropriate system. If there is none, use GURPS and adapt until it fits.

  13. West End Games Got It Right by Graff · · Score: 5, Informative

    Personally I think the d6 system that West End Games had for the original Star Wars RPG was close to perfect. It was simple, fun, and didn't get in the way of storytelling. Here's an article on the system: Star Wars role-playing game (WEG)

    It was easy as a Game Master to assign difficulty numbers to actions and have the characters roll against them. The die rolling was fun (everyone loves lots of dice) and the wild die added an element of excitement to the roll. I once had a player roll the wild die 4 times! Everyone around the table was going crazy, especially since that roll saved their butts.

    Advancement was easy and made sense, the skills system worked well, and the source material was amazing. The source material was so good that Lucasfilm considered it an authoritative source for Timothy Zahn when he was writing Thrawn Trilogy.

    I have tried playing the Star Wars d20 system and I have come to the conclusion that there is no point in playing anything but the West End Games d6 version. They got it right the first time and there is really no reason to switch to the flavor of the week.

    1. Re:West End Games Got It Right by Bazards · · Score: 1

      I agree, the WEG version was much better.

    2. Re:West End Games Got It Right by Lightwarrior · · Score: 2, Informative

      I'm a huge fan of the West End d6 system, and it sounds like the Saga edition is hearkening back to that simpler time. That plus a sub-$30 price tag online is enough for me to give it a shot.

      Note on the article: the "traits" system reminiscent of WoW's talent trees was included in d20 Modern. It might have been included before that, too - but comparing it to something internally consistent (like a RPG) might have been a better analogy than stretching for WoW (though the WoW reference will undoubtedly reach more gamers).

      --
      Mods: Disagreeing with me != my post Offtopic / Flamebait.
      World without hate or war, invaded. Tragic?
    3. Re:West End Games Got It Right by Falstius · · Score: 1

      The one thing the WEG version was missing was limits on using Jedi Powers. The ideal Star Wars, to me, combines the west end games version with Shadowrun. Fatigue for using special powers, useful cybernetics. The Knights of the Old Republic expansion would be particularly well suited to this.

    4. Re:West End Games Got It Right by Anonymous Coward · · Score: 0

      Yeah, when the article came up, I was hoping the new version would just be a revamp of the WEG D6 version. Oh well, I'll keep playing that one. I just wish there was new source material for it so you didn't have to create it all on your own. Oh, and some of the rules are inconsistent with the prequel trilogy, like using telekinesis as an attack gets a dark side point automatically. Yeah, right. I guess Qui Gonn is a Sith then :D

    5. Re:West End Games Got It Right by SilentMobius · · Score: 1

      Indeed, the horrible cancer that is the D20 system has torn its way through many good games, gutting them from the inside out. Even my beloved 7th Sea (Now there was a system that suited the genre) heard the sirens call.

      WotC tipify everything that wrong with modern roleplaying IMHO.

      --
      Loop, twist and loop again.
    6. Re:West End Games Got It Right by chazzf · · Score: 1

      I was just thinking about that when I ran across your comment. The old second edition sourcebooks were often worth having in their own right just for the concept artwork and background information. The core rulebook told you everything you needed to know about the game mechanics and gave you a decent launching point (a cantina, natch) without getting you bogged down in the rules. Besides WEG, the only Star Wars role-playing game I've really enjoyed was the original Knights of the Old Republic. d20 to be sure, but the game engine hid away most of the madness and let you concentrate on what was going on around you.

      --
      No statement is true, not even this one.
    7. Re:West End Games Got It Right by sieb · · Score: 1

      Oh, how I long for the days when I can bring out my D6s and all my sourcebooks. A good part of my early highschool years were dominated by WEG Star Wars RPGing, ah, memories...

    8. Re:West End Games Got It Right by deltatype0 · · Score: 1

      Me and friends used to play the original d6 back in the day and it was quite fun. Especially when you can bust through a wall and shout I'M DARTH VADER! to a group of stormtroopers, roll, and ACTUALLY convince them you are indeed Darth Vader. The thing that gets me about d20, is it really doesn't seem to be different from d6 in other than you are rolling fewer dice. I know there are mechanics changes and everything, but the WEG SWRPG did everything it needed to do, kept with the theme of the movies, and worked. Why change it? Because everything else WOTC makes is d20? They should have just left it untouched and either updated it as is or improved upon it. Eh well. Every once and awhile I come across my old character sheets and remember that my first character I ever made was killed when my friend decided to light a bar on fire. The good days of playing SWRPG on every Boy Scout campout. Boy we pissed off the leaders.

    9. Re:West End Games Got It Right by masdog · · Score: 1

      Why should there be limits on Jedi powers? There is nothing in the star wars canon that limits how often the Jedi could use their powers.

      But WEG did provide some balance to the game, and there are some very powerful limits on Jedi. Since the game is mainly focused on the Original Trilogy and Post-RotJ Expanded Universe, and the rules make learning a skill very difficult without a teacher, advancing as a Jedi character can be very hard if there aren't any Jedi to teach the character how to use their power.

    10. Re:West End Games Got It Right by Tyrion+Moath · · Score: 1

      Actually, the traits system was in SWRPG already, at least in the revised edition. I imagine now it's a little more worked out and using it is easier, but most classes already had "talent trees" that they got points in every couple levels. I'm not really sure why Zonk pointed out that they exist now, when they did already.

    11. Re:West End Games Got It Right by vuffi_raa · · Score: 1

      yes, but the d20 system made it impossible to do "feats" so it was less "star wars" and more D&D it became less of a jedi game. I am just hoping this means our old GM will pick it back up- we had a 8 year 2 era campaign with over 50 player characters in 3 states over the years till it was dropped about 5 years ago

    12. Re:West End Games Got It Right by sieb · · Score: 1

      When WEG went under financially, they had their Star Wars license pulled by Lucas and it was bought up by WotC. The D6 system WEG used was copyrighted by WEG and is still in use by their remaining games. At the same time, WotC was standardizing their games on the D20 system, which I was never a fan of.

    13. Re:West End Games Got It Right by Anonymous Coward · · Score: 0

      There's still a version of it around, stripped of Star Wars references. Look up "D6 Space" in your friendly local gaming store. (Quality has dropped a bit since WEG went bankrupt and was taken over by new owners, but the base system is quick and solid nevertheless)

      But of course, grabbing a copy of WEG Star Wars from abebooks or similar is recommended. It's very good.

  14. Must be said by Orleron · · Score: 3, Funny

    I've got a bad feeling about this.

  15. West End Games..... by Chanc_Gorkon · · Score: 2, Informative

    I liked the West End Games version better. Too bad it's probably history since West End Games is gone (bought by Wizards of the Coast).

    http://en.wikipedia.org/wiki/Star_Wars_role-playin g_game_(WEG)

    --

    Gorkman

    1. Re:West End Games..... by Anonymous Coward · · Score: 0

      West End Games didn't sell to WotC... They lost the license, which was then grabbed by Hasbro/WotC (Supposedly Lucas' people like it being one licensee for games, toys, etc.) and WEG was pretty much left to die by mismanagement and other factors. They've been bought and are talking about re releasing TORG as that was a popular wholly WEG-owned property.

    2. Re:West End Games..... by Anonymous Coward · · Score: 0

      Sigh. I really, really loved TORG as a way to allow multi-genre games. I just couldn't, and this is probably a personal limitation, get over the idea of, say, a sailboat having too high of a technology level for the Living Land cosm.

  16. D&D v4.0 by moderatorrater · · Score: 4, Interesting

    Could these changes foreshadow the 4th edition of D&D?

    1. Re:D&D v4.0 by techpawn · · Score: 1

      Only if they bring back Thac0

      --
      Ask not what you can do for your country. Ask what your country did to you
    2. Re:D&D v4.0 by arthurh3535 · · Score: 1

      These are just optional Rules in the d20 SRD (System Resource Document). I know I read them as optional rules in multiple places.

      They consider this the 'dumbed-down' rules, essentially.

      And yes, these are freely available for download. You can play with everything but the actual critters for totally free.

      --
      No! It's a *SIG*. Keep the Special Interest Groups away! (Con joke!)
    3. Re:D&D v4.0 by TrentC · · Score: 3, Informative

      THAC0 is still there, it just has a different name.

      From Wikipedia's entry:

      The formula to convert THAC0/AC to 3rd Edition "Attack Bonus" (and vice versa) is:
              * BAB = 20 - THAC0
              * THAC0 = 20 - BAB
              * 3rd Edition Armor Class = 20 - 2nd Edition Armor Class
              * 2nd Edition Armor Class = 20 - 3rd Edition Armor Class


      In older versions of D&D, your armor's AC value is a set number; for the case of leather armor, it's AC is 7.

      If your THAC0 is 17 and you roll a 14, did you hit or not? Well, you subtract your opponent's AC from your THAC0 to see what number you need to hit; in this case, 17 - 7 = 10, so you hit with a 14.

      The THAC0 system is counter-intuitive; better armor has a lower score, and will run into negative. So a person with an AC of -5 is actually harder to hit than a nearly-naked person with an AC of 10. And, with those higher -- er, I mean lower -- AC values, you end up subtracting a negative from your THAC0.

      In 3rd edition, it's the same range of scores and modifiers, only it's all done via addition instead of subtraction.

      Your base AC is 10; studded leather armor gives you a +3 to AC, so your AC is 13. (Note that with the older THAC0/AC scheme, your AC would be 7; in 3rd edition, we're effectively adding the armor value to the base 10 instead of subtracting it, but it's the same delta from the "unarmored" AC.)

      To hit your opponent, take your attack modifier (a 3rd-level fighter has a base attack bonus of +3, we'll ignore modifiers for high Strength and the like for this example) and add it to your die roll. So if you roll a 14, add the +3 for your attack modifier, you get a 17, which beats your opponent's AC of 13 by 4 points. Which, if you'll note, is the same delta as in the THAC0 example.

      The advantage is that it's more intuitive. Instead of my THAC0 of 10 being so much better than your THAC0 of 17 and my kickass armor giving me an AC of 2 versus the poor unarmored mage's 10, I have a +10 to hit as opposed to your +3 to hit and my armor class is 18 versus that same mage's 10.

      Jay (=

    4. Re:D&D v4.0 by geekoid · · Score: 1

      It's only counter intuitive if you don't understand the system abd it's history.

      THAC0 makes perfect sense, your doing it wrong.

      If your THAC0 is 17, and you roll a 14, 17-14 = 3

      So it goes like this:
      Player: "I have a 17 THACO, and I rolled a 14, so I hit a 3"
      GM: Miss.
      Gm's Girlfriend: "I have a 15 THAC0 and rolled a 12, so I hit a 3"
      GM: "Ummm...Hit."
      Player: "Screw this, I'm out of here."

      The player doesn't need to know the AC. Of course that's only good for a round or two, then they figure it out anyways. So open gaming is the way to go.

      --
      The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
    5. Re:D&D v4.0 by mcvos · · Score: 1

      So a person with an AC of -5 is actually harder to hit than a nearly-naked person with an AC of 10. And, with those higher -- er, I mean lower -- AC values, you end up subtracting a negative from your THAC0.

      Speaking of hitting naked people reminds me of GURPS' "bulletproof nudity" optinal rule. For some settings (like queens in Star Wars prequels), it's appropriate that the less clothes you wear, the harder you are to hit. This also explains chainmail bikinis.

      And then GURPS has the "stormstrooper marksmanship academy" rule: bad guys always miss on their first shot. (Obviously these are very optional rules for highly cinematic play. Like Star Wars.)

  17. I'll Just Stick With... by morari · · Score: 1

    My second edition Vampire: the Masquerade, thank you! Though I've been dying to get some experienced roleplayers together and give Call of Cthulhu (non d20!) a shot.

    --
    "He who can destroy a thing, controls a thing." --Paul Atreides, Dune
  18. 10000d6 by Soulfader · · Score: 1
    I've played the old d6 version and the first two d20 versions, and while I like a lot of what was in the d20 versions, the games that we remember the best were the old d6 campaigns.

    I'm a little fuzzy on the reviewer's concern for balancing the Jedi class--as though they should be balanced with everyone else in combat. Jedi are badass in the previous d20 editions--but they pay for it in their skills, feats, and behavioral limitations. It doesn't make sense in terms of the game universe for them to be on anything resembling a level playing field in combat, but that's one of the reasons that good games are not just one combat after another.

    Vehicle mechanics definitely needed help, though.

  19. I think it's getting oversimplified by Lockejaw · · Score: 2, Interesting

    That attention to detail extends to the rules as well, which may be the most refined version of the d20 mechanic yet released in an official Wizards product. Gone are the cumbersome concepts of Armor Class, Defense, Vitality points, and Saving Throws used by other products.
    How is this a good thing? I can understand why people might not like the Vitality/Wound system as opposed to straight HP (though I think V/W removes a lot of weird things that can happen with HP), but the rest are really pretty important in determining what characters are likely to win in combat.

    but there is no longer a need to keep elaborate track of ship statistics as opposed to crew statistics. The two are now one and the same.
    It's not like you had to do much re: crew stats before. You'd declare your action, make any relevant check, and move on.

    Is the next edition of the rules just going to make it a free-form RPG?
    --
    (IANAL)
    1. Re:I think it's getting oversimplified by drinkypoo · · Score: 1

      Is the next edition of the rules just going to make it a free-form RPG?

      There's no need, we already have the Amber Diceless RPG, and you can use that "system" (such as it is) for the development of any type of game.

      Highly structured gaming systems are best left to computers; if I want my fate to be ruled by mechanisms and random numbers, then I can sit down at my PC. Humans can tell stories, and should.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:I think it's getting oversimplified by Anonymous Coward · · Score: 0

      How is this a good thing? I can understand why people might not like the Vitality/Wound system as opposed to straight HP (though I think V/W removes a lot of weird things that can happen with HP), but the rest are really pretty important in determining what characters are likely to win in combat.

      The new game streamlines things by combining the Armor Class/Defense mechanic with the Saving Throw mechanic instead of having both an active defense (saving throws) and a passive defense (Defense score). So now, you have a Reflex Defense which covers what the Reflex Save used to do as well as what the Defense Bonus used to do. Now all of the die-rolling action takes place in the hands of the attacker and you no longer have to go through 2-3 back and forths of die rolls to figure out who a grenade hits in a cluster of people - one die roll compared to all of their Reflex defenses instead of one die roll for you to throw the grenade and a die roll for each of them to see if they can dodge for half damage. And armor now affects both Reflex Defense and Fortitude Defense (though in different ways).

      The Vitality/Wound mechanic has been replaced by a Hit Point/Condition Track mechanic. The Fortitude Defense measures how much damage you can take before moving up and down the track. This neatly replaces the silly Wound mechanic with something less arbitrary and more cinematic in flavor while staying relatively simple with damage (Vitality/Wound mechanics were always too realistic and deadly for Star Wars, IMHO).

      The game is in no way close to becoming a free-form RPG. It's just another iteration of removing redundant cruft from the d20 ruleset as well as a way of altering the ruleset to better fit the Star Wars universe. This one is close to finally being lightweight enough to run Star Wars with, though the skill rules still seem a bit wonky.

    3. Re:I think it's getting oversimplified by LastStandingFootman · · Score: 1

      Thats also my impression. Those rules look Munchkin-like to me... Everything based on level? Come on, I thought D&D first edition was gone for good...

      Now, I think that the original "Fading Suns" system (NOT the new d20) was great for fantasy-sci-fi such as Star Wars. I have actually played a Star Wars campaign with just a single page of home rules (yup, just a page for rules concerning use of the Force).

      IMHO, level-oriented games encourage roll-playing instead of role-playing.

      --
      ... Nerd And Good Looking: The Next Step in Evolution
    4. Re:I think it's getting oversimplified by Anonymous Coward · · Score: 1, Insightful

      Highly structured gaming systems are best left to computers; if I want my fate to be ruled by mechanisms and random numbers, then I can sit down at my PC. Humans can tell stories, and should.
      Nice logic! I'm a great fan of the "false dichotomy" fallacy.

      The reality is that very few people want their fate to be ruled purely by mechanisms and random numbers, which is why human DMs are so much better than any computer RPG - the human DM can tweak fate and adjust the pace to keep the game going well and make sure everyone has fun.

      And very few people merely want to tell a story. There's a reason why people tend to stop playing make-believe at a very young age - it's easy to do with short and simple stories that a three-year-old will find satisfying, but adults crave sophistication and depth, which is hard to do well. Rules and mechanisms provide the structure to hang a story on. Random numbers protect the story from the risk of becoming a mere vehicle for wish fulfilment.

      You feel free to play your primitive computer RPGs or listen to your tedious stories. The rest of us will continue to enjoy the unparallelled experience that only pen-and-paper RPGs, with their mixture of randomness, rules, and human creativity, can provide.
    5. Re:I think it's getting oversimplified by drinkypoo · · Score: 1

      Nice logic! I'm a great fan of the "false dichotomy" fallacy.

      Yes, I know. I was informed by your characterization of game systems which are not made up of tables and random numbers as a linear story.

      The reality is that very few people want their fate to be ruled purely by mechanisms and random numbers, which is why human DMs are so much better than any computer RPG - the human DM can tweak fate and adjust the pace to keep the game going well and make sure everyone has fun.

      Usually the human DM makes sure everyone but one person (I've been that person, and not been that person, but I've almost always seen it happen) has fun. But anyway.

      What I'm talking about is not people sitting around listening to a story. I'm sorry that I didn't make my comment more clear for you. I should know that slashdot will always produce an idiot to miss the point.

      Rules and mechanisms provide the structure to hang a story on. Random numbers protect the story from the risk of becoming a mere vehicle for wish fulfilment.

      Amber, like other similar games, has rules and mechanisms. It just doesn't have so many of them that you have to look up in a table to find out if you succeeded in inflicting a mortal wound or not.

      But what it doesn't have is a "dungeon master". It has a storyteller, a person who keeps the story on track. Players have statistics, and stat comparisons are flavored by the storyteller to fit situations, strategies, and storylines.

      If you would like to sit down with your graph paper and your dice, that's cool. But all that record-keeping is basically stupid shit, and computers are better at that than humans. They are also quite scrupulous unless programmed otherwise. Every time the DM juggles the odds, there is a winner and a loser.

      Also, a well-designed computer game can rebalance itself to be fun. There are still humans involved, the games don't write themselves.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    6. Re:I think it's getting oversimplified by zacronos · · Score: 1

      Usually the human DM makes sure everyone but one person (I've been that person, and not been that person, but I've almost always seen it happen) has fun. But anyway.

      I have absolutely no idea what you are talking about. I can only assume you have had some very poor DMs. Furthermore, I don't see what that has to do with the underlying system -- you mention Amber's Storyteller, who presumably is able to make sure everyone has fun. So there is somehow a difference in the systems that inherently makes it so that "almost always" at least one person doesn't have fun when playing D&D, but everyone can easily have fun in Amber? From the rest of your post, I assume you think this has something to do with the presence or absence of lookup tables.

      Just to be clear here, I'm not being facetious. I really have no idea what you're talking about. I've played RPGs where the DM/Storyteller was rather poor and hindered the fun we were trying to have as a group, and I've played RPGs where the DM/Storyteller was good and kept everyone satisfied and happy most of the time. I am currently a DM (as in I run a D&D campaign). Yet I have no idea what you mean when you say DMs usually make sure all but one person has fun. (And I don't consider myself an idiot merely for failing to relate to a situation you describe as common but which I seen never to have experienced or at least noticed, despite ample opportunity.)

      From the things you've said, I almost get the impression you've had malicious DMs who spitefully warp the plot and/or the odds against one player's character(s), under the guise of "random table rolls" -- having been subject to that, I would understand a bit of resentment toward random tables and DMs who use them. However, I don't think it's fair to blame the system. If there are people not having fun in a particular RPG situation, there is inherently something wrong -- everyone should have fun. Perhaps the DM/GM/Storyteller is doing a poor job, or perhaps the DM/GM/Storyteller's expectations about the style and pace of the game differs from those of one or more of the players (which may or may not be the DM/GM/Storyteller's fault), or perhaps it is one of the other players being disruptive of the fun. And of course there are other possibilities. In any case though, something is not happening the way it should. If the RPG being played doesn't suit what the DM/GM/Storyteller and/or the players expect/want, then change to a different game or change the way the current game is played. That doesn't necessarily mean it was the game's fault, just that it didn't suit the group's purposes.

      Every time the DM juggles the odds, there is a winner and a loser.

      I beg to differ. As a DM, I juggle the odds all the time, and when I do so it is for the purpose of increasing everyone's enjoyment -- sometimes I might fail and do more harm than good, but I think that rarely happens. I'm going to avoid the terms "winner" and "loser" as I'm not quite sure how to apply them in this context, other than to say that I don't think my odds-juggling has ever created a "loser". Sometimes I increase the hit points of a big-boss type creature on the fly, in order to increase the tension ("he's still not dead?!?"). Sometimes I ignore a special ability a creature has, if I felt it would cause frustration in my players. Sometimes I outright ignore actual hit point stats, and more or less ignore the damage values my players report to me (just having the monster die when appropriate for the story). Sometimes I increase or decrease a DC in my head before a player tells me their roll, or sometimes I hear the roll and then decide success or failure based on what I think would be more fun for all involved, regardless of the DC on paper.

      Sometimes I allow things to happen that don't fit any mechanics in any rulebook. Sometimes I say "Sorry, you can't do that.". But sometimes I also use random tables, because it is nice to have random things h

  20. Vitality and wound points by Soulfader · · Score: 2, Interesting

    Actually one of my favorite parts of the system. It actually cost you something to use some of the badass Force powers or maneuvers, and managed to make the game still lethal for even a high-level character: even a Jedi lightsaber/weedwhacker could take a critical hit if he was unlucky.

  21. Saga? by Anonymous Coward · · Score: 0

    Wasn't Saga the rules system TSR (or was it wizards by then) used for a revamp of Dragonlance back in the 90s? It used playing cards for it's randomness generator.

    1. Re:Saga? by Seule · · Score: 1

      There was a game system named that. This is not that game system. Confusing, I know.

  22. Uncanny! by Bieeanda · · Score: 3, Insightful
    I was just discussing with a friend the other day, why I can't stand to play D&D any more. Frankly, it's all the number crunching and the min-maxing. Back when I started with 2nd Edition, that kind of thing was considered anathema-- "munchkin" to borrow the term that was used. When 3rd came out (and with it the first printing of the new Star Wars game), I was leery at first-- but the simplified mechanics won me over, because I can't stand doing math when I'm trying to have fun. Unfortunately, the number crunching came back with a vengeance-- 3rd and 3.5 had design aesthetics that strongly matched that of CRPGs (the concept of item 'slots', and a wide variety of 'buffs'), including the concept of character 'builds' tweaked for maximum efficiency. Munchkinism was no longer anathema, but virtually required.

    This vaguely excites me, if only because they've stripped the numbers down again and apparently made an effort at developing a game that's fun, instead of an exercise in spreadsheet manipulation. Unfortunately, I don't think it's likely to last, because mudflation, feature creep and rule proliferation is pretty much necessary to sell additional sourcebooks. Nobody wants to buy the Complete Book of Twi'leks unless it comes with rules (and illustrations) for Doing That Thing That You Do With Your Lekku.

    1. Re:Uncanny! by Anonymous Coward · · Score: 0

      Really, I think your memory is poor. 2nd Edition D&D was just as munchkinny and included just as many expansion books as 3rd edition did.

    2. Re:Uncanny! by Maul · · Score: 1

      Min/Maxing exists in just about every game. If your 3/3.5 edition campaigns required extreme munchkining, the it was only because your DM was using munchkined NPC enemies and/or poor at balancing the session on the fly.

      --

      "You spoony bard!" -Tellah

    3. Re:Uncanny! by Fuzzlekits · · Score: 1

      I have to say as someone who both uses a slew of books in my games and runs a lot of modern 3.5 adventures and settings... Munchkinism is common, but the core rule books aren't so much designed with it in mind. Splat-book fishing can create characters like that, but 3.5 D&D does not have to be that way. In my case my players prefer to tweak a bit, so I simply tweak back enough to make things interesting and keep them balanced as my stories developed. It's a matter of player style as much as the system.

    4. Re:Uncanny! by The+Rizz · · Score: 1

      Frankly, it's all the number crunching and the min-maxing. Back when I started with 2nd Edition, that kind of thing was considered anathema-- "munchkin" to borrow the term that was used. If anything, 2e was worse for min-maxing than 3e. In 3e you can make a fairly unoptimized character build and still be useful in play. In 2e, you had better find just the right race/class/kit combination if you expect to be useful at all past level 7 or 8 (and don't even bring up multi- and dual-classing). In most 2e games I've played, with 6 to 8 players you'd usually end up with 2-3 characters who were the primary badass characters, and the rest were just sorta there during the combats - if you weren't one of the heavy-hitters, you pretty much just sat back and watched during combat, your few attacks or spells being largely ineffectual.
    5. Re:Uncanny! by Mongoose+Disciple · · Score: 1

      I was just discussing with a friend the other day, why I can't stand to play D&D any more. Frankly, it's all the number crunching and the min-maxing. Back when I started with 2nd Edition, that kind of thing was considered anathema-- "munchkin" to borrow the term that was used. When 3rd came out (and with it the first printing of the new Star Wars game), I was leery at first-- but the simplified mechanics won me over, because I can't stand doing math when I'm trying to have fun.

      Really, it comes down to the people you're playing with more than anything else.

      You could munchkin the hell out of 2nd edition, and a lot of people did. If there's a difference, it's that the 2E rules were a lot less well balanced, so it was a lot easier to figure out what was tough and what wasn't. At least half of the characters at any group I played with in the latter days of 2E were some variation on fighter dual classed to cleric or mage. Thieves? Bards? Ha!

      Your group doesn't need to be a bunch of super munchkins for good rules balance to be important. In any cooperative game, people generally like to feel like they're a useful part of the team. If the cleric/wizard can do everything the thief can and a whole lot more and is generally a more useful and tougher character in every way, the guy playing the thief is probably not going to have a good time even if the other guy is trying to not be obnoxious about it. A well designed game gives everyone their day in the sun and encourages cooperation. 3E is a long way from perfect in this regard, and yeah there's a lot of weird-ass or broken special rules in the million supplement books out there, but it feels a lot closer to right to me than 2E did.

    6. Re:Uncanny! by Bieeanda · · Score: 1
      In my opinion, 2nd Ed's strong clinging to the standards and methods set by 1st Edition (attribute bonus progression, core classes, and the like) made min-maxing pretty straightforward when it happened-- you wanted stats higher than a 15, and a +5 weapon. The first few runs of splatbooks (the Complete Book of Foo, etc) and the character 'kits' inside were more for roleplaying flavour than anything else, though the later ones in the series (Rangers and Paladins in particular) had kit-specific rule modifications that, in retrospect, look a lot like prototype Prestige Classes. I have blotted all memory of the Player's Option book series out of my memory, through diligent application of blunt trauma and alcohol, though.

      3rd Edition's flexibility, in particular the awkwardly balanced feat system and the Diablo-style 'magic-items of Suffix', makes it very easy to create and equip characters that reach either extreme of 'broken-ness'.

      What really got me were articles I've seen published in Dragon, or put up on the official D&D web-page, describing how to build combat monsters in three steps and ten assorted levels. While it is possible to min-max in virtually any system (and just as easy to run a low-power campaign in any), publishing articles like those through official channels suggests some degree of official sanction for the play style. That's my concern-- not that it's possible to min-max, or that it's easy to, but that there is at least the semblance of official encouragement to do so.

    7. Re:Uncanny! by Bieeanda · · Score: 1
      I've had the opposite experience, strangely enough. We got rid of racial level caps, operating under the philosophy that the effect of racial bonuses was only really felt at low level, and that multi-classing's drawbacks (slow progression, grotty HP, occasional gear restrictions) made up for their benefits, so picking a race was largely a matter of background colour. In the 3rd Ed games that I've played, I've noticed a vast difference in effectiveness between characters of similar level and base class, mostly as a result of feat choices. High stats and serious gear, the standbys of 1st and 2nd, weren't much more than fancy icing.

      I'll concede that it's possible that I've been stuck with shitty groups, though.

    8. Re:Uncanny! by trenien · · Score: 1
      Wrong!

      D&D 3/3.5 is all about planning your character progression 10 levels in advance (Feat tree, prestige class and so on...). If you don't, you just end up being poor at what you do. And that's if you even can.

      That makes the essence of the rules themselves based on min/maxing.

    9. Re:Uncanny! by mcvos · · Score: 1

      Munchkinism was no longer anathema, but virtually required.

      Why do you think Munchkin RPG uses d20?

  23. Ok so its flame bait.... by Anonymous Coward · · Score: 0

    But no matter how you slice it even after all these years D20 still blows. Silhouette, L5R, Shadow Run 3rd, (hell even paladium) are better systems.

    1. Re:Ok so its flame bait.... by BobMcD · · Score: 1


      You had me until you dropped the P-word. Let's compare: Vagabond vs Glitterboy. Balanced, right?

    2. Re:Ok so its flame bait.... by xero314 · · Score: 1

      You had me until you dropped the P-word. Let's compare: Vagabond vs Glitterboy. Balanced, right? There are dozens of reasons to dislike the Palladium system but it's useless to bring up balance. Why is balance so important in an RPG? Roles are not balanced, in reality or fiction. Ars Magica and the Dr. Who Role playing game are far more unbalanced. Heck even the beloved Vampire RPG is more unbalanced than Rifts. As long as your game has good players and a decent GM balance shouldn't have anything to do with fun.

      On and it's easy to balance Glitterboys and Vagabonds, just run a scenario were you have to go somewhere glitter boy armor won't fit, or problem solving skills are actually important.

      I can't believe you forced me to defend Palladium. Next thing you know I'll be talking about how Steve Jackson's ideas are original and he doesn't steal them from his fans.
    3. Re:Ok so its flame bait.... by BobMcD · · Score: 1

      "Forced" is a bit of a strong word. Yes, it is possible to work around the shortcomings of a given system, and granted they all have one shortcoming or another. That's not necessarily a good excuse for lack of what many consider to be basic game design. Everyone sits at the same table and should expect to receive the same treatement under the rules. That's just basic fairness, right? It isn't universal in games, but is very, very common.

      The OP specifically addressed the 'badassery' and other elements of balance in the review, so I suppose I had that on the brain.

      There are those who would argue that a well-balanced game system's rules make the game easier to play. The reviewer seems to be one of them. As am I.

    4. Re:Ok so its flame bait.... by xero314 · · Score: 1

      Yes, it is possible to work around the shortcomings of a given system...There are those who would argue that a well-balanced game system's rules make the game easier to play. Again I can't believe I am defending palladium, but you have yet to explain your opinion about it's so called short comings. Different starting conditions of character archetypes is not a shortcoming of the game system. It maybe a reflection of your GM if they were to say, "you have to play a vagabond" when the rest of the party is Glitterboys and the campaign is a run and gun. A GM could certainly do the same in this new version of Starwars RPG, as a matter of fact it's even easier and almost built into the system. Since in this system, as discussed in the review, all rolls are modified by your level, all the GM needs to do is wait until the party is up a few levels and kill your character off, and not let you start at anything other than first level. Level based systems are bad enough as it is, but this twist on the level based system throws character balance (not game or rule balance) right out the window.

      Now if you are looking for games that are easy to play you would do better to look at the system used in Atlas' Over The Edge. There is a game that has completely balanced character creation (at least from a numeric stand point) and the simplest rule set of any game I have seen outside of TWERPS.
    5. Re:Ok so its flame bait.... by mcvos · · Score: 1

      Next thing you know I'll be talking about how Steve Jackson's ideas are original and he doesn't steal them from his fans.

      That's called "listening to your customers".

      Seriously, check what happened when they first showed the covers for the Fourth Edition Basic Set. It may not be an Open Gaming License, but it's more a common effort than most other systems.

    6. Re:Ok so its flame bait.... by BobMcD · · Score: 1


      The typical assumption toward balance is this: Characters of the same or similar level are equivilent. Your choice is a role-playing one, rather than a roll-playing one, because every class is useful in its own way.

      The entire Paladium system rejects this notion. You are expected to select the appropriate character and any weaknesses represented in your choice are not necessarily mitigated. Ever.

      You _could_ regard this as a strength, putting balance low on your list of priorities and expecting the GM to tailor things more carefully. But I do not. If anything this is the mark of a good GM, making these systems work, not the game mechanics.

      And, before we get too deep into Vagabonds and Glitterboys, remember that the ENTIRE system lacks balance. Aikido vs (just about any other martial art in that book), Mutant animals vs Mutant humans, The characters in the setting book vs any character from any world book, etc.

      The point seems to be that one should buy the books, ignore certain parts as fluff, and min/max until the cows come home. This would, of course, lend itself to selling more books... But then d20 tends to do this as well.

      You know what's REALLY fun with Paladium? Take a Mutant human, degrade him down to fetus-level, but super powers with the points, select a Heroes OCC granting super powers (e.g. Invulnerability, Shape Shift, Sonic Speed, Sonic Flight, etc), opt in a Ninja and Super Spies martial art including either rediculous combat or CHI powers, and then convert them to RIFTS. Note I have yet to dust off a world book. With a character like this, levels are basically irrelevant. 95% of this characters total possible power was gained during creation.

      We used to play this way, back in the day, and it was fun. But not balanced. The review reads as though you can play any class in the book and expect them to be roughly equivilent to the other classes in there. I like that.

      The GM-handled solution to your 'character dies' scenario would most likely be a matter of having them roll up a new guy and 'booning' them a few levels. Either let them be the same level, or one or two below. This seems like the better of the two scenarios to me.

      But then we seem to differ on what we want to see out of a game, and that's okay.

    7. Re:Ok so its flame bait.... by xero314 · · Score: 1

      Fine, I give. You want to blame the system instead of the immature players and poor GMing then I can't stop you. All I am saying is that if you let the players who min/max in Rifts do the same in this latest version of Star Wars they will find a way. If nothing else, they will chose the character class with the fastest level advancement so they can get there level bonus faster. I mean since all your "trained" skills effectively have the same level you just need to get as many skills as you can as fast as you can regardless of the character class. But this is why I have to again suggest the system used in Over the Edge since it puts a lot more focus on role playing and a lot less on rules lawyering (which turns out to be effectively impossible).

  24. Comment removed by account_deleted · · Score: 1

    Comment removed based on user account deletion

  25. Real life light sabering by Anonymous Coward · · Score: 0

    If you want an authentic Star Wars feel, how about wiring yourself to a car battery and playing swordfight in the basement with F40 fluorescent shoplights?

  26. You can play games without books. by v3lut · · Score: 5, Insightful

    If you can't play Star Wars without a chart to tell you if a heavy blaster kills you more than a light rifle, you've missed the entire point of roleplaying games.

    The Story.

    Don't get me wrong. I understand some people need structure in their gaming experiences, and sometimes GMs need structure to control the players. But you don't need to spend 30-50 bucks on a main book and a hundred dollars on More Books just to play Star Wars. When you were a kid, you probably did it with sticks and no dice at all.

    Imagine watching d20 Star Wars on the big screen. Before Luke and Leia go for that famous swing, there'd be 10 minutes of measuring the distance of the swing, checking the working load on the cable, verifying the sturdiness of the pipes the grapple attached too, checking Luke's strength vs Leia's weight, and rolling constantly for the Stormtroopers trying to open the door.

    At that point, I've stopped eating popcorn.

    Write your own system. Throw out the charts. Tell stories. It's more fun, more memorable, and a heck of a lot cheaper.

    If you like spending money, then take that 150 bucks and buy 10 indie games you've never heard of, and spend some time reading their systems and learning how to take a few rules a long way. Check out octaNe or Dust Devils or Shambles or any of a hundred others.

    Money, and time, well spent.

    --
    http://downwithpants.org Overthrow the tyranny of your pants
    1. Re:You can play games without books. by BobMcD · · Score: 1


      Structure that doesn't impede play is a necessity. Even on the playground "Bang you're dead" is always, always, always followed by "Nuh uh"...

      And those indie systems, while often good, suffer from a lack of support by the community. Want to use a character generator? Keep electronic sheets? Play via OpenRPG, et al?

      If anything good came out of d20, it proved that RPG's did in fact have an industry to cater to, albeit a small one.

    2. Re:You can play games without books. by v3lut · · Score: 1

      I suppose that depends on what you mean by 'the community'. Good Indie games get far better support from the authors themselves than big games, and dedicated fans will support their game regardless of its size.

      And I will conceed that d20 did show that yes, people do enjoy book gaming. But a small market is not best served by a large entity. For dozens of reasons.

      --
      http://downwithpants.org Overthrow the tyranny of your pants
    3. Re:You can play games without books. by ChaosDiscord · · Score: 1

      If you can't play Star Wars without a chart to tell you if a heavy blaster kills you more than a light rifle, you've missed the entire point of roleplaying games.

      The Story.

      Right.

      Excepting for the people who play to "see" exciting a new things, a sort of fictional adventure tourism. This is one of the appeals of pulp action games, science fiction and fantasy in general. The Eberron setting in D&D has decided elements of this. Sure, story is nice and all, but that they had a cool fight top of a speeding train as it heads toward a damaged bridge is more important than that the scene was a proper climax after several scenes of rising action preceded by exposition.

      You've also got the people who want to "be" cool and exciting. They won't be satisfied with being cool and exciting by GM fiat, they need a yardstick to measure themselves by. The rules provide those yardsticks. Sure, Superguy is really, really strong, but is he stronger than Evil Muscle Dude?

      You probably don't want to ostracize the people who enjoy being presented with challenges and working their way through them. This is common is espionage games set in any area; Shadowrun is a fairly mainstream example. To be satisfied they need a reliable world model that they can base their decisions on. In a very rules light game they are unable to accurately predict the results of their actions, making their planning and execution less relevant.

      Oh, and you can't forget the people whose focus is on working through the complex emotional lives of their characters, even if the resulting story isn't all that interesting. It might not be terribly interesting for the story for a character to refuse to join in on the major plot line, but the player is enjoying their character's perspective. I've had more than one game derailed by a player who insisted on taking actions that may have made sense from the character's perspective, but were damaging to the story as a whole; typically by refusing to participate. Conversely, the player would be upset that they were discouraged from accurately role-playing their character.

      And there are those whose focus in on the rules. There is more to the category than "twinks" and "munchkins." Role-playing games did not spring fully formed from wargaming; it slowly split off with early games being very combat focused with the primary decisions being tactical. Tuning a character is as a logical to these players as tuning an army for a wargame. Optimizing the situation requires stable baseline rules with enough complexity to make decisions uncertain.

      You definitely don't want to forget a relatively new branch of role-play, the sort of role-play done on chat rooms and forums all over the internet. Fans of this style relish "role-playing their character." There is some basic setting ("You're all in a fantasy tavern," or "You're all Pokemon masters in the city of Exampleton"). There is little or no interest in overarching story. It's pure playing of roles with a focus on enjoying the moment. If story happens, great, but it might not and that's fine too.

    4. Re:You can play games without books. by v3lut · · Score: 1

      I think I'm using "The Story" in a somewhat broader context than may be recognized, and that's probably my fault for capitalizing it. When you say "that they had a cool fight top of a speeding train as it heads toward a damaged bridge is more important than that the scene was a proper climax after several scenes of rising action preceded by exposition" you are dead on.

      I am not talking about the players telling the story that the GM has laid out - I covered that in another post. I mean more generally - the story that's being told by the players through their decisions and role playing. And that's the fight on top of the train, the players working through the emotional sides of their characters, working through challenges, being cool and being your character in a forum. And I do believe that these things are more important than figuring out how much actual damage you take from getting hit in the face with a cream pie at light speed.

      I suppose you do have a point that players who like to focus on rules need games to play. I just think that exist the realm of RPGs.

      Also, I've used your mission blender. Small world.

      --
      http://downwithpants.org Overthrow the tyranny of your pants
    5. Re:You can play games without books. by CodeBuster · · Score: 1

      Write your own system. Throw out the charts. Tell stories. It's more fun, more memorable, and a heck of a lot cheaper.

      ...or just buy yourself a copy of the HERO System 5th edition revised and run *any* type of game that you can think of in any setting at any time. I have played a lot of RPG systems over the years and this is the only one I have come across, with the possible exception of Chartmaster, which tries to do the same thing but doesn't do it as well as HERO does, that literally allows you to run any game that you can think of. The only downside, if you can call it that, but you seem to be sort of gung-ho on creating your own materials, is that you have to do some additional work to build say a fantasy campaign, or a Star Wars campaign, or a cyberpunk type campaign, but all of these are possible and the combinations that can be created from the base rules are practically endless AND you can mix and match materials from different campaigns easily because the basis is the same. Think of HERO as the C programming language for your RPG games and you will have some idea about what I am getting at.

    6. Re:You can play games without books. by Peter+La+Casse · · Score: 1

      If you can't play Star Wars without a chart to tell you if a heavy blaster kills you more than a light rifle, you've missed the entire point of roleplaying games.

      The Story.

      Almost. The entire point of roleplaying games is to Have Fun. If you Have Fun via the story, then focus on the story. If you Have Fun by powergaming the rules, then find a bunch of like-minded buddies and munch out until your mom makes you go to bed.

      Some people like wargames-in-RPG-clothing, preferring strategy to story. Even a Monty Haul campaign is fine if everybody's having fun.

      For some people, the story is the meat and the rules are the salt. For others, the rules are the meat and the story is the salt.

    7. Re:You can play games without books. by Anonymous Coward · · Score: 0

      "Imagine watching d20 Star Wars on the big screen. Before Luke and Leia go for that famous swing, there'd be 10 minutes of measuring the distance of the swing, checking the working load on the cable, verifying the sturdiness of the pipes the grapple attached too, checking Luke's strength vs Leia's weight, and rolling constantly for the Stormtroopers trying to open the door."

      Yes, let's look at those archaic D&D procedure for such a maneuver. The DM says, "OK, this is a tough jump, DC 18." You roll a d20, and add your Balance modifier, which is listed on the character sheet in front of you. OH, THE HORRORS!

  27. A good GM is never bound by the ruleset. by Maul · · Score: 1

    I played a little bit of the original variant of the d20 Star Wars game, and I don't see how the ruleset bound it from not feeling enough like Star Wars. A good GM is never bound by the ruleset, and I feel that I played with a GM talented enough to make our sessions fun and exciting. In fact, the close similarity to 3E DnD was helpful as we weren't hampered by having to totally relearn a whole new system.

    --

    "You spoony bard!" -Tellah

    1. Re:A good GM is never bound by the ruleset. by ChaosDiscord · · Score: 1

      I played a little bit of the original variant of the d20 Star Wars game, and I don't see how the ruleset bound it from not feeling enough like Star Wars. A good GM is never bound by the ruleset...

      Rules matter. If they didn't matter, you could have just used 3e D&D and saved yourself $30. But apparently D&D wasn't quite a good fit and you felt that the Star Wars rules might be a better fit. Hopefully they were.

      Now, did your GM fudge things, tweak, ignore, and modify rules? Then you weren't, strictly speaking, playing d20 Star Wars but a variant. Apparently the rules weren't good enough and your GM spend some time creating a variant that he felt was better suited to Star Wars. While it's good that he made the effort, it meant he was spending time worrying about the system that could have been better spent on thinking up cool plot twists, exciting scenes, or drinking beer.

      If you are playing closely to the published rules, I think you'll find there are some problems. Valdrax has a good summary of the problems with d20 Star Wars. Essentially it's a system that rewards close reading of the rules and careful tuning of your character. A better tuned character gets to be "cooler" for whatever definition you like than a less tuned character. A party containing two Jedis might have one well tuned one that slices through droids like butter and another who slowly slogs through them, even if that was what his player envisioned. Because the player wasn't as good at tuning the numbers, his character is less likely to fulfill his vision. That's a definite problem.

    2. Re:A good GM is never bound by the ruleset. by $rtbl_this · · Score: 1

      I disagree. If the rules are getting in the way of the game you want to play, you're using the wrong rules. Agreeing to freeform the game or using a cut-down set of the rules is still deciding on a set of rules to use. Arbitrarily fudging stuff can be a fast-track to disagreement and resentment.

      --
      "Are you being weird, or sarcastic?" said Emma. I said I didn't know because I get the two feelings mixed up.
  28. A fatigue system makes no sense for Jedi. by Valdrax · · Score: 4, Interesting

    The one thing the WEG version was missing was limits on using Jedi Powers. The ideal Star Wars, to me, combines the west end games version with Shadowrun. Fatigue for using special powers [...]

    Since when do Jedi get tired from using the Force? That never happens in the movies, even when it looks like they're straining themselves doing something hard. The limits on Jedi powers seem to be more that of mental stumbling blocks than a reserve of stamina. Frankly, the idea of Jedi having limits on how often they can use their powers is quite contrary to the style and feel of Star Wars where Luke casually tosses mind-control around, and Qui-Gon throws droids around like he's playing a game of kick-the-can.

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    1. Re:A fatigue system makes no sense for Jedi. by Falstius · · Score: 1

      I'm not suggesting that the balance in Star Wars needs to be set at the same place as it was in Shadowrun. A low level power would result in little to no fatigue. It is only when the character is pushed to its limits that significant fatigue happens. The also allow the damage received to affect how difficult it is to initiate a power. But this is why all gaming groups have house rules, everyone sees things differently.

    2. Re:A fatigue system makes no sense for Jedi. by Valdrax · · Score: 2, Insightful

      I'm not suggesting that the balance in Star Wars needs to be set at the same place as it was in Shadowrun.

      It doesn't matter where the balance is, it's simply a matter of the fact that Jedi don't get fatigued from using the Force in the movies. Yoda doesn't get tired after lifting an X-Wing or bouncing about like a weasel on methamphetamine. Qui-Gon shows no fatigue from throwing about droids or running all over the place. The Emperor shows no sign over ever running out of lightning bolts to toss at Luke. Not once that I can think of does a Jedi or Sith show fatigue from the use of the Force.

      It's not a manner of tweaking the balance -- it's a matter of the mechanic being utterly inappropriate for simulating the game world you're trying to play in. A fatigue system for Jedi makes about as much sense as a Vancian magic system does. Force powers are not exhaustible in the setting.

      On a related note, neither is physical stamina. Heroes in Star Wars never seem to get tired no matter how much they push themselves. They might complain a little, but when the action is running, they don't get out of breath and slow down. Exhaustion is not an appropriate mechanic for a pulp/space opera setting as it violates the genre's style conventions on heroic action. Exhaustion mechanics belong in "grittier" settings such as noir or low fantasy.

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    3. Re:A fatigue system makes no sense for Jedi. by Falstius · · Score: 1

      Exhaustion is not an appropriate mechanic for a pulp/space opera setting as it violates the genre's style conventions on heroic action. Exhaustion mechanics belong in "grittier" settings such as noir or low fantasy.

      The one scene I can think of is when Luke is hanging upside down in the ice cave in Hoth. His exhaustion makes it extremely difficult to even summon his light saber from a few feet away. George Lucas's inability to deal with human limitations except in the rarest plot points doesn't have to limit my imagining of how the Star Wars universe works. This is probably also why I like the Knigts of the Old Republic, it is much 'grittier' than the movies. In fiction, it is generally when the character's are at their limit that things are the most interesting, and setting that limit too high results in games that are dull soap operas.

    4. Re:A fatigue system makes no sense for Jedi. by masdog · · Score: 1

      Are you sure its his exhaustion that makes it difficult for him to summon the lightsaber, and not his lack of training in how to use the force or his inability to concentrate due to his wounds and the cold?

    5. Re:A fatigue system makes no sense for Jedi. by Falstius · · Score: 1

      It is a fictional universe, for all I know his problems are because Miticlorians are allergic to snow monsters.

    6. Re:A fatigue system makes no sense for Jedi. by mlush · · Score: 1

      Exhaustion is not an appropriate mechanic for a pulp/space opera setting as it violates the genre's style conventions on heroic action. Exhaustion mechanics belong in "grittier" settings such as noir or low fantasy.

      The one scene I can think of is when Luke is hanging upside down in the ice cave in Hoth. His exhaustion makes it extremely difficult to even summon his light saber from a few feet away.

      If you want that in WEG game terms I'd suggest that Luke was wounded -1D and at the time he only had an alter of about 4D, On top of that the lightsaber was stuck in the ice so it required an Easy skill roll (ie a roll of 10 or more) to free it. so he had about a 50:50 chance of success. He clearly made two skill rolls in the film:-)

      George Lucas's inability to deal with human limitations except in the rarest plot points doesn't have to limit my imagining of how the Star Wars universe works.

      I don't think you can blame George for this... He is doing space opera which means fast-paced lots of shooting and only a few superficial wounds to the heros.

      This is probably also why I like the Knigts of the Old Republic, it is much 'grittier' than the movies. In fiction, it is generally when the character's are at their limit that things are the most interesting, and setting that limit too high results in games that are dull soap operas.

      I think your putting your finger on a more generic problem here, the higher the powerlevel of any game the harder it is to set an appropriate challange level and there is often little middle ground between characters that are 'eggshells armed with sledgehammers' and ones that are 'anvils armed with feathers' it can be really hard to challange one without killing the other

      The old d20 system charged vitality (stun damage) for using force powers. IME the net result was that noone dared using forcepowers as they never knew when they would take a blaster bolt and need their vitality to soak the damage.

      Exhaustion does come up in my games but only as a result of fumbling a roll getting 1 on the force dice (I make up the fumbles on the spot so 'ooooh that took a lot out of you your at -1D till you can rest' comes up from time to time). Set exhaustion mechanics would just slow things down and inhibit players from getting into the swing of things (IMHO).

    7. Re:A fatigue system makes no sense for Jedi. by kbielefe · · Score: 1

      Don't think of it as fatigue, then. Think of it as a loss of concentration, the enemy adapting, or something like that. Some of your concerns were actually addressed in the new version of the rules. That's what the reviewer means by "star warsiness."

      For example, a higher level character mowing down a group of cannon fodder enemies is now possible within the rules. Jedi do have essentially unlimited powers, but are limited in how many they can use at once. Resting outside of combat for a minute, spending force points, or rolling a natural 20 on a use force check will restore them. That's a huge improvement over say, D&D where spellcasters have to stop for the night when they run out of spell slots.

      Even though these sorts of limitations seem unrealistic when you examine them, I think they actually add more realism and variety to the game. Instead of having a character just use his most powerful force power over and over, he has to be more well-rounded and combine different force powers with lightsaber attacks in creative ways. But he doesn't have to hold back on an encounter because he doesn't know what the GM has in store for the next one. Rewatch the movies and see how many times Qui-Gon uses a force push in a single encounter. You'll rarely see it more than once per encounter, and probably never see it twice back to back.

      Besides, from a purely meta-game point of view, having nearly unlimited power is only fun for a short time. Think about what you do after you master a video game. Unless you can find a way to make it more difficult for yourself, like "I'm only going to use my knife this time," you eventually stop playing.

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      This space intentionally left blank.
    8. Re:A fatigue system makes no sense for Jedi. by Valdrax · · Score: 1

      I generally agree with masdog on the bit about being hung upside down in the ice cave in Hoth. It's probably the cold, his wounds, and hanging upside down that would have more of an effect than fatigue -- especially considering that he'd been unconscious for a while. Most fatigue systems reset after rest, after all, so they wouldn't simulate this well.

      George Lucas's inability to deal with human limitations except in the rarest plot points doesn't have to limit my imagining of how the Star Wars universe works. This is probably also why I like the Knigts of the Old Republic, it is much 'grittier' than the movies.

      Now if you actually don't like space opera and prefer a grittier feel, then that's another thing entirely. By all means, if that's the kind of game you want to run, feel free to include such a mechanic; it would be helpful there. However, in a mainline Star Wars product, it's a good thing that Force powers don't run out because it's meant to simulate the feel of the movies. It's not that George Lucas is "[unable] to deal with human limitations" anymore than Steven Chow was in Shaolin Soccer or Kung Fu Hustle; it's just that realistic human limitations aren't a part of the genre of the movies they were making.

      In fiction, it is generally when the character's are at their limit that things are the most interesting, and setting that limit too high results in games that are dull soap operas.

      Well, for story purposes, it's when a character has to overcome adversity that things become interesting. Reaching physical limits is just one form of adversity -- a way of raising the stakes. There are others, and which forms of adversity are more interesting than others is a matter of personal preference.

      At any rate, few game systems really use fatigue mechanics to achieve a form of tension -- instead they are generally used as a limiter to prevent PCs from getting out of hand or to make them act more cautiously. For instance, in a cyberpunk or film noir game, you want the PCs to be able to be overcome by forces much larger than them (like the cops). However, in a pulp or kung fu game, you want characters to be able to take out large numbers of mooks, and you want the only brake on PCs to be other powerful NPCs.

      The best games that let PCs deplete resources are games with set-piece adventures -- cyberpunk games like Shadowrun where PCs generally have a limited arena that they'll be operating in for a limited duration or dungeon-crawls like D&D where the ability to recover is constrained in a properly designed dungeon. It's definitely possible to run Star Wars like this, but the movies tend to have a number of very long-running action sequences (e.g. rescuing Leia from the Death Star, fighting droid armies on the Guild ship, etc.) that wouldn't do well in a resource-depletion system.

      Anyway, it's my contention that a Star Wars game focused on reproducing the feel of the movies would be harmed by a system that lets Jedi get tired and have to take a break instead of just kicking butt all the way to the bad guy. A game focused on generating a different feel is free to have such a system, but it isn't Star Wars at that point.

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    9. Re:A fatigue system makes no sense for Jedi. by AP31R0N · · Score: 1

      It is a game, not a movie. Games require balance. Movies require drama. The game and the movies cover the same setting, but from there they diverge. Perhaps Mind Tricking low level goons is a free action, tossing a droid might be a low level spell. X uses per day or fatigue checks are a staple of RPGs. It makes the player be selective about when to use a power instead of a mundane ability.

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    10. Re:A fatigue system makes no sense for Jedi. by Valdrax · · Score: 1

      It is a game, not a movie. Games require balance. Movies require drama.

      Ah, but where should the balance lie? And should setting and style always come second to balance? (...And who says games shouldn't require drama too, dangit!)

      X uses per day or fatigue checks are a staple of RPGs. It makes the player be selective about when to use a power instead of a mundane ability.

      I actually covered that pretty well in another post in this thread. Fatigue mechanics are good for gritty games focused on realism and consequences for showing out too much. Games set in genres that do not focus on realism and reward over-the-top action should NOT have a fatigue mechanic. Games should be designed to facilitate a certain style of play and should not hamper the kinds of action that players come to the table expecting.

      Let's look at the original Legend of the Five Rings game. L5R was based on a CCG of the same name about a high-magic, feudal Japan-like setting with samurai clans descended from dragons, elemental spellcasters, firebreathing tattooed monks, and other wild elements. It's a pretty fantastic setting.

      Coming from having played the CCG and not being familiar with the system, I immediately made a Togashi monk when my group decided to play the game. I mean, who doesn't want to be a fire-breathing, kung fu badass? In the CCG, the cards for these characters are just as strong as samurai, and that's what I was expecting -- a character that was a match for a samurai.

      However, L5R's damage system is highly biased towards realism. It has strong biases towards armed combat over unarmed combat; a person wielding a sword got to roll and keep more dice for damage than an unarmed martial artists. PCs can be killed in one or two hits from a good weapon. It also has a very strong "death spiral" where wounds give very powerful penalties to your ability to counterattack. In essence, the game strongly favors whoever hits first with a strong weapon.

      As a result, the game's focus on realism and traditional resource management mechanics (i.e. fire-breathing was limited in uses per day) led to tattooed monks being utterly worthless characters. Playing a shugenja (an elemental spellcaster) wasn't much better. I can understand that you don't want characters capable of leveling provinces like in the CCG, but the contribution a shugenja added to combat was pathetic. It wasn't until the d20 release that Rokugan become a place where anyone other than a samurai could stand out and be useful in a party. The original L5R system, thus, was an extremely poor system for simulating the world of Rokugan as portrayed in the CCG.

      Now, why would anyone want to play in a Star Wars game where Jedi had very limited uses of their powers? Superhero games don't generally have a fatigue mechanic. Kung fu games don't generally have a fatigue mechanic. Why should Star Wars? It's opposed to the feel of a space opera setting.

      Rules should reflect the world that a game is meant to be run in; game worlds and whole genres should not be slaves to rules. Any game system that fails to understand the way its rules deform and shape the style of play is a bad ruleset. And so, I say that a fatigue system for Force powers is a bad system because it make people play Jedi *very* differently from the movies.

      Besides, who cares if fatigue checks are a staple of RPGs. Ever since the 90s, we've had more than enough systems come out that didn't use such a mechanic that have remained balanced. Furthermore, there's no reason to appeal to tradition if tradition gets in the way of doing things right.

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  29. Karma Restored by mushupork · · Score: 2, Funny

    I think I can safely say this story cancels out yesterday's Soprano's article. All is well with the /. universe once again, carry on.

    --
    Currently bidding on sig
  30. Screw the RPG by Cyno01 · · Score: 2, Insightful

    Wizards killed the Star Wars CCG, bastards...

    --
    "Sic Semper Tyrannosaurus Rex."
  31. Re:Is it the best ever? by Anonymous Coward · · Score: 0

    MOderate Parent as Bummer Dude.

  32. Re:Is it the best ever? by Anonymous Coward · · Score: 0

    And you're posting on Slashdot? Double fail hypocrite.

  33. Easy Modification by Plekto · · Score: 1

    I'm looking forward to this. It looks to be very streamlined and more of a "one book" approach.

    But, I really recommend the following change to and "D20" game:

    Replace all D20 rolls with 2 D10s. It always bothered me that you had the same chance to hit yourself as do an amazing hit, no matter what your level was. Making it have an average allows the GM as well to get away with really good/really bad outcomes.

    Of course, if you want easy role-playing, Witchcraft is by far the best that I have run across. The mechanics of the game take up all of about twenty pages, and 80% of each "page" is usually some sort of artwork or example(figure 2-3 pages, compressed).

  34. Full color glossy paper? by PCM2 · · Score: 1

    A few pages in, and it's obvious that the loss in size and thickness has not come at the price of production quality. The entire tome is full color glossy paper throughout.

    Am I the only one who looks at modern role-playing game manuals and gets a headache? This obsession with four-color printing on every page needs to go. The stupid doo-dads around every page number and obnoxious icons do nothing to improve the readability of the book. They probably do, however, help to justify charging $30 for a book that tells you how to play a game. Give me a 1980s-era AD&D manual any day.

    --
    Breakfast served all day!
    1. Re:Full color glossy paper? by kria · · Score: 1

      And an AD&D manual gives ME a headache as I try to find the right one of the 470 charts to consult... :)

  35. Remember the 1st edition by GodfatherofSoul · · Score: 2, Interesting

    As a kid we used to play the 1st version of the RPG that must have been released back in the late 80s. It was far more a slick a production than all of the other RPG books out there (I probably played 10-15 in my life), had humor (Storm Trooper recruitment posters and astromech droid ads), and a very cool dodge-first combat system. Everything was driven from D6s as I remember and accounted for armor penetration (idiotically omitted from games like the Robotech RPGs).

    My favorite feature of the games though was that it distilled Star Wars down to its crucial elements for GMs to follow:

    1. The characters are as unimpressed with their own gadgets as you would be with a remote. A ship's capatain should never shake his fist at a target on a giant view screen and yell to his crew "Fire the proton torpedoes!".
    2. Technology just works. Don't worry about silly rationalizations like you see in Star Trek (sorry fans). But, know the limits of the technology.
    3. The world is black and white. Some people just haven't picked sides yet. Very Romantic (not the soap opera definition).
    4. The banter between characters is so colloquial. No technobabble.

    My one disappointment with the new SW movies was that they'd forgotten these elements.

    --
    I swear to God...I swear to God! That is NOT how you treat your human!
    1. Re:Remember the 1st edition by Beyond+Opinion · · Score: 1

      1. The characters are as unimpressed with their own gadgets as you would be with a remote.
      When talking about Star Wars to Star Wars nerds, the word "remote" takes on a different meaning. Frankly, I'd be pretty impressed if I saw a remote.
    2. Re:Remember the 1st edition by GodfatherofSoul · · Score: 1

      What's a SW remote?

      --
      I swear to God...I swear to God! That is NOT how you treat your human!
    3. Re:Remember the 1st edition by Anonymous Coward · · Score: 0

      The little tennis ball robot Luke fights with his visored helmet on in the original movie.

    4. Re:Remember the 1st edition by Asmor · · Score: 1

      IIRC, the floaty sphere that Luke was practicing with on the millenium falcon.

    5. Re:Remember the 1st edition by Dirtside · · Score: 1

      4. The banter between characters is so colloquial. No technobabble.

      Amen to that! Now hand me that hydrospanner so that I can adjust the alluvial dampers.
      --
      "Destroy science and religion. Science would re-emerge exactly the same; but not religion." - Penn Jillette, paraphrased
  36. Careful about promoting story or dismissing rules by Geof · · Score: 2

    I agree with you that rules shouldn't be the focus of play. The indie games are worth checking out. But I have significant doubts about the indie game crowd's focus on "story". Story is a rather high-level concept, something you don't necessarily see unless you step back from the experience of playing. The most satisfying moments I have experienced and witnessed in RPGs have been more immediate: the excitement of diving out the window just as the bomb goes off, the players huddled around the candle flame as some Thing stalks their characters through the abandoned house, the shock on his comrades' faces as the religious fanatic torches the planetary stabelizer as "evil technology".

    Don't get me wrong: theme and plot and narrative and all that good stuff can certainly enhance the experience of playing, and it's certainly worth trying to do something else with the medium. But for most players I suspect the immediate experience matters more. The indie game designers seem to be aiming to produce Art - which is great; for them story may be what they really want to achieve. However, I think they get a bit too wrapped up in the narrative structure that's usually necessary in traditional forms that are experienced by an audience rather than participants.

    I do take issue with your suggestion that structure is something used by GMs to control the players. Some have argued quite the opposite (players use rules to fend off GM fiat), while I think they're the framework that aids the GM so s/he can focus on the other creative aspects of play that rules cannot provide. If you can run a creative game off-the-cuff with little or support, you're a better GM than I - I'd love to play in your game sometime. It's quite ironic that you diss too much structure in one breath, then praise indie games in the next - because indie games (with their "system matters" rallying cry) often introduce carefully tailored structures and rules to support specific kinds of story (e.g. the excellent Dogs in the Vineyard). Often they narrow play far more dramatically than "traditional" games like D&D.

    Personally, I find d20 way too complex; for me, Call of Cthulhu, with its minimal menu of rules, is far easier to run because it's far easier to wing it without worrying about the rules (it also helps that the players' position is unequal from the start, so there's no need for "balance"). Many of the indie games I have looked at are so focused that they don't easily support that kind of freedom or long term play. My impression - though there are some excellent counter examples (e.g. Shadow of Yesterday, the rules-heavy Burning Wheel) - is that many of the games most focused on "story" are weak when it comes to supporting open-ended campaigns that go in unexpected directions.

  37. Re:Is it the best ever? by Babbster · · Score: 1

    Wow, hi AJ! I thought for sure that the black screen at the end last Sunday meant that you and your whole family got whacked. I thought the hot underage girl and new car would have kept you happy longer, too...

  38. Why level-based? by Arsaidh · · Score: 1

    I'd be a lot more excited if it weren't a level-based system; growth in "levels" was a fresh idea 30 years ago, but today there are better ways to handle character development. "No, you can't learn to swing this sword better without sacrificing a few wizard levels" makes zero sense. Point-buy systems are both more realistic and more fun, especially if you prefer a narrativist or simulationist outlook to a gamist approach.

    I'm really not sure why anybody would write a level-based system these days, other than to fit the d20 branding. Would it be the end of the world if the new Star Wars game weren't d20-powered? If there's any brand that shouldn't need the d20 stamp to succeed as an RPG, Star Wars should be it.

    --
    Posters demanding to be modded a certain way should always be modded "-1, Self-Important Nitwit."
    1. Re:Why level-based? by kbielefe · · Score: 1

      Take a look at the preview. I don't know a lot about point buy, but the saga edition replaces class traits with talent trees. If I understand them correctly, once you have access to a certain talent tree, you can progress up that tree no matter what class you take levels in. The article has lots of examples of very flexible multiclass characters, like a jedi who grew up on the streets and has mostly scoundrel characteristics with specialized complementary jedi abilities.

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    2. Re:Why level-based? by Anonymous Coward · · Score: 0

      But you still have to level with the level system to buy that next ability

  39. Saga Edition? by feedmetrolls · · Score: 0

    More like "Galaxy of Warcraft"

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  40. Who needs the d20 version anyway? by ihuntrocks · · Score: 1

    I cut my teeth in role playing on the old West End Games Star Wars d6 system. I played the d20 and truth be told, spent the entire time missing the d6 system and material. I'd take the old standby d6 any day over what WotC put out. The real shame was not the original d20 version from Wizards meeting product death, but rather the West End Games version doing the same. I finally found all of the d6 material at a used bookstore and coughed up the cash to rescue it, so it couldn't be lost to me and my small collective of friends who miss the real classic Star Wars role playing experience.

    --
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  41. Obligatory by p4rri11iz3r · · Score: 0
    All d20 games are useless because I roll 20's.

    Every Time.

    --
    "Now I'm seriously serious!" - Serious Sam
  42. Rules Matter by ChaosDiscord · · Score: 3, Insightful

    Rules matter.

    The rules tell you what the game is really about instead of what it claims to be about. A game might promise "exciting pulp action," but if the conflict system is highly lethal you're not going to see lots of exciting pulp moments in actual play. The heroes will either die quickly and pointlessly, or they'll become cautious. The very tone of the game is set by the rules.

    The rules impact a player's success at fulfilling their vision for their character. To take Star Wars for example, say I want to be a great pilot. However, the rules set has enough complexity and tradeoffs that I accidentally build a decidedly sub-optimal pilot. As a result, another character, for whom "be a cool pilot" wasn't their goal but who is better at working the system, is the best pilot on the team and regularly outdoes you. That's no fun. Or maybe your vision is a dangerous Jedi, but poor choices in character generation mean a lone storm trooper is a major threat and a pair is insurmountable. Not terribly fun. Ultimately, having to resign yourself to being the hanger-on to the team because of lack of rules master isn't fun. A player should play a bumbler because they want to, not because they are forced to.

    Now, a GM can fudge or outright ignore the dice to lead to more desirable results, but then why are you rolling? Your success and failure ends up having little to do with your preparation and design and is in the hands of the GM fiat. The resulting success is hollow.

    A GM can modify the rules to try and improve things, but then you're playing a new game. If the rules need to be modified to make it better, surely the publisher should try to improve their source material so their customers don't need to do so. At the very least it will same countless GMs from wasting their time fiddling with the rules.

    This is why the Star Wars overhaul is important. If it works, there should be fewer cases of PCs failing to meet expectations. The new tone of the rules says, "You're really cool all the time." The old set of rules said a bunch of things, including "You can be exceptionally cool in some ways if you've mastered the rules, but if you haven't you have a real chance of being just mediocre," and "You can be really cool in a few areas, but totally useless in others, or you can be unexceptional in a bunch of ways." Neither one of those seems to reinforce the pulp space-opera feel of Star Wars. The new rules help balance the playing field. A group of players, some of whom are love studying and using rules, and some who don't, have a more even chance of satisfying their visions for their characters.

    Ultimately the focus on "role" play instead of "roll" play is the entire point of these changes. The resulting system, if the changes work, will encourage role-playing. If it works, it's a huge win for everyone.

  43. Huh? by Anonymous Coward · · Score: 0
    Even better, every character only gets a single attack per combat round, regardless of their level. High level D&D games are marked by endless dice rolling, as characters make a ludicrous number of attacks in a frighteningly short amount of time. And if you really want to attack more than once a round in Saga Edition, you can; you just take penalties for it, penalties more easily compensated for at higher levels.

    I'm not sure I see the improvement here...it still sounds like higher level characters will be making multiple attacks, with the "advantage" that lower level characters can do so too, if they want to. Why should the high-level folks be the only ones whose combats take hours to resolve?

    I'm gonna stick with FATE, thanks.

  44. Re:Careful about promoting story or dismissing rul by v3lut · · Score: 1

    I think we're splitting hairs on "The Story" versus "Immediate Experience". The examples you cite - diving out the window, huddling in fear, the inevitable betrayal - these are story elements. What made them satisfying moments? Was it rolling X on YdZ and consulting charts Alpha and Beta (considering effects from the Resistance table)? Or was it the imagery that was invoked, the players expressions, and the fact that it actually got your heart pumping for real?

    I suspect is was the latter, and I suspect what you refer to as 'immediate experience' is the same thing I call 'the story'.

    As for GMs using structure to control the players, I'll say this: If the players need anything to protect themselves from the GM, then the GM should be sacked. I know of what you speak, and I know the type of GM you refer to. I won't sit at the table with them, on either side. A GM's job is to let the players play and provide the landscape. Not use the players to tell the GM's story. It's usually what happens when a GM has a story he wants to tell and hasn't gotten to tell it in his own roleplaying. THe Players should tell the story. The GM should provide the setting.

    And I say the the GM often needs structure to control the players, because experience shows that players will take everything they can get, and GENERALLY tend toward wanting bigger and better weapons. Sometimes you need a reason to be able to say "No, you can't have 200 tons of putty."

    Framework should aid the GM, I agree, and let him focus on the creative aspects of the game. But the more complicated the framework, the more the GM has to memorize to provide off the cuff answers, or else your games turn into long sessions of looking in the index. The simpler a framework is, the less it can possibly get in the way, the less the GM has to memorize and explain, the less the players need to remember. How important is it, really, to be absolutely certain that a .38 revolver does 1d6 damage but a .45 does 1d6+1? Getting shot in the chest with one is going to suck and it's going to knock you on your hinder. Sure, that +1 might make the difference between tripping the self destruct sequence and dying before you get to the button, but that's exactly the case where the framework has hindered the story.

    I won't support any game, indie or mainstream, that puts their system ahead of the story and the players enjoyment and experience. I am not saying Indie is better just because it's Indie. Some Indie games are crap. At least you're not out a lot when you buy them. And no amount of money spent on books will make a game good. If you don't have the chops to make a good game out of a bad system, the best system in the world won't help you. And that's a fact. Systems don't make bad roleplaying games good, but people can turn bad systems into good roleplaying experiences. And once you go that far, it seems pointless to invest large money into books of charts for one system, when you can spend the same money and get 15 different ideas and settings to mine for material.

    As for wanting to play in one of my games, if you ever make it to the bay area cons, I can point you to the games I run. The Computer is always looking for volunteers.

    --
    http://downwithpants.org Overthrow the tyranny of your pants
  45. oblig by Anonymous Coward · · Score: 0

    It's a trap!

  46. Or you are playing Paranoia by Anonymous Coward · · Score: 0

    The GM's not out to get you,
    Or you are playing Paranoia.
    God I loved that game. Especially since the GM and one of the players were brothers. The game usually involved a brotherly fight played out via the game dynamics.

    Ah, and with the official "7 clone" adventures (you got 6 clones, but the adventure was designed to only be finished if you had 7 clones) you got to play new characters every game.

  47. Savage worlds by geekoid · · Score: 1

    is the best system to run Star Wars in.
    It catches the easy to remove Secondary characters A.K.A Mooks, and still makes for tough villains.
    I hate it when the heros end up in a 1 hour fight with 4 stinking guards. It's not about the guards, it's about the story, the heros, the epic villains.

    I want a game where the player is pretty good at the beginning, not after 2 years of play.

    --
    The Kruger Dunning explains most post on /. http://en.wikipedia.org/wiki/Dunning%E2%80%93Kruger_effect
  48. Do or Do not by Anonymous Coward · · Score: 0

    Instead of requiring you to track skill points, which must be slotted into a dizzying array of strangely over-specific disciplines, skills in Saga Edition are a binary state. Either you're trained or untrained in a skill. Thus, a skill roll looks like this: d20 + half your character's level + relevant ability score (strength for climbing, etc.) + 5 if you are trained. That's it.

    Do or Do not. There is no try.

  49. I was about to ask by Atroxodisse · · Score: 1

    If anyone remembered the old West End Games version of Star Wars. It was one of the best Pen and Paper games I've ever played, and I've played most of them...

    --
    Read my short stories - You won't regret it.
    1. Re:I was about to ask by Boronx · · Score: 1

      It's a great system and can really apply to any setting, not just Star Wars. Found a used book last week and picked it up for 12 bucks. Playing this game and also random scenarios, like James Bond type adventures using the same system, were the most fun I've had with RPGs.

    2. Re:I was about to ask by Anonymous Coward · · Score: 0

      West End Games is still in business and producing new D6 material. They released new core books back in 2004 and have released addon books since then. There is also a preorder going on right now for the next campaign setting book, written by Bill Coffin, http://www.westendgames.com/forum/upload/showthrea d.php?s=&threadid=2083

  50. Re:Wizards of the Coast is the Shit! by I(rispee_I(reme · · Score: 1

    Then why'd you post anonymous coward? Nothing like winning a magic tourney to make you feel like King of the Nerds.

  51. Re:Luke Skywalker by Anonymous Coward · · Score: 0

    Shoot yourself.

  52. The HERO System by CodeBuster · · Score: 1

    If you *really* wanted to run a campaign set in the Star Wars universe and you were willing to do a bit of work fleshing out some of the details then you could have used the HERO System to run your game and it would have been a hell of a lot better than WotC d20 Star Wars. I know that HERO is a bit complex, but it really works well in groups of older gamers (who have better than high school level of education) with previous experience in similar RPG type games. The problem with d20 and similar simplified systems is that they are bound by their simplification to pre-determined and templated campaign styles and this is fine IF you just want to run quick and casual games where the action moves quickly at the expense of some realism and details. However, serious players with more refined tastes will appreciate the greater flexibility and freedom afforded by the HERO system when the game becomes longer, more detailed, and more drawn out in scope.

  53. THACO?? COMPLICATED!? by Anonymous Coward · · Score: 0

    what happened to -> to hit = (THAC0 - AC)

    doesn't a rocket scientist to figure this one out

  54. TWERPS anyone? by Anonymous Coward · · Score: 0
    TFSlashvert

    The game takes a simple approach: every Star Wars character is a hero. As such, it's possible for every character to take part in every scene, to one degree or another. Character Level, then, becomes the tie that binds every other mechanic. Almost every d20 roll you'll be making is modified by your character's level; neurotically min/maxing every aspect of your character is no longer a requirement.

    Wikipedia on The World's Easiest Role-Playing System

    The actual rules of the game are indeed extremely simple. Characters are defined by a single attribute, "Strength", which is used for determing all traditional role-playing elements, such as whether or not the character successfully hits in combat, how fast they can move and how much damage they can take before dying.
  55. You cant swing a sword without... by nanowired · · Score: 1

    Hitting a d20 group that plays like that, I'm afraid. Its what all d20 brings to the surface. Even groups that claim to be "different" all suffer the same sort of min-maxery. The entire d20 line just needs to sink into oblivion and never surface again.

  56. Worst, Starwars Adaption Ever by nanowired · · Score: 1

    It might have some redeeming factors if they removed several key retardations of the Starwars universe... First, "drain" for using force powers... Dr. Weird has a word for that. Second, by the rules of d20 Starwars, the Emperor - despite his mass evilness and mastery of the darkside of the force - would be dead 1 year after the events in episode 1, at the LATEST.

  57. I'm showing my age by Infonaut · · Score: 1

    If you want a social experience, play a game designed around socializing like Exalted or WOD revised from White Wolf.

    That's the same reason I still think RuneQuest 2 (before Avalon Hill destroyed it with v3 and Mongoose took the worst parts of D&D and merged them with RQ to make v4) had the best pencil and paper RPG of any game I've played. Simple, elegant, and easy to understand and use, they facilitated roleplaying by their emphasis on acquisition of skills (through use). A newcomer to the game could jump in far more easily than in d20 or its predecessors. Plus, as a fantasy world, Glorantha was amazingly rich and varied.

    --
    Read the EFF's Fair Use FAQ
  58. Rules? Check. Setting? Um ... by Kaemaril · · Score: 1

    That seems to be a review of the rules of the game. Thanks.

    Where's the review of (what there is of) the setting info? Please just don't say 'Who needs it? It's Starwars!' :)

    How about mentioning the index is godawful?

  59. GDW got it right. by MsGeek · · Score: 1

    Back in the day, before the official WEG Star Wars RPG, there was Traveller. Very good game, very good ruleset. Part of the character creation process was giving your character a back-story. You couldn't "level up" the character after that, a fatal flaw of the rules, but the characters were able to hit the ground running.

    I was involved with a group of people who had written up an entire Star Wars total conversion for the game. Jedi powers were an offshoot of Traveller's psionics, for example. The proof of just how good those games were that I still vividly remember some of the characters I created in the game. Good times, man. Good times.

    This was in the early 1980s, well before the WEG games. When the WEG system was introduced in 1987, I sat down and read it. It made my brain hurt. The unnecessary complexity of the SW RPG system when you compared it to Traveller stood out like a sore thumb. Unfortunately this was the bellwether for the future of gaming. D20, GURPS...all of them. It's no accident that RPG gaming has shifted to online computer environments. Only the Guardians of Order Tri-Stat system bucked the trend of more and more complexity. Big Eyes, Small Mouth was a revelation. Sitting in on a BESM game made me remember just how fun paper-and-pencil gaming was.

    Traveller is being relaunched as Traveller^5. They keep saying that the new system will premiere in June 2007. However, it's almost July 2007, and no big annoucements. However, later versions of Traveller like GURPS Traveller, MegaTraveller and "Mark Miller's Traveller" aka Traveller v.4 all were "added complexity" kind of systems. I hope that the new version strips things down and gets back to the basics. If not, I'll just take the old black books, graft on the skill improvement rules from Tri-Stat, and...well...hope to find some people who want to go kick some butt in a Galaxy far, far away.

    --
    Knowledge is power. Knowledge shared is power multiplied.
  60. West End Games still exists - NOT bought by WotC by JimTheta · · Score: 1

    West End Games still exists. See http://westendgames.com

    WotC did not buy WEG out. They just bought the Star Wars license after WEG lost it.

    (The Wikipedia article had an poorly-worded sentence that could be interpreted your way. I just fixed it.)

  61. The WEG system by trenien · · Score: 1
    If you really wanted to run a campaign set in the Star Wars universe, you should do a bit of work hunting the original West End Games books. At least for playing Star Wars the rules are superior to everything else - they flow.

    Furthermore the sourcebooks are of exceptionnal quality, and you can find them dirt cheap on ebay.

  62. it was still better... by vuffi_raa · · Score: 1

    when it was a more open ended D6 system before wizards took over

  63. It's not college, it's the times by mcvos · · Score: 1

    I miss roleplaying. Stupid college and its utter lack of roleplayers.

    I did plenty of roleplaying in university, but nowadays everybody is playing World of Warcraft, and the RPG market is shrinking.

    But it may bounce back again in the future. I think it shrunk after the initial success of Magic the Gathering, but that success eventually brought the gaming hobby some mainstream attention, influx of new players, and I think some of those did eventually end up in the RPG hobby. Perhaps WoW will have a similar effect.

  64. Just give me the WEG version by mcvos · · Score: 1

    The original West End Games Star Wars RPG was lots of fun. It really felt like Star Wars, like space opera, and not like D&D in the wrong jacket.

  65. Skills are wrong by fudgefactor7 · · Score: 1

    " Thus, a skill roll looks like this: d20 + half your character's level + relevant ability score (strength for climbing, etc.) + 5 if you are trained. That's it."
     
    If that's the case, why did my quick thumb-through the book at my local retailer turn up people with skills that have "plusses" such as "Negotiate +13"? Now I freely admit to not having read the skill use section, I just looked through it, but it seems what you say and what's in the book do not jive 100%... Of course, I could just be stoned; but there shouldn't be skill plusses if you get, as you say, +5 for skilled and +0 for not...

    1. Re:Skills are wrong by Parthymon · · Score: 1

      No, you're just an idiot. What you saw was probably a character writeup for an NPC. Thus, this character has Negotiate +13 meaning that when you roll a d20, you add 13 to this. There are a number of ways you could achieve this. Say he is skilled in negotiate (+5) and has a charisma of, let's say 18 (+4), (charismas being the ability score, i'm guessing, for this skill). Then he would have to be 8th level d20 + 13 (1/2 level - 4, plus ability score - 4, plus 5 for being trained) if he isn't trained, then with the same stat of 18, he would be 18th level d20 + 13 (1/2 level - 9, plus ability score - 4)

    2. Re:Skills are wrong by Anonymous Coward · · Score: 0

      The OP may be an idiot, as you say; but you're just a dickhead, which is far worse.

  66. Re:Wizards of the Coast is the Shit! by bigstrat2003 · · Score: 1

    Maybe he doesn't have an account. For the longest time I didn't have an account because I posted once in a blue moon, so I just posted AC.

    --
    "16MB (fuck off, MiB fascists)" - The Mighty Buzzard
  67. http://www.gurpslabs.com by Dark+Lord+Azagthoth · · Score: 1

    Try this site: http://www.gurpslabs.com/ You should be redirected to this site (mine) http://members.chello.nl/l.deckers3

    --
    Dark Lord Azagthoth
  68. Cutting Edge by lukzu · · Score: 1

    The Saga edition's a nice evolution, it's rather far from the cutting edge of anything. For the real cutting edge in tabletop roleplaying game design go here: http://www.indiepressrevolution.com/xcart/home.php or here http://www.indie-rpgs.com/forum/