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This new edition of the Star Wars Roleplaying Game encapsulates all six feature films while presenting a thorough revision of the rule, making the game easier to learn while improving the overall game experience.This new edition includes new character abilities and options, a world gazetteer, statistics for key characters from all six Star Wars films and the Expanded Universe, and guidelines on how to use Star Wars miniatures and battle maps in play.
Chris Perkins is a Canadian American game designer and editor who is known for his work on Wizards of the Coast's Dungeons & Dragons role-playing game, currently as the senior story designer.
I'm currently getting ready to GM a system I've never played before, so I'm doing a lot of reading from a number of books at once. It's an odd sensation to be doing this again, but quite fun. A decent rpg, so far. I suppose I was guessing it would be a great deal different from the 3.5 ruleset, but it turns out to be only significantly different. We shall see very soon how well everyone enjoys it.
A way cleaner system than Dungeons and Dragons (even 4th edition)
Even if you're not big on Star Wars, the various role-playing possibilities of that universe are effectively exploited. There is far less emphasis on number-crunching, and yet the rules derived from the fairly-simple numeric structure seem far more intuitive than the grand D20 framework it borrowed from.
So far the best version of the game. It uses the predecessor system to DnD 4e, and in all reality it is a superior system with just the right of lcarity and ease, but complexity where you need it. it definitely makes you want to run or play.
The best Star Wars RPG hands down. Over the decades I’ve played them all: West End’s original game (and the expanded and revised edition), the first two d20 versions (and of course this one) and the more recent FFG game. I really wanted to like the FFG games. I spent an extraordinary amount of money and time on the various Edge of the Empire/Age of Rebellion/Force and Destiny books, but Star Wars Saga is just better.
Although a level-based system might not be ideal for Star Wars, this game still simulates what you see in the movies and the shows (especially the shows) better than anything else. Plus, you can actually eventually play a character who can rival Luke, Darth Vader, even the Emperor given time. As far as a gaming experience goes, this core book is awesome. The various sourcebooks really do help, but honestly this book alone provides a pretty great game across multiple eras.
The Star Wars Roleplaying Game is a d20 system RPG set in the Star Wars universe. The game was written by Bill Slavicsek, Andy Collins, and JD Wiker and published by Wizards of the Coast in late 2000 and revised in 2002.
it's got half the good ideas from 4e, half the good ideas from 3e, and all the worst ideas from both. the math in particular is just a bizarre array of decisions in the name of balance. as much of a pure miniatures game as 4e is
This seems like a pretty good system, though I'm not totally sure it's a perfect match for Star Wars. Certainly, I'd imagine it's better than the Revised version, since this moves away from some of the clunkiest parts of 3.x era D20 and represents sort of a half step towards fourth edition D&D. Like that system, characters have static defenses instead of saving throws, and Force powers are envisioned as per-encounter abilities. I actually rather like how the Force works here. Just being trained in the relevant skill allows your character to do a few basic things, like reach out to people telepathically and move small objects - in other words, you're Luke at the start of Empire Strikes Back. By investing more into it through a feat or class, you gain certain powers, from stronger telekinesis to the Jedi mind trick and even Force lightning. Of course, the last of those is considered an evil power and will increase your Dark Side score. All characters have Force points, represent the influence of the Force on events, but characters rack up Dark Side points for doing evil stuff - though, interestingly, the write-up for Luke shows he has a few. It's possible to get rid of them with some effort, but also to gain too many and fall totally to the Dark Side, which is a morality system a bit like the one in White Wolf games that fits pretty well here. I also like that there's no armor class here, and in fact the rules are tuned so that characters are generally going to want to avoid wearing armor, nicely emulating the swashbuckling style of Star Wars. I do feel like the class options are a bit bland, since generally being in one class or another just grants you access to certain bonus feats and talents. I imagine that somebody other than Wizards would've done away with the classes and possibly even the levels, much to this game's advantage. I do like that Force users get access to special Force talent trees, making it easy to wield the Force without having to be a Jedi. The combat system seems relatively smooth and fast, even if most non-Force characters are going to just shoot or punch things every round. I do feel like the selection of details on Star Wars stuff is a bit too sparse here. There's a handful of character write-ups, and a few ships and droids are covered, but there are glaring holes like the Millennium Falcon. Of course, that's probably to sell more books, but that kinda sucks for me, since I'm coming to this long after it's gone out of print. Still, there's enough here to get a game going, and I certainly think I'd make use of this system if I ever get the chance to run or play in a Star Wars campaign.