I recently snapped up a copy of Wizards' D20 Star Wars Rules. This is my first experience with the D20 system which appears to be developed partly from the old TSR D&D format - which I was never particularly struck on.
I haven't had a chance to play yet, but it all looks a little unecessarily complex. Whilst I wasn't really a fan of WEG's D6 system either, it was quick and simple and felt a whole lot more accessible. Maybe my opinion will change when I play but I was wondering if anyone else has played both systems and how they felt about how the two compare and contrast.
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Scarecrow
Environment Artist
Blitz Games, Leamington POSSESSION
I have them both at home, and I really have to say I favor d20.
Task resolution is simple, by rolling a d20. Ship-combat sucks in d20, okay, but I have some custom, more cinamatic rules for it.
The complex thing, comes with how you use the infortmation d20 gives you. I simply ignore most .
d20 is very simple and easy, if you just stick to the basics, and wing the rest. I have to admit I like it, ( being a D&D hater, since 1991 )
Cres
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Playtester of Anera's Arena
Loyal convention slave for The Realm of Fantasy.
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As much as I enjoy D20, WEG D6 Star Wars is the best. Great intro game to non gamer types, fast and loose play, super quick Chargen, it just fucking rocks.
Charbok,
who loves the fact that WEG carried the torch from 87 to 91 all by their lonesome
I'd go with D6, myself. Which is why I have never purchsed SW d20.
D6 had character templates, a good feel for the universe. The Force powers were a little lacking due to their 'spell list' format, but it seems that d20 has made this even worse. (I have no problem with hermetic-style Wizards using arcane words to invoke specific magical effects, but the Force is not D&D magic.)
Also, SW D6 was a simpler system. Adding up dice pools can be a pain, but they tended to stay pretty low in the D6 System (unless your characters are playing Luke and Han, I suppose!). Creslin, you indicated that d20 is simple if you 'take the basics and wing it'. If you do that with d6, it takes considerably less shaving to reach the basics.
The system was not complicated with ideas like Vitality/Wound Points and its system for Force Points and Dark Side points was inspired. Space combat worked. And the kooky Wild Die rule (1 in 3 actions have spectacular positive/negative effects) kept up the feel of the movies. Look at any fight in the Star Wars movies - its not roll-to-hit, roll-damage, roll-to-hit, roll-damage, its full of spectacular successes and incompetant/unfortunate failures.
I don't think d20 really offers anything that D6 doesn't - but for the fact that the d20 version is in print with loads of sourcebooks coming out.
-Proteus
__________________ We can explore space, inner and outer, forever, in peace.
-Bill Hicks Imperial College Science Fiction Society www.icsf.co.uk
The Force powers were a little lacking due to their 'spell list' format, but it seems that d20 has made this even worse. (I have no problem with hermetic-style Wizards using arcane words to invoke specific magical effects, but the Force is not D&D magic.)
And it isn't in STAR WARS d20- Force powers are skills, which use up Vitality. Nothing like the D&D magic system at all.
Well, I didn't mean that the system was identical to D&D magic.
I meant that when I look at Vader's stats I see a dull 'spell list' of every power he ever used, each with specific names which sound like D&D spells ([satire] 'Wall of The Force', 'Forceball', 'Yoda's Grasping Hand', 'Darth Bane's Disjunction'[/satire]).
This was a problem in SW d6 too, but not to the same extent, and it seems to be more easily dealt with by using the Control, Sense and Alter skills in a more freeform house system. But now I have commited the cardinal sin - mentioning house rules in a discussion about comparing game systems.
Also, having heard that Force Powers drain Vitality, I have been given another good reason not to like SW d20.
Somehow, I don't see any evidence in the films that using the Force drains anything, let alone gradually saps your luck and dodging skill until a Stormtrooper can puncture your lung with a decent shot.
Oh, and everyone feel free to correct any and all errors I make regarding the d20 SW system. There is a danger in arguing from ignorance, of course.
-Proteus
__________________ We can explore space, inner and outer, forever, in peace.
-Bill Hicks Imperial College Science Fiction Society www.icsf.co.uk
Well, I didn't mean that the system was identical to D&D magic.
I meant that when I look at Vader's stats I see a dull 'spell list' of every power he ever used, each with specific names which sound like D&D spells ([satire] 'Wall of The Force', 'Forceball', 'Yoda's Grasping Hand', 'Darth Bane's Disjunction'[/satire]).
That's nothing specific to D&D. Lots of magic/special power systems give lists of individual powers.
I find the d20 Force mechanics to be far more consistent than those in d6. A problem with the latter, as gets pointed out, is that the power scale is a bit exaggerated at both ends- Force powers are just about worthless to start, but once they get high enough nothing's much of a challenge. d20 has a much smoother power curve from level to level- you can make good use of the powers right away, but you don't get mega-powerful compared to the other characters.
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Also, having heard that Force Powers drain Vitality, I have been given another good reason not to like SW d20.
Somehow, I don't see any evidence in the films that using the Force drains anything, let alone gradually saps your luck and dodging skill until a Stormtrooper can puncture your lung with a decent shot.
I played West End Games' Star Wars for a couple of years as a player in college ('93-'95). I don't think I'd want to play that again, but it was honestly the most fun I've ever had with an RPG. We had our own little building with a nice view and table on campus which was unused on the weekends. Wake up ~10 am, head on over to the auxiliary SU building, order up some pizzas, and sit down for a few hours of Star Wars gaming.
I think we largely succeeded in capturing the flavor of Eps 4-6 with all original characters and plots. The system was great, almost transparent.
Actually that was one of the first things I noticed about the D20 system that I wasn't keen on was the Force powers. As you say, very 'spell-listey'.
I thought WEG's system where there are three elements that you combine in various forms to produce your own end effects felt much more like the Force of the movies. Jedi in the movies appear to simply will things to happen, they don't learn specific force 'tricks' or 'spells'. It simply comes down to how powerful and masterful you are of the Force and not how many tricks you've learned.
I always thought this system would be a fantastic basis for a magic system too.
Anyway thanks for the opinions guys. I'm thinking of maybe running a SW game online using GRIP soon and wasn't sure wether to use WEG or move on to D20. I think I'll stick with WEG as I know it and I think I prefer it.
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Scarecrow
Environment Artist
Blitz Games, Leamington POSSESSION