What's wrong with the WOTC D20 Star Wars RPG?
Posted: 2005-07-05 06:08pm
I rencently became interested in the game and I don't see anything wrong with it. I'm curious as to why it has such a negative reputation here.
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West End Game's D6 SWRPG.Xess wrote:Do you have any tips on how to make it better?
Thanks, I'll look into that.SirNitram wrote:West End Game's D6 SWRPG.
That does sound much better, although I do like many of the D20 aspects so I'll probably try to mix them up to my liking.The Dark wrote:It's more freeform. Any character can learn to do anything, a scale system makes attacks and damage more realistic, and the growth of characters is more gradual in that it's a continuous process rather than the stairstep method of D20.
I knew that, and shall be wary of the specs.Do watch out for technical specs, though. The damn 8 km Executor is a WEG-caused dilemma.
You can't really make it work with d20 Star Wars without tinkering. That should really not be necessary for a game that fancies itself complete.Anomie wrote:The level 20 cap is a hinderence, but you can somewhat sidestep that by going out and buying the D&D Epic Level Handbook. It requires some tinkering to make it work but a friend who ran a high level d20 game was able to make it work. You might even be able to incorporate some of the epic feats.
Of course, this requires you to shell out money for a sourcebook for a different genre game that you really can't get to much other use out of.
I don't .Solauren wrote:I would point out 3 problems with everyone's rants
#1- If you don't like D20, then don't play it.
True, but even within the limitations of D20 the Star Wars game has problems, in that the character classes are rather bland and generic, and early heroes are incredibly weak. I've seen single blaster pistol shots take down low-level heroes, which shouldn't happen to heroes.#2- No system is perfect.
Then they shouldn't have tried to quantify some of it. Just say "he has access to all the resources of the Empire." DM fiat works a lot better than being hog-tied to the rules. That was why D6 worked - it was highly flexible and much more freeform.#3- It's hard to make up realistic or even quantifiable stats for someone with the power and resources of Emperor Palpatine without giving him Divine abilities
Ah, the cornerstone of a nutritious d20 defense. Seen a million times, and always laughed at because of its inherent absurdity. The reason for that is that it isn't a defense per se - it's an excuse to look away from the system and pretend it isn't utterly and tragically flawed.Solauren wrote:I would point out 3 problems with everyone's rants
#1- If you don't like D20, then don't play it.
Difficult here to determine what you really mean. Either you're saying, "no system is perfect, therefore all systems are equal," or you're just presenting a red herring. But it seems obvious that what you really claim is the first, and that is a textbook tautology. It's also blindingly stupid.#2- No system is perfect.
Are you really this dumb? I'd really like to know. Correcting the rule is no harder than writing "this is Emperor Palpatine. He can commission what he wants and it will not cause any ripples, up to and including a fucking Death Star."#3- It's hard to make up realistic or even quantifiable stats for someone with the power and resources of Emperor Palpatine without giving him Divine abilities
There is no level cap, Eleas. It only seems that way thanks to the way the rulebook is written. You can go over level 20 as it is a simple enough matter of number progression. They just cut it off at level 20 because otherwise they would run out of space on the page. (and because 20 levels fits with the motif of d20s... )Eleas wrote:Final problem is the level cap. The characters aren't allowed to progress beyond level 20. This has a number of unfortunate consequences, which all can be summed up into two choices, both equally unpalatable:
1. You create a character grown naturally from level 1 into a full-fledged level 20 hero. He or she can now no longer learn anything at all - it is impossible for this person to even take up knitting in his or her spare time and be good at it, even after practicing for 200 years. Worse, the levels you've taken in a class you don't use work against you. They block your ability to advance further. Your character is now as static as a fly caught in amber, and a lot less interesting.
2. You draw up a "character plan", in which you've carefully delineated the desired path of advancement for your character. This plan carefully uses the loopholes of the system to achieve the most effective character composition.
Words fail me to describe just how immeasurably sad this practice is, but there's no denying that it leads to a much more optimised character. It would be unnecessary in a skill-based system, of course, but there you go...
Why is that necessarily a problem? IMO it makes fights a lot more dangerous, requiring careful planning and tactics as a result. Players might, who knows, take cover when brought under fire, like they would in real life. And the fights youd do win have a greater sense of accomplishment.The Dark wrote:True, but even within the limitations of D20 the Star Wars game has problems, in that the character classes are rather bland and generic, and early heroes are incredibly weak. I've seen single blaster pistol shots take down low-level heroes, which shouldn't happen to heroes.
To echo Stofsk, I played WEG Star Wars for about 2 years and characters (experienced ones to boot) getting dropped with one blaster shot happened there. So did a number of completely ridiculous combat events. (4 stormtroopers opening up on my bounty hunter in a barren corridor at almost point blank range and failing to land a single hit. Repeatedly). D6 has its share of flaws and its strong points, but it's combat system could produce ludicrous results unless a GM was willing to modify on the fly.Stofsk wrote:Why is that necessarily a problem? IMO it makes fights a lot more dangerous, requiring careful planning and tactics as a result. Players might, who knows, take cover when brought under fire, like they would in real life. And the fights youd do win have a greater sense of accomplishment.The Dark wrote:True, but even within the limitations of D20 the Star Wars game has problems, in that the character classes are rather bland and generic, and early heroes are incredibly weak. I've seen single blaster pistol shots take down low-level heroes, which shouldn't happen to heroes.
That is true, and I feel I must modify my point accordingly. It's the specific rulebook that sucks in that sense. Not only does it strongly imply that the character progression ends at level 20 - it also seems to consider every prestige class to be limited to a maximum level of 10. This is bad, IMHO.Stofsk wrote: There is no level cap, Eleas. It only seems that way thanks to the way the rulebook is written. You can go over level 20 as it is a simple enough matter of number progression. They just cut it off at level 20 because otherwise they would run out of space on the page. (and because 20 levels fits with the motif of d20s... )
Defacto I agree with you. However, in principle, a system should be judged on how it is unmodified. If the tweaks are simple (as yours is, or relatively anyway), that could of course be a point in its favour.Therefore, 1. is wrong in that your level 20 hero can become better as time progresses. He can level up to 21, or higher. This may not be in the rulebooks as such, but frankly I no longer slavishly devote myself to the rules as written and prefer to tweak them.
Granted. However, I do feel that d20 levels are far too granular. A single increase in character level is an enormous step up, and that precludes cautious character development. But that's a different can of worms altogether.Its my game, its my rules. I use the book as a kind of jumping off point, and nothing else. (if I may preempt your rebuttal, yes characters like Yoda, Palpatine et al should be higher than level 20. Im not sure how much higher, however. But like I said, just because they dont write these characters as higher levels doesnt mean that you cant reach 20+ levels - so the rulebook is specifically bad, but the ruleset dont preclude anything. It is more of a problem with D&D and SWd20 than with the D20 rules, IOW.)
I agree here as well, but there's a point I'm willing to state:2. remains a problem which, frankly, I cant see solving other than hoping to get players who like to role-play as opposed to roll-play.
Probably.Frankly, Id much rather play with Travellers D20 system, with some elements of SWd20 making a presence (ie a homebrew as opposed to off-the-shelf product ). The setting is far more interesting, layered, there are psionics in the game but it doesnt get preferential treatment the way the Force and Jedi get in SWd20, and the class system was tailormade for multiclassing, combat is suitably dangerous to the point where a single gunshot wound could kill you (which helps defeat munchkinism IMO), and skills matter more (an example of comparison would be: in SWd20 a character with the skill Use Computer can angle the deflectors, ping the sensors, target the weapons, tweak the engines, etc... all in the one super-skill. Lets not forget that the character can also slice into any terminal, and is an expert software programmer as well on the side, simply because Use Computer relates to just about any conceivable use of a computer console, no matter what its role is. In Traveller T20, skills are more specialised. To use sensors, you need a skill called Technical/Sensors, to use a computer you need T/Computers, and just like in real life, it is very very hard to be an expert in all of it. A far better system in my oh-so-humble opinion. It is still d20 though, so you will probably frown and stick your tongue out though )
I think a good solution is the one used in Västmark, where there are three kinds of wounds - Scratch, Wound, and Serious Wound. A mook given a Serious Wound is dead automagically. A character, on the other hand, is just down, in pain, comatose, bleeding, etc. Anything worse is up to circumstances, the GM, and the stupidity of the given situation.Stofsk wrote:Why is that necessarily a problem? IMO it makes fights a lot more dangerous, requiring careful planning and tactics as a result. Players might, who knows, take cover when brought under fire, like they would in real life. And the fights youd do win have a greater sense of accomplishment.
One shot kills in Star Wars has been called "ridiculous" twice now, and I don't understand why. Why should anyone be able to survive a hit from a weapon that can do this?Imperial Overlord wrote:To echo Stofsk, I played WEG Star Wars for about 2 years and characters (experienced ones to boot) getting dropped with one blaster shot happened there.
That's actually something that I like about the d20 version, you can't survive multiple hits. If you read carefully enough, you'll see that your vitality points aren't really traditional hit points. Instead, a "hit" to your vitality means you just barely dodged in time (using up some of your limited supply of luck/stamina/whatever). Only hits to your wound points involve an actual hit. And in that case, a direct hit is either going to kill you or seriously wound you. A stormtrooper rifle does 3d8 damage (average 13-14, vs. typical con score of 12-14), enough to leave an average character lying in a pool of their blood dying. Only the toughest characters can survive an average rifle hit, and even then, an above average roll will still drop them just as easily.Arthur_Tuxedo wrote:One shot kills in Star Wars has been called "ridiculous" twice now, and I don't understand why. Why should anyone be able to survive a hit from a weapon that can do this?Imperial Overlord wrote:To echo Stofsk, I played WEG Star Wars for about 2 years and characters (experienced ones to boot) getting dropped with one blaster shot happened there.
A Star Wars system should recognize that no one in Star Wars ever survives a direct hit from a blaster without good armor or shields. The system doesn't have to be set up as if two opponents are standing on a featureless plane. Rules for cover and the like can make combat exciting, nuanced, and non-arbitrary even with one-shot-kill weapons.