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	<title>Comments on: Star Wars Saga: Reflections</title>
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		<title>By: 8 April 2010: RPG roundup, continued &#124; Gene&#039;s Worlds</title>
		<link>http://www.gnomestew.com/gming-advice/star-wars-saga-reflections/comment-page-1#comment-13318</link>
		<dc:creator>8 April 2010: RPG roundup, continued &#124; Gene&#039;s Worlds</dc:creator>
		<pubDate>Tue, 05 Jul 2011 14:20:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5954#comment-13318</guid>
		<description>[...] Wars RPG. That&#039;s too bad, but the books and online community for George Lucas&#039; franchise are sufficient for long-term [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;13318&#039;,&#039;8 April 2010: RPG roundup, continued &#124; Gene&#039;s Worlds&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] Wars RPG. That&#039;s too bad, but the books and online community for George Lucas&#039; franchise are sufficient for long-term [...]
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		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/gming-advice/star-wars-saga-reflections/comment-page-1#comment-9812</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Sun, 20 Jun 2010 18:11:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5954#comment-9812</guid>
		<description>Another update:

I blundered into this NPC Generator for Saga Edition while researching for my next series. It doesn&#039;t make the stat blocks for you, but you could use this as a creative spark for some data entry into the latest version of Saga Sheet.

http://webspace.webring.com/people/pz/zircher/saga_npc.htm&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9812&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Another update:</p>
<p>I blundered into this NPC Generator for Saga Edition while researching for my next series. It doesn&#8217;t make the stat blocks for you, but you could use this as a creative spark for some data entry into the latest version of Saga Sheet.</p>
<p><a href="http://webspace.webring.com/people/pz/zircher/saga_npc.htm" rel="nofollow">http://webspace.webring.com/people/pz/zircher/saga_npc.htm</a>
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		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/gming-advice/star-wars-saga-reflections/comment-page-1#comment-9695</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Tue, 08 Jun 2010 23:42:42 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5954#comment-9695</guid>
		<description>It has been a while since this article was active, but I wanted to post an update.

The Unknown Regions contains an expansion of beast creation rules from the core rulebook. It also contains a very simple and Star Warsy planetary system generation system.

The last book in the line was a winner. 

I also recommend picking up the Essential Star Wars Atlas. It contains some awesome star maps and planetary bios on many of the major systems found in that galaxy far far away. :)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9695&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>It has been a while since this article was active, but I wanted to post an update.</p>
<p>The Unknown Regions contains an expansion of beast creation rules from the core rulebook. It also contains a very simple and Star Warsy planetary system generation system.</p>
<p>The last book in the line was a winner. </p>
<p>I also recommend picking up the Essential Star Wars Atlas. It contains some awesome star maps and planetary bios on many of the major systems found in that galaxy far far away. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />
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		<title>By: jc4060</title>
		<link>http://www.gnomestew.com/gming-advice/star-wars-saga-reflections/comment-page-1#comment-9427</link>
		<dc:creator>jc4060</dc:creator>
		<pubDate>Thu, 29 Apr 2010 15:58:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5954#comment-9427</guid>
		<description>Hi everyone.I am new to this site but I have turned to your expert advice inhopes you may help me with some Gming tips.I have just started a Campaign if Starwars Saga edittion.The characters and Players I have are only lvl 4.However the problem I hav is the players seem to be creating character that are able to take out CL lvl 10s with just 1 Concussion grenade. they dont even give the enemies who should by all rights be able to destroy the lvl 4s.For instance I have a lvl 4 Droid who seems to have stats that a normal cl 17 should have.He created it from the scavengers guide.I am a Believer in the rulse, bule but this seems to be giving me problems in creating encounters for the groups that I have to either make extremely hard for the other characters,and very simple for the 1 to do by himself, or making an encounter that seems to be far too weak.The damage the equipment does that the characters have is unreal.What can I do to make this more challenging yet keep it fair for my players?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9427&#039;,&#039;jc4060&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Hi everyone.I am new to this site but I have turned to your expert advice inhopes you may help me with some Gming tips.I have just started a Campaign if Starwars Saga edittion.The characters and Players I have are only lvl 4.However the problem I hav is the players seem to be creating character that are able to take out CL lvl 10s with just 1 Concussion grenade. they dont even give the enemies who should by all rights be able to destroy the lvl 4s.For instance I have a lvl 4 Droid who seems to have stats that a normal cl 17 should have.He created it from the scavengers guide.I am a Believer in the rulse, bule but this seems to be giving me problems in creating encounters for the groups that I have to either make extremely hard for the other characters,and very simple for the 1 to do by himself, or making an encounter that seems to be far too weak.The damage the equipment does that the characters have is unreal.What can I do to make this more challenging yet keep it fair for my players?
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		<title>By: Starvosk</title>
		<link>http://www.gnomestew.com/gming-advice/star-wars-saga-reflections/comment-page-1#comment-9059</link>
		<dc:creator>Starvosk</dc:creator>
		<pubDate>Fri, 05 Mar 2010 15:44:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5954#comment-9059</guid>
		<description>Not really a flaw with the system itself, but of the business circumstances surrounding it, is the lack of a unified database and tool for SAGA like 4e. GMing 4e is SO easy since all I need is my laptop tuned into the database and then I can look up any rules/item/monster I need. The hyperlinks help in dealing with things I forget.

NPC generation isn&#039;t too difficult if you cheat and do it the 4e way- Recolorize and reorganize NPCs from the book. The main challenge is that the stat blocks reference feats and special abilities that do require memorization, so they don&#039;t tell you explicitly what the dealio is.

***
As for Jedi, I haven&#039;t seen any balance problems. Characters that are similarly &quot;all-out&quot; geared for combat are just as effective. Your Noble and Scoundrels probably just spend more towards talents that are effective out of game rather than in game.

For example, does your noble use wealth to buy rocket launchers and battle droids? Or fancy gold earrings?
Does he use Trust to essentially gain the combat potentially of any PC?

Does your scoundrel &#039;chainstrike&#039; using Destiny points+Sneak Attack+That ability that allows you to attack twice after a critical hit? Does he use placed explosives to change terrain/knock the ceiling down over the heads of the enemy? If he&#039;s a gunsliger, does he knock enemies -3 down the track in a single shot?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;9059&#039;,&#039;Starvosk&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Not really a flaw with the system itself, but of the business circumstances surrounding it, is the lack of a unified database and tool for SAGA like 4e. GMing 4e is SO easy since all I need is my laptop tuned into the database and then I can look up any rules/item/monster I need. The hyperlinks help in dealing with things I forget.</p>
<p>NPC generation isn&#8217;t too difficult if you cheat and do it the 4e way- Recolorize and reorganize NPCs from the book. The main challenge is that the stat blocks reference feats and special abilities that do require memorization, so they don&#8217;t tell you explicitly what the dealio is.</p>
<p>***<br />
As for Jedi, I haven&#8217;t seen any balance problems. Characters that are similarly &#8220;all-out&#8221; geared for combat are just as effective. Your Noble and Scoundrels probably just spend more towards talents that are effective out of game rather than in game.</p>
<p>For example, does your noble use wealth to buy rocket launchers and battle droids? Or fancy gold earrings?<br />
Does he use Trust to essentially gain the combat potentially of any PC?</p>
<p>Does your scoundrel &#8216;chainstrike&#8217; using Destiny points+Sneak Attack+That ability that allows you to attack twice after a critical hit? Does he use placed explosives to change terrain/knock the ceiling down over the heads of the enemy? If he&#8217;s a gunsliger, does he knock enemies -3 down the track in a single shot?
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		<title>By: qcontinuum</title>
		<link>http://www.gnomestew.com/gming-advice/star-wars-saga-reflections/comment-page-1#comment-8963</link>
		<dc:creator>qcontinuum</dc:creator>
		<pubDate>Thu, 18 Feb 2010 00:44:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5954#comment-8963</guid>
		<description>@bytemarc &amp; BryanB
Another option is to limit players to having only 1 Destiny Point at a time.  If they can&#039;t save them up it trains them to use them at times other than the big boss fight (the &quot;if I don&#039;t use it and we level up I&#039;ve wasted a Destiny Point&quot; logic).  I tried that with my group for the last campaign, and it worked beautifully.  Or take away the auto-crit option for using Destiny Points (maybe it can grant a re-roll with a +5 bonus or something instead).  Plus, if your baddie is a force-user, I&#039;m pretty sure there&#039;s a nifty talent in Core that lets you spend a force point to turn a crit into a normal hit (spent your destiny point for a crit?  my force point says too bad...).  

@Scott
I&#039;m working on a table which I&#039;ll post whenever I get a chance to finish it.  However, its really party dependent... there&#039;s not an easy way to do it strictly by level.  My best metric is the +/- 10 rule: For a 50% chance to hit/to be hit, defenses should be the party&#039;s average attack mod + 10, and attack rolls should be party&#039;s average defense - 10.  As for HP, the blaster rifle deals an average of about 13.5 damage per shot.  So use that times the number of hits you want the guy to take before going down as a ballpark number.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8963&#039;,&#039;qcontinuum&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@bytemarc &amp; BryanB<br />
Another option is to limit players to having only 1 Destiny Point at a time.  If they can&#8217;t save them up it trains them to use them at times other than the big boss fight (the &#8220;if I don&#8217;t use it and we level up I&#8217;ve wasted a Destiny Point&#8221; logic).  I tried that with my group for the last campaign, and it worked beautifully.  Or take away the auto-crit option for using Destiny Points (maybe it can grant a re-roll with a +5 bonus or something instead).  Plus, if your baddie is a force-user, I&#8217;m pretty sure there&#8217;s a nifty talent in Core that lets you spend a force point to turn a crit into a normal hit (spent your destiny point for a crit?  my force point says too bad&#8230;).  </p>
<p>@Scott<br />
I&#8217;m working on a table which I&#8217;ll post whenever I get a chance to finish it.  However, its really party dependent&#8230; there&#8217;s not an easy way to do it strictly by level.  My best metric is the +/- 10 rule: For a 50% chance to hit/to be hit, defenses should be the party&#8217;s average attack mod + 10, and attack rolls should be party&#8217;s average defense &#8211; 10.  As for HP, the blaster rifle deals an average of about 13.5 damage per shot.  So use that times the number of hits you want the guy to take before going down as a ballpark number.
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		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/gming-advice/star-wars-saga-reflections/comment-page-1#comment-8962</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Wed, 17 Feb 2010 22:55:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5954#comment-8962</guid>
		<description>&lt;a href=&#039;#comment-8960&#039; rel=&quot;nofollow&quot;&gt;@bytemarc&lt;/a&gt; - I would advise not using Destiny Points. I&#039;ve run nearly twenty six-hour sessions of Saga Edition and haven&#039;t missed Destiny Points at all. Force Points seem quite sufficient in bolstering PC capabilities.

I&#039;d almost re-design the encounters using the Budget System and setting the difficulty that you want in the Adventure Path scenes. The encounter balancing guidelines in the core book are next to useless.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8962&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-8960' rel="nofollow">@bytemarc</a> &#8211; I would advise not using Destiny Points. I&#8217;ve run nearly twenty six-hour sessions of Saga Edition and haven&#8217;t missed Destiny Points at all. Force Points seem quite sufficient in bolstering PC capabilities.</p>
<p>I&#8217;d almost re-design the encounters using the Budget System and setting the difficulty that you want in the Adventure Path scenes. The encounter balancing guidelines in the core book are next to useless.
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		<title>By: bytemarc</title>
		<link>http://www.gnomestew.com/gming-advice/star-wars-saga-reflections/comment-page-1#comment-8960</link>
		<dc:creator>bytemarc</dc:creator>
		<pubDate>Wed, 17 Feb 2010 22:11:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5954#comment-8960</guid>
		<description>Sorry to harp on, but I&#039;m still trying to finish the Star Wars Adventure Path.

The Destiny Point system is completely broken. After the first few levels, the Adventure Path presented a lot of encounters that were too easy. The encounter balance in the game is out. So my PCs would save all their Destiny Points for the one really big bad guy in each module and then all drop auto-crits on him and kill him in the first round.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8960&#039;,&#039;bytemarc&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Sorry to harp on, but I&#8217;m still trying to finish the Star Wars Adventure Path.</p>
<p>The Destiny Point system is completely broken. After the first few levels, the Adventure Path presented a lot of encounters that were too easy. The encounter balance in the game is out. So my PCs would save all their Destiny Points for the one really big bad guy in each module and then all drop auto-crits on him and kill him in the first round.
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		<title>By: bytemarc</title>
		<link>http://www.gnomestew.com/gming-advice/star-wars-saga-reflections/comment-page-1#comment-8959</link>
		<dc:creator>bytemarc</dc:creator>
		<pubDate>Wed, 17 Feb 2010 22:05:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5954#comment-8959</guid>
		<description>I also had to make the &#039;Withdraw&#039; action a full round (with double the movement) because the Jedi would just charge-withdraw every turn. It also kept his opponents from fleeing him beofre he could hit more than once.

My players are pretty good min-maxers, so had no trouble hitting high DCs for Move object or Battlestrike.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8959&#039;,&#039;bytemarc&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I also had to make the &#8216;Withdraw&#8217; action a full round (with double the movement) because the Jedi would just charge-withdraw every turn. It also kept his opponents from fleeing him beofre he could hit more than once.</p>
<p>My players are pretty good min-maxers, so had no trouble hitting high DCs for Move object or Battlestrike.
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		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/gming-advice/star-wars-saga-reflections/comment-page-1#comment-8886</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Thu, 11 Feb 2010 23:54:02 +0000</pubDate>
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		<description>&lt;a href=&#039;#comment-8875&#039; rel=&quot;nofollow&quot;&gt;@Scott Martin&lt;/a&gt; - 

Right On!

Reducing my work load might just do THAT. :D&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8886&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-8875' rel="nofollow">@Scott Martin</a> &#8211; </p>
<p>Right On!</p>
<p>Reducing my work load might just do THAT. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_biggrin.gif' alt=':D' class='wp-smiley' />
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/star-wars-saga-reflections/comment-page-1#comment-8875</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Wed, 10 Feb 2010 18:09:02 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5954#comment-8875</guid>
		<description>&lt;a href=&#039;#comment-8852&#039; rel=&quot;nofollow&quot;&gt;@qcontinuum&lt;/a&gt; - It sounds like your work arounds help keep game prep streamlined and running smoothly. Your NPCs sound like they couldn&#039;t be made by the PC rules (too much attack bonus per HP, etc.), but that&#039;s great-- exactly what 4e did for monster prep.

If you were to put up a table of attack bonus, defenses, and hit points, I bet it would become a go-to source for quick NPC generation-- much like the unofficial encounter budget system. If nothing else, reducing his work load might encourage my GM to get back to it sooner... I guess you see where my self-interest kicks in. ;)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8875&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-8852' rel="nofollow">@qcontinuum</a> &#8211; It sounds like your work arounds help keep game prep streamlined and running smoothly. Your NPCs sound like they couldn&#8217;t be made by the PC rules (too much attack bonus per HP, etc.), but that&#8217;s great&#8211; exactly what 4e did for monster prep.</p>
<p>If you were to put up a table of attack bonus, defenses, and hit points, I bet it would become a go-to source for quick NPC generation&#8211; much like the unofficial encounter budget system. If nothing else, reducing his work load might encourage my GM to get back to it sooner&#8230; I guess you see where my self-interest kicks in. <img src='http://www.gnomestew.com/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' />
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		<title>By: Katana_Geldar</title>
		<link>http://www.gnomestew.com/gming-advice/star-wars-saga-reflections/comment-page-1#comment-8867</link>
		<dc:creator>Katana_Geldar</dc:creator>
		<pubDate>Wed, 10 Feb 2010 03:43:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5954#comment-8867</guid>
		<description>Haha, ALL of my players are scoundrels! &lt;a href=&#039;#comment-8847&#039; rel=&quot;nofollow&quot;&gt;@bytemarc&lt;/a&gt; -&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8867&#039;,&#039;Katana_Geldar&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Haha, ALL of my players are scoundrels! <a href='#comment-8847' rel="nofollow">@bytemarc</a> -
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		<title>By: qcontinuum</title>
		<link>http://www.gnomestew.com/gming-advice/star-wars-saga-reflections/comment-page-1#comment-8852</link>
		<dc:creator>qcontinuum</dc:creator>
		<pubDate>Mon, 08 Feb 2010 22:53:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5954#comment-8852</guid>
		<description>The Original D20 Star Wars RPG is actually what got me into tabletop gaming in the first place.  I saw it in one of WotC&#039;s old &quot;Game Keeper&quot; stores when it first came out and talked my little brother into splitting the cost with me.  I&#039;ve been playing/GMing Star Wars off-and-on ever since, and I&#039;ve been playing/GMing SWSE pretty much continuously since it debuted.
SWSE is, in my opinion, almost the perfect Star Wars system ever.  The classes are well-balanced (including Jedi).  The talent trees are cool.  The feats aren&#039;t broken.  Prestige Classes are accessible and interesting.  Most importantly, like y&#039;all said, the Force feels like the Force.
The only problems I&#039;ve had with the system are with skills and the NPC issue.  The problem with skills is that I&#039;ve found my players (who tend to be skill whores) can get pretty ridiculous bonuses really early on.  In a mid-level game its not uncommon to see high 30&#039;s or low 40&#039;s from a character.  My friends &amp; I are on the &quot;extremely computer literate&quot; end of the spectrum, so Use Comp. can end up a significant problem (&quot;I&#039;ve got root access to the system, why can&#039;t I open all of the doors of the Star Destroyer to vaccuum?&quot;).  My solution: a &quot;skill challenge&quot; like system.  Each challenge gets ~40 &quot;SP&quot; and a set of DCs for appropriate skills.  Each success grants the players 2d10 &quot;skill damage&quot; subtracted from the challenge&#039;s &quot;SP&quot;.  For every 5 points the player beats the dc by, he gets +1d10.  For every 5 points they fail the DC by, I add 1d10 SP.  Particularly clever description by the player might add 1 or 2 d10.  If they reduce the challenge to 0 they succeed; if I increase the challenge by more than 50%, they fail catastrophically (if it makes sense).
As for NPC&#039;s, Threats helps some, but I&#039;ve gotten into the habit of ignoring NPC generation rules.  NPCs don&#039;t have nearly the screen time as Player Characters, why should they be created the same way?  Pick an Attack Bonus, Defenses, HP, and important skills (Initiative, Perception, Use the Force), along with a few essential feats or force powers, and handwave the rest, at least for the average 1-scene mook.  Set the Attack Modifier so that it hits the average PC about 50% of the time for an average encounter or 75% of the time for a difficult encounter.  Pick Defenses so the average PC hits 50% or 25% respectively.  It makes NPC generation a snap, and the players really don&#039;t notice.  It also allows you to run minions fairly easily; I&#039;ve found 20-30hp for stormtroopers to be pretty good (they usually go down in 1-2 hits).  As far as XP is concerned, I either treat average baddies as CR=PC level and harder baddies as that +1 or +2, or just grant the PCs levels when they complete N adventures (sort of the way the first D20 Star Wars worked).
Overall, though, I&#039;ve found SWSE to be pretty much the best RPG system I&#039;ve ever picked up.  Balanced, true to the source material, with splatbooks that are relevant and useful without being absolutely required foreverandever.  Thanks a ton GM Sarli... you&#039;ve made the last few years pretty darn awesome for my RPG group.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8852&#039;,&#039;qcontinuum&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The Original D20 Star Wars RPG is actually what got me into tabletop gaming in the first place.  I saw it in one of WotC&#8217;s old &#8220;Game Keeper&#8221; stores when it first came out and talked my little brother into splitting the cost with me.  I&#8217;ve been playing/GMing Star Wars off-and-on ever since, and I&#8217;ve been playing/GMing SWSE pretty much continuously since it debuted.<br />
SWSE is, in my opinion, almost the perfect Star Wars system ever.  The classes are well-balanced (including Jedi).  The talent trees are cool.  The feats aren&#8217;t broken.  Prestige Classes are accessible and interesting.  Most importantly, like y&#8217;all said, the Force feels like the Force.<br />
The only problems I&#8217;ve had with the system are with skills and the NPC issue.  The problem with skills is that I&#8217;ve found my players (who tend to be skill whores) can get pretty ridiculous bonuses really early on.  In a mid-level game its not uncommon to see high 30&#8242;s or low 40&#8242;s from a character.  My friends &amp; I are on the &#8220;extremely computer literate&#8221; end of the spectrum, so Use Comp. can end up a significant problem (&#8220;I&#8217;ve got root access to the system, why can&#8217;t I open all of the doors of the Star Destroyer to vaccuum?&#8221;).  My solution: a &#8220;skill challenge&#8221; like system.  Each challenge gets ~40 &#8220;SP&#8221; and a set of DCs for appropriate skills.  Each success grants the players 2d10 &#8220;skill damage&#8221; subtracted from the challenge&#8217;s &#8220;SP&#8221;.  For every 5 points the player beats the dc by, he gets +1d10.  For every 5 points they fail the DC by, I add 1d10 SP.  Particularly clever description by the player might add 1 or 2 d10.  If they reduce the challenge to 0 they succeed; if I increase the challenge by more than 50%, they fail catastrophically (if it makes sense).<br />
As for NPC&#8217;s, Threats helps some, but I&#8217;ve gotten into the habit of ignoring NPC generation rules.  NPCs don&#8217;t have nearly the screen time as Player Characters, why should they be created the same way?  Pick an Attack Bonus, Defenses, HP, and important skills (Initiative, Perception, Use the Force), along with a few essential feats or force powers, and handwave the rest, at least for the average 1-scene mook.  Set the Attack Modifier so that it hits the average PC about 50% of the time for an average encounter or 75% of the time for a difficult encounter.  Pick Defenses so the average PC hits 50% or 25% respectively.  It makes NPC generation a snap, and the players really don&#8217;t notice.  It also allows you to run minions fairly easily; I&#8217;ve found 20-30hp for stormtroopers to be pretty good (they usually go down in 1-2 hits).  As far as XP is concerned, I either treat average baddies as CR=PC level and harder baddies as that +1 or +2, or just grant the PCs levels when they complete N adventures (sort of the way the first D20 Star Wars worked).<br />
Overall, though, I&#8217;ve found SWSE to be pretty much the best RPG system I&#8217;ve ever picked up.  Balanced, true to the source material, with splatbooks that are relevant and useful without being absolutely required foreverandever.  Thanks a ton GM Sarli&#8230; you&#8217;ve made the last few years pretty darn awesome for my RPG group.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('8852','qcontinuum'); return false;">Reply</a> </div>
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		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/gming-advice/star-wars-saga-reflections/comment-page-1#comment-8850</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Mon, 08 Feb 2010 19:27:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5954#comment-8850</guid>
		<description>&lt;a href=&#039;#comment-8847&#039; rel=&quot;nofollow&quot;&gt;@bytemarc&lt;/a&gt; - Battle strike doesn&#039;t seem overpowered. Move Object is a powerful power, but it is tempered by size of object modifiers for the target somewhat. Moving stuff by low-level characters required some fairly high rolls on the Use the Force check. Move Object failed more often than not early on.

Scoundrels can be quite effective, but a player must use their abilities to maximum effect. Scoundrels have some amazing Talents. I also didn&#039;t see any evidence that the Noble was useless in combat. Far from it. His persuasion abilities alone turned the tide in more than one battle.

We&#039;ve had very different experiences it seems.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8850&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-8847' rel="nofollow">@bytemarc</a> &#8211; Battle strike doesn&#8217;t seem overpowered. Move Object is a powerful power, but it is tempered by size of object modifiers for the target somewhat. Moving stuff by low-level characters required some fairly high rolls on the Use the Force check. Move Object failed more often than not early on.</p>
<p>Scoundrels can be quite effective, but a player must use their abilities to maximum effect. Scoundrels have some amazing Talents. I also didn&#8217;t see any evidence that the Noble was useless in combat. Far from it. His persuasion abilities alone turned the tide in more than one battle.</p>
<p>We&#8217;ve had very different experiences it seems.
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		<title>By: bytemarc</title>
		<link>http://www.gnomestew.com/gming-advice/star-wars-saga-reflections/comment-page-1#comment-8847</link>
		<dc:creator>bytemarc</dc:creator>
		<pubDate>Sun, 07 Feb 2010 22:00:15 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=5954#comment-8847</guid>
		<description>I ahve to disagree with the part about system balance - I had a lot of troubles in this regard. From level 1 some Force powers were way out of whack - I&#039;m thinking of Move Object and Battle Strike in particular. The Jedi would charge in and generally take out the leader of the bad guys in one hit, and then get knocked out as every other enemy ganged up on him while the other PCs stood back and tried to shoot them.

There were problems with the classes and races as well. No one would play a Scoundrel (I think over 20 levels and 5 characters one player took 1 level of Scoundrel to help qualify for a prestige class). The Noble we had was very fragile and all but useless in combat until higher levels. All but 1 character was human, because other races had too many stat penalties.    

As soon as 4e came out I saw a lot of cool features that should have been in Star Wars. In a lot of ways I think that the 4e system is even better suited to Star Wars than it is to fantasy. I&#039;d like a 4e style system for Star Wars if only for the ease of GMing. Maybe Gamma World will give us enough of a basis to do a conversion.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;8847&#039;,&#039;bytemarc&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I ahve to disagree with the part about system balance &#8211; I had a lot of troubles in this regard. From level 1 some Force powers were way out of whack &#8211; I&#8217;m thinking of Move Object and Battle Strike in particular. The Jedi would charge in and generally take out the leader of the bad guys in one hit, and then get knocked out as every other enemy ganged up on him while the other PCs stood back and tried to shoot them.</p>
<p>There were problems with the classes and races as well. No one would play a Scoundrel (I think over 20 levels and 5 characters one player took 1 level of Scoundrel to help qualify for a prestige class). The Noble we had was very fragile and all but useless in combat until higher levels. All but 1 character was human, because other races had too many stat penalties.    </p>
<p>As soon as 4e came out I saw a lot of cool features that should have been in Star Wars. In a lot of ways I think that the 4e system is even better suited to Star Wars than it is to fantasy. I&#8217;d like a 4e style system for Star Wars if only for the ease of GMing. Maybe Gamma World will give us enough of a basis to do a conversion.
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('8847','bytemarc'); return false;">Reply</a> </div>
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