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Revised Core Rulebook (Star Wars Roleplaying Game)

Revised Core Rulebook (Star Wars Roleplaying Game)

List Price: $39.95
Your Price: $26.37
Product Info Reviews

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Rating: 4 stars
Summary: Oh Wizards of the Coast, How I Both Love and Hate You
Review: So now that Wizards of the Coast has bought out everything under the sun, naturally there is going to be a streamlined system with all their roleplaying games. The first to be revised into the new D20 system was, of course, Dungeons and Dragons. Star Wars is the second. This does NOT mean that Star Wars is a D&D clone. Rather, the D20 system is universal and can be successfully applied to many different genres and games. I am in general a fan of the new D20 system. It is simpler, quicker, and more realistic than any of the older systems I've used.

However, don't take this to mean that I am entirely satisfied with the 2nd Edition of Star Wars: The Roleplaying Game. It has a couple glaring faults, most of which stem from its overemphasis on Episode I (which is to be expected, due to the time it was made). Let's face it, Episode I wasn't that great, and until the prequel trilogy is completed, there's simply not enough story to base an entire RPG on, especially when you've got those other three proven classics that have made a successful RPG in the past. Obviously you'll include elements of Episode I in the game, but Wizards has emphasized it to the point that it overshadows everything else. This makes for very limited depth, and I think this is what most Star Wars fan's complaints have been based on. It doesn't FEEL quite like Star Wars, almost as if the makers weren't big fans like we are.

I would also complain about there not being the option to play a droid, but I am promised that a book will be published on the subject in the future.

So if I've got all of these complaints, why am I still giving this thing 4 stars? Because, hey, it's Star Wars! I like the D20 System, I like some of the new Jedi options, and although I'm not thrilled with the classes, at least they're vague enough to allow a whole lot of custimization.

Bottom Line: This game IS an improvement from West End's edition. It's easier, more realistic, and frankly, it's what everyone's going to be playing. But expect a revision in two years after Episode II is out.

Rating: 5 stars
Summary: The return of the Jedi
Review: I played the old West End Games version of the Star Wars RPG for 12 years, and have been looking forward to this new version for some time. I'm happy to report that, in most respects, WotC has really delivered.

The d20 rules (similar, but not identical to the 3rd Edition D&D rules) are elegant in their simplicity. I think that this will help the new game overcome one of the few shortcomings of the excellent WEG system -- combat (and skill resolution as a whole) could be extremely slow with experienced characters, as the players would have to roll and then count up huge handfuls of d6s.

There are not a large number of character classes available in the new system, especially compared to the plethora of templates available under WEG. However, the multiclassing rules are very simple, and can help re-create many of the old templates.

I only have two complaints about this otherwise excellent new game. First of all, the starship combat system is extremely simplistic and abstract -- a little too much so for my tastes. Secondly, while the book contains statistics for many aliens and equipment, there are a lot of staples that are still missing (where are banthas, A-wings, or TIE Interceptors?).

One final note -- there isn't a lot of help for true novice role-players in this rulebook. If you love Star Wars, but have never tried a role-playing game before, you might want to try the introductory "Star Wars Adventure Game" first.

Rating: 5 stars
Summary: Time to Return to the Galaxy Far, Far Away
Review: I've played the Star wars RPG since its orginal birth way back in 1987 and ,despite the earlier version's ease of play, wanted something better. WotC delivered in spades. Combat is quick, dirty and added a few things that were missing of the old version . Character creation will take some getting used to, but makes sense. Jedi FINALLY have some limits and even if you don't choose to covert any existing game to the new system, buy the book just to read Chapter Nine about the Force. The best writing I've seen about the subject. Ever. The book's layout is sometimes confusing but is very slick and well done. Starship combat is good, but don't expect to be able to make a "Rogue Squadron" type campaign. The best part is official stats for Jar Jar Binks so you can blow him to bits if you wish. Overall, there is enough information about each "era of play" you wish to play in but not too much so the GM is overloaded. To finish, this game captures the feel of the Star Wars universe better than its predecesor. For those on the fence, go ahead and buy it. For anyone not willing to change systems, I urge all of you to give it a chance.

Rating: 3 stars
Summary: Excellent Star Wars, but still requires key elements
Review: What WoTC did in this version of SW RPG (called 3e SW or d20 SW), they did well. Admittedly, SW 3e is a port of D&D 3e. If you throw out the argument that SW "deserves its own system", then this book does an excellent job of delivering a fun, streamlined, and cinematic feel of the Star Wars galaxy.

Die hard fans of the old game will undoubtedly claim "classes, levels, XP, and d20s are for D&D" but this can never be an argument against a role playing system of any kind.

Having run several sessions with the new product, I can say the game captures the feel of blaster fights, chases, encounters with strange creatures and NPCs, and the balance of the Force.

However, some things are left out. And in a world like Star Wars, leaving them out hamstrings GMs completely.

The vehicle and starship rules in their entirety span 25 pages, or less than 10% of the book! For longtime SW fans, it is nearly impossible to create classic cinematic scenes among characters of different "scales" (that is to say, characters running from vehicles, or vehicles running from starships, or starfighters running from Star Destroyers) with any level of satisfaction. The movies blend these scales together seamlessly, and the movies also demand that characters fight, and run, on foot, in vehicles, and in starships.

In short, the Starship/Vehicle rules aren't there... and to make up for it a supplement for Starships will be out later in 2001. I won't fault the designers for this. They worked hard to make this all happen in one year, and they've done as good a job as possible.

I have to fault WoTC corporate, for not putting more designers on the team, and refusing to perhaps launch multiple books so GMs have a guide to run these scenes, (such as the old PHB and DM Guide combo) even if Players are only "introduced" to the rules in the PHB.

Instead, GMs are on their own to craft inconsistent rules that they can't possibly playtest too well. The Internet SW RPG community is already fragmented due to this, with different groups making different mods, making characters from different GMs basically incompatible.

So I give the book 3 stars, because what they've completed (an RPG without vehicles and starships) is fantastic. What WoTC has left us with is an incomplete work, however, and I hope they remedy that as soon as they can.

Rating: 5 stars
Summary: Great RPG, lots of fun
Review: I am a veteren D&D player and friend recently introduced me to SWRPG.Overall SWRPG is a very good game but is slightly similer to 3rd edition D&D with blasters instead of swords and the force instead of magic.However there are many deeper changes that really make it feel like Star Wars and both RPG veterans and new players will have a lot of fun with it.
The game has a lot of pros and a few cons

+ The main book contains a lot of info and you dont need to buy any others, however for someone looking to expand their game there are many upgrade books sold.
+ The combat system is very solid and is easy for new people to understand while not being too simple either.
+ Charecter creation isn't that difficult as it can be in some games
+ If you have a good GM (Game Master) the game really comes alive)

- The space combat system is very clunky.
- The selection of ships and vehicles are limited to those that were well detailed in the movies.
(both of these can be fixed however with 2 books "Starships of the Galaxy" provides not only a space combat system and more ships but a ship creation system and "Arms and Equipment" gives many new vehicles along with nice new weapons and armor. I highly recomend both.)

Star Wars RPG is a very good hobby and seeing as you need this book to play I highly recomend you buy it:)

PS. You might want to make sure there are people who interested in playing SWRPG in your neighborhood as this game requires multiple players and your cat will have a bit of a hard time with it.


Rating: 3 stars
Summary: Clarification
Review: Just to clarify my review. I reviewed the OTHER D20 Star Wars RPG Core Rule book Amazon has for sale (which is listed at around $55 Canadian and is the first version of the rules). Which is why I put up my review to warn people to not buy the older version of the rules for a price which is more than the price Amazon is selling the second edition of the rules for (which at the time of this review is set at $39.17 Canadian). But for some reason my review is showing up for both books.

Just in case THIS review shows up for both versions of the books as well I should clarify things. If the book cover is the snazzy one where the half of the young version of Anakin Skywalker's face is on the front cover and the other half of the face is on the back with Darth Vader's face then that's the first edition of the rules. If the book has the less snazzy picture of teenaged Anakin and Portman and a few other shots from Attack of the Clones (first edition came out before Attack of the Clones so contained no pictures from that movie) then that's the second edition of the rules.

Sorry if I have confused anyone with my previous review. I was expecting my review of a book to stay on tht specific book and not be attached to another book as well or at least if it did then have it noted that it was a review for a different version.

Rating: 3 stars
Summary: Warning This is An Old Version
Review: Just a warning to anyone who is looking at buying this supplement. This is the first version of the D20 Star Wars game. There has been a revised 2nd version of this rules system (which appears to be sellingfor much less than this version to boot). So I strongly suggest that you look for the Revised version of the rules instead.

Rating: 5 stars
Summary: Captures the Flavor of SW
Review: This book is very well done and it really captures the flavor fo the SW universe, while provide a playable adaptation of the D20 system. In particular the core and prestige classes really give the player an opportunity to generate a character like any seen in the movies or books.

As far as game mechanics, I like the addition of a class defense rating, which does not exist in the standard "D&D D20". Some people, like me, will like the modified critial hit system where someone, no matter how powerful, could potentially die from one lucky shot. Again, this differs from standard D20. It is also fitting that the Jedi classes are a bit handicapped on skill points, since they must use them for both standard and force skills, otherwise everyone would play a Jedi. My one criticism of the book is that starship combat is a bit poorly explained and also a bit limited in scope. Regardless, I recommend this RPG to any die hard SW fan.

Rating: 5 stars
Summary: This book converted me from a D20 hater to a D20 advocate
Review: I don't play the Star Wars RPG, but I do use the manuals for research for a Star Wars novel I'm working on. Having played AD&D when I was younger, it seems to me that this manual does a pretty good job. Two things that disappointed me as a reader (and probably would have as an RPG player) are: 1. the poor quality pictures that managed to make it into this book (check out page 249 as a prime example - a blurry mess - and 235 - talk about a poor photograph! and 257 - why bother with that one??), 2. the lack of better images or diagrams of starships (an essential part of SW RPG play, it would seem). On a positive note, the map of the galaxy on pp. 208-209 is excellent.

Rating: 3 stars
Summary: Doesn't capture the feel
Review: Star Wars is a wonderful game universe. Also, I am not averse to having a d20 version of just about any game universe you want to play in. I like not having to spend the time learning new rules (anymore--used to like that when I had more time). Unfortunately, this game needs more work to get the Star Wars feel.

One problem is the lack of ranged combat. Sure, the Jedi like to get up close and personal, but I don't remember anybody charging down a hallway to stab an enemy with a knife. These rules make that downright simple. The game is too melee-centric. Just take a look at the feats that a character can take. About 75% are either boring skill feats or melee-related (and the force feats are only taken by those who might find the melee-related feats appealing). So your soldier will quickly grow bored with his feats unless he becomes a vibro-sword fighter. Star Wars? I don't think so.

The next problem is space combat. They still haven't gotten it right. You need rules for designing spaceships (at least in a supplement) so that the smugglers can tinker with their ships. On top of that, the feats related to spaceships are boring, contrived, and mandatory. There is no reason a Y-wing pilot would not be able to pilot a freighter proficiently. (Especially in space where there is nothing else to bump into). They should have added some starfighter feats with Starship Operation as a prerequisite to give that elite feel the starfighters of star wars have. Feats to improve strafing or point blank shot in space. What the book provides is lame.

That said, I did find a way to make the game more to my liking. We use extensive house ruling and an entirely new list of feats. Combat is faster, making Jedi the only ones willing to run a good 10 meters to engage in hand-to-hand combat. The game can be fixed. So, I give it 3 stars since it is a good starting point for a fun game.


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