- Hardcover: 288 pages
- Publisher: Wizards of the Coast; 1st edition (June 5, 2007)
- Language: English
- ISBN-10: 0786943564
- ISBN-13: 978-0786943562
- Product Dimensions: 9.3 x 0.8 x 9.3 inches
- Shipping Weight: 2.1 pounds
- Average Customer Review: 105 customer reviews
- Amazon Best Sellers Rank: #333,420 in Books (See Top 100 in Books)
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Star Wars Roleplaying Game Core Rulebook, Saga Edition Hardcover – June 5, 2007
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The book is really bare bones, considering it's a developed (ish anyways) setting like the Star Wars. It's this way to gouge people with supplements. Which saga edition does pretty well, seriously the book should have two core books. A players guide to teach players and GM book with the setting details (Rebellion Era but I'm biased) for the GM. Now, I can understand different books for different settings : Old republic stuff but having eight books spreading around basic stuff is ridiculous.
Also it's out a print, Wizards of the Coast should really offer pdfs. Though I don't know if they can considering they lost the rights to the setting.
Although I immensely enjoyed both versions of Knights of the Old Republic, I had never played a pen and paper role playing game until my brother-in-law introduced me to Dungeons & Dragons a few months ago. While I continue to enjoy D&D very much, after buying this book and gamemastering a couple games, I wish Star Wars Saga Edition had been my first introduction to role playing games.
First of all, character generation is very simple and flexible. One of my players had zero role playing experience of any kind. However, he said he wanted to play a character like Greedo, and we were able to easily come up with exactly what he wanted. We have a standard jedi in the party, but we also have a force-using noble and a very skilled pilot. In this game, you think about what kind of character you want then find the rules to support that kind of character, rather than seeing what kind of character the rules will allow you to build.
There are rules to cover anything you can think of to do or be from the movies, and there are explicit examples for many of them. For example, there is a stat block for the trash compactor from the Leia prison rescue scene, and there are feats to cover the scene where Darth Vader absorbs Han's blaster shots, then makes the gun fly into his hand.
For a gamemaster the simplified skill set adds to the element of surprise. My players were surveilling a building when I had them roll a perception check. They assumed it was to notice something about the building, but it was really to notice the rancor sneaking up behind them. They failed the check, but if they had succeeded, they would have noticed a bad smell and turned around. Having all the senses, including smell, rolled into the perception check is really fun.
Vehicles are another element that makes the game fun. Everything from a speeder bike to a star destroyer is represented. Vehicles enhance the dynamics of the game, and increase characters' capabilities. For example, that rancor attack was way above my party's level, but they had a fighting chance on speeder bikes.
My main complaint about the book is that some of the information is scattered, and the index is terrible. I ended up making my own index for my personal use.
I highly recommend this game to anyone who is just getting started with pen and paper role playing games. It's relatively easy to learn, and the possibilities are endless.
There are more streamlined rules for just about every aspect of the game. I believe almost any major/minor character in the SW universe could be at least roughly modeled with the classes/powers as presented. The complexity of the rule system can be ramped up or powered down, it is definitely a "middle" of the road game in terms of rule complexity. Generally speaking, I found however something worked in the previous version, this has a simpler system that feels more like the movies. (At least to me, your mileage may vary.)
Now that this RPG has had its licensed discontinued, no other RPG maker can afford to make this. If you're waffling about whether or not to buy, I'd recommend buying. The art and binding of this book is top notch. 5/5 for me.
Others reviwers have gone more in-depth, so I'll keep this concise. In a nutshell, this is a vastly superior game to its D20 predecessor. The cumbersome skills and bloated Feats/Force Feats are retooled, leaving a more elegant, simpler, yet versatile and satisfying system for PCs to work with. The races are streamlined and balanced. The classes are finally each useful, unique, and evenly matched powerwise; even when it comes to the Force, other classes have the chance to compete with Jedis now. And higher level NPCs are a cinch to design: no more spending an hour calculating skill ranks, prerequisite feats, etc.
Combat goes much more smoothly as well. My first time running a firefight was easy, quick, and fast-paced without sacrificing tactical decisions on the part the PCs or my NPCs. The only gripe I have is the assumption that GMs will be using miniatures and tiled battlegrids for combat; while you can do a purely narrative combat, the system really is designed around the use of minis.
But even so, this is a great game. You can just as easily run a fast-paced action campaign as a more thoughtful, immersive one.
Most recent customer reviews
He absolutely loves it.