Author: Andy Collins, Bill Slavicsek, JD Wiker
Rule Set: d20
Year: 2000
Pages: 319
Number of players: 2 or more
Rating: ★★★★
For many years, Star Wars was in the stable of West End Games. Over the years, I accumulated many of their books, but never had a chance to play. In 2000, with The Phantom Menace coming to screens, Wizards of the Coast produced a gamebook for the series, which included everything you needed to play, including a set of rules to convert from WEG Star Wars to d20.
The system is a pretty close skin of D&D 3.0 or 3.5, with some great differences.
The system is a standardized d20 system. Standardization from the ground up is very good. One of the great advantages is it breaks every character down into a couple of stat blocks, which makes building a quality, unique character easy. Each character is made of 7 different categories of descriptions, all of which is uniform between classes. You start with ability scores, then everything changes. You select a species which is an approximation of race in D&D terms, a class, skills, feats, character descriptors like reputation, equipment and finally spells, if any. All characters have the same 6 items, unlike D&D where some characters get spells in addition to their other "stats".
So, what about The Force? Those aren't spells, they are tied into one Feat and several Skills for Force Sensitive people. Hit points are replaced with vitality and wound points. This changes the dynamics of how characters work. Vitality is how much energy and stamina you have, while wounds are actual chunks of flesh. Hike through a hellish landscape will reduce your vitality, but a blaster to the head is a wound. Wounds stick around or are fatal, while vitality tracks how much "give" you've got. Nice system, considering how dangerous a lightsabre is. Vitality returns with rest and wounds require healing. The reputation system is a replacement for alignment, which actually has some mechanical advantages or disadvantages, unlike the alignment system.
While this is a d20 system, there are several advantages to this rule set over a typical d20 RPG. First, your players will have a general idea of what they want to be if they have seen Star Wars. To this end, there are 25 character templates so you can play right away. The rules allow you to flavor these characters, so you are a cutout character, but perhaps not made of cardboard. Additionally, if you played WEG Star Wars, there is a set of conversion rules in the back. There is a section on Starships, Droids, and a Game Master Section, with a module included. Everything you need to play is right there.
4 of 5 stars.
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