Some of the Force powers were rather limited and others were way overpowered, but that's probably true of any Star Wars game.Īs a starfighter pilot I was annoyed by how starfighter combat was basically "He who hits first wins". How conflict didn't matter much anyway, because it was extremely easy to become a lightside paragon and just stay above 90 morality, no matter what the dice said. In fact, as a starting character its more than likely for the single die you get to come up Dark Side, since there are more Dark Side results on the die than Light Side, so you have to take conflict for doing just about ''anything'' with the Force. How whether an action drew on the Dark Side or not and therefore caused character conflict or not was determined entirely by whether the Dark Side or Light Side pips came up on the dice, not by what you were trying to do or what motivated your character. Compare that to the movies, where even padawans can fully deflect multiple blaster bolts each round. How it was impossible to effectively defend myself from blaster shots (you can only reduce the damage of blaster shots by a relatively insignificant amount, not deflect them entirely, unless you buy lots of talents in specific talent trees). I played a Jedi who was also a starfighter pilot, and as it turns out the system isn't very good at making either of those feel like they do in the movies. It's not that they didn't work, it's that they utterly failed to feel like Star Wars to me. It was with basically the same gamemaster and group as had played in another very good Star Wars game using the Saga edition a few years earlier, so I chalk it up to the game mechanics as the problem. ![]() The worst experience I've ever had playing an RPG was playing FFG's Star Wars system.
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