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Type of bind: Hardcover
Dewey Decimal Number: 793
EAN num: 9780786928767
ISBN number: 078692876X
Label: Wizards of the Coast
Manufacturer: Wizards of the Coast
Quantity: 1
Page Count: 384
Printing Date: May 01, 2002
Publishing house: Wizards of the Coast
Release Date: May 01, 2002
Sale Popularity Level: 48072
Studio: Wizards of the Coast
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Editor's Notes and Comments:
Product Description:
Revised and updated with new information from Star Wars: Attack of the Clones, including game statistics, characters, creatures, and vehicles.
Containing all the rules needed to play the popular Star Wars Roleplaying Game, this rulebook has been updated and expanded to include changes based on customer feedback and all-new Star Wars: Attack of the Clones material. The book spans all Star Wars eras, including The Rise of the Empire era, The Rebellion era, and The New Jedi Order era, with material that has never been compiled into a single source.
Added features of the revised rulebook include rules for playing droid characters, a new starship combat system, and expanded creature design rules. New species, skills, feats, character classes, prestige classes, and equipment will be extremely well received by the players and fans who have asked for them.
The revised rulebook, which features all-new cover art and interior design, is 100% compatible with previous Star Wars Roleplaying Game products.
User popularity level:

Rated by buyers
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The purchase was performed without problems. The delivery was fast, and the article was exactly as expected. 100% reliable, 100% satisfaction.
Rated by buyers
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Unfortunately this product feels a lot like Dungeons & Dragons in space. I guess with the transferability of the d20 rules that was always going to be more or less the case, but there are just elements of this book that don't really feel like they're grounded in the Star Wars universe; instead, they feel like they're bits of the D&D universe that have been altered and retrofitted to make sense in a Star Wars context. The book is even laid out in a similar fashion to the D&D Players' Handbook.
I would have much preferred to see something that was all Star Wars from the ground up. I don't know what licensing arrangements Wizards have with Lucasfilm and the other Star Wars franchises, but seeing crossover from all the various elements of Star Wars to this book would have been preferable.
Putting those disappointments aside, the book presents workable rules to run a Star Wars campaign, and it's quite clear in most of its descriptions and detail.
There's nothing better out there to run a SW campaign (although I haven't read the Saga edition), but it's not hard to imagine something that could be better.
Rated by buyers
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I recently came to d20 from AD&D (which I think is HACKMASTER now) and I was often confused when trying to play d20 D&D. I think the old and new ways of resolving saves and ability and skill checks were warring in my mind. I don't know if STAR WARS RPG does a better job of explaining the core rules or if it was just a fresh perspective, but I understand the system much better now. Everything is very clearly spelled out so that it is easy to follow.
STAR WARS RPG is a great adaptation of the STAR WARS universe to d20 roleplaying. It captures the epic combats, both individuals and spaceships. It covers play in the three STAR WARS eras, the Old Republic, the Empire, and the New Republic. All of the well-known species are there, available for play, and player classes that cover scouts, scoundrels, nobles, and jedi of multiple stripes. There are rules governing lightsaber creation, starfighter combat, and interstellar travel. I particularly appreciated that all the rules for play are included, so you do NOT need to buy the D&D PHB separately. There's only one experience table for all classes (a big simplification in my mind). I also really like the replacement of hit points with wound and vitality points. Vitality is like D&D hit points, increasing with level, and cover blows in regular combat. Wound points are determined by your Con. score and remain constant and represent real damage.
I think there are some big issues with the system, though. It isn't clear why anyone would want to play a non-jedi character. The jedi have no real disadvantages and so many overwhelming advantages that the only purpose to non-jedi PCs is to add flavor to a game. As others have noted, the vehicle rules are pretty clunky. Hint: if you need a whole chapter to describe rules for something fast-paced like a chase scene or space combat, a rules-summary at the end is in order. All in all, it's a good game and an interesting alternative to d20 FUTURE.
Rated by buyers
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So, When the revised book came out for Star Wars roleplaying I was excited. I thought the very first release by wizards of the coast was way to much like D&D. Everything was about the same other then the 3-D Space combat. I was very disapointed when the second one released prior to the Revenge of the Sith, leaving not thought out plot holes regarding the books. Other then that what makes Star Wars so interesting is not the feats, skill, or items but the fact that 'you' can play a Jed i Knight. I believe this is the only thing going for this game and the fact that it is a copy of Dungeons and Dragons. So if you like 3.5 and love Star Wars this game is great but you will find it may limit your game play and I would rather play D&D which invites more world building rather then a fully established universe and plot line. I mean come on if Luke and his gang are already saving the galaxy, what do your characters have to do, Shot some low level stormtroopers and get some data?
Rated by buyers
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Overall, Star Wars RPG is a good system. Its very easy to learn if you've played D20 Modern especially. I wouldn't say that there are any big problems with the game system, but there are certainly a lot of minor problems that would be very confusing/frustrating to someone without a rules lawyer who understands game balancing. Its a fun game for roleplaying, but I'm not sure Wizards had any really competant game-balancing rules lawyers actually look over the system, or maybe they didn't play test it enough. Either way, the system has a number of very minor game unbalancing things that spring up in game from time to time that require a comptetant GM to resolve. Nothing especially terrible, and overall I enjoy the system as do many of the people I play with. So I would recommend the system to any Star Wars and roleplaying enthusiasts (in that order).
The book itself is well-laid out, I can find the info I need with relative ease.
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