this post was submitted on 19 Jun 2023
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Star Wars RPG
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Their rules have a fair bit of overhead per ship. If you're using a lot of the same stuff it's not bad and the Genesys rules are better, but I value being able to improvise encounters a bit too much to use it personally.
I felt the same way when I first listened to it. I was not happy about having to convert the stats for every ship & vehicle. I do a little bit of programming, and I already had a dataset with a lot of stat blocks in it. So I wrote a little script to convert them, and that made it easier for me. I also wrote up my own cheat sheet on the combined rules. I'm not saying everyone should do this sort of thing.
I think the main takeaway here is to use the parts that you like and ignore the parts that you don't. I think they went crunchy with it because it's easier to omit stuff than to add missing stuff, and they wanted to try to cover all aspects of it for listeners who are rules heavy.
I think the main thing I like about the Genesys vehicle rules is that they make it easier to combine vehicle combat with combat on foot. There are so many settings (urban, military bases, hangars, etc.) where players are naturally going to want to jump in a vehicle if they can. With the SW rules this is a PITA.
Yep the intersection of the scales is definitely the main pain point in the Star Wars rules and the main improvement of the Genesys ones. I've considered figuring out a simpler port just for those situations, but haven't had a game that needed it enough yet. And of course if you're working from a data set you can manipulate all at once that's fairly clean too.