Monday 17 February 2014

[I245.Ebook] PDF Ebook Revised Core Rulebook (Star Wars Roleplaying Game), by Bill Slavicsek, Andy Collins, J.D. Wiker, Steve Sansweet

PDF Ebook Revised Core Rulebook (Star Wars Roleplaying Game), by Bill Slavicsek, Andy Collins, J.D. Wiker, Steve Sansweet

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Revised Core Rulebook (Star Wars Roleplaying Game), by Bill Slavicsek, Andy Collins, J.D. Wiker, Steve Sansweet

Revised Core Rulebook (Star Wars Roleplaying Game), by Bill Slavicsek, Andy Collins, J.D. Wiker, Steve Sansweet



Revised Core Rulebook (Star Wars Roleplaying Game), by Bill Slavicsek, Andy Collins, J.D. Wiker, Steve Sansweet

PDF Ebook Revised Core Rulebook (Star Wars Roleplaying Game), by Bill Slavicsek, Andy Collins, J.D. Wiker, Steve Sansweet

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Revised Core Rulebook (Star Wars Roleplaying Game), by Bill Slavicsek, Andy Collins, J.D. Wiker, Steve Sansweet

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.

  • Sales Rank: #84501 in Books
  • Brand: Star Wars WOTC d20
  • Published on: 2002-05-01
  • Released on: 2002-05-01
  • Original language: English
  • Number of items: 1
  • Dimensions: 11.16" h x .96" w x 8.59" l, 2.90 pounds
  • Binding: Hardcover
  • 384 pages

About the Author
BILL SLAVICSEK is the Vice President and Director of Roleplaying Game Design at Wizards of the Coast, Inc. His most recent designs include The Dark Side Sourcebook and The Rebellion Era Sourcebook. He lives in Washington state.

ANDY COLLINS writes and edits roleplaying games for the Wizards of the Coast(r) R&D department. His recent credits include the Star Wars Living Force Campaign Guide and the D&D(r) adventure Lord of the Iron Fortress. He lives in Washington state.

JD WIKER is a game designer with Wizards of the Coast and has contributed to numerous Star Wars products, including Secrets of Tatooine and The Dark Side Sourcebook. He lives in Washington state.

Most helpful customer reviews

53 of 59 people found the following review helpful.
Time to Return to the Galaxy Far, Far Away
By Amazon Customer
I've played the Star wars RPG since its orginal birth way back in 1987 and ,despite the earlier version's ease of play, wanted something better. WotC delivered in spades. Combat is quick, dirty and added a few things that were missing of the old version . Character creation will take some getting used to, but makes sense. Jedi FINALLY have some limits and even if you don't choose to covert any existing game to the new system, buy the book just to read Chapter Nine about the Force. The best writing I've seen about the subject. Ever. The book's layout is sometimes confusing but is very slick and well done. Starship combat is good, but don't expect to be able to make a "Rogue Squadron" type campaign. The best part is official stats for Jar Jar Binks so you can blow him to bits if you wish. Overall, there is enough information about each "era of play" you wish to play in but not too much so the GM is overloaded. To finish, this game captures the feel of the Star Wars universe better than its predecesor. For those on the fence, go ahead and buy it. For anyone not willing to change systems, I urge all of you to give it a chance.

44 of 49 people found the following review helpful.
The return of the Jedi
By Michael J. Mistele
I played the old West End Games version of the Star Wars RPG for 12 years, and have been looking forward to this new version for some time. I'm happy to report that, in most respects, WotC has really delivered.
The d20 rules (similar, but not identical to the 3rd Edition D&D rules) are elegant in their simplicity. I think that this will help the new game overcome one of the few shortcomings of the excellent WEG system -- combat (and skill resolution as a whole) could be extremely slow with experienced characters, as the players would have to roll and then count up huge handfuls of d6s.
There are not a large number of character classes available in the new system, especially compared to the plethora of templates available under WEG. However, the multiclassing rules are very simple, and can help re-create many of the old templates.
I only have two complaints about this otherwise excellent new game. First of all, the starship combat system is extremely simplistic and abstract -- a little too much so for my tastes. Secondly, while the book contains statistics for many aliens and equipment, there are a lot of staples that are still missing (where are banthas, A-wings, or TIE Interceptors?).
One final note -- there isn't a lot of help for true novice role-players in this rulebook. If you love Star Wars, but have never tried a role-playing game before, you might want to try the introductory "Star Wars Adventure Game" first.

24 of 25 people found the following review helpful.
Great for fans of Star Wars roleplaying new and old
By Rodney Thompson
First let me say that I am the webmaster of the Star Wars RPG Database. The first impression I got when opening the book was that it is very stylized. Where the old RPG was very cleanly laid out and almost utilitarian, this one gives the impression of being a document fresh out of the Old Republic, where an artistic flair was found in everything from the spacecraft to the data documents. Additionally, you're introduced to your guide through the book, the silver protocol droid TC-14, from The Phantom Menace, who acted as Qui-Gon Jinn and Obi-Wan Kenobi's host aboard the Trade Federation battleship. It feels like a thick book as well, and though it's just my imagination, it seems like the sheer amount of ink used to print this book alone is enough to add a few ounces to the weight.
The book is introduced by Michael A. Stackpole, New York Times Bestselling Author, and the creative genius behind the X-Wing books and comics, as well other Star Wars EU. The introduction is impressive; truly, Mike knows how to capture the feel of the Star Wars universe. Reading the intro, I recaptured that feeling the first time I saw Return of the Jedi in theatres (as a young boy, it was the first of the Holy Trilogy I saw). It's evident that Stackpole understands what roleplaying is, especially in the Star Wars universe. He helps bring the Galaxy to life, and yes Mike, we'll say hi to your friends for you (read the intro to get the reference). The next introduction is done by Bill Slavicsek refers to his work on the Star Wars RPG as "coming full circle" a la Vader and Kenobi; Bill was critical in the creation of the original RPG, and now lending his talents to the WotC version he has brought the game back from what could have been its grave.
The book is organized in a similar way to the D&D 3rd Edition books, and works relatively well if you already are somewhat familiar with the D20 system. If not, this may be the only true downfall of the book. The chapters start with introduction, then go to character generation, the Galaxy information, gamemastering tips, and finally conversion guidelines and the Shadows of Coruscant adventure. The problem with some of the organization (which may be inevitable) is that players new to the D20 system will have to do some page-hopping until they get familiar with D20 terms. Otherwise, the book is reasonably well sectioned off, and allows for easy access to particular sections.
The page layout is, again, not structured like the old WEG book, or even like the new 3rd Edition D&D books. It's a little cluttered at times, but it's not such a bad thing, because the sheer amount of information in this book necessitates that it all be crammed in to so many pages. I would have liked to have seen more pages added so things could be better laid out and spaced, though. I can understand why things were compressed in the interest of production costs. Quotes, tables, sidebars, and images are liberally interspersed with game information, sometimes getting in the way, and even being a little overwhelming at times. Let me stress this again, though: the "page clutter" is primarily due to the fact that this book is packed with information. The quotes are neat, and the sidebars are all very useful, but when reading the book they sometimes tend to disrupt the flow of reading.
When it comes to graphics, this reviewer has mixed feelings. The images from the movies are, for the most part, of good quality and size. However, a few seem grainy or stretched, and sadly most of the images are ones we've seen before. The Episode I images are very nice, all high-quality and sharp as any digital image. In fact, their quality is as good or better than any other printed Star Wars images I've seen. The artwork, on the other hand, is wonderful. It's an interestingly stylized type or art on the whole, though character designs are all we really see of this new art style. The maps (used as diagrams to illustrate concepts such as firing into melee, line of sight, cover, etc.) are all of superb-quality, as was to be expected after seeing the maps in the D&D books. The New Jedi Order Galaxy map is included, and let me just say the artwork of the Yuuzhan Vong species is intimidating to say the least.
Content-wise, it seems that the folks at Wizards did a great job of giving an acceptable cross-section of information, and at the same time going into enough detail to make the information usable. The Star Wars Galaxy is a vast place, and has been fleshed out by countless authors, making the job of detailing the Galaxy difficult to say the least. The focus on the Rise of the Empire, Rebellion, and New Jedi Order eras give a brief history and provide a "feel" for the Galaxy at that point. Lots of notable NPCs are detailed in this section, though sadly the information of the Yuuzhan Vong themselves is a little sparse. There's enough barebones information to be usable, but it makes me long for a New Jedi Order sourcebook to make that era more accessible.
The content is at the same time overwhelming, but not enough. I want more detail on some sections, but the sheer amount of information already in place is almost impossible to absorb. The Galaxy has never looked better - or bigger. Sadly, it looks like the product lineup for the next year or so isn't going to include much source material beyond the Prequel Era. Still, the book is packed, with every kind of NPC imaginable, many Alien Species, weapons, ships, etc. Again, layout of some stats could use some work, but only because they were compressed to make room for even more information yet.
One thing I feel I must comment on, though, is that the section on the Force is absolutely one of the best pieces of Star Wars writing I've ever read. Approached almost as a dissertation on the aspects of the Force known to the Jedi, it takes a comprehensive and in-depth look at what makes the Force what it is in the Galaxy Far Far Away. Some game notes are included, but what really shines is the intellectual and philosophical way in which the Force is analyzed, supported by quotes from famous Jedi Masters throughout the ages. If you are looking for an impressive read in a roleplaying book, look no further, as this chapter is one of the best reads I've had in a while.
When it comes to the game itself, we already knew a good chunk about the system from the internet and looking at the D20 system in general, but there are a few surprises. One thing that many gamers may like is that plenty of variant rules are presented. Though I won't spill the beans completely, those who felt that the use of AC as opposed to dodging was too restrictive will definitely want to read the variant combat rules, as that issue is specifically addressed. Other complaints that have been voiced will also be addressed in the upcoming book, and I would definitely encourage the naysayers to have a good, long look at the variant rules in this book before making final decisions.
The game retains the cinematic feel it's always had, and may actually surpass its predecessor in this respect, though only time and playing the game will tell. I will say that I look forward to a good Lightsaber duel using the feats system, and the way the Force is handled may better reflect what we saw in the movies (and see in EU) better than the old system. Again, only time will tell, but let's just say the potential is there.
Overall, the impression it gives me is good. I saw a few things that needed improvement, namely layout and other small issues, but there is a lot to like about the book. For one, it's absolutely packed with information. My first, brief "once-over" of the book took an hour, and actually going in-depth took the better part of an afternoon. It's stylish, graphically appealing, and a pleasure to read. The writing is well-done, and though it may lag in a few areas, in others it excels (see my comments above on the chapter on the Force). This book is definitely going to draw in new players, and should please a good portion of veteran SWRPG players and GMs.

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