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Star Wars Saga Edition vs We Can Be Heroes

Compare Star Wars Saga Edition and We Can Be Heroes side by side. See differences in complexity, dice, genre, and more.

Star Wars Saga EditionWe Can Be Heroes
GenreSci-FiSuperhero, Modern
TagsLicensed IP, Space Opera, Heroic, Cinematic, Character Building, Tactical, Combat-Heavy, Crunchy, Grid-Based, MiniaturesHeroic, Superpowers, Combat-Heavy, Cinematic, Character Building, Faction Play
Core MechanicRoll d20 + modifiers against a target number or a Defense score. Three static defenses (Reflex, Fortitude, and Will) replace saving throws. Trained skills grant a flat +5 bonus. A five-step condition track runs alongside hit points, so a single heavy hit can impose cumulative penalties before a character drops. Force Points and optional Destiny Points provide narrative and mechanical resources for critical moments.Roll d20 + Talent Modifier vs. GM-set threshold for Talent Checks. Superpowers use Target Die (d12 at levels 1–9, d20 at levels 10–20) + Superpower Die + Moxie. Superpower Attacks always hit: damage is the variable. Hero's Favor points fuel superpowers and creative power use. Action Points govern turns with Primary (3 AP) and Secondary (2 AP) actions. Public Merit tracks faction reputation for favors, intel, and gear upgrades. Hero's Moment rewards critical failures with one-per-level power-ups.
Diced20d4–d20
ComplexityHighMedium
AvailabilityOut of printPaid
Runnability5 of 5 book toolsBook tools not listed
LicenseProprietaryProprietary
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherWizards of the CoastBudStuff Games
Year20072024
LanguagesEnglish, ItalianEnglish
Best ForGroups who want a d20-based Star Wars campaign with deep character customization through talent trees and a tactical combat core built for miniatures.Groups who want crunchy superhero campaigns with detailed character builds, tiered superpowers, and a reputation system that ties heroism to community relationships.
HighlightsTalent trees let two characters of the same class develop along different branches, so a Jedi built as a Guardian and one built as a Consular play differently from first level. The condition track turns a single heavy hit into a persistent penalty, making damage threshold matter alongside hit points. The Force subsystem runs on one Use the Force skill, so telekinesis, mind tricks, and combat enhancement all resolve through the same check.Public Merit system ties heroism to community impact through faction reputation, six superpower archetypes with five-tier progression and Auxiliary Powers for build variety, Hero's Moment turns critical failures into one-per-level power-ups, Hero's Favor points enable out-of-combat power use (freezing locks, creating barriers, boosting checks)
ConsiderationsThe game is out of print with no legal PDF, so acquiring the core book means the used market. The d20 chassis carries heavy per-character bookkeeping: talent and feat selections, a Force power suite, and a condition track that changes during combat. Vehicle and starship encounters switch to a second combat scale with its own actions and statistics, which is a lot to learn for a campaign that stays on foot.Character creation requires multiple derived calculations (Moxie, DT, HP, Vigilance, Initiative), 20-level progression has many repetitive incremental steps, combat-heavy with limited non-combat mechanical support