I have not been very impressed with AoR as a whole. This book did not fix that opinion. I wanted a spec that would make a starfighter pilot to be a playable character from the start. The way the starship rules are, if you put Grandmaster Luke Skywalker in his X-Wing in a battle with 3 tie fighters, he is going to lose. There just isn't enough character skill in the defense of starships. This would have been a great opportunity to give us a spec that specialized in starfighters. Hotshot is not it.
The starships in this book weren't that interesting. The weapons felt like mandatory scope creep and the races were uninspired.
I compare the Star Wars rules to the Palladium RPG. It works in one instance and everything else produced has to be hammered into that instance instead of adopting something that works better.
1. Zar, your definition of "playable from the start" is very narrow, if you're defining it as "a PC fighter pilot who can take on 3 enemies at once." If you're looking for that level of capability, might I suggest Knight Level Play?
2. Grand Master Luke Skywalker isn't a starting character...better to compare a starting Ace to Biggs Darklighter; Wedge Antilles; or Luke Skywalker, farmboy fresh off of Tatooine (well...maybe starting level plus 30-50 XP). I'd actually put Luke in as a Force and Destiny starting PC, Warrior: Starfighter Ace, but that's a totally different discussion!
3. Having a bad GM, who sets you up to lose, doesn't mean the rules are bad. If a GM throws a starting Ace PC up against three rival/nemesis TIE fighters with no wingmen to support him, he should expect a resounding defeat for the PC. Look what Darth Vader and his two wingmen did to each of the Rebel fighters by singling them out. Wedge got clear, which put him out of the fight, which in turn would generally mean he exceeded one of his Thresholds (but without sustaining some debilitating Critical Hit).
You've gotta be really good before you can reliably take on multiple bogeys all by your lonesome, and that feels right. Rules-right, I mean.
What in the worlds are you doing all by yourself in an X-Wing, anyway?
4. For a starfighter-focused-specialization, how about the aforementioned Starfighter Ace from FaD ?
5. In what instance do these rules work, and how are things being otherwise hammered into that instance? Because in all my gaming, both as a PC and as a GM, I have honestly never felt that way about these rules. They have always served me well.
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TL;DR the game rules are like the Force: they control my actions in part, but they also obey my commands