I agree with this wholeheartedly. I'm GM'ing two different SW: Saga campaigns right now, and from a mechanics standpoint, the changes made don't differentiate it from prior d20 versions - in terms of how the system is "focused". It caters to RPers and HackNSlashers equally - it's all in how you play.
Originally Posted by Inquisitor Tremayne
There aren't any "triggered actions" that I can recall...
As for potential 4th edition crossovers that I'd like to see:
I think the skill system is the single greatest improvment. It's simplified, easy to level, and makes multiclassing munchkinism less of a pain. Multiclassing is encouraged (on multiple levels), but it no longer creates disgustingly imbalanced characters. The skill system is the major reason for this, I think.
Grappling is, IMO, far better and easier (though I've gamed with ppl that hate the new rules, as you pretty much have to have a feat to grapple or trip somebody).
The defense system is nice. It simplifies the mechanics, and either puts the rolling power back in the player's hands (yeah, this force power [or spell ;-)] doesn't have a static DC. Roll against the defense, Mr. Jedi!), or makes gameplay faster by preventing opposed rolls. Don't think it would work in its current state with armor. Armor is too integral in D&D.
Erasure of skill bonuses in favor of re-rolls. Really like this mechanic.
Just some thoughts...
"Spooky gestures and hokey incantations are no match for a good sword at your side, kid..."
- San 'Bolo, campaign confused half-elf rogue speaking to the party's young wizard, before an angry fireball taught him to believe in the force.