Ok, I don't know if this was mentioned earlier, and I'm really too lazy to check, so bear with me. I'm going over my SWd20 Revised and I noticed some things. 1. Why is Energy Drain worthy of a dark side point? What way, shape, or form does it actually hurt an individual? Is it a power you need to be really mad to use? Just kinda makes me wonder. 2. Why is it that armor only absorbs damage when you take wounds, and not vitality? Couldn't you argue that part of the reason that the reason a hit only glanced you (thus causing vitality damage) was because the armor was there? It still stops the shot, why wouldn't it offer protection? 3. Talismans, if they are made and the owner dies or otherwise loses them, do they still retain thier power? In other words, can another player loot this "magic item"? 4. How come there's no rule that allows me to hit a player with a maglite for every dark side point they earn? Ok, I jest, that's going to have to be a house rule. 5. If a force adept (or whatever the non Jedi Force Chuckers are called) gets his/her/its hands on a lightsaber, does the weapon damage bonus get applied to the lightsaber like a jedi? 6. Does strength modifier actually add to damage for a lightsaber? 7. Has anyone else noticed the change in feel of the game? I remember SWd6 going on at length about the game being about heroes, and why player death is a bad thing (unless they really, really deserve it). This version is more morally ambiguous and definately not as player friendly. One crit, that's all she wrote. I may end up GMing this abomination soon and I just want to clear some of this stuff up. Heck, I've already got like 3 or 4 house rules ready to go, and I'm only half way through my re-read.