I was considering playing some Call of Cthulhu d20 to follow up on my houseguests obsession with Supernatural. Skimming over the rules again, there are a few things I'd have to change first.
Skill System
I don't know quite how Star Wars Saga Edition does its skills, but I really like the concept of "trained/untrained" only without keeping track of ranks. I'd shrink the CoC d20 skill list and use whatever point-system Saga provides.
The gist of it is that you are either trained or untrained in a skill. You score in a skill is 1/2 level + Ability Mod + 5 (if Trained) + 5 (if you have Skill Focus feat).
Rolls
When you fail a roll, the GM can opt to turn it into a "Yes, but" success. Rather than stymie your progress, the GM simply allows success at the immediate task, but with certain consequences as if the player had failed. Sure, you unlock the door, but a pair of cultists heard you and show up. Sure, you find some history on the mansion, but some if is false (unknown to the PC). Sure, you've managed to leap over the chasm and avoid instant death, but you miss the lip and hit a ledge below for some falling damage.
When you make a critical failure (a 1 on the roll, or maybe a failure by 10), the GM can invoke the "Yes, but you wish it were a failure" rule. Not only did the cultists hear you, but they've started their summoning ritual early just in case you aren't stopped. Not only did the you find some history, but the librarian befriends you (and is secretly a cultist, a fact invented on the spot by the GM). Not only did you hit a ledge and take some damage, but you awoke some beast slumbering below.
XP System
The roleplaying section of the game is mostly divorced from the rules section. Calling this an affront to rules matter is extreme, but one has to wonder on the efficacy of a game where there exist no mechanics (save Insanity) to provide for many of the roleplaying experiences described in the book. As a huge fan of "rewards as play reinforcers", I'd rewrite the XP reward system. When you've earned 50 XP points, you go up a level.
- On first use of a skill, feat or saving throw during an adventure, you get 5 XP. You get 1 XP for subsequent uses.
- On character creation, you create two goals for your character. One should seem attainable by the end of an adventure (e.g., Where has my brother disappeared to?), and the other should allow for multiple adventures (e.g., I must bring an end to the cult that killed my father).
- Making a concrete action towards this goal awards 1 XP. This XP is earned in addition to any skill, feat, etc. rewards.
- During an adventure, you have one "floating" goal. Any time after the first scene, you merely declare this goal and write it down. It should be something you can accomplish during the adventure. Once you've accomplished this goal, you get an additional 1 XP and can create a new "floating goal".
- You create two quirks of character on PC creation. These have no rules impact, but are simply descriptors (e.g., extreme skeptic, nervous around dogs). When you use a quirk in play to put your character at a disadvantage, you get 5 XP the first time, 1 XP for subsequent uses. If you are at a mechanical disadvantage, you definitely get the XP reward. If it's a less defined disadvantage, the GM decides.
- Temporary insanities follow the rules for quirks. Using the insanity for the first time counts for a 5 XP reward, even if the original quirk has been used this adventure.
- Surviving an entire adventure grants you 3 XP.
- Surviving an entire "story arc" or campaign grants you 5 XP.
Temporary Sanity
When you go temporarily insane, the player chooses to accentuate either an existing quirk or allows the GM to select a seemingly appropriate insanity. If a new insanity is chosen, once the PC recovers, the player may choose to add a quirk inspired by the insanity.