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===System=== Was a revised "revised" edition, so they just called it the "Saga" Edition. It basically followed the D20 system from D&D but with a great number of differences that put it somewhere in between 3.5e and 4e in the ruleset, which is actually a good thing. Ultimately, the changes are so great any conversion between the two requires a pretty big rebuild of everything stated. Some of the many changes include: *Skills come in "trained" and "untrained" rather than tracking bazilions of skill points which makes character management much easier. *In another nice touch, Armour Class has also been removed, meaning you take your defenses based on your Reflex/Will/Fortitude modifiers. **Wearing armour provide bonuses to Reflex saves and occasionally Fortitude, but negates any "Heroic bonus" you might gain based on your level, so armour is only really a good thing for non-heroic NPCs, lower level characters who have low bonuses, or high level characters specifically trained to use armour. *Leveling is free-form, you just gain talents from trees available to your class so there is no "End" ability that you have to wait for in levelling up, or might miss if you multi-class. **It also means that two players playing the same class can have absolutely no abilities in common whatsoever. These abilities are generally visible and battle turning too. A fan made a PDF (''DMF's Big Book of SWSE NPCs'') with 197 generic NPCs (e.g., CR4 Thugs) stated ''still'' had inspiration to suggest alternate options that could radically change an encounter on ''every single one of them''. *Taking a level in a class after first level only gives you '''one''' of their starting bonus feats, cutting back on dips for proficiencies. The previous versions flirted with this idea, but errated it away. *Inclusion of [[Action Points|"Force" and "Destiny" points, which are a limited pool of points used by player characters which can be used to modify dice rolls]], regardless of whether you are Force sensitive or not. *Saga Edition still uses the metric system, but rather than making all instances of "five feet" to "two meters" (as the previous system did, creating several oddities), it uses increments of "one and a half meters" (which is close enough for most character scale purposes and more accurate than [[Star Wars RPG|every foot is a meter]]). *While this edition uses hit points, higher starting damage, and omnipresence of area attacks (grenades and autofire) that always do damage to characters without cover (at least those without the evasion talent or some form of shield/damage reduction) make it so two platoons of Stormtroopers are a serious threat to even the highest level player characters. *Rather than requiring incrementally better gear every level, calculations for "heroic" characters add character level or half of it, regardless of what you are using. ** Money won't buy combat ability. A stormtrooper's gear plus basic tools for your skills (such as medical kit or a mechanical tool kit) is sufficent for most non-Jedi. Instead more money buys gadgets that increase versatility. *Gone are small +2 bonuses. Instead most bonuses are +5 or a reroll. *Space combat rules are greatly revised. Abstracted in the parts that matter (did there really need to be 5 pages covering how much extra turning costs when a square is literally hundreds of kilometers?). It also gives a wider variety of heroes stuff to do during battles (Force abilities can be used at much greater distance in the emptiness of space. Have fun throwing ships into each other. Atmosphere is even more fun if one is handy!). *With the ''Rebellion Era Campaign Guide'', a character's history can now grant bonus class skills. *With ''Scavenger's Guide to Droids'', droid PCs are easy to build while also being highly versatile. *All debuffs are replaced by a single "condition track" with universal rules for removing them. While it's a bit too friendly to "condition track killer" builds that focus on applying loads of debuffs to instantly kill the enemy, it otherwise works. **A “Damage Threshold” system where characters that take more damage in one attack than 10+Fortitude Save drop on the condition track, avoiding the issue found in most RPGs of characters with 1 HP being just as (if not more) capable as one with 100% HP. * Carrying capacity is actually transparent for once. Rather than a complex chart for carrying capacity, you can carry (Strength/2)^2 kilograms (with modifiers for size and multiple legs) without being overburdened, which has only one degree and one set of penalties. The math works out to an increase in load over the chart that has normally been used for d20 games, so long as your strength is 7 or higher. Anyone of a species that isn't barred can use the force too, there are entire chapters providing Talents for Force sensitive characters that are essentially universal talents which can be taken by any class so long as they are force sensitive. So you don't need to be a Jedi to be an effective force user (the main advantages of actually being of the Jedi class are the bonus feat options making it easier to focus on the force, and talents for lightsabers), which itself adds to the freedom of gameplay as you could be a force-wielding scoundrel and never actually take any talent from the scoundrel trees at all. All that's needed to use the force is 1: The "Force Sensitive" feat (Automatic for first level Jedi. Can pick between it or lightsaber proficiency if you multiclass to Jedi) 2: Being trained in Use the Force (requires Force Sensitive. If obtained after level 1 you need to increase your intelligence or spend a feat) and 3: One or more instances of the Force Training feat to gain force powers (A bonus feat option for Jedi and optional if you only want to move handheld objects around and make basic telepathic calls). Thus any first level any race with one of the two as a bonus feat (Human, Miraluka and a few others) can do it at first level and anyone not barred from using the force can start at third even if they aren't Jedi. The game actively encourages multi-classing though, and there is a "modest" (in comparison to 3e D&D) number of prestige classes available that which provide access to their own, usually restricted list of Talent trees, but also provide class abilities with the core classes don't provide. For example: the "Jedi Master" prestige class provides ''Force Secrets'' which are like metamagic feats and can modify your Force powers in cool ways. Unlike base classes, prestige classes don't gain bonus feats every other level, which makes few of them (mostly the Jedi ones as those get a bonus talent instead) worth it long term. ====Classes & Talent Trees==== There are five (and only five) core classes in the system (Seven if you count the NPC classes "nonheroic" and "beast", which are just empty hit die), however as mentioned earlier, because the classes simply provide access to talent trees rather than pre-determined level benefits, players who choose the same class can build themselves entirely differently and shouldn't need to be hemmed into a particular class-role if they don't want to. The division of talents into trees instead of just class serves two purposes. Firstly, many talents require having any one or two talents from that tree already. Secondly, many prestige classes can pick talents from certain trees in addition to their unique, prestige class specific tree, such as Officer being able to pick from the Noble’s leadership tree, the Soldier’s Commando tree, or its exclusive Military Tactics Tree. What follows is mostly a list just to consolidate the widespread rules are for the system and show how varied that characters can be: CORE CLASSES <div class="toccolours mw-collapsible mw-collapsed" style="width:400px"> JEDI <div class="mw-collapsible-content"> ''Don't be fooled, the Jedi talent trees are actually some of the largest in the entire setting, and that's not even counting how they have access to force talent trees straight away. Plus they are meant to be a starting point for multi-class characters, as the "Jedi Knight" prestige class gets a butt-ton more talent trees. Not only that, but they are intended to be generic enough that they can apply to any lightsaber wielding character (Sith, Jal Shey etc). Note that there's isn't actually anything stopping a non-Force Sensitive from taking levels in Jedi, even though most Jedi talents are useless for such a character. That's intentional so that the handful of non-force using saber users in the franchise can take certain talents from the Lightsaber Combat tree.'' *Consular - Using the force for negotiation and conflict resolution *Guardian - Learning combat related techniques and maneuvers *Sentinel - Skilled at seeking/resisting dark-side opponents *Lightsaber Combat - Improving prowess with lightsaber weapons </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="width:400px"> NOBLE <div class="mw-collapsible-content"> *Anticipation - Able to pre-empt enemy maneuvers *Collaborator - Manipulate enemies into thinking you are their ally *Disgrace - Use underhanded tactics to gain advantage *Exile - Adept in ways of taking care of yourself *Fencing - Noble fighting style with light weapons or lightsabers *Gambling - Expose yourself to gain the advantage over an opponent *Idealogue - Able to provide motivation or demoralisation in certain situations *Influence - Using interaction skills to overcome opponents non-violently *Inspiration - Provider of buffs to allies in different situations *Leadership - Provider of buffs with yourself as the centre of effect *Lineage - Gain access to skills, equipment and wealth due to family connections *Loyal Protector - Gain FOLLOWERS and train them as bodyguards *Master of Intrigue - Able to use adjacent characters to your benefit *Provocateur - Turn enemies against one another *Skill Challenge - Bonuses for yourself and allies when using skills *Superior Skills - Improve your ability when using a particular skill </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="width:400px"> SCOUNDREL <div class="mw-collapsible-content"> *Brigand - Techniques used to distract and expose the enemy *Fortune - Provide yourself with luck based bonuses and rerolls *Misfortune - Gain attacks bonuses which take advantage of enemy mistakes *Outsider - Exercise caution to avoid dangerous situations *Opportunist - Take advantage of mishaps *Recklessness - Gain bonuses and effects in otherwise deadly situations *Revolutionary - Expert in subversive and resistance tactics *Run and Gun - Able to make mobile attacks *Slicer - Master of computer hacking *Smuggling - Able to provide innocent cover for suspicious situations *Spacer - Expert in space combat </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="width:400px"> SCOUT <div class="mw-collapsible-content"> *Advance Patrol - Attack with the advantage of stealth and keen observation *Awareness - Keen senses that enemies cannot exploit *Camouflage - Improve your skill at stealth *Espionage - Able to react to certain situations with the application of stealth *Fringer - Learn to "make-do" in frontier situations *Hyperspace Explorer - Expert operator of vehicles *Master Scout - Talent Tree combining several different disciplines *Mobile Scout - Maneuvers usable while mounted *Reconnaissance - Gain FOLLOWERS and train them as scouts *Surveillance - Expert in perception *Survivor - New maneuvers in difficult environments *Spy - Able to use stealth and deception to gather information *Unpredictable - Make it difficult for enemies to damage you *Versatility - Gain bonuses of your choice to adapt to any situation </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="width:400px"> SOLDIER <div class="mw-collapsible-content"> *Ambusher - Take advantage of surprise at the beginning of combat *Armour Specialist - Maximize the benefits of wearing armour *Brawler - Expert in melee combat *Brute Squad - Combat bonuses when accompanied by allies *Commando - New advanced combat techniques *Mercenary - Use underhanded tactics to gain victory *Rocket Jumper - Expert in the use of jump packs *Shockboxer - Trained in unarmed combat *Squad Leader - Gain FOLLOWERS and train them as soldiers *Trooper - Grant you and your allies combat benefits *Warrior - Master of endurance and overcoming enemy abilities. *Weapon Specialist - Weapon bonuses with a specific chosen weapon *Veteran - Able to overcome injury and psychological effects </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="width:400px"> FORCE TALENT TREES (Class free) <div class="mw-collapsible-content"> If your character has "Force Sensitivity" then they can take a force talent in place of a talent granted by their class, there are five generic Force talents while the remaining ones require you be a member of or connected to a particular organisation. *'''Alter''' - Telekinetic and Telepathic mastery *'''Control''' - Able to regulate your own physiology and center force effects on yourself *'''Dark Side''' - Abilities drawing from the dark side *'''Guardian Spirit''' - You have a link with a Force Spirit who gives you guidance *'''Sense''' - Using the force to increase your perception and read the future *Aing-Tii Monks - See the Force as a rainbow rather than Light/Dark with focus on Freedom *Agents of Ossus - Refugees of the Jedi Purge who formed their own tradition *Bando Gora - Dark Jedi Splinter group who have formed their own dark traditions *Baran Do Sages - Farseers of the Kel Dor species *Believers - Adherents to the "old ways" of the Sith *Blazing Chain - Force wielding pirates and corsairs *Dathomiri Witches - Shamanistic female force users who cast "spells" and control animals *Disciples of Twilight* - Former Jedi looking for new path, found in solitude and shadow *Embers of Vahla - Dark Side religion, worshippers of fire *Fallanassi - Ancient isolationist order capable of disappearing into the Force *Felucian Shamans - Tribal force users of the Felucian species *Iron Knights - Sentient force using crystals within droid bodies *Jal Shey - Scientific explorers of force potential *Jensaarai - Splinter Dark Jedi philosophy that treads the line between light and dark *Keetael - Expert hunters and stalkers using the Force *Kilian Rangers - Force using knightly order trained in lance and shield *Korunnai - Nomad tribes from Haruun Kal who create bonds with animal followers *Krath - Dark side group who have recovered Sith techniques by experimentation *Luka Sene - Miralukan tradition who use the force to improve sight *Matukai - Ascetic warriors who use the force to obtain physical perfection *Seyugi Dervishes - Force trained Death Cult Assassins *Shapers of Kro Var - Use the force to add elemental effects to your abilities *Tyia - Pacifistic order dedicated to seeking harmony *Wardens of the Sky - Travelling warrior monks who keep the space lanes safe *Zeison Sha - Philosophy of self-sufficiency and telekinetic mastery, users of discblades </div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="width:400px"> DROID TALENT TREES (Class free) <div class="mw-collapsible-content"> Featured exclusively in ''Force Unleashed Campaign Guide'' and ''Scavenger's Guide to Droids'' are a second type of class free talent. Each of these five types is exclusive to one of the five classes of droid. *First-Degree - Use various hard sciences to various benifits. Known Vulnerability is notable for being a reliable debuff to anything you hit. *Second-Degree - Increase the speed you use various skills at. *Third-Degree - A bunch of options to boost your social skills. *Fourth-Degreee - Mechanical combat. *Fifth Degree - Brute force. </div> </div> ====Prestige Classes==== Like the core classes, they have talent trees, many of which are unique to them. Some classes are very restricted; Jedi Masters for example only have access to one tree in addition to the "class free" Force talents, while others such as the Jedi Knight have unique talent trees up to their armpits. Listing all the trees would become a nightmare so here is simply a consolidated listing of the available classes. <div class="toccolours mw-collapsible mw-collapsed" style="width:400px"> PRESTIGE CLASS LIST <div class="mw-collapsible-content"> *ACE PILOT - Master of vehicular combat *ASSASSIN - Trained professional killer *BOUNTY HUNTER - Master tracker and apprehender of wanted persons *CHARLATAN - Professional con-man and thief *CORPORATE AGENT - Leader within a non-governmental organisation *CRIME LORD - Leader of a particular criminal organisation *DROID COMMANDER - Droid adapted to lead other droids *ELITE TROOPER - Highly trained combat and tactics specialist *ENFORCER - Investigator and trained tackler of individual opponents *FORCE ADEPT - Trainee in force tradition not connected to the Jedi Order *FORCE DISCIPLE - Master of the mysteries of the Force unconnected to the Jedi *GLADIATOR - Part combat specialist / part showman *GUNSLINGER - Small arms specialist *IMPROVISER - Expert at coming up with quick & ingenious solutions *INDEPENDENT DROID - Self-Sufficient droid character *INFILTRATOR - Covert military operative *JEDI KNIGHT - Member of the Jedi tradition who has passed the Jedi trials *JEDI MASTER - Highest members of the Jedi Order *MARTIAL ARTS MASTER - Unarmed combat expert *MASTER PRIVATEER - Expert pirate and ship-to-ship combat master *MEDIC - Professional healer *MELEE DUELIST - Master of a particular melee weapon (may be lightsabers too) *MILITARY ENGINEER - Tech specialist with military applications *OFFICER - Trained leaders and trusted members of a military organisation *OUTLAW - Wanted fugitive and expert at evading capture *PATHFINDER - Expert in using your environment to your advantage *SABOTEUR - Master of distruption when it comes to demolitions or technology *SITH APPRENTICE - Trusted members initiated into deeper mysteries of the Sith Tradition *SITH MASTER - Highest members of the Sith Tradition *VANGUARD - Advance scout and strike specialist </div> </div>
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