Star Wars D&D 4E Style

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Introduction
A long time ago, in a galaxy far, far away...

I'm here again with my boredom streaks, and have decided to try to push through (again) with my attempt to effectively convert -- in some ways more like updatereformat than convert -- Star Wars: Saga Edition to the Dungeons and Dragons Fourth Edition format.  We've already seen that D&D 4E has been hugely influenced by SWSE, and we already know that 4E Modern is possible because of the existence of a little game system called Gamma World (D&D 4E adaptation).

So the question isn't really so much as "why", but more like "why not?".

To make the whole thing simpler, I shall be limiting the whole thing in the following manners: Classes will be restricted to the basic five (no prestige classes and the like for now), only one race shall be tackled at the moment (human), and in the initial development by myself, I shall be developing it in a rather piecemeal manner.

Each section will be divided into sblocks, for easier perusal.

As we are using D&D 4E and SWSE as the templates for this exercise, we need to clarify the primary and secondary set of things you would find on your character sheet among other things.  Force Points in this system, for instance, are Action Points in D&D 4E.

Primary Stats

You have your typical Strength, Constitution, Dexterity, Intelligence, Wisdom and Charisma.  We will be utilizing D&D 4E's 22 point stat buy (with all stats except one being at 10 points (the only exception being one stat at 8 points)).

Species

Each species is unique, and there are a lot of things that need to be taken into consideration, but personally I would like to give the following guidelines when creating their stats:


  • remember the feel of the species, that is the guiding thought in creating the mechanics for each species

  • avoid giving racial penalties, and instead utilize the "one static, one variable pair" stats (exceptions have to be made very explicit)


For the initial introduction of this playtest, we will be using the Human write-up from SWSE, for simplicity's sake.

Class

As mentioned, there are only five main classes in SWSE: Jedi, Noble, Scoundrel, Scout and Soldier.  
Jedi

CLASS TRAITS

Key Abilities: Strength, Dexterity, Wisdom, Charisma

Armor Proficiencies: Cloth
Weapon Proficiencies: Simple melee, simple ranged, lightsabers
Bonus to Defense: +1 Fortitude, +1 Reflex, +1 Will

Hit Points at First Character Level: 12 + Constitution Score
Hit Points per Level Gained: 5
Healing Surges per Day: 7 + Constitution modifier

Trained Skills:  From the class list below, choose two trained skills at 1st level.
Class Skills: Acrobatics, Endurance, Initiative, Jump, Knowledge (all skills, taken individually), Mechanics, Perception, Pilot, Use the Force.

Guided by the Force.  You gain a +1 to attack rolls.  In addition, you gain Force Sensitivity as a free feat.

Starting Credits: 1000

Talents

Jedi Counselor

Adept Negotiator.  You gain the Adept Negotiator power.





























Adept NegotiatorJedi Talent Power
Through well-placed talks, you prevent the threat from taking your life.
At-Will  Charm, Persuasion
Standard Action - Close Burst 1
Target:One creature in burst
Attack:Charisma vs. Will. If the target's level is higher than you, you have -5 for the attack.
Success: The target moves -1 step along the condition track.  If the target reaches the end of the condition track, instead of becoming unconscious, it cannot attack you or your allies until the end of the encounter or until you or an ally attacks it.
Master Negotiator: The target moves -2 steps along the condition track instead of -1.


Force Persuasion.  You gain the Force Persuasion power.
Prerequisite: Adept Negotiator


























Force PersuasionJedi Talent Power
"These are not the droids you are looking for."
At-Will  Charm, Use the Force
No Action - Personal
Trigger:You make a Persuasion check
Effect: You make a Use the Force check in place of the Persuasion check. 


Master Negotiator.  Your Adept Negotiator power improves.
Prerequisite: Adept Negotiator

Skilled Advisor.  You gain the Skilled Advisor power.


























Skilled AdvisorJedi Talent Power
The force guides you, and you grant that guidance to your allies.
At-Will  Charm
Standard Action - Close Burst 5
Target:One willing ally in the burst
Effect:The target can roll twice on his next skill check, keeping either result.
Special: You can spend a Force Point to grant the target a third roll on his next skill check, keeping any one of the results.


Jedi Guardian

Acrobatic Recovery.  You gain the Acrobatic Recovery power.


























Acrobatic RecoveryJedi Talent Power
You use your momentum to keep on your feet where others are knocked down.
At-Will  Acrobatics
Immediate Interrupt - Personal
Target:An effect causes you to be knocked prone
Check:Dexterity vs. Hard DC of your level
Success: You are not knocked prone


Battle Meditation.  You gain the Battle Meditation power.


























Battle MeditationJedi Talent Power
You and your allies work with cohesion and precision that undoubtedly comes from the Force.
At-Will  Charm
Standard Action - Close Burst 5
Target:You and each ally in burst
Special:You must spend a Force Point when using this power.
Effect: Each target gains a +1 power bonus to attack rolls until the end of the encounter, 5 minutes has passed, or you are knocked unconscious or killed (whichever comes first).


Elusive Target.  You gain the Elusive Target power.


























Elusive TargetJedi Talent Power
You effortlessly dodge blaster attacks, using your dueling partner as a shield.
At-Will
Immediate Interrupt - Personal
Target:Triggering enemy
Trigger:You are hit by a ranged attack while adjacent to an enemy.
Effect: The target must repeat the attack, but must use the second roll, even if it's lower.


Force Intuition.  You gain the Force Intuition power.























Force IntuitionJedi Talent Power
The Force alerts you to impending danger, allowing you to instinctively react much more quickly.
At-Will  Use the Force
No Action - Personal
Trigger:You roll for initiative
Effect:You can use Charisma instead of Dexterity for Initiative.


Resilience.  You gain the Resilience power.























ResilienceJedi Talent Power
You tap the Force, temporarily invigorating you.
At-Will
Minor Action - Personal
Target:You must spend a Force Point when using this power.
Attack:You move +2 points along the Condition track.


Jedi Sentinel

Clear Mind.  You gain the Clear Mind power.























Clear MindJedi Talent Power
You empty your mind and soul, keeping yourself hidden from other Force users
At-Will  Use the Force
Free Action - Personal
Trigger:You make a Charisma check to avoid detection by other Force users.
Effect: You can repeat the check, but must use the second result, even if it's lower


Dark Side Sense.  You gain the Dark Side Sense power.























Dark Side SenseJedi Talent Power
You feel the presence of the Dark Side.
At-Will  Use the Force
Free Action - Personal
Trigger:You make a Charisma check to sense the presence and relative location of creatures with a Dark Side score of 1 or higher.
Effect: You can repeat the check, but must use the second result, even if it's lower


Dark Side Scourge.  You gain the Dark Side Scourge power.
Prerequisite: Dark Side Sense


























Dark Side ScourgeJedi Talent Power
Your assault against those of the dark side is relentless.
At-Will
Free Action - Personal
Target:The target of the triggering attack
Trigger:You hit with an attack that damages a creature whose Dark Side score is 1 or higher.
Effect: The target takes extra damage equal to your Charisma modifier (minimum +1).


Force Haze.  You gain the Force Haze power.
Prerequisite: Clear Mind





























Force HazeJedi Talent Power
You cloud the minds of your enemies, making them unaware of your presence.
At-Will  Use the Force
Standard Action - Close Burst 10
Target:Each enemy in burst
Attack:Charisma vs. Will
Success: Each target treats you and your allies as invisible for 1 minute or until you or your allies attack them.
Special: You must spend a Force Point when using this power.


Resist the Dark Side.  You gain the Resist the Dark Side power.
Prerequisite: Dark Side Sense























Resist the Dark SideJedi Talent Power
The Dark Side is no match for you.
At-Will
Immediate Interrupt - Personal
Trigger:You are hit by an attack that has the Dark Side keyword, or has the Force keyword and originates from a creature whose Dark Side score equals his Wisdom modifier.
Effect:You gain a +5 bonus to all defenses against the triggering attack.


Lightsaber Combat

Block.  You gain the Lightsaber Block power.
































Lightsaber BlockJedi Talent Power
You parry an incoming lighsaber attack.
At-Will  Use the Force
Free Action - Personal
Trigger:You are hit by a melee or close attack while wielding an ignited lightsaber.
Attack:Charisma vs. Attack Roll of triggering attack
Success: The attack misses if it is a melee attack, and deals no damage if it is a close attack.
Failure: The attack hits if it is a melee attack, and deals half damage if it is a close attack.
Effect: You gain a cumulative -5 to checks with the Use the Force keyword until the start of your next turn.


Deflect. You gain the Lightsaber Deflect power.



































Lightsaber DeflectJedi Talent Power
Rifle blaster shots ricochet off your lightsaber.
At-Will  Use the Force
Free Action - Personal
Target:You are hit by a ranged or area attack while wielding an ignited lightsaber.
Attack:Charisma vs. Attack Roll of triggering attack
Success: The attack misses if it is a ranged attack, and deals no damage if it is an area attack.
Failure: The attack hits if it is a ranged attack, and deals half damage if it is an area attack.
Effect: You gain a cumulative -5 to checks with the Use the Force keyword until the start of your next turn.
Special: This power cannot be used against attacks made by Colossal (Frigate) or larger vehicles unless the attack is made by a point-defense weapon. 


Lightsaber Defense.  You gain the Lightsaber Defense I power.
Special: You can take this talent multiple times. The second time you take it, you gain the benefits of the Lightsaber Defense II entry instead.  The third time you take it, you gain the benefits of the Lightsaber Defense III entry instead.
































Lightsaber Defense IJedi Talent Power
You enter a stance, ready to parry blows as they come at you.
At-Will
Minor Action - Personal
Requirement:You are wielding an ignited lightsaber and not granting combat advantage.
Effect: You gain a +1 bonus to AC and Reflex until the start of your next turn.
Lightsaber Defense II: You gain a +2 bonus to AC and Reflex until the start of your next turn instead.
Lightsaber Defense III: You gain a +3 bonus to AC and Reflex until the start of your next turn instead.


Weapon Specialization (Lightsabers): You gain a +2 bonus to melee damage rolls with lightsabers.
Prerequisite: Weapon Focus (Lightsabers) feat.

Lightsaber Throw: You gain the Lightsaber Throw power.
































Lightsaber ThrowJedi Talent Power
Your lightsaber flies through the air like a spinning wheel of death.
At-Will  Weapon
Standard Action - Range 6/8/10/12
Target:One creature in range
Attack:Dexterity vs. Reflex
Requirement: You must be wielding an ignited lightsaber to use this power.
Hit: 1[W] damage.
Special: You can make a Charisma (Use the Force) check vs. DC 20 to retrieve the lightsaber if it is 6 squares away or less.


Redirect Shot. You gain the Redirect Shot power.
Prerequisite: Deflect, Jedi class level 4





























Redirect ShotJedi Talent Power
You redirect the blaster bolt to something other than yourself.
At-Will  Weapon
Immediate Reaction - Personal
Target:Triggering enemy
Trigger:You succeed in using Lightsaber Deflect
Requirement: The triggering attack must be a ranged attack
Effect: The target must repeat the attack against a target of your choice, using your square as a point of origin, with your to-hit with ranged basic attacks instead.




Noble

CLASS TRAITS

Key Abilities: Charisma, Wisdom, Intelligence

Armor Proficiencies: Cloth
Weapon Proficiencies: Simple melee, simple ranged, pistols
Bonus to Defense: +1 Reflex, +2 Will

Hit Points at First Character Level: 10 + Constitution Score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier

Trained Skills:  From the class list below, choose six trained skills at 1st level.
Class Skills: Deception, Gather Information, Initiative, Knowledge (all skills, taken individually), Perception, Persuasion, Pilot, Ride, Treat Injury, Use Computer.

Educated Linguist.  If your Intelligence score is 13 or better, you gain a number of languages equal to 1 + your Intelligence modifier.

Starting Credits: 4800

Talents

Influence

Presence. You gain the Presence power.























PresenceNoble Talent Power
Your very presence demands attention, respect and fear.
At-Will  Persuasion
Minor Action - Close Burst 5
Target:One creature that can see and hear you
Effect: Until you choose a different target with this power, whenever you make Charisma checks to intimidate the target, you can roll twice and choose either result.


Demand Surrender. You gain the Demand Surrender power.  Note that the Effect line of the power prevents two or more Nobles with this talent from using this power on the same targets.
Prerequisite. Presence





























Demand SurrenderNoble Talent Power
Convinced that defeat is inevitable, your foes heed your call for surrender.
Encounter  Charm, Persuasion
Standard Action - Close Burst 5
Target:One bloodied enemy in the burst that can see or hear you
Check:Charisma vs. Will (+5 if the target's level is greater than yours)
Success: The target surrenders to you and drops any weapons it is holding.  Until you or your allies attack the target, it takes no hostile actions.
Effect: Until the end of the encounter, the target cannot be targeted by any instance of this power.


Improved Weaken Resolve.  Your Weaken Resolve power improves.
Prerequisite: Weaken Resolve

Weaken Resolve. You gain the Weaken Resolve power.
Prerequisite: Presence.
































Weaken ResolveNoble Talent Power
Your enemies flee at your show of power.
At-Will  Charm, Fear, Persuasion
Free Action - Special
Target:One creature whose level is equal to yours or lower, and who takes damage from you equal to its Fortitude
Check:Charisma vs. Will
Success: The target is filled with fear (save ends).  Until the target saves from this effect, during its turn it must double run away from you.
Special: You can only use this power once per round.  In addition, if the target has Force Points, it can spend a Force Point to automatically save against this power's effects.  The target also automatically saves against this power's effects when it takes damage from an attack.
Improved Weaken Resolve: The target does not save against this power's effects when it takes damage from an attack.


Inspiration

Bolster Ally. You gain the Bolster Ally power.























Bolster AllyNoble Talent Power
You inspire your ally to push himself beyond his normal capabilities.
At-Will  Charm
Standard Action - Close Burst 5 (10 at level 15, 15 at level 25)
Target:One ally in the burst that can see or hear you
Effect: The target moves +1 point along the Condition track, and if the target is bloodied he gains temporary hit points equal to his character level.


Ignite Fervor.  You gain the Ignite Fervor power.
Prerequisites: Bolster Ally, Inspire Confidence


























Ignite FervorNoble Talent Power
Leading by example, you cause your allies to fight more viciously.
At-Will  Charm
Free action - Close Burst 5 (10 at level 15, 15 at level 25)
Target:One ally in the burst that can see or hear you
Attack:You hit with a melee or ranged attack
Effect: The target gains a bonus to his next damage roll equal to his character level.


Inspire Confidence: You gain the Inspire Confidence power.























Inspire ConfidenceNoble Talent Power
Your words of confidence rouse your allies to do better.
At-Will  Charm
Standard action - Close Burst 5 (10 at level 15, 15 at level 25)
Target:Each ally in the burst that can see or hear you
Effect: The target gains a +1 power bonus to attack rolls and skill checks until the end of the encounter, 5 minutes have passed, or until you are knocked unconscious or killed (whichever comes first).


Inspire Haste.  You gain the Inspire Haste power.























Inspire HasteNoble Talent Power
You nudge your allies into performing more quickly
At-Will  Charm
Minor Action - Close Burst 5 (10 at level 15, 15 at level 25)
Target:One ally in the burst that can see or hear you
Effect: Before the end of the target's next turn, the target can make a skill check that takes a standard action as a minor action instead.


Inspire Zeal. You gain the Inspire Zeal power.
Prerequisites: Bolster Ally, Inspire Confidence, Ignite Fervor


























Inspire ZealNoble Talent Power
Your allies become more devastating with your encouragement.
At-Will  Charm
Free Action - Close Burst 5 (10 at level 15, 15 at level 25)
Target:Target of the triggering attack
Attack:One ally in the burst that can see or hear you hits with an attack that moves an enemy down the Condition track
Effect: The target moves a further -1 down the Condition track.


Leadership

Born Leader. You gain the Born Leader power.


























Born LeaderNoble Talent Power
Your allies look upon you in their most dire of times, and you step up to lead them to victory.
At-Will  Charm
Minor Action - Close Burst 5 (10 at level 15, 15 at level 25)
Target:Each ally in the burst that can see or hear you
Effect: The target gains a +1 bonus to all attack rolls until the end of the encounter, 5 minutes have passed, you are no longer visible to the target, or you are knocked unconscious or killed (whichever comes first).
Distant Command: The target does not lose the benefits of this power when you are no longer visible to the target.


Coordinate.  You gain the Coordinate I power.
Special: You can take this talent multiple times. The second time you take it, you gain the benefits of the Coordinate II entry instead.  The third time you take it, you gain the benefits of the Coordinate III entry instead, and so forth.  Taking this talent more than five times confers no benefit.



































Coordinate INoble Talent Power
You goad your allies into working together.
At-Will  Charm
Standard Action - Close Burst 5 (10 at level 15, 15 at level 25)
Target:Each ally in the burst that can see or hear you
Effect: Until the start of your next turn, the target grants +3 with Aid Another, instead of +2.
Coordinate II: The targets grant +4 with Aid Another, instead of +2.
Coordinate III: The targets grant +5 with Aid Another, instead of +2.
Coordinate IV: The targets grant +6 with Aid Another, instead of +2.
Coordinate V: The targets grant +7 with Aid Another, instead of +2.


Distant Command.  Your Born Leader power improves.
Prerequisite: Born Leader

Fearless Leader.  You gain the Fearless Leader power.
Prerequisite: Born Leader























Fearless LeaderNoble Talent Power
You are an inspiration to your group for being so fearless.
At-Will  Charm
Minor Action - Close Burst 5 (10 at level 15, 15 at level 25)
Target:Each ally in the burst that can see or hear you
Effect: Until the end of the encounter or you are knocked unconscious or killed, allies gain a +5 power bonus to their Will against fear effects.


Rally.  You gain the Rally power.
Prerequisites: Born Leader, Distant Command























RallyNoble Talent Power
Your battle cry rallies your allies, turning what seems to be certain defeat into overwhelming victory.
Encounter  Charm
Minor Action - Close Burst 5 (10 at level 15, 15 at level 25)
Target:Each bloodied ally in the burst that can see or hear you
Effect: The target gains a +2 power bonus to all defenses and a +2 to damage rolls until the end of the encounter.


Trust. You gain the Trust power.
Prerequisites: Born Leader, Coordinate























TrustNoble Talent Power
You grant your ally an opening to exploit, trusting that he will utilize it to the fullest.
At-Will  Charm
Standard Action - Close Burst 5 (10 at level 15, 15 at level 25)
Target:One ally in the burst that can see or hear you
Effect: The target can take a standard action as a free action.




Lineage

Connections.  Any items whose value is your level x 1000 credits are available to you without having to pay a licensing fee or enduring a background check.  All black market items are cheaper for you by one multiplier.

Educated.  You can make Knowledge checks even when untrained.

Spontaneous Skill.  You gain the Spontaneous Skill power.
Prerequisite: Educated.


























Spontaneous SkillNoble Talent Power
Sometimes you surprise others with your skill.
Encounter
Free Action - Personal
Trigger:You make an untrained skill check
Effect: You gain a +5 power bonus to the check.
Special: Unless you have the Force Sensitivity feat, you cannot use this power with the Use the Force skill


Wealth.  You immediately gain an a number of credits equal to your class level x 5000.  For every class level after, you gain a number of credits equal to your new class level x 5000.



Scoundrel

CLASS TRAITS

Key Abilities: Dexterity, Intelligence, Wisdom, Charisma

Armor Proficiencies: Cloth
Weapon Proficiencies: Simple melee, simple ranged, pistols
Bonus to Defense: +2 Reflex, +1 Will

Hit Points at First Character Level: 10 + Constitution Score
Hit Points per Level Gained: 4
Healing Surges per Day: 6 + Constitution modifier

Trained Skills:  From the class list below, choose four trained skills at 1st level.
Class Skills: Acrobatics, Deception, Gather Information, Initiative, Knowledge (all skills, taken individually), Mechanics, Perception, Persuasion, Pilot, Stealth, Use Computer.

Close Quarters Shooter.  You gain the Point Blank Shot feat.

Starting Credits: 3000

Talents

Fortune

Fool's Luck.  You gain the Fool's Luck power.




















Fool's LuckScoundrel Talent Power
A little luck on the side wouldn't hurt.
At-Will
Standard Action - Personal
Effect: Spend a Force Point to gain +1 to attack rolls, +5 to skill checks, or +1 to defenses.  The bonuses granted by this power last until the end of the encounter.


























Fortune's FavorScoundrel Talent Power
Luckily, that last attack gave you an opening you could readily exploit
At-Will
Free Action - Personal
Target:You scored a critical hit during your turn with a melee or ranged weapon
Effect: Take a standard action before the end of your turn.



Gambler.  You gain a +2 feat bonus to Wisdom checks pertaining to Gambling.  You can select this talent multiple times; each additional time you take this, the bonus granted by this talent increases by 2.

Knack.  You gain the Knack power.























KnackScoundrel Talent Power
Sometimes you're just a little lucky.
Encounter
Free Action - Personal
Target:You make a skill check
Effect: Reroll the skill check again and take the better result.



Lucky Shot. You gain the Lucky Shot power.
Prerequisite: Knack























Lucky ShotScoundrel Talent Power
That near miss, wasn't so near after all...
Encounter
Free Action - Personal
Target:You make an attack roll
Effect: Reroll the attack roll again and take the better result.










Secondary Stats

After determining your primary stats, species and class, determine your secondary stats (to be modified by a variety of factors, see below):


  • Melee Basic Attack : 1d20 + level + Strength modifier (or Dexterity modifier with Finesse weapons) + modifiers

  • Melee Basic Damage : 1[W] + Strength modifier + modifiers

  • Ranged Basic Attack : 1d20 + level + Dexterity modifier + modifiers

  • Ranged Basic Damage : 1[W] + Dexterity modifier + modifiers

  • Armor Class Defense: 10 + level + Armor bonus + modifiers (+ Intelligence or Dexterity modifier if wearing light armor)

  • Fortitude Defense: 10 + level + Armor bonus + modifiers + Strength or Constitution modifier

  • Reflex Defense: 10 + level + modifiers + Dexterity or Intelligence modifier

  • Will Defense: 10 + level + modifiers + Wisdom or Charisma modifier

  • Speed: base racial speed + modifiers

  • Force Points: 1 + 1 per milestone



Skills

There is a very long list of skills available, so for the sake of simplicity, let us utilize the following: Skill = relative stat + training bonus (if applicable) + focus bonus (if applicable) + racial bonus (if applicable) + 1/2 level.

Feats

You gain one feat (two feats if human) at character level one, with additional feats at levels 2, 4, 6, 8, 10, 11, 12, 14, 16, 18, 20, 21, 22, 24, 26, 28, 30.

Talent

Talents are class features you gain as you progress in the class.  Some of them grant unique abilities, which I shall place in power format.  You gain one talent at class level 1, with additional talents at levels 3, 5, 7, 9, 11, 13, 15, 17, 19, 21, 23, 25, 27, 29.

Multiclassing

For now, multiclassing will be a little different from either SWSE or 4E, in that while in each level you can progress in the same manner as SWSE, you will only gain the following:
-> Hit point per level gained (not the hit points at first character level)
-> Training in one class skill
-> Talents as appropriate for your class level.

So if Loni the Psionic Warrior is a level 1 Human Jedi / level 3 Soldier, he would have
-> 2 Soldier talents, 1 Jedi talent
-> 4 feats (3 from being a level 4 character, 1 from being Human)
-> 27 + Constitution Score Hit Points (12 + Constitution Score from starting as a Jedi, +15 from 3 levels of being a Soldier)
-> 7 + Constitution modifier Healing Surges (from starting as a Jedi, no bonuses from Soldier multiclass)

This is an initial proposition however, as I would personally prefer avoiding the potential to min-max via multiclassing.  Possibly a character-linked talent acquisition, with multiclassing much more restricted (ala-4E multiclassing feats)?  Possibly restricted to dual-classing/4E-style Hybrid rules?

Equipment

Armor

Armor tend to restrict mobility a bit, but in exchange grant a significant amount of survivability.

Weapons

Normally all weapons target AC.  Some weapons, like lightsabers, tend to bypass armor, and thus target Reflex instead of AC.


Note that this is a huge endeavor especially for the likes of me, so any and all contributions to this is greatly appreciated.

Changes Made
10 July 2012 - Completed Scoundrel fortune talent tree.
23 June 2012 - Completed all Noble talent trees, begun work on the Scoundrel.  Also corrected the number of skills available to the Noble class.
12 June 2012 - Added equipment section, as well as all Noble talents except the Lineage talent tree.
11 June 2012 - Corrected format of Jedi talent powers.
10 June 2012 - Completed the Jedi class conversion, began the Noble class conversion.
02 June 2012 - Completed the Jedi Consular, Jedi Guardian and Jedi Sentinel talent trees, although I am seriously considering converting some of these talents/powers to encounter and daily powers, especially since Elusive Target bears remarkable similarity to the Halfling's Second Chance racial power (but only to ranged attacks).  For now however, I'll be limiting myself to a more direct conversion (altering primarily the timing and focusing on keeping talents primarily as powers, feats primarily as feats, and class features -- presented in SWSE as class feats like weapon proficiencies -- as a separate resource as well).  Added note on Force Points, tweaked some text as well.
31 May 2012 - Initial multiclassing rules added, subject to change.  Correction to skill math and detailing of feat/talent acquisition per level.
28 May 2012 - Document created
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Hey, so I am willing to jump in and work on this, but before that i would like a bit more clarification on how mixed this system will be and what is where.
 
 So...what about skills? AS you already know, there is a large difference be tween the 3.5ed system of skills and the 4ed system. 3.5 had many nmore specialized, individual skills and gave out a large amount of skill points to distribute while 4ed lumped them up into related catagories and gave a few amount of training..."points" i guess. So are you using a 3.5 or a 4 skill system? And have you decided what skills are going to be used, or are you lookinjg for some assistance in deciding?
 
 And weapons and armor? Are there going to be exotic or superior weapons? Is armor going to be a reskined version of the hide/chainmail/scale/plate or armor with a AC bonus and a max dex bonus?
 
 I know thats a lot of questions, but it makes designing the classes easier. 


 

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Hey, so I am willing to jump in and work on this, but before that i would like a bit more clarification on how mixed this system will be and what is where.
 
 So...what about skills? AS you already know, there is a large difference be tween the 3.5ed system of skills and the 4ed system. 3.5 had many nmore specialized, individual skills and gave out a large amount of skill points to distribute while 4ed lumped them up into related catagories and gave a few amount of training..."points" i guess. So are you using a 3.5 or a 4 skill system? And have you decided what skills are going to be used, or are you lookinjg for some assistance in deciding?
 
 And weapons and armor? Are there going to be exotic or superior weapons? Is armor going to be a reskined version of the hide/chainmail/scale/plate or armor with a AC bonus and a max dex bonus?
 
 I know thats a lot of questions, but it makes designing the classes easier. 


 




Gamma World -- the most recent release -- has skills far closer to SWSE, and at the same time SWSE itself utilized a mostly-4E (with the sole exception of Knowledge skills) skill system, complete with the +5 training bonus, skill focus bonus and +1/2 level bonus.

Weapons and armor are a lot more complicated in SWSE.

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57047238 wrote:
If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.
I Don't Always Play Strikers...But When I Do, I Prefer Vampire Stay Thirsty, My Friends
This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery. What I hope to be my most useful contributions to the D&D Community: DM Idea: Collaborative Mapping, Classless 4E (homebrew system, that hopefully helps in D&D Next development), Gamma World 7E random character generator (by yours truly), and the Concept of Perfect Imbalance (for D&D Next and other TRPGs in development) Pre-3E D&D should be recognized for what they were: simulation wargames where people could tell stories with The Best Answer to "Why 4E?" Fun vs. Engaging
The system aims to effectively look like something between Gamma World 4E (which is basically an almost-d20 modern version of D&D 4E) and D&D 4E itself.  Most of the talents can easily be converted to powers format, Force Powers are literally encounter powers, and aside from the absence of AC, Full Actions and muddleness of various elements in SWSE, there's a remarkable resemblance between SWSE and D&D 4E.

The objectives are simple:
1. Translate everything that can be directly translated from SWSE to D&D 4E into the power format (easiest thing to do).
2. Make the necessary modifications to allow the use of SWSE elements in the D&D 4E format (e.g. how to deal with double/triple attack + dual wielding, separation of AC and Reflex, etc.; not so easy to do, and may be subject to debate).

One of my biggest concerns is the destiny point system, prestige class progression and 3.5E-style multiclassing system of SWSE, and how to allow a balanced implementation of such.  I'm keen on introducing a more limited version of healing surges (from 4E) as well.
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57047238 wrote:
If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.
I Don't Always Play Strikers...But When I Do, I Prefer Vampire Stay Thirsty, My Friends
This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery. What I hope to be my most useful contributions to the D&D Community: DM Idea: Collaborative Mapping, Classless 4E (homebrew system, that hopefully helps in D&D Next development), Gamma World 7E random character generator (by yours truly), and the Concept of Perfect Imbalance (for D&D Next and other TRPGs in development) Pre-3E D&D should be recognized for what they were: simulation wargames where people could tell stories with The Best Answer to "Why 4E?" Fun vs. Engaging
3 quick things:

1.  Good luck!  Many have started, none have completed.  I wish you the best.

2.  Your secondary skills are wrong.  You have them adding the level, rather than 1/2 level.

3.  For the record, and no bearing on your work but for anecdotal purposes only, there was no SWSE influence on 4th edition.  Rather, the SWSE devs would be told about changes they had to make because of what was coming in 4th edition, which was already in development.  I cite the SWSE panel at Celebration IV in Los Angeles as the authority for that statement.
3 quick things:

1.  Good luck!  Many have started, none have completed.  I wish you the best.

2.  Your secondary skills are wrong.  You have them adding the level, rather than 1/2 level.

3.  For the record, and no bearing on your work but for anecdotal purposes only, there was no SWSE influence on 4th edition.  Rather, the SWSE devs would be told about changes they had to make because of what was coming in 4th edition, which was already in development.  I cite the SWSE panel at Celebration IV in Los Angeles as the authority for that statement.


1. I was hoping to get help so even the base classes can be completed.  Thanks for the gree though.
2. I am aware of the supposed "mistake", and in fact it is intentional.  See below for explanation.
3. Thanks! I wasn't aware of that Still, SWSE and 4E have striking similarities, wouldn't you agree?

Gamma World 4E already implements the +level to hit and defenses instead of +1/2 level.  This is in light of two things:
* lack of magic items
* lack of scaling feats that grant a bonus to hit

Star Wars already builds into its system the per-level bonus to hit (with only a +1 advantage for Soldier and Jedi), so why complicate things? 
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57047238 wrote:
If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.
I Don't Always Play Strikers...But When I Do, I Prefer Vampire Stay Thirsty, My Friends
This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery. What I hope to be my most useful contributions to the D&D Community: DM Idea: Collaborative Mapping, Classless 4E (homebrew system, that hopefully helps in D&D Next development), Gamma World 7E random character generator (by yours truly), and the Concept of Perfect Imbalance (for D&D Next and other TRPGs in development) Pre-3E D&D should be recognized for what they were: simulation wargames where people could tell stories with The Best Answer to "Why 4E?" Fun vs. Engaging
There we go lots of things added, almost done with the Jedi, will be turning to the Noble afterwards
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57047238 wrote:
If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.
I Don't Always Play Strikers...But When I Do, I Prefer Vampire Stay Thirsty, My Friends
This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery. What I hope to be my most useful contributions to the D&D Community: DM Idea: Collaborative Mapping, Classless 4E (homebrew system, that hopefully helps in D&D Next development), Gamma World 7E random character generator (by yours truly), and the Concept of Perfect Imbalance (for D&D Next and other TRPGs in development) Pre-3E D&D should be recognized for what they were: simulation wargames where people could tell stories with The Best Answer to "Why 4E?" Fun vs. Engaging
Not much added, just completed the jedi stuff and began with the noble.

Once I'm done with all this, then I'll probably tweak it to be more 4E-ish standards :p 
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57047238 wrote:
If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.
I Don't Always Play Strikers...But When I Do, I Prefer Vampire Stay Thirsty, My Friends
This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery. What I hope to be my most useful contributions to the D&D Community: DM Idea: Collaborative Mapping, Classless 4E (homebrew system, that hopefully helps in D&D Next development), Gamma World 7E random character generator (by yours truly), and the Concept of Perfect Imbalance (for D&D Next and other TRPGs in development) Pre-3E D&D should be recognized for what they were: simulation wargames where people could tell stories with The Best Answer to "Why 4E?" Fun vs. Engaging
Noble class almost complete
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57047238 wrote:
If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.
I Don't Always Play Strikers...But When I Do, I Prefer Vampire Stay Thirsty, My Friends
This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery. What I hope to be my most useful contributions to the D&D Community: DM Idea: Collaborative Mapping, Classless 4E (homebrew system, that hopefully helps in D&D Next development), Gamma World 7E random character generator (by yours truly), and the Concept of Perfect Imbalance (for D&D Next and other TRPGs in development) Pre-3E D&D should be recognized for what they were: simulation wargames where people could tell stories with The Best Answer to "Why 4E?" Fun vs. Engaging
It's certainly shaping up to be a work in progress

Just something that crossed my mind: I think the problem with 4E vehicular combat rules vs. SWSE ship-to-ship combat rules is that 4E vehicles don't tend to be as complicated as SWSE ships.  That said, I see no reason for a particular vehicle to be very, VERY large, with at least one PC manning the guns/crossbows/spears (that do an insane amount of damage relatively speaking), another piloting/steering, and a couple of others doing other stuff like trying to keep the whole thing intact or something.

Hmm, maybe I should try doing a SWSE - 4E translation, then eventually using the translated rules for normal 4E combat
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Created with Rum and Monkey's Personality Test Generator.

You are both rational and emotional. You value creation and discovery, and feel strongly about what you create. At best, you're innovative and intuitive. At worst, you're scattered and unpredictable.

D&D Home Page - What Monster Are You? - D&D Compendium

57047238 wrote:
If you're crossing the street and see a city bus barreling straight toward you with 'GIVE ME YOUR WALLET!' painted across its windshield, you probably won't be reaching for your wallet.
I Don't Always Play Strikers...But When I Do, I Prefer Vampire Stay Thirsty, My Friends
This is what I believe is the spirit of D&D 4E, and my deal breaker for D&D Next: equal opportunities, with distinct specializations, in areas where conflict happens the most often, without having to worry about heavy micromanagement or system mastery. What I hope to be my most useful contributions to the D&D Community: DM Idea: Collaborative Mapping, Classless 4E (homebrew system, that hopefully helps in D&D Next development), Gamma World 7E random character generator (by yours truly), and the Concept of Perfect Imbalance (for D&D Next and other TRPGs in development) Pre-3E D&D should be recognized for what they were: simulation wargames where people could tell stories with The Best Answer to "Why 4E?" Fun vs. Engaging
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