Oh they would definitely be in as NPCs, but that's all I can see them as. Wookiees cover the strong PC race. I don't know maybe I'll go ahead and include them ultimately. As for kel-dor I had forgotten about them and cereans, so thanks for the reminder!
Oh they would definitely be in as NPCs, but that's all I can see them as.
And thats why I am pushing the idea of telling the players to build their own PC races. Maybe you can't see them as a PC race, but your players totally can. Go through this with every race and it takes hours and you don't have all the races people want. Throw out some guidelines and let them go to town, and you are done in an hour or so with exactly the races you need.
5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas. http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
I wouldn't even make lightsabers paticularly good in comparison to other weapons. Maybe a superior weapon that force users are automatically proficent in. Then have class abilities like "Use your lightsaber to redirect blaster fire" instead of making that a property of the weapon.
I think that these should be immediate interrupt utilities, or daily stances that allow you to do yada yada. At low levels you wouldn't be too good at it, and thus you can't bat as many shots back. Then later you can take more utilities to be better at it.
Also, to OP, I was thinking of doing something like this myself. Good to see someone else has started it.
Yeah, yeah I know. It's been brought up endlessly, and every thread I've seen about this idea lasts for 3 pages tops with no real input or ideas. Let's get a few things out of the way:
1 - I don't want people posting (/nasal whiny tone) "But Star Wars already has a RPG called SAGA go play that" or "Why would you want to do that. That's stupid!" (/end nasal whiny tone), or any other rebuttal against the idea. It's not hurting you if myself and like-minded individuals want to dig in and actually do this thing. I can't stress this enough - It's not hurting you. If you don't like it, don't read the thread and ignore it's existance! PLEASE!
The reason I am looking into this is because I despise anything remotely similar to 3.5. SAGA still has a lot of the hold overs from 3.5 - full-round actions, differing BaB between classes, and racial penalties, and the clunky 'I'll dip into this class to get this ability' multi-classing, to name a few. Secondly the 4e rules set seems oddly perfect for Star Wars considering the mobile easily cinemitized combats that happen in 4e vs. the static combats that tend to happen in SAGA. Also, I have none of the SAGA books and I am unwilling to pay the ridonkulous prices they want on eBay and Amazon, and I will not risk viruses (or possible fines) by downloading illegal PDFs and torrents.
2 - None of this 'use a Swordmage or Psionic this or that and refluff it = boom jedi etc'. No. Just no. I want fully realized classes that are built for the flavor and themes of Star Wars, not a refluffed D&D class. I'm not necessarily looking for a reskinned D&D exactly. I just want to be able toi run a Star Wars game using the 4e rules set.
3 - If you have any ideas whatsoever that can contribute, then by all means, throw it into the pot and see what happens. Also if we can get enough information on this idea, maybe we can start a wiki for it, but that's getting ahead of myself.
So in closing on those 3 points, this thread of for those of us who want a fully realized Star Wars RPG using the 4e rules set. We can trade ideas for classes, powers, rules and other ideas here and help each other keep things balanced. I know there are people out there who want this, I've seen the threads and none of them got any positive responses. Well here is a place for us to congregate and share ideas and information (until they decide this thread is the wrong place and move it).
Now to some of my ideas in brief - firstly I would only do 1-20, Star Wars just doesn't fit the Epic tier of play in my eyes, high Paragon is the stopping point for Star Wars. I would also either do away with Power Sources, or there would only be 2: Force and Martial/Tech.
The Martial/Tech classes would be Soldier (Defender/Striker), Scoundrel (Striker), Scout (Controller/Striker), Noble (Leader/Controller).
The Force power source it would be Force Warrior (Defender/Striker), Force Adept (Striker), Force Sorcerer (Controller), Force Sage (Leader). The reason for the generic force user class names is so that you can be a part of any Force Tradition or Order and simply add something similar to a Theme to become a Jedi or a Sith or what have you, not sure how this would work exactly, at least not yet, but I figure it would change the name of the class based on the tradition or order (i.e. Jedi Guardian, Jedi Sentinel, Jedi Consular, Jedi Sage).
There could be other classes (and Power Sources, maybe, but that's pushing it), like Engineer or Bounty Hunter, if anyone can come up with them, but otherwise I figure they would be builds and paragon paths.
Now while I am against taking classes whole-sale from D&D, I am not against taking a power here and there if it fits thematically with the class in question. Yes this means we could see Swordmage powers alongside Battlemind powers. If anyone has the SAGA books I am sure we could use the talents as a guideline for powers as well (and the force powers, duh lol), and some of the feats would probably port over decently with some tweaks. Also, while I am not fond of Essentials, this may be one place where I could see using Essentials design for classes (would make it easier and quicker), though if we can come up with fully realized AEDU o4e classes I would be happier with that.
Not quite sure how to convert vehicle/space combat. Figure you could slap roles on the vehicles based on what they were designed to do (Starfighter = Defender, Bomber = Controller, Interceptor = Striker, Capital Ship = Leader etc, just a thought). Again not sure how to work this quite yet, this may be one of the biggest hurdles to over come in this project.
NPC/monster stats - I figure maybe set up a template that sets up the humanoid NPCs (what most Star Wars games consist of) from 1-20 using Monster themes/templates to add race and class. Creatures such as the Rancor and Krayt Dragon we would need to come up with full stats for. As I am not familiar with how monsters are put together and balanced for 4th, this is going to be a hurdle for me at least.
And that would cover it, outside of a few skills and their description/example DCs, but if again if anyone has the SAGA books we could easily port those over. Oh and races, but that should be easy enough tbh.
That's all for now, will check in perodically and post when I have something more (like classes, powers, etc).
Several things: First off, I have always wanted to convert saga to 4e as well. Mainly because my group refuses to play saga any more due to the unbalancing issues and other silly things. For instance, last game we played, buddy made a martial artist type that did more damage with a punch than what blaster rifles were doing.. just to make the point of how silly the system had become. and I agree with the wacky multi-classing issues.
However, I must humbly disagree with your assertion that Star Wars isn't epic... dude, they built a machine that blew up a planet... come on now, that's what some would consider epic... and when Vader was like, blah blah blowing up a planet don't mean jack next to the force... now, he coulda just been blowing smoke up their ****, or he could have known about some "next level" awesome stuffs...
I had actually just commented on another thread about how I actually think the 3 tier level 1-30 system would actually be perfect for star wars.
For instance, you have Padawan level 1-10, prestige class jedi knight levels 11-20, and then jedi master level 21-30 for epic.
Also, I think it would be super awesome to put some of the more redonkulously powerful iconic characters like they do with deities in 4e. They have up to level 36 deities, like bahamut I believe.
I think that in the star wars setting, characters like Yoda and the Emperor are akin to the "deities." power level-wise. so you could do the level 1-30, and make emperor, yoda, mace, etc. be over level 30. That way, can have adventures where the party goes to smoke them, but it would be a legitimate challenge.
Just a thought. Other than that, i hope this is still an ongoing project as I see this was started back in 2011...
Edited addition - I apologize for the length of this post, but I've done a lot of thinking recently on this conversion and how to do things to give the game a SW feel rather than a D&D with an SW skin feel.
Yep, I absolutely realize what I am getting myself into. I've already built a homebrew D&D setting, that started way back in 2e and never finished it until just recently for 4e (due to system changes. I'd get close and then, bam, new edition. 4e was the first system that made things really easy to make), with several new classes, paragon paths, and epic destinies as well as over 150 new feats that are specific to my setting (divided by region, race, and the like). No, none of them have been posted here due to my desire to keep things close to the vest in case WotC ever does one of those contests that got Eberron published.
Also keep in mind that I am only doing 20 levels, as I feel that Star Wars characters, even at their most powerful such as the Emperor or Yoda, or even Naga Sadow or Bastilla Shan were only ever at the peak of Paragon tier, but definetly not epic. Yoda as powerful as he was would not be able to challenge a god in his home domain if gods existed in SW, and that is what epic tier in D&D is all about, challenging gods and their minions.
Anyway, I have full access to a ton of EU information, and though your suggestion of checking out the SWTOR site is a good one, I think that they are being far too restrictive on some things, like the fact that you are literally stuck with specific types of weapons based on your class. Jedi Guardians for example, can only use a single-bladed lightsaber, or two single-bladed lightsaber, based on their advanced class, but can never use a double-bladed saber, or even pull a sudden trick out of their hat and shoot a blaster.
As an aside, that's the only thing that makes me hesitate about that game (and I've been watching it since it was announced years ago), is obvious lack of character customization, definition and flavor. I'm afraid it's going to be worse than WoW when it comes to end game and everyone looking the exact same, especially since they've already stated that they won't have appearance slots like so many other MMOs (EQ2, LotRO for example) have. I'll still buy it and play it to see and judge for myself, but with heavy reservations.
Anyway, back from my derailing of my own thread there briefly, I have been talking to some of my friends who are very familiar with Star Wars, looking through various books and online resources (Wookieepedia rocks btw) and even been perusing through my FLGS' collection of old WEG SW books (he's asking quite a bit for them or I'd buy them). One of my friends is trying to borrow some SAGA books from a friend of his so I can reference them for feats, force powers and talents to convert into feats and powers. Was even looking at an old Star Wars Galaxies guide for ideas.
At this point I know that I will have the SAGA classes in terms of Soldier, Scout, Noble, and Scoundrel. They've been staples of the game since the first d20 version of SW came out. I may add a Techie and a Medic class as well, just not 100% sure yet. I will have Jedi Guardian (Defender), Jedi Sentinel (Striker), Jedi Consular (Leader), and Jedi Sage (Controller). I may make builds that deviate from those roles though, as I do like the Essentials idea that a single class can cover multiple roles through different builds, despite my disliking of Essentials in general, there are some good ideas here and there.
For the other force traditions like the Jensaari or the Baran Do Sages, I will be making several generic force using classes like Force Warrior, Force Adept, Force Sorcerer and the like. The classes will be fairly bare with a single power per level. In order to build one of those classes you will have to tack on what will amount to an extended theme (one for each tradition) that will add more powers to each level to choose from that will be available to that tradition only.
Also as I already stated in one of my posts above, I will be making several universal powers that any force user can take at any given level, that will level with the character, so no matter when he takes it, it will still be relevant and useful. Alot of those will be the base powers that most force users seem to display, such as the general telekinetic powers, and the mind powers.
I may even do the same with some of the powers for the non-force users. I would think that there are some techniques and such that are basic to the training of using certain weapons. For example, to pull something from D&D - Cleave, the fighter At-Will exploit. It's basically swinging your weapon in a swath in front of you. To me it seems that a warlord, rogue, or a ranger could do that just as easily, so why don't they have access to it without taking a multi-class and a power swap feat? That's one of those powers that could be a universal power and be available to any martial class.
So more to the point for SW - you could take something like Pistol Whip as a power for anyone who has the Martial (to be renamed, something like Tech or the like, but it's any class that is not a force user) power source that is trained in the use of blaster pistols. It's just one of thso epowers that universally could be trained to anyone that has trained extensively with a blaster pistol.
And no that isn't set in stone as a power, it was just an example to show what I am trying to come up with for the system. Thoughts?
I had the thought that for all the jensaari and all that other stuff, you could just put them as themes / backgrounds. each one offers some static opening power, then at such n such level, can trade them out in place of something else, ala how 4e does it.
I guess it's in how you see things. If you look at the power levels of Epic D&D characters versus how even the most powerful Star Wars characters come off, it's not even close, at least not to me. An epic level sorceror would easily wipe the floor with Palpatine, no questions asked. I am sure we all have a different view of how things are.
As for the project, I got 1-10 for several classes and some races finished before the hard drive it was on crashed permanently (looking back I should have cloud drived that whole hard drive like I had been planning, but c'est la vie). I have since given up on the idea after several discussions with a few other firends. I just never really saw Star Wars as a level based game ultimately and they helped me see that. It's why I ahve always enjoyed the d6 WEG version more. There is however a new Star Wars game being produced by Fantasy Flight Games, you should go to their website and check it out, I personally think it's pretty cool, with a fairly interesting system behind it.
Edit - I will be trying out the Beginner's Set of the new Star Wars with my group this Sunday, if you want I can PM you with a small review.
I honestly think it's comparing apples to oranges really. The Death Star wiped out Alderaan, an entire planet. That same 30th level sorcerer can fight maybe 10 encounters before they have to extended rest. They eventually could wipe out all the creatures on a planet, but... would take awhile. I think with all things considered, star wars has some epic qualities to it. Its just not possible to show everything in the movies and games. But dude did control billions of worlds and stuff. but that's neither here nor there...
Sub-response: Have you by chance tried playing SWTOR? I was thinking if I get around to doing a conversion, could use some of those powers, or similar to fill out a level 30 progression.
But my friends are very similar, most of them despise star wars now for gawd knows why. :*( So even if I did do a conversion, I probably wouldn't be able to find many willing to play. :*( however, I still am interested in doing something... if I can get motivated is the biggest problem... that and real life getting in the way. haha
Yeah.. I checked out some of the reviews for it at fantasy flight and... honestly, didn't sound interesting to me. But I'll reserve full judgement once I get a chance to check it out. It was just reviews of beta, so I'm sure plenty of stuffs will change. I hope it does well because I loves me some star wars! :-)
Is anyone still working on this? If so, I'd love to pitch in, and I have some additional ideas that may make conversion easier.
I'd restrict it to levels 1-20, that should be plenty.
Convert a few races to the major races in Star Wars, and then use DM-Player collaboration for some of the more out there racial selections.
Here's some somewhat different ideas about class availability and ability selection: your class gives you a +2 ability score bonus to whatever it's primary modifier is. Race gives another +2 bonus, out of a choice of 3 stats, but you can't double-up on main attritbute.
I wouldn't worry about Power Source too much, since many classes and roles would cross-over. You'd have 3 classifications of Armor: Cloth/Robe, Light Armor and Heavy Armor. All Force users would pick powers from across a wide range. You'd have weapon attacks (lightsaber or blaster) and "implement" attacks which woudl be the general Force powers. Most force powers would be restricted by Heavy Armors. Damage die is determined by your class, not by the power. Role doesn't translate as well across, but we can try.
For example, a Jedi Guardian (Defender) uses d10 for Lightsaber attacks, d6 for Force attacks (for when out of armor). A Consular (Leader, really just mixed-melee and range) would have light or no armor, and use d8 for weapon attacks and d8 for force attacks. The Sage would have no armor (Ranged leader/controller?), use d8 for force attacks, d6 for weapon attacks. The Sentinel (Striker) would use d10 for weapon attacks (even using 2 weapons) and then d6 for Force attacks. The Consular would possibly fit the role of ranged striker too.
You'd have a wide array of powers, arranged not by class, but by primary attribute. It may promote Multiple Attribute Dependency, but there still could be a selection of powers that use Your Highest Attribute instead.
As for Healing- I'd like to steal liberally from the Artificer class and its Healing Infusions. Replace Helaing Infusion for Stims/Bacta patch and you're golden. Force users canalso heal using the midichlorians found in everyone. Force users may provide more healing, but provide fewer leader type bonuses. Or not, haven't worked that out yet.
As for items: I'd take a page out of the KotOR games (even though it was based on 3.5) and have Lightsabers have 3 slots for upgrades, 2 of which have always on properties and 1 that gives an Encounter/Daily Item power. Armors could have 2 slots, one is a Property, the other is an Encounter/Daily Item Power. The number of Item slots would be Weapon(s), Armor, Head, Waist, Shield (replacing Neck), Arms, Feet and Implant.
That's just a quick rundown of ideas I have for this. I'd love to work on some class design with people if they're interested. I'm considering asking one of my current games if they'd like to help design and playtest.
Is anyone still working on this? If so, I'd love to pitch in, and I have some additional ideas that may make conversion easier.
I'd restrict it to levels 1-20, that should be plenty.
Convert a few races to the major races in Star Wars, and then use DM-Player collaboration for some of the more out there racial selections.
Here's some somewhat different ideas about class availability and ability selection: your class gives you a +2 ability score bonus to whatever it's primary modifier is. Race gives another +2 bonus, out of a choice of 3 stats, but you can't double-up on main attritbute.
I wouldn't worry about Power Source too much, since many classes and roles would cross-over. You'd have 3 classifications of Armor: Cloth/Robe, Light Armor and Heavy Armor. All Force users would pick powers from across a wide range. You'd have weapon attacks (lightsaber or blaster) and "implement" attacks which woudl be the general Force powers. Most force powers would be restricted by Heavy Armors. Damage die is determined by your class, not by the power. Role doesn't translate as well across, but we can try.
For example, a Jedi Guardian (Defender) uses d10 for Lightsaber attacks, d6 for Force attacks (for when out of armor). A Consular (Leader, really just mixed-melee and range) would have light or no armor, and use d8 for weapon attacks and d8 for force attacks. The Sage would have no armor (Ranged leader/controller?), use d8 for force attacks, d6 for weapon attacks. The Sentinel (Striker) would use d10 for weapon attacks (even using 2 weapons) and then d6 for Force attacks. The Consular would possibly fit the role of ranged striker too.
You'd have a wide array of powers, arranged not by class, but by primary attribute. It may promote Multiple Attribute Dependency, but there still could be a selection of powers that use Your Highest Attribute instead.
As for Healing- I'd like to steal liberally from the Artificer class and its Healing Infusions. Replace Helaing Infusion for Stims/Bacta patch and you're golden. Force users canalso heal using the midichlorians found in everyone. Force users may provide more healing, but provide fewer leader type bonuses. Or not, haven't worked that out yet.
As for items: I'd take a page out of the KotOR games (even though it was based on 3.5) and have Lightsabers have 3 slots for upgrades, 2 of which have always on properties and 1 that gives an Encounter/Daily Item power. Armors could have 2 slots, one is a Property, the other is an Encounter/Daily Item Power. The number of Item slots would be Weapon(s), Armor, Head, Waist, Shield (replacing Neck), Arms, Feet and Implant.
That's just a quick rundown of ideas I have for this. I'd love to work on some class design with people if they're interested. I'm considering asking one of my current games if they'd like to help design and playtest.
Great idea with the artificier thing although for force users, I didn't get what you wanna do power-wise. Is it a huge power pool from which force-users can pick from and the damage changes from class to class? If so, I'd just suggest creating different powers for each class just because fighting styles vary alot from say Jedi Knight and Jedi Consular.