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    Default Is there a way to convert 5th edition D&D into a star wars game?

    I need to know this becaus i plan to make it a thing with some friends who have no experience with other systems.

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Yes. Just use your imagination and refluff some stuff. For instance: "That isn't a Fly spell, it's a jetpack." "That's not a longsword, it's a lightsaber." "Crossbow? What crossbow? This is a DL-44 heavy blaster pistol."

    Give a Monk a longsword proficiency and call it a Jedi (or maybe a Paladin would make a better Jedi). A Great Old One Warlock using Pact of the Blade could be a Sith Lord, with Eldritch Blast serving as force lightning and the Great Old One mental tricks being mind tricks. The clones are Human Fighters with identical stats. Battle droids? Weak iron golems with the aforementioned crossbow blasters.

    One of the great things about D&D is that it's a pretty flexible system. With a little modification and a lot of imagination, you can make it fit about any setting.
    Last edited by UristMcRandom; 2016-11-15 at 12:13 AM.
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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    The base system? Sure. The problem is all the magic that doesn't really fit with how Star Wars does things. (Handwaving it all as "tech" just causes more confusion and dissonance than it's worth). You'd probably want to fiddle with base casting mechanics (maybe adopt Pathfinder's psychic magic rules in place of V/S/M components?) and find/build yourself a dedicated Jedi class and spell list. Then you can run Barbarian, Fighter, Rogue, Spell-Less Ranger, Jedi.

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by Grod_The_Giant View Post
    The base system? Sure. The problem is all the magic that doesn't really fit with how Star Wars does things. (Handwaving it all as "tech" just causes more confusion and dissonance than it's worth). You'd probably want to fiddle with base casting mechanics (maybe adopt Pathfinder's psychic magic rules in place of V/S/M components?) and find/build yourself a dedicated Jedi class and spell list. Then you can run Barbarian, Fighter, Rogue, Spell-Less Ranger, Jedi.
    actually i have four classes in mind. the problem is coing up with features for them

    Force warrior
    Subclasses:duelist(one on one combat),battlemaster(close range crowd control),channeler(support tank),brute(pretty much barbarian)


    Force savant
    subclasses:lorekeeper(specialized knowledge,wide pool of force abilities (read:spells) but not particularly great at any of them),medium(buff caster),farseer (divination specialist),sage(evocation specialist)


    Gadgeteer
    subclasses::pilot(flying), scrapmaster(minion maker),splicer(info gathering and limited control of enemies),demolitionist(infiltration).


    Gunner
    Subclasses: outlaw(hit and run),sniper(single target DPR),soldier(versitile team player),hunter(middle distance crowd control).
    Last edited by johnswiftwood; 2016-11-15 at 03:38 PM.

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by johnswiftwood View Post
    Force warrior
    Subclasses:duelist(one on one combat),battlemaster(close range crowd control),channeler(support tank),brute(pretty much barbarian)
    This is your 5th-level-spells-gish, I take it?

    Force savant
    subclasses:lorekeeper(specialized knowledge),medium(buff caster),farseer (precognition),sage(combat force use)
    And here's your full caster. Gotcha. I'd model Lorekeeper after the Knowledge Cleric, Farseer and Sage after Divination and Evocation wizards, and the Medium... they could get some Bardic Inspiration, come to think of it.

    Gadgeteer
    subclasses::pilot(flying), scrapmaster(minion maker),splicer(info gathering and limited control of enemies),demolitionist(infiltration).
    I might avoid Pilot subclass altogether. Ships are certainly a big part of Star Wars, but they're... well, if they're not fading into the background, they'll probably be such a focus that you'll want everyone to contribute. I think the best option might be to make Starships a tool and have a Mounted Combat type feat for a specialist.

    Otherwise, the Scrapmaster should take a page from the (Revised) Ranger's Beastmaster mechanics.

    Gunner
    Subclasses: outlaw(hit and run),sniper(single target DPS),soldier(versitile team player),hunter(middle distance crowd control).
    This is your pure mundane type? I'd keep a general chassis and customize the subclasses heavily, then. The Sniper could get Sneak Attack; the Outlaw could borrow Skirmish from the 3.5 Scout (roughly as Sneak Attack, but only if you move a bunch before attacking). The Soldier and Hunter could rock out Extra Attack, perhaps with some Battle Master type maneuvers to back that up.

    Hmm... looking back up, I feel like you wound up with somewhat awkward class distribution-- the Gunner and Force Savant in particular seem like they're mixing a lot of light and heavy combat roles together. Might I suggest instead something like
    • Outlaw: Generally Rogue-y, this would have your skirmishers and snipers and sneakthiefs. I could see Smuggler (infiltration, maybe a bit of fluffy piloting stuff), Sniper (single-target ranged damage), and Gadgeteer, say.
    • Soldier: Your Fighter, basically, you could put your assorted control- and leadership-focused combatants here. Subclasses could be Duelist (control-focused), Thug (tanky), Captain (leader-y), and perhaps a Medic too.
    • Force Knight: Your general gish, focused on lightsaber fighting. Look at the Paladin and... I think the Monk, oddly enough, might be a fun source of inspiration. You could build subclasses around lightsaber styles, if you so chose; an all-out offense style, a defensive style, and a throwing style, maybe.
    • Force Savant: Your full caster. Your subclasses there were spot-on, I think.
    Last edited by Grod_The_Giant; 2016-11-15 at 03:57 PM.

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    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Giants and Graveyards: My collected 3.5 class fixes and more.

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by Grod_The_Giant View Post
    Hmm...


    This is your 5th-level-spells-gish, I take it?


    And here's your full caster. Gotcha. I'd model Lorekeeper after the Knowledge Cleric, Farseer and Sage after Divination and Evocation wizards, and the Medium... they could get some Bardic Inspiration, come to think of it.


    I might avoid Pilot subclass altogether. Ships are certainly a big part of Star Wars, but they're... well, if they're not fading into the background, they'll probably be such a focus that you'll want everyone to contribute. I think the best option might be to make Starships a tool and have a Mounted Combat type feat for a specialist.

    Otherwise, the Scrapmaster should take a page from the (Revised) Ranger's Beastmaster mechanics.
    This is your pure mundane type? I'd keep a general chassis and customize the subclasses heavily, then. The Sniper could get Sneak Attack; the Outlaw could borrow Skirmish from the 3.5 Scout (roughly as Sneak Attack, but only if you move a bunch before attacking). The Soldier and Hunter could rock out Extra Attack, perhaps with some Battle Master type maneuvers to back that up.[/QUOTE]

    I can see your point with the pilot. it is kind of a niche role, but i can't think of another gadgeteer subclass.

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by johnswiftwood View Post
    I can see your point with the pilot. it is kind of a niche role, but i can't think of another gadgeteer subclass.
    You don't need four subclasses for every class; the numbers in the PHB vary a bunch. Also see above; I had more thoughts right after posting.

    STaRS (and STaRS Lite)
    A non-narrativeist, generic rules-light system, by me. Now officially released!

    Grod's Guide to Greatness
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    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Giants and Graveyards: My collected 3.5 class fixes and more.

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by Grod_The_Giant View Post
    You don't need four subclasses for every class; the numbers in the PHB vary a bunch. Also see above; I had more thoughts right after posting.
    that's kinda interesting yes. but i kinda like my things better? i know it's kinda biased but, idk.

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by johnswiftwood View Post
    I can see your point with the pilot. it is kind of a niche role, but i can't think of another gadgeteer subclass.
    You can just, you know, not add a fourth.

    Anyways, I can help you with the specifics of putting together the classes if you want. I like the challenge of homebrewing some Star Wars stuff. I take it you're inexperienced at homebrewing?

    Will you allow feats and multiclassing? Are the normal feats available? That might be useful to know up front.

    Also, what sources are you pulling inspiration from? The movies, animated series, Old Republic games, EU books, etc.?

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by Lalliman View Post
    You can just, you know, not add a fourth.

    Anyways, I can help you with the specifics of putting together the classes if you want. I like the challenge of homebrewing some Star Wars stuff. I take it you're inexperienced at homebrewing?

    Will you allow feats and multiclassing? Are the normal feats available? That might be useful to know up front.

    Also, what sources are you pulling inspiration from? The movies, animated series, Old Republic games, EU books, etc.?
    Well, i plan having the saber forms being feats, and as per multiclassing. sure! for instance Rey from vii would be a scrapmaster and a force warrior.

    the subclasses are based on various characters

    Like, the duelist subclass is dooku, the battlemaster is grievous, and the outlaw is han solo.

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Given the similarities 5e has to 3.5. I'd grab the Saga Edition Core book and convert those over. Equipment can probably be used fairly well out of the box, and it shouldn't be hard to rig up something akin to the warlock for jedi along with a few custom spells mirroring force powers of old.
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    Quote Originally Posted by AvatarZero View Post
    I like the "hobo" in there.
    "Hey, you just got 10000gp! You going to buy a fully staffed mansion or something?"
    "Nah, I'll upgrade my +2 sword to a +3 sword and sleep in my cloak."

    Non est salvatori salvator, neque defensori dominus, nec pater nec mater, nihil supernum.

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by druid91 View Post
    Given the similarities 5e has to 3.5. I'd grab the Saga Edition Core book and convert those over. Equipment can probably be used fairly well out of the box, and it shouldn't be hard to rig up something akin to the warlock for jedi along with a few custom spells mirroring force powers of old.
    generally speaking, my goal is to make some classes better than others , namely the force using classes.but still making the other two really useful. i also don't think re-skinning ordinary classes will be satisfactory.

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by johnswiftwood View Post
    generally speaking, my goal is to make some classes better than others , namely the force using classes.but still making the other two really useful. i also don't think re-skinning ordinary classes will be satisfactory.
    I'm not saying to 're-skin' an ordinary class. I was suggesting the warlock as a base for jedi because they already follow that pattern. Tomelock for more force focused, Bladelock for more lightsaber focused. Use the Saga Edition corebook for ideas for class features.
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    Quote Originally Posted by AvatarZero View Post
    I like the "hobo" in there.
    "Hey, you just got 10000gp! You going to buy a fully staffed mansion or something?"
    "Nah, I'll upgrade my +2 sword to a +3 sword and sleep in my cloak."

    Non est salvatori salvator, neque defensori dominus, nec pater nec mater, nihil supernum.

    Torumekian knight Avatar by Licoot.

    Note to self: Never get involved in an ethics thread again...Especially if I'm defending the empire.

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by johnswiftwood View Post
    Well, i plan having the saber forms being feats, and as per multiclassing. sure! for instance Rey from vii would be a scrapmaster and a force warrior.

    the subclasses are based on various characters

    Like, the duelist subclass is dooku, the battlemaster is grievous, and the outlaw is han solo.
    Ok, sounds good.

    Now, I do think Grod’s suggestion for a different class lay-out is quite good, so if you still prefer your version, we should explore why.

    The advantage of Grod’s version is that it separates classes by their in-universe profession: a soldier is fundamentally different from an outlaw. Then within the class you can specialize into whatever weapon you want. This matches 5e’s regular design philosophy. By comparison, in your version the gunner is not characterized by their profession or lifestyle, but purely by the fact that they use a gun. Normal 5e doesn’t do this: there’s no class dedicated around using a bow, or around any other weapon. You always get to make the choice for yourself (though often within certain restrictions).

    Your version also rules out the possibility of having a competent melee fighter who is not a force-user. While this is rare, it does happen. See Grievous and Pre Vizsla.

    That being said, what are your reasons for preferring your version? There’s no ‘wrong’ answer here, but opinions always have an underlying explanation, even if they’re not immediately evident.

    Quote Originally Posted by johnswiftwood View Post
    generally speaking, my goal is to make some classes better than others , namely the force using classes.but still making the other two really useful. i also don't think re-skinning ordinary classes will be satisfactory.
    This is dangerous ground you're treading. No one likes to play a character who is objectively worse than another. I think there's two ways you can handle this:
    a) Make them equally powerful, with the built-in assumption that you've got a mid-level force user alongside a top-of-the-line mundane.
    b) Make force-users more powerful in combat, but give non-force-users greater out-of-combat utility. I assume this is what you meant to do, but it'll probably be difficult, and extremely DM-dependent.

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by Lalliman View Post
    Ok, sounds good.

    Now, I do think Grod’s suggestion for a different class lay-out is quite good, so if you still prefer your version, we should explore why.

    The advantage of Grod’s version is that it separates classes by their in-universe profession: a soldier is fundamentally different from an outlaw. Then within the class you can specialize into whatever weapon you want. This matches 5e’s regular design philosophy. By comparison, in your version the gunner is not characterized by their profession or lifestyle, but purely by the fact that they use a gun. Normal 5e doesn’t do this: there’s no class dedicated around using a bow, or around any other weapon. You always get to make the choice for yourself (though often within certain restrictions).

    Your version also rules out the possibility of having a competent melee fighter who is not a force-user. While this is rare, it does happen. See Grievous and Pre Vizsla.

    That being said, what are your reasons for preferring your version? There’s no ‘wrong’ answer here, but opinions always have an underlying explanation, even if they’re not immediately evident.


    This is dangerous ground you're treading. No one likes to play a character who is objectively worse than another. I think there's two ways you can handle this:
    a) Make them equally powerful, with the built-in assumption that you've got a mid-level force user alongside a top-of-the-line mundane.
    b) Make force-users more powerful in combat, but give non-force-users greater out-of-combat utility. I assume this is what you meant to do, but it'll probably be difficult, and extremely DM-dependent.
    Well, there are melee weapons that don't require the force , like lightfoils and vribroblades.

    anyway, i prefer my system because it covers most of the archetypes we see in star wars..

    from han-solo(outlaw), to darth vader (duelist) to darth maul (battlemaster) to Rey (scrapmaster)

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Force sensitive:+2 AC when wearing Light armor.

    Form I training
    Prerequisites: force sensitive:
    effect: gain proficiency with saber weapons. +1 attack bonus when flanked and using lightsabers

    Form II training
    Prerequisites: form I training
    effect:+2 attack bonus in melee, 2+AC when in melee when using lightsabers

    Form III training
    Prerequisites: form I training.
    Effect:+2 AC when attacked by a ranged weapon. When using Lightsabers

    Form IV training
    Prerequisites: form I training, 13DEX
    Effect:+2 attack bonus when using lightsabers

    Form V training(shien)
    prerequisites: form I training, 15DEX
    effect: +1AC at a range when using a lightsaber, when an opponent's ranged attack fails roll DEX vs AC, if you succeed, deal the ranged weapon's damage to the weapon's owner.

    Form V (Djem so)
    Prerequisites: Form I training, 15STR
    Effect:+1AC against melee weapons when using a lightsaber, when an opponent misses a melee attack, roll an attack of opportunity

    form VI
    Prerequisites: form I training.
    Effect:+1 AC +1 attack. When wielding lightsabers

    Form VII
    prerequisite: any combination of at least three 'form training'feats
    effect:+2 attack, +2 damage when wielding lightsabers

    Here are some feats i made.
    Last edited by johnswiftwood; 2016-11-15 at 05:13 PM.

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by johnswiftwood View Post
    Well, there are melee weapons that don't require the force , like lightfoils and vribroblades.

    anyway, i prefer my system because it covers most of the archetypes we see in star wars..

    from han-solo(outlaw), to darth vader (duelist) to darth maul (battlemaster) to Rey (scrapmaster)
    I'd argue that mine hits all the same points, but... taking a step back, your Class/Subclass groupings feel like each one is covering a lot of different ground, and place a lot more emphasis on the subclass as a source of features and "feel" than the main class. Which isn't bad, but does represent a rather substantial change from the established model. A Gunner (Outlaw) vs a Gunner (Soldier) seem like they'd be extremely different characters, which is very rarely the case with existing material.

    Quote Originally Posted by johnswiftwood View Post
    <new feats>
    I... kind of have to disagree with all of these. These are 3e feats, not 5e ones.
    • Firstly, they're all numerical bonuses, which is drastically opposed to the way 5e operates. The system is built on the assumption that there are, basically, no bonuses beyond your Ability Score and Proficiency; adding in things like magic weapons drastically upsets the existing balance. I won't say irreparably, but... it's not a good idea to just throw bonuses out there like crazy.
    • Secondly, they're very narrow. 3e feats did this because you'd get a lot of them-- in fact, they generally went way too far down that rabbit hole because the Fighter made them assume characters would be getting twice as many feats as most, but anyway. A 5e character will, maybe, pick two feats over the course of their career. Some won't take any. Feats are usually package deals, offering multiple benefits. When they don't, they're powerful and self-contained abilities. As a rule, one feat=one style. 5e feats also generally don't have so many prerequisites, and they certainly don't launch feat trees.


    So, for instance, your saber feats might become:

    Jedi Apprentice
    • Increase your Wisdom score by 1, to a maximum of 20
    • You gain proficiency in saber weapons
    • You learn one <equivalent of a cantrip>


    Shien Form
    Prerequisite: Proficiency in saber weapons
    When wielding a saber, as a reaction you may add your Proficiency Bonus to your AC against a ranged weapon attack. If the attack misses, you may attempt to deflect it at another target within range of the original attack. This is a ranged weapon attack, with which you are always treated as being proficient.

    Djem So Form
    Prerequisite: Proficiency in saber weapons
    When wielding a saber, as a reaction you may add your Proficiency Bonus to your AC against a melee attack. If the attack misses, you may immediately make a melee weapon attack against the foe who just missed you.

    Form V (Djem so)
    Prerequisites: Form I training, 15STR
    Effect:+1AC against melee weapons when using a lightsaber, when an opponent misses a melee attack, roll an attack of opportunity

    form VI
    Prerequisites: form I training.
    Effect:+1 AC +1 attack. When wielding lightsabers

    Form VII
    prerequisite: any combination of at least three 'form training'feats
    effect:+2 attack, +2 damage when wielding lightsabers

    Here are some feats i made.[/QUOTE]

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    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Giants and Graveyards: My collected 3.5 class fixes and more.

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by druid91 View Post
    I'm not saying to 're-skin' an ordinary class. I was suggesting the warlock as a base for jedi because they already follow that pattern. Tomelock for more force focused, Bladelock for more lightsaber focused. Use the Saga Edition corebook for ideas for class features.
    I 100% agree. In fact, I was watching the old star wars movies.. It got me thinking.. what would you say the primary stat is for Jedi?
    Pretty much every RPG system has had it as Wisdom.. and I'm thinking they got it wrong.

    After all, the most powerful Jedi in history are more strongly swayed by the Dark Side.. and if Wis was the primary stat, they would see through that kind of influence, wouldn't they?
    Also, think about the roles they play in the Star Wars universe.. Ambassadors.. Generals.. Information gatherers..
    Basically, I think they receive training in a lot of wisdom skills... but they are charisma based for sure

    If wisdom was their core stat, why do they keep falling into traps? How on earth was the child Annakin strong in the force? On the other hand, he was so charismatic that he convinced people that A) they wanted to free him from slavery, B) he could win a pod race.. even though they had no proof he could even pilot, and C) he made an empress fall in love with him at 12 yrs old?!

    Further, Warlock is a perfect vehicle, because it always has the sense that you could be corrupted by your master.. sorta like you could be corrupted by the force and fall to the dark side.


    So yeah, Warlock for Jedi.. I'd remove Eldritch Blast from the equation, personally.. I'd add in the Sword-Mage style cantrips from SCAG, and I'd probably base the sub-class loosely on the Bladesinger from SCAG, though I'd replace the 'extra attack' feature with something else, since you can get it as an invocation. Maybe giving proficiency or expertise in some wisdom skills. Most of their spell selection fits in very well with Jedi, but I'd probably tweak it a little to have less 'Magic-y' spells and more divination/enchantment type stuff.

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by Grod_The_Giant View Post
    I'd argue that mine hits all the same points, but... taking a step back, your Class/Subclass groupings feel like each one is covering a lot of different ground, and place a lot more emphasis on the subclass as a source of features and "feel" than the main class. Which isn't bad, but does represent a rather substantial change from the established model. A Gunner (Outlaw) vs a Gunner (Soldier) seem like they'd be extremely different characters, which is very rarely the case with existing material.


    I... kind of have to disagree with all of these. These are 3e feats, not 5e ones.
    • Firstly, they're all numerical bonuses, which is drastically opposed to the way 5e operates. The system is built on the assumption that there are, basically, no bonuses beyond your Ability Score and Proficiency; adding in things like magic weapons drastically upsets the existing balance. I won't say irreparably, but... it's not a good idea to just throw bonuses out there like crazy.
    • Secondly, they're very narrow. 3e feats did this because you'd get a lot of them-- in fact, they generally went way too far down that rabbit hole because the Fighter made them assume characters would be getting twice as many feats as most, but anyway. A 5e character will, maybe, pick two feats over the course of their career. Some won't take any. Feats are usually package deals, offering multiple benefits. When they don't, they're powerful and self-contained abilities. As a rule, one feat=one style. 5e feats also generally don't have so many prerequisites, and they certainly don't launch feat trees.


    So, for instance, your saber feats might become:

    Jedi Apprentice
    • Increase your Wisdom score by 1, to a maximum of 20
    • You gain proficiency in saber weapons
    • You learn one <equivalent of a cantrip>


    Shien Form
    Prerequisite: Proficiency in saber weapons
    When wielding a saber, as a reaction you may add your Proficiency Bonus to your AC against a ranged weapon attack. If the attack misses, you may attempt to deflect it at another target within range of the original attack. This is a ranged weapon attack, with which you are always treated as being proficient.

    Djem So Form
    Prerequisite: Proficiency in saber weapons
    When wielding a saber, as a reaction you may add your Proficiency Bonus to your AC against a melee attack. If the attack misses, you may immediately make a melee weapon attack against the foe who just missed you.

    Form V (Djem so)
    Prerequisites: Form I training, 15STR
    Effect:+1AC against melee weapons when using a lightsaber, when an opponent misses a melee attack, roll an attack of opportunity

    form VI
    Prerequisites: form I training.
    Effect:+1 AC +1 attack. When wielding lightsabers

    Form VII
    prerequisite: any combination of at least three 'form training'feats
    effect:+2 attack, +2 damage when wielding lightsabers

    Here are some feats i made.
    [/QUOTE]

    what about the other formes?

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    what about the other formes?[/QUOTE]
    What are the other key styles and their trademarks? I'm happy to take a stab at new feats, I'm just not very familiar with the lore.

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by Grod_The_Giant View Post
    what about the other formes?
    What are the other key styles and their trademarks? I'm happy to take a stab at new feats, I'm just not very familiar with the lore.[/QUOTE]

    Form I shii-cho
    The most basic form of saber combat. Usedfor disarming multiple foes with minimal effort.

    Form II MAKASHI
    an elegant form similar to irl fencing . used best in saber to saber combat.

    Form III Soresu.
    A form with near impenetrable deffence. But little offenaive value.

    Form VI Ataru
    An acrobatic. Physically taxing form involving jumping, flipping. And evasive tactics while maintaining a strong offense.

    Form V shien.
    A deceptively defensive form used to skillfully reflect blaster fire back at their foes.

    Form V djem so.
    A highly aggressive form that is even more taxing than ataru. Centers around dominating the foe through precise and powerful offense . and counters that punish the foe for fighting back.

    Form VI Niman
    A combonation of the above. Hard to learn but easy to practice it doesn't particularly stand out.

    Form VII
    Utilizing emotion to assist in a fight. It is less a form than a philosophy,practitioners tend to use a more wild variation of another two or three forms they had used before learning form VII

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by johnswiftwood View Post
    Form I shii-cho
    The most basic form of saber combat. Usedfor disarming multiple foes with minimal effort.
    Shii-Cho Form
    • You gain Proficiency in saber weapons
    • Your Dexterity score increases by 1
    • When you take the Attack action on your turn, you may attempt a Disarm maneuver (as per the DMG rules) as a bonus action.


    Form II MAKASHI
    an elegant form similar to irl fencing . used best in saber to saber combat.
    Not here, from the sound of it. I'd probably ignore it.

    Makashi Form
    Prerequisite: Proficiency in Saber Weapons
    When wielding a saber, as a reaction you may add your Proficiency Bonus to your AC against a melee attack. If the attack misses, you may immediately make a melee weapon attack against the foe who just missed you.

    Form III Soresu.
    A form with near impenetrable deffence. But little offenaive value.
    Defensive Duelist works fine here, as would one of the assorted "roll die+stat and reduce incoming damage by that much." I might use it as a single style-feat in place of having two separate defend-counterattack forms

    Form VI Ataru
    An acrobatic. Physically taxing form involving jumping, flipping. And evasive tactics while maintaining a strong offense.
    I think we can use a variant on Mobile; instead of giving +10ft speed have it give Advantage on Athletics Acrobatics check made to jump, flip, etc.

    Form V shien.
    A deceptively defensive form used to skillfully reflect blaster fire back at their foes.
    The version I did above should work.

    Form V djem so.
    A highly aggressive form that is even more taxing than ataru. Centers around dominating the foe through precise and powerful offense . and counters that punish the foe for fighting back.
    The version I did above should work

    Form VI Niman
    A combonation of the above. Hard to learn but easy to practice it doesn't particularly stand out.
    Boring; don't bother.

    Form VII
    Utilizing emotion to assist in a fight. It is less a form than a philosophy,practitioners tend to use a more wild variation of another two or three forms they had used before learning form VII
    Hmm.. perhaps
    ??? Form
    • You gain Proficiency in Saber Weapons
    • Your Wisdom score increases by 1, to a maximum of 20
    • You can use your Wisdom instead of Strength or Dexterity for the attack and damage rolls of melee attacks using

    STaRS (and STaRS Lite)
    A non-narrativeist, generic rules-light system, by me. Now officially released!

    Grod's Guide to Greatness
    A big book of player options for 5e, by me

    Quote Originally Posted by Grod_The_Giant View Post
    Grod's Law: You cannot and should not balance bad mechanics by making them annoying to use
    Giants and Graveyards: My collected 3.5 class fixes and more.

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by Grod_The_Giant View Post
    Shii-Cho Form
    • You gain Proficiency in saber weapons
    • Your Dexterity score increases by 1
    • When you take the Attack action on your turn, you may attempt a Disarm maneuver (as per the DMG rules) as a bonus action.



    Not here, from the sound of it. I'd probably ignore it.

    Makashi Form
    Prerequisite: Proficiency in Saber Weapons
    When wielding a saber, as a reaction you may add your Proficiency Bonus to your AC against a melee attack. If the attack misses, you may immediately make a melee weapon attack against the foe who just missed you.


    Defensive Duelist works fine here, as would one of the assorted "roll die+stat and reduce incoming damage by that much." I might use it as a single style-feat in place of having two separate defend-counterattack forms


    I think we can use a variant on Mobile; instead of giving +10ft speed have it give Advantage on Athletics Acrobatics check made to jump, flip, etc.


    The version I did above should work.


    The version I did above should work


    Boring; don't bother.


    Hmm.. perhaps
    ??? Form
    • You gain Proficiency in Saber Weapons
    • Your Wisdom score increases by 1, to a maximum of 20
    • You can use your Wisdom instead of Strength or Dexterity for the attack and damage rolls of melee attacks using
    Makashi is the same as djem so.

    And form seven's name uis juyo whoops.

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Figured I'd take a quick crack at this.

    Spoiler: Jedi class
    Show
    Jedi
    HIT POINTS
    Hit Dice: d10
    Hit Points at 1st Level: 10 + your Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 5) + your constitution modifier per Jedi level after 1st.

    PROFICIENCIES
    Armor: Light Armor.
    Weapons: Simple Weapons, Lightsabers.
    Tools: Starships.

    Saving Throws: Wisdom, Charisma
    Skills:
    Level Proficiency Bonus Features Force Powers Known
    1st +2 Lightsaber Defense, Force Sensitivity. 1
    2nd +2 Block 2
    3rd +2 Jedi Order 2
    4th +2 Ability Score Improvement 2
    5th +3 3
    6th +3 Jedi Order Feature 3
    7th +3 4
    8th +3 Ability Score Improvement 4
    9th +4 5
    10th +4 Jedi Order Feature 5
    11th +4 Deflect 5
    12th +4 Ability Score Improvement 6
    13th +5 Redirect shot 6
    14th +5 Jedi Order Feature 6
    15th +5 Throw Lightsaber 7
    16th +5 Ability Score Improvement 7
    17th +6 Lightsaber Mastery 7
    18th +6 8
    19th +6 Ability Score Improvement 8
    20th +6 Power of the Force 8

    A Jedi was a Force-sensitive individual, most often a member of the Jedi Order, who studied, served, and used the mystical energies of the Force; usually, the light side of the Force.

    Lightsaber Defense

    The Jedi is a capable combatant with their lightsaber, even at an early stage in their career. As a bonus action, you can ready yourself to parry incoming melee attacks, increasing your AC by 1 against any such attacks until your next turn.

    Force Sensitivity

    The Jedi are capable of studying and manipulating the arcane mysteries of the force, an energy field that binds life together and can achieve powerful effects thereby. You learn a number of force powers of your choice, as indicated by the force powers column, starting with one at first level.

    Force Attack Modifier = Your Proficiency Bonus + Your Charisma Modifier.
    Force Save DC = 8 + Your Proficiency Bonus + Your Charisma Modifier.


    Block

    You may call upon the force and your training in lightsaber combat in order to negate a melee attack, calling upon your connection to the force to speed your reflexes and strengthen your limbs against the blow. While you are wielding a Lightsaber, you may, as a reaction, attempt to negate a melee strike that has been confirmed as a hit with a charisma save, with a DC equal to the attack roll. If the save is successful, the jedi takes no damage.

    Jedi Path

    The Jedi Order is seperated into three seperate branches. The Guardian Path, The Consular Path, and the Sentinel Path.

    Guardian

    The Jedi Guardian is a physical combatant first and foremost. Using their knowledge of lightsaber combat and the force to hone themselves into dangerous foes.

    Acrobatic Recovery

    At 3rd level, when a Jedi Guardian would be knocked prone by an effect, they may make an Acrobatics check, at a DC of 10, and on a success they remain standing.

    Force Intuition

    At 6th level, a Jedi Guardians passive ability to sense their surroundings has increased to the point where the force warns them of impending danger long before their physical sense could detect any sign of it. As such, they may replace their Dexterity score with their charisma score for the sake of Initiative Checks.

    Elusive Target

    At 10th level, a Jedi Guardian has mastered the techniques required to battle against ranged attackers wielding a lightsaber, when the Jedi is targeted with a ranged attack, adjacent enemies must make a Dexterity Save vs your Force Save DC, if successful, the attack resolves against your character as normal, if the enemy fails, the attack resolves against that enemy.

    Battle Meditation

    The Pinnacle of the Guardian Path, Battle Meditation is the result of a honed strategic mind, telepathically linking themselves to their allies and providing prescient communications and coordination. Once a Jedi reaches 14th level, this powerful technique becomes available to them. The use of Battle Meditation requires the Jedi spend a point of Inspiration, but the effects are potent indeed, all allies within 100 feet of the Jedi at the time of the initiation gain advantage on attack and damage rolls for as long as the Jedi concentrates on the meditation. Concentrating on Battle Meditation requires a Bonus action each turn.


    Consular

    TBD


    Sentinel

    TBD


    Deflect

    At 11th Level, a Jedi has mastered the ability to deflect ranged energy attacks with their lightsaber. When targeted by a ranged attack that deals radiant damage a Jedi may, as a reaction, make a charisma save with a DC equal to the attack roll. If successful, the ranged attack is negated.


    Redirect Shot

    The Jedi is capable of going beyond mere deflection, redirecting ranged energy attacks back at their attackers. Should they successfully Deflect a ranged attack, they may make a ranged attack against an enemy within 120 feet. Using the damage of the deflected attack should this attack succeed.


    Throw Lightsaber

    At 15th Level, a Jedi may throw and retrieve their lightsaber as a standard and bonus action respectively, the Thrown saber has a range of 30*Charisma Modifier feet, and gains advantage on damage rolls for the attack. The saber can only be retrieved while in the throwing range.


    Lightsaber Mastery

    At 17th level, a Jedi has permanent advantage on attack rolls made with lightsaber weapons.


    Jedi Mastery

    At 20th level, a true master Jedi is expert at channeling the force, be it through physical action or mystical might. The Jedi may enter a meditative state, they are aware of their surroundings while in this state, but are otherwise helpless and immobile. At any time, the Jedi can leave this state, and the first attack roll, or force related charisma check made thereafter is considered a natural 20. They may repeat this at any time, however entering the state requires an action.
    Last edited by druid91; 2016-11-16 at 09:34 PM.
    Spoiler
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    Quote Originally Posted by AvatarZero View Post
    I like the "hobo" in there.
    "Hey, you just got 10000gp! You going to buy a fully staffed mansion or something?"
    "Nah, I'll upgrade my +2 sword to a +3 sword and sleep in my cloak."

    Non est salvatori salvator, neque defensori dominus, nec pater nec mater, nihil supernum.

    Torumekian knight Avatar by Licoot.

    Note to self: Never get involved in an ethics thread again...Especially if I'm defending the empire.

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by druid91 View Post
    Figured I'd take a quick crack at this.

    Spoiler: Jedi class
    Show
    Jedi
    HIT POINTS
    Hit Dice: d10
    Hit Points at 1st Level: 10 + your Constitution modifier
    Hit Points at Higher Levels: 1d10 (or 5) + your constitution modifier per Jedi level after 1st.

    PROFICIENCIES
    Armor: Light Armor.
    Weapons: Simple Weapons, Lightsabers.
    Tools: Starships.

    Saving Throws: Wisdom, Charisma
    Skills:
    Level Proficiency Bonus Features Force Powers Known
    1st +2 Lightsaber Defense, Force Sensitivity. 1
    2nd +2 Block 2
    3rd +2 Jedi Order 2
    4th +2 Ability Score Improvement 2
    5th +3 3
    6th +3 Jedi Order Feature 3
    7th +3 4
    8th +3 Ability Score Improvement 4
    9th +4 5
    10th +4 Jedi Order Feature 5
    11th +4 Deflect 5
    12th +4 Ability Score Improvement 6
    13th +5 Redirect shot 6
    14th +5 Jedi Order Feature 6
    15th +5 Throw Lightsaber 7
    16th +5 Ability Score Improvement 7
    17th +6 Lightsaber Mastery 7
    18th +6 8
    19th +6 Ability Score Improvement 8
    20th +6 Power of the Force 8

    A Jedi was a Force-sensitive individual, most often a member of the Jedi Order, who studied, served, and used the mystical energies of the Force; usually, the light side of the Force.

    Lightsaber Defense

    The Jedi is a capable combatant with their lightsaber, even at an early stage in their career. As a bonus action, you can ready yourself to parry incoming melee attacks, increasing your AC by 1 against any such attacks until your next turn.

    Force Sensitivity

    The Jedi are capable of studying and manipulating the arcane mysteries of the force, an energy field that binds life together and can achieve powerful effects thereby. You learn a number of force powers of your choice, as indicated by the force powers column, starting with one at first level.

    Force Attack Modifier = Your Proficiency Bonus + Your Charisma Modifier.
    Force Save DC = 8 + Your Proficiency Bonus + Your Charisma Modifier.


    Block

    You may call upon the force and your training in lightsaber combat in order to negate a melee attack, calling upon your connection to the force to speed your reflexes and strengthen your limbs against the blow. While you are wielding a Lightsaber, you may, as a reaction, attempt to negate a melee strike that has been confirmed as a hit with a charisma save, with a DC equal to the attack roll. If the save is successful, the jedi takes no damage.

    Jedi Path

    The Jedi Order is seperated into three seperate branches. The Guardian Path, The Consular Path, and the Sentinel Path.

    Guardian

    The Jedi Guardian is a physical combatant first and foremost. Using their knowledge of lightsaber combat and the force to hone themselves into dangerous foes.

    Acrobatic Recovery

    At 3rd level, when a Jedi Guardian would be knocked prone by an effect, they may make an Acrobatics check, at a DC of 10, and on a success they remain standing.

    Force Intuition

    At 6th level, a Jedi Guardians passive ability to sense their surroundings has increased to the point where the force warns them of impending danger long before their physical sense could detect any sign of it. As such, they may replace their Dexterity score with their charisma score for the sake of Initiative Checks.

    Elusive Target

    At 10th level, a Jedi Guardian has mastered the techniques required to battle against ranged attackers wielding a lightsaber, when the Jedi is targeted with a ranged attack, adjacent enemies must make a Dexterity Save vs your Force Save DC, if successful, the attack resolves against your character as normal, if the enemy fails, the attack resolves against that enemy.

    Battle Meditation

    The Pinnacle of the Guardian Path, Battle Meditation is the result of a honed strategic mind, telepathically linking themselves to their allies and providing prescient communications and coordination. Once a Jedi reaches 14th level, this powerful technique becomes available to them. The use of Battle Meditation requires the Jedi spend a point of Inspiration, but the effects are potent indeed, all allies within 100 feet of the Jedi at the time of the initiation gain advantage on attack and damage rolls for as long as the Jedi concentrates on the meditation. Concentrating on Battle Meditation requires a Bonus action each turn.


    Consular

    TBD


    Sentinel

    TBD


    Deflect

    At 11th Level, a Jedi has mastered the ability to deflect ranged energy attacks with their lightsaber. When targeted by a ranged attack that deals radiant damage a Jedi may, as a reaction, make a charisma save with a DC equal to the attack roll. If successful, the ranged attack is negated.


    Redirect Shot

    The Jedi is capable of going beyond mere deflection, redirecting ranged energy attacks back at their attackers. Should they successfully Deflect a ranged attack, they may make a ranged attack against an enemy within 120 feet. Using the damage of the deflected attack should this attack succeed.


    Throw Lightsaber

    At 15th Level, a Jedi may throw and retrieve their lightsaber as a standard and bonus action respectively, the Thrown saber has a range of 30*Charisma Modifier feet, and gains advantage on damage rolls for the attack. The saber can only be retrieved while in the throwing range.


    Lightsaber Mastery

    At 17th level, a Jedi has permanent advantage on attack rolls made with lightsaber weapons.


    Jedi Mastery

    At 20th level, a true master Jedi is expert at channeling the force, be it through physical action or mystical might. The Jedi may enter a meditative state, they are aware of their surroundings while in this state, but are otherwise helpless and immobile. At any time, the Jedi can leave this state, and the first attack roll, or force related charisma check made thereafter is considered a natural 20. They may repeat this at any time, however entering the state requires an action.
    Jedi is too lightside exclusive.

    I think i should work on items, since that's easiest to build and balance.

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    BardGuy

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Here is my first crack at a Warlock Pact version of Force User. I didn't make any modifications to the base class to make it as seamless an integration as possible. I might want to do invocations that are force exclusive, with dark/light requirements.. but honestly, it's probably not necessary.. Spell selection and roleplaying should be enough to show a dark or light side force user.

    Spoiler: The Force
    Show
    The Force
    The Force is what gives a Jedi his power. It's an energy field created by all living things. It surrounds us and penetrates us. It binds the galaxy together.

    Expanded Spell List
    The Force lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

    Force Expanded Spells
    Spell Level Spells
    1st Thunderwave, Command
    2nd Gust of Wind, Levitate
    3rd Clairvoyance, Haste
    4th Confusion, Freedom of Movement
    5th Telekinesis, Scrying

    Force Empathy
    Beginning at 1st level, you gain proficiency in Insight. Additionally, you gain Expertise with the Insight skill, meaning that you apply twice your proficiency bonus when making Wisdom (Insight) checks.

    Battle-Mind
    Beginning at 6th level, provided you are wielding a non-heavy weapon and you are not wearing medium or heavy armor or a shield, you may use a bonus action to enter a state of Battle-Mind, which lasts for 1 minute. It ends early if you are incapacitated or if you don medium or heavy armor, a heavy weapon, or a shield.

    While your Battle-Mind is active, you gain the following benefits:
    • You gain a bonus to your AC equal to your Charisma modifier (minimum of +1).
    • Your walking speed increases by 10 feet
    • You have advantage on Strength (Athletics) checks.
    • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Charisma modifier (minimum of +1)


    You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

    Deflect Missiles
    Starting at 10th level, you can use your reaction to deflect the missile when you are hit by a ranged weapon attack. When you do so the damage you take from the attack is reduced by 1d10 + your Dexterity Modifier + your Warlock level.
    If you reduce the damage to 0 in this way, you can redirect the missile at another target. Make a spell attack roll against one creature that you can see within 60 feet. This attack deals damage equal to the damage of the original attack. You may redirect missiles a number of times equal to your Charisma Modifier (minimum 1). Once you have done so, you may not Deflect Missiles again until you finish a short or long rest.

    Force Mastery
    At 14th level, you gain one of the following options:
    • Force Mage: You gain one additional Spell Slot and one additional Invocation.
    • Blade Master: You gain the Extra Attack feature. If you already have Thirsting Blade, this allows you to attack three times when using the Attack action.
    • Force Sentinel: You now add your Charisma modifier to the damage reduced by Deflect Missiles. You also gain one additional Reaction per round.

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by Artagon View Post
    Here is my first crack at a Warlock Pact version of Force User. I didn't make any modifications to the base class to make it as seamless an integration as possible. I might want to do invocations that are force exclusive, with dark/light requirements.. but honestly, it's probably not necessary.. Spell selection and roleplaying should be enough to show a dark or light side force user.

    Spoiler: The Force
    Show
    The Force
    The Force is what gives a Jedi his power. It's an energy field created by all living things. It surrounds us and penetrates us. It binds the galaxy together.

    Expanded Spell List
    The Force lets you choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you.

    Force Expanded Spells
    Spell Level Spells
    1st Thunderwave, Command
    2nd Gust of Wind, Levitate
    3rd Clairvoyance, Haste
    4th Confusion, Freedom of Movement
    5th Telekinesis, Scrying

    Force Empathy
    Beginning at 1st level, you gain proficiency in Insight. Additionally, you gain Expertise with the Insight skill, meaning that you apply twice your proficiency bonus when making Wisdom (Insight) checks.

    Battle-Mind
    Beginning at 6th level, provided you are wielding a non-heavy weapon and you are not wearing medium or heavy armor or a shield, you may use a bonus action to enter a state of Battle-Mind, which lasts for 1 minute. It ends early if you are incapacitated or if you don medium or heavy armor, a heavy weapon, or a shield.

    While your Battle-Mind is active, you gain the following benefits:
    • You gain a bonus to your AC equal to your Charisma modifier (minimum of +1).
    • Your walking speed increases by 10 feet
    • You have advantage on Strength (Athletics) checks.
    • You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Charisma modifier (minimum of +1)


    You can use this feature twice. You regain all expended uses of it when you finish a short or long rest.

    Deflect Missiles
    Starting at 10th level, you can use your reaction to deflect the missile when you are hit by a ranged weapon attack. When you do so the damage you take from the attack is reduced by 1d10 + your Dexterity Modifier + your Warlock level.
    If you reduce the damage to 0 in this way, you can redirect the missile at another target. Make a spell attack roll against one creature that you can see within 60 feet. This attack deals damage equal to the damage of the original attack. You may redirect missiles a number of times equal to your Charisma Modifier (minimum 1). Once you have done so, you may not Deflect Missiles again until you finish a short or long rest.

    Force Mastery
    At 14th level, you gain one of the following options:
    • Force Mage: You gain one additional Spell Slot.
    • Blade Master: You gain the Extra Attack feature. If you already have Thirsting Blade, this allows you to attack three times when using the Attack action.
    • Force Sentinel: You now add your Charisma modifier to the damage reduced by Deflect Missiles. You also gain one additional Reaction per round.
    i'm not liking it.

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    BardGuy

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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by johnswiftwood View Post
    i'm not liking it.
    On this attempt I was simply trying to make a force user that could work in the stock 5e. As it is, I think that if someone wanted to play a Jedi in a fantasy setting, this could work.. You'd just want to be sure to select spells and invocations that felt force flavorful. I did toy with the idea of giving them a fighting style at 1st level as well as the 'Force Empathy'. Speaking of Force Empathy, this is how I made a Charisma based class (see my arguments earlier in the thread for why I think Jedi/Sith are Cha based) seem wise. Jedi are trained to be students of people, which is why they make excellent diplomats, information seekers, judges, etc.

    Obviously I wasn't trying to make it Star Wars system dependant, or I'd have also created Invocations and adjusted the full spell selection. Is this what you don't like?

    What specifically is it that you don't like? Perhaps I could explain my reasoning further or rework it if you have good arguments about it. Keep in mind that it should still be balanced with other classes, so trying to give them more oomph could be adverse to the balance of your game. As it stands I worry that it verges on too powerful.

  29. - Top - End - #29
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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by Artagon View Post
    On this attempt I was simply trying to make a force user that could work in the stock 5e. As it is, I think that if someone wanted to play a Jedi in a fantasy setting, this could work.. You'd just want to be sure to select spells and invocations that felt force flavorful. I did toy with the idea of giving them a fighting style at 1st level as well as the 'Force Empathy'. Speaking of Force Empathy, this is how I made a Charisma based class (see my arguments earlier in the thread for why I think Jedi/Sith are Cha based) seem wise. Jedi are trained to be students of people, which is why they make excellent diplomats, information seekers, judges, etc.

    Obviously I wasn't trying to make it Star Wars system dependant, or I'd have also created Invocations and adjusted the full spell selection. Is this what you don't like?

    What specifically is it that you don't like? Perhaps I could explain my reasoning further or rework it if you have good arguments about it. Keep in mind that it should still be balanced with other classes, so trying to give them more oomph could be adverse to the balance of your game. As it stands I worry that it verges on too powerful.
    The idea of making jedi a subclass mostly.

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    Orc in the Playground
     
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    Default Re: Is there a way to convert 5th edition D&D into a star wars game?

    Quote Originally Posted by johnswiftwood View Post
    The idea of making jedi a subclass mostly.
    You could just remove the other warlock patron options, and just have patrons representing the light side, the dark side, and some of the other force philosophies. Pact of the blade and pact of the chain would represent different styles, force knowledge versus lightsaber skills. If, in addition to these changes, you swapped out the invocations to better represent some of the force powers you would have effectively transformed warlock into a viable force user class.

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