Author Topic: Star Wars 5th Edition  (Read 1944 times)

famouswolfe

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Happy 1 year anniversary!!
« Reply #30 on: September 22, 2016, 11:44:42 pm »
Hello all! So exactly one year ago today, I sat down in my room after a particularly exhausting day. I had just been laid off my previous job (gotta love outsourcing :P) and had spent the day out job-hunting. I remember going home and watching a trailer on Facebook for The Force Awakens and thought to myself how neat it would be to play Star Wars using 5th Edition rules, but deep down I knew that WotC had no plans for that. It was then that part of me whispered to myself "you've played tabletop RPG games since you were 15, you have a good understanding of these things, do the revision yourself." Armed with my passion for tabletop gaming and my equally undying love for Star Wars, I opened up my Macbook and went to work. I'll admit, it's proven to be a very daunting task that's taken much more time than I had initially anticipated. However, anything good takes time and effort. I've been working on this project in the spare time I've had ever since, and here we are. Still not finished, but making steady progress. It's been a fun journey, and I hope you will continue to accompany me! Stay tuned, I'll be posting the new updated Jedi class soon : )

Famouswolfe
« Last Edit: September 22, 2016, 11:46:13 pm by famouswolfe »

famouswolfe

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Jedi Revealed!!
« Reply #31 on: September 28, 2016, 11:00:37 pm »
The one we've all been waiting for, finally the 5th edition Jedi!! Please let me know what you think.

Level    Proficiency Bonus   Class Features   Unarmored Movement

1   +2   Force Sensitive, Jedi Padawan                 —
2   +2   Fighting Style, Unarmored Movement   +10 feet
3   +2   Deflect, Jedi Archetype                   +10 feet
4   +2   Ability Score Improvement                   +10 feet
5   +3   Extra Attack                                   +10 feet
6   +3   Jedi Knight, Jedi Archetype feature   +15 feet
7   +3   Evasion, Strong Mind                           +15 feet
8   +3   Ability Score Improvement                   +15 feet
9   +4   Surge                                           +15 feet
10   +4   Equilibrium                                   +20 feet
11   +4   Jedi Archetype feature                   +20 feet
12   +4   Ability Score Improvement                   +20 feet
13   +5   Improved Force Trance                   +20 feet
14   +5   Diamond Soul                                   +25 feet
15   +5   Jedi Master                                   +25 feet
16   +5   Ability Score Improvement                   +25 feet
17   +6   Jedi Archetype feature                   +25 feet
18   +6   Serenity                                           +30 feet
19   +6   Ability Score Improvement                   +30 feet
20   +6   Perfect Self                                   +30 feet

Hit Dice: d8
HP at 1st level: 16 + Constitution modifier
Proficiencies:
Armor: none
Unarmored Defense: Dexterity and Wisdom
Weapons: simple weapons, lightsabers
Tools: none
Saving Throws: Strength, Wisdom
Skills: Choose three from Acrobatics, Athletics, Galactic Lore, Insight, Stealth, Pilot, Treat Injury, and Mechanics.

Force powers
FP attack modifier: prof bonus + Wisdom modifier
FP save DC = 8 + prof bonus + Wisdom modifier

Force Sensitive
You may begin using Force powers. You start with 2 mastered powers.

Jedi Padawan
You learn the basics such as Block and Force Speed.

Fighting Style
Defensive, Dueling, GW Fighting, 2 weapon fighting

Unarmored Movement
While wearing no armor, your base speed increases by amount listed on table.

Deflect
As a reaction, you can deflect a ranged weapon attack aimed at you. Roll 2d10 + your Dexterity modifier + your Jedi level. The incoming damage is reduced by that amount. If you reduce it to zero, you can redirect it back to the target as part of the same reaction. Make an attack roll with proficiency, if successful the target takes normal weapon damage. You may also use your action to actively defend yourself against incoming blaster fire, if you do so you can deflect a number of ranged attacks equal to your Dexterity modifier. This feature can stop some of the barrage fired from an auto-fire weapon or Force Lightning, but these types of attacks can’t be redirected. Cannot deflect grenades, missiles, or colossal starship weapons.

Jedi Archetype
Choose between Consular, Guardian, and Sentinel

ABSI
increase two abilities by +1 or one ability by +2

Extra attack
attack twice when you make an attack

Jedi Knight
you can now build a lightsaber and learn 1 more Force power

Evasion
take no damage from an effect that requires a Dexterity save, half damage if failed.

Strong Mind
you can take an action to end one charm/fear effect

Surge
you are no longer bound by how high/far you can leap, and you have advantage on Strength (Athletics) checks when jumping/leaping/landing.

Equilibrium
you can take a bonus action to remove all debilitating conditions affecting you and return to a normal state. Must finish long rest to use again.

Improved Force Trance
regain all spent hit dice during a rest instead of only half.

Diamond Soul
gain proficiency in all saving throws, spend a Force point to re-roll any failed saving throw and take second result.

Jedi Master
gain Force Visions and another Force power

Serenity
as an action you can enter into a brief meditation for as long as you wish, you are still aware of your surroundings. As a bonus action you can awaken. Your next attack roll or Use the Force check is considered a natural 20. Once per day, regain use after a long rest.

Perfect Self
When you roll initiative, if you have no more slots to activate a Force power, you regain one slot immediately. 


Jedi Guardian

Lv. 3— Superiority dice 4d8, and choose 3 Lightsaber Forms (maneuvers). Learn 2 additional Lightsaber Forms at 7th, 10th, and 15th level. All expended superiority dice are regained after a short or long rest. Gain another superiority die at 7th and 15th level.

Lv. 6 —Perceive Threat, using the Force you can instantly perceive two things about your enemy: Str/Dex/Con stat, current HP, AC, or level.

Lv. 11— Improved superiority dice, become d10s. At 18th level they become d12s.

Lv. 17— Relentless, if you have no more superiority dice, you regain 1 when you roll initiative.

Jedi Consular

Lv. 3— Consular Strike, when you make a weapon attack you may force the target to make a Dexterity saving throw or be knocked prone, Strength saving throw or be pushed back 15 feet, or target can’t take reactions. Can use this feature a number of times equal to Wisdom modifier, regain spent uses after a short rest.

Lv. 6— Force Healing, you can heal yourself or another living creature up to  3 times your Jedi level. You regain use of this feature after a long rest.

Lv. 11— Inspire Peace, you gain the effects of a Sanctuary spell permanently, ends if you attack but regain it after a long rest.

Lv. 17— Sever Life, just like Quivering Palm, ONLY used against dire threats and in circumstances of great need.

Jedi Sentinel

Lv. 3— Sense the Dark Side, you can make a Wisdom (Use the Force) check to sense dark siders a number of times equal to 1 + Wisdom modifier

Lv. 3— Obliterate Evil, as an action you can deal an extra 2d8 damage when you make a melee weapon attack, or an extra 4d8 to anyone that has a dark side score, using this feature costs a daily Force power slot.

Lv. 6— Enhanced Training, you gain proficiency in two additional skills of your choice chosen from the list of skills available to your class.

Lv. 11— Resist the Dark Side, you have advantage on saving throws against Force powers and abilities with the [dark side] descriptor. In addition, any ally within 10 feet of you gains a bonus to saving throws against [dark side] powers equal to your Charisma modifier (minimum 1).

Lv. 17— Swift Justice, you can now use Obliterate Evil as a bonus action rather than an attack action.

« Last Edit: September 28, 2016, 11:02:17 pm by famouswolfe »

fairytalejedi

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Re: Star Wars 5th Edition
« Reply #32 on: October 01, 2016, 01:01:11 pm »
Nice work. :)

9th level seems a little late to get Surge, though obviously there's a lot to pack in.

Also, ever since TCW showed that building a lightsaber is one of the first things you do, it's brought into question the idea that it's a kind of graduation to knighthood. But if you want to make a 5e conversion of Saga Edition, then I guess it makes sense to stick to that.

Could be tricky to stat iconic characters, since a lot of them are combo guardian/consular/sentinels with abilities from all three, but in my experience, it works fine for a game to have characters be more specialized. The "do anything" Jedi is just not as interesting to play. So I think that breakdown should work okay in practice. :)
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famouswolfe

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Re: Star Wars 5th Edition
« Reply #33 on: October 03, 2016, 10:31:30 pm »
Nice work. :)

9th level seems a little late to get Surge, though obviously there's a lot to pack in.

Also, ever since TCW showed that building a lightsaber is one of the first things you do, it's brought into question the idea that it's a kind of graduation to knighthood. But if you want to make a 5e conversion of Saga Edition, then I guess it makes sense to stick to that.

Could be tricky to stat iconic characters, since a lot of them are combo guardian/consular/sentinels with abilities from all three, but in my experience, it works fine for a game to have characters be more specialized. The "do anything" Jedi is just not as interesting to play. So I think that breakdown should work okay in practice. :)

Thank you for the feedback!! Ok so a couple of things:

1.) Surge, I chose level 9 not just because it was a convenient level to slot it in (even though yes there are LOTS of things to pack in) but also because I do plan on including a Force power that allows you a momentary burst of speed/jumping ability so level 9 seems like a good level to expand on an ability that most Jedi will use.

2.) So I haven't seen alot of TCW except for a few episodes here and there. I am aware that learning lightsaber construction is something that padawans are taught from the beginning, however it's definitely noted that building a scratch-built lightsaber is a sign that you're no longer a padawan and in fact is a prerequisite to becoming a Jedi Knight (aside from taking the trials). In all honesty there seems to be a bit of a contradiction as to when exactly to allow this ability so I stuck with modeling Saga Edition. Also, I think there's a difference between a lightsaber that you build during your time as a padawan and the lightsaber you build later after becoming a Jedi Knight. For example, Count Dooku built a standard lightsaber in his youth but later built one with a curved handle (the one we see in the movies) which allowed him to better parry other lightsabers and became part of his fighting style. Mace Windu had to climb some almost impossible cliffs that would've killed him had he fell down in order to obtain the purple crystals which gives his lightsaber the distinct purple color, it was a symbol of the proverbial heights he had scaled in order to become a powerful Jedi (which if you think about it, Mace Windu was the ONLY Jedi in the movies that could stand up to Darth Sidious so he was pretty damn powerful). When I think of the ability to construct lightsabers in game terms, I'm not saying that a padawan doesn't KNOW how to build a lightsaber, he or she just hasn't figured out yet which one best reflects his or her personality etc just yet. You raise a good point, thank you!!

3.) I completely agree with how difficult it is to stat out iconic characters within the confines of an RPG. It would be way boring to play Jedi that can do everything, which also makes other characters feels resentful as being little more than "Jedi sidekicks." A lot of people that I know hated Saga edition because players were abusing the rules by making Jedi with the ability to replace almost any skill check with Use the Force and rendered other classes moot. The nice thing though is that when I design the enemies, I'm not bound by the same rules that are used to build player characters. For example, I'm toying around with the idea of basing Darth Sidious on a 5e lich with some modifications. Anyways, that won't be for quite awhile lol. Thanks again for your insight and thoughts!!
« Last Edit: October 03, 2016, 10:33:29 pm by famouswolfe »

famouswolfe

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Update!!!
« Reply #34 on: November 15, 2016, 11:48:11 pm »
Hello all, just wanted to post an update! Classes have been finished, still putting the finishing touches on some enemies and then I'll have the starter pack ready for download!! I'm about 50% done with the enemies, just need to design about 4 or 5 more and it will be finished. To celebrate, I thought I'd post some stat blocks for a very iconic Star Wars enemy, the Stormtrooper!

Stormtrooper Grunt
Medium Human
--
Defense 14 (Stormtrooper Armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Darkside 1
--
STR 12 (+1) DEX 11 (+0) CON 12 (+1) INT 10 (+0) WIS 11 (+0) CHA 10 (+0)
--
Skills Athletics +3, Endurance +3, Intimidate +4
Senses Low-light vision, passive perception 12
Languages Basic
Challenge 1/2 (100 XP)
--
Devoted. Can't be bribed, blackmailed, or seduced. Any such attempt fails automatically.
Squad Tactics. Stormtroopers have advantage on an attack roll against an enemy if at least one of its allies are within 30 feet of the Stormtrooper and the ally isn't incapacitated.
--
Actions:

Blaster Rifle. Ranged Weapon Attack, +2 to hit, range 150/1400 ft., one target. Hit: 9 (2d8) energy damage.

Rifle Bash. Melee Weapon Attack, +3 to hit, range 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.

Read more: http://www.enworld.org/forum/showthread.php?469926-Star-Wars-5th-edition/page8#ixzz4Q9Eh8ZhD

mudtop

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Re: Star Wars 5th Edition
« Reply #35 on: December 08, 2016, 10:44:25 pm »
I love the work, but is the last Jedi class you posted supposed to replace the one on page 1 or just retcon parts of it? Though before I pass final judgement I would have to see how you handle the Force, 5e's spell casting always confused me as it has so many methods of doing it. Also how do you plan on handling Force Traditions, people who use the Force but aren't jedi?

I think the choice for where you put build lightsaber is appropriate. As far as I can tell padawan's would build their own lightsabers but the parts would be provided, it was more like a lab. While the lightsaber built before undergoing their trails was one which they had to build from scratch. Now I'm not implying they had to forge the metal and what not, but it wasn't handed to them in a class, they had to go out find what components they needed, survive Illum or some other environment to obtain the crystal, then bond/purify the crystal then build the lightsaber. All without help beyond not letting you die. More like having to go mine for you own minerals before doing the lab to stay with the metaphor, a matter of scale and difficultly if not process.
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famouswolfe

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Re: Star Wars 5th Edition
« Reply #36 on: December 08, 2016, 11:06:06 pm »
I love the work, but is the last Jedi class you posted supposed to replace the one on page 1 or just retcon parts of it? Though before I pass final judgement I would have to see how you handle the Force, 5e's spell casting always confused me as it has so many methods of doing it. Also how do you plan on handling Force Traditions, people who use the Force but aren't jedi?

I think the choice for where you put build lightsaber is appropriate. As far as I can tell padawan's would build their own lightsabers but the parts would be provided, it was more like a lab. While the lightsaber built before undergoing their trails was one which they had to build from scratch. Now I'm not implying they had to forge the metal and what not, but it wasn't handed to them in a class, they had to go out find what components they needed, survive Illum or some other environment to obtain the crystal, then bond/purify the crystal then build the lightsaber. All without help beyond not letting you die. More like having to go mine for you own minerals before doing the lab to stay with the metaphor, a matter of scale and difficultly if not process.

Hello! Thank you for your feedback, I do constantly check the forums here for comments etc. To answer your questions,

1.) The second Jedi class I posted supersedes or replaces the original one I posted. I felt like the first Jedi class I posted was a hot mess and needed a lot of refinement. Also back then I was in the process of learning HOW to design classes for 5E which eventually after lots of research I figured it out. I am doing a separate Force Adept class for the non-Jedi Force users out there, which would encompass Force Traditions like the Jensaarai, the Dathomiri Witches, etc.
2.) Regarding Force powers, I had to face some difficult design options. I don't see the Force as "magic" in Star Wars even though some primitive cultures believe in magic. I don't see the Force as divine magic either the same way it's presented in D&D. I also didn't want Force powers to be so overpowering that non-Force users are left behind, but at the same time I didn't want them to be underpowered so as to make them almost pointless (looking at you, Saga Edition). The way I'm handling them, you'll have a limited number of "uses" equal to your proficiency modifier. This means that at higher levels you'll be able to use at most 6 Force powers before needing a long rest. It'll be enough to give you a bit of an edge and enable you to do things that non-Force users can't, but at the same time won't be OP or weak sauce. If you read some of my earlier posts, I discuss this a bit more in detail.
3.) I agree with the Jedi lightsaber construction concept. Younglings and Padawans are taught the basics of lightsaber construction, however building one on your own is a personal journey of self discovery. In game mechanics, a Padawan *KNOWS* how to build a lightsaber but doesn't get the honor of crafting his/her own personal one until 6th level when he/she graduates and becomes a Jedi Knight.

Thanks again for your feedback!

famouswolfe

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Community Feedback Required
« Reply #37 on: December 08, 2016, 11:39:15 pm »
Hello fellow RPGers and Star Wars fans! Just wanted to check in and let you all know that I'm 90% done with the starter enemies!! Putting the last touches on a few of the enemies and then it's starter kit time!!

Before I continue any further, I would like to get some feedback from the community. This is regarding the enemies that will be included in the starter kit. Obviously I'm not going to include *every* villain imaginable, however I do want to include enough of a variety of enemies so that it will be plenty to base a starter campaign on. So far, here is a list of the enemies I've designed so far:

Stormtroopers, a Star Wars classic. They range from low-level mooks to heavy-weapon variants and even elite troopers.
Street thugs, because what would a scene in a cantina be without city urchins? Lol
Bounty Hunters and Assassins, because when you attract attention from a crime lord or authoritative figure, you tend to regret the day you were born.
B1 and B2 series Battle Droids. Because destroying clankers is fun!
And a nasty higher level Dark Jedi, to really make you rue the day you crossed paths with the dark side of the Force.


My question is this: are there any other enemies you *absolutely* want to see in the starter pack? Please don't ask for Rancors (they're higher level enemies) or legendary characters like Darth Vader or General Grievous, they will be included in the full release of the game. Basically anything that would be an appropriate challenge for levels 1-7 would be alright. Thanks for your feedback!

Read more: http://www.enworld.org/forum/showthread.php?469926-Star-Wars-5th-edition/page8#ixzz4SJgPL6UX

mudtop

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Re: Star Wars 5th Edition
« Reply #38 on: December 09, 2016, 08:00:06 pm »
I think that one of the best villains to start out with is the "charismatic" type. The suave business man, the lovable rouge, and the plain-crazy-over-the-top-but-still-kind-of-as-a-valid-point villains (you know the ones that are right but are killing lots of people to accomplish the goal so the heroes have to stop them anyways). For as much as the Star wars universe revolves around the storm troopers and Jedi, don't leave out the equally compelling Bail Organas and Grand Moff Tarkins out. (though because you don't want "legendary" not them specifically, but you get the point).
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fairytalejedi

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Re: Star Wars 5th Edition
« Reply #39 on: December 11, 2016, 11:25:20 am »
I can't think of anything to add to starter kit villains, unless you want to include a TIE fighter write-up for space combat.
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ben hoenheim

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Re: Star Wars 5th Edition
« Reply #40 on: December 19, 2016, 08:26:44 pm »
HOW do you handle things like the DC of Force Powers?


Also how do you do with Skill Focus, if 5e uses prof bonus with significantly reduced numbers. (i use skill focus as expertise for example)

Great work by the way. Keep it up.

PS - about encounters, do you use the monsters as they appear vs Jedis in 5e system version players?
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famouswolfe

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Re: Star Wars 5th Edition
« Reply #41 on: December 23, 2017, 12:38:29 am »
Hello everyone! My apologies for not updating this post in a VERY long time. I've been busy continuing to work on the project though and also going to school, etc. I do find it difficult to keep two forums going though, so I'm going to refer everyone over to my thread on EN World if you wish to stay up to date:

http://www.enworld.org/forum/showthread.php?469926-Star-Wars-5th-edition

*I WILL post download links here once my work is in playable condition and/or finished*

Happy holidays everyone, may the Force be with you!

mudtop

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Re: Star Wars 5th Edition
« Reply #42 on: December 23, 2017, 07:54:42 pm »
I was happy to see this thread pop back up in my new post list! I'll make sure to go check your other one out!
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Lazar Baruk

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Re: Star Wars 5th Edition
« Reply #43 on: April 18, 2018, 02:11:55 am »
Is is still in progress?
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