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Star Wars Jedi - D&D 5e Character Build
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<blockquote data-quote="Redthistle" data-source="post: 6406487" data-attributes="member: 6778305"><p>First, a nod of acknowledgement to Cernor's and Tormyr's preceding thoughts. I think we're singing in the same choir.</p><p></p><p>After re-reading the posts so far, with all of the different ideas put forth, it seems that there are two general schools of thought about this and I'm not always clear if the commentator is thinking playing Star Wars using D&D 5e rules or, as my understanding at the origin of the thread was, that it was about creating a Jedi-like class for the D&D 5e game. Silly me. Still clueless after all these years.</p><p></p><p>Recognizing that most of the contributors to this thread may be thinking about using the D&D 5e rules to play Star Wars, I think I get it now. Maybe. <ahem></p><p></p><p>That said, a lot of the ideas overlap.</p><p></p><p>My notion of learning to use the Force skillfully, aside from the need for a sufficient midichlorian count and however that may be translated to a D&D group, is that it requires a combination of lots and lots of verbal and somatic instruction and practice, along with many hours of meditation. Michael Long's choice of monk as a base requirement for a Jedi fits that to a T.</p><p></p><p>The wizard class, however, gains its magical skills through reading, and must re-read spells daily in order to use that magic (discounting cantrips). For that reason /only/, wizard seems the wrong skin to wrap a Jedi's "magic" in. To me, the feel of sorcerous magic as described in D&D 5e is closest to the fundamental feel of the Force in Star Wars. </p><p></p><p>My conclusion: It doesn't matter which magic-using class a gaming group uses; we're re-skinning this beastie to suit our desires, tweaking the D&D 5e rules to fit.</p><p></p><p>Michael Long based his original example using the human variant build; I assume that was specifically to get a feat at 1st level that other races do not receive in order to get the lowest lightsaber feat. Since some players will want to be playing a Jedi of a different race, should that feat be attached to the class, rather than to race? That way, every PC Jedi would have access to it during the character building phase. </p><p></p><p>That also means that for a human Jedi, depending on whether it is built using the base or the variant build, the PC might start at 1st character level / 1st Jedi class level with 2 feats. Does that unbalance the low-level Jedi PC enough to be over-powered compared to other classes? Should a 1st level feat be granted to all races or classes? [Mind you, the rareness of feats in 5e is one of my few complaints with that edition of the game, so that may just be me whining.]</p><p></p><p>Picking up on the considerations Cernor and Tormyr expressed above, there have been many suggestions as to using class paths other than Long's introductory proposal, which used the fighter's martial archetypes. Each one of these makes some sense.</p><p></p><p>If we think in terms of the many races available to play in either D&D or Star Wars and the many different cultures and philosophies that implies, I can see that players in any given group might choose any class when they set foot on the Jedi Knight Path. </p><p></p><p>As long as a player makes a reasonable argument for picking up Cleric 1, for example, at 10th level, to gain access to Domain features and spells, I'd let the player try it. Some tweaking of when they gain features might be necessary on a level-by-level basis, as Michael Long did at Jedi 7. Normally, Ability Score Improvement is gained at Monk 4; Long swapped that out for Lightsaber Feat (Jedi Knight).</p><p></p><p>To quote Tormyr, "In the end, it is almost all flavor anyway." The crunch is already there.</p></blockquote><p></p>
[QUOTE="Redthistle, post: 6406487, member: 6778305"] First, a nod of acknowledgement to Cernor's and Tormyr's preceding thoughts. I think we're singing in the same choir. After re-reading the posts so far, with all of the different ideas put forth, it seems that there are two general schools of thought about this and I'm not always clear if the commentator is thinking playing Star Wars using D&D 5e rules or, as my understanding at the origin of the thread was, that it was about creating a Jedi-like class for the D&D 5e game. Silly me. Still clueless after all these years. Recognizing that most of the contributors to this thread may be thinking about using the D&D 5e rules to play Star Wars, I think I get it now. Maybe. <ahem> That said, a lot of the ideas overlap. My notion of learning to use the Force skillfully, aside from the need for a sufficient midichlorian count and however that may be translated to a D&D group, is that it requires a combination of lots and lots of verbal and somatic instruction and practice, along with many hours of meditation. Michael Long's choice of monk as a base requirement for a Jedi fits that to a T. The wizard class, however, gains its magical skills through reading, and must re-read spells daily in order to use that magic (discounting cantrips). For that reason /only/, wizard seems the wrong skin to wrap a Jedi's "magic" in. To me, the feel of sorcerous magic as described in D&D 5e is closest to the fundamental feel of the Force in Star Wars. My conclusion: It doesn't matter which magic-using class a gaming group uses; we're re-skinning this beastie to suit our desires, tweaking the D&D 5e rules to fit. Michael Long based his original example using the human variant build; I assume that was specifically to get a feat at 1st level that other races do not receive in order to get the lowest lightsaber feat. Since some players will want to be playing a Jedi of a different race, should that feat be attached to the class, rather than to race? That way, every PC Jedi would have access to it during the character building phase. That also means that for a human Jedi, depending on whether it is built using the base or the variant build, the PC might start at 1st character level / 1st Jedi class level with 2 feats. Does that unbalance the low-level Jedi PC enough to be over-powered compared to other classes? Should a 1st level feat be granted to all races or classes? [Mind you, the rareness of feats in 5e is one of my few complaints with that edition of the game, so that may just be me whining.] Picking up on the considerations Cernor and Tormyr expressed above, there have been many suggestions as to using class paths other than Long's introductory proposal, which used the fighter's martial archetypes. Each one of these makes some sense. If we think in terms of the many races available to play in either D&D or Star Wars and the many different cultures and philosophies that implies, I can see that players in any given group might choose any class when they set foot on the Jedi Knight Path. As long as a player makes a reasonable argument for picking up Cleric 1, for example, at 10th level, to gain access to Domain features and spells, I'd let the player try it. Some tweaking of when they gain features might be necessary on a level-by-level basis, as Michael Long did at Jedi 7. Normally, Ability Score Improvement is gained at Monk 4; Long swapped that out for Lightsaber Feat (Jedi Knight). To quote Tormyr, "In the end, it is almost all flavor anyway." The crunch is already there. [/QUOTE]
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