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Using Star Was SAGA Rules with D&D 3.5
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<blockquote data-quote="drothgery" data-source="post: 3606937" data-attributes="member: 360"><p>Here's my first take...</p><p></p><p>Replace vibro weapons with 'empowered' weapons that require a 'magic crystal' to work instead of an energy cell, and make these weapons quite common. Replace blasters with either slugthrowers (for a Renessaince-era feel) or weapons that fire magic bolts (for a 'magitech' feel). For a traditional D&D-style game (most combat is melee range), remove the pistol and rilfe proficiencies from most class starting feat lists and add advanced melee weapons.</p><p></p><p>very rough conversions of D&D core classes</p><p></p><p>barbarian, druid, ranger -> scout/soldier multiclass (possibly Force Sensitive)</p><p>bard, 'social' rogue -> noble (possibly Force sensitive)</p><p>cleric, paladin -> Jedi (you may want to change the Jedi's lightsaber abilities to work with the favored weapon of their faith)</p><p>fighter, monk -> soldier</p><p>'thief' rogue, 'swashbuckler' rogue -> scoundrel</p><p>wizard -> Noble with Force Sensitivity instead of Linguist</p><p>sorcerer -> Scout with Force Sensitivity instead of Shake it Off</p><p></p><p>talents</p><p>- the soundrel's slicer and spacer talent trees (and the outlaw tech tree in the web enhancement) are not setting-approriate; you may want to build additional trees to replace tem</p><p>- the soldier's demolitionist talent is not setting approriate</p><p>- the force pilot talent on the Sense tree is not setting approriate</p><p></p><p>prestige classes</p><p>- remvoe ace pilot</p><p>- add multiattack proficiency (advanced melee weapons) and multiattack proficiency (simple weapons) to the Elite Trooper's talents; remove multiattack proficiency (heavy weapons)</p><p>- remove gunslinger if firearms are unavailable, or rename the PrC to Master Archer, exchange multiattack proficiency (pistols) for multiattack proficiency (simple weapons), and allow the Trusty Sidearm class feature to work with bows and crossbows</p><p>- modify or remove the Jedi and Sith PrCs depending on the mythology of your campaign; if you have a major good faith with a 'dark mirror' major evil faith, tweak as needed, otherwise use Force Adept and Force Disciple as the advanced spellcasting PrCs.</p><p></p><p>skills</p><p>- use computer and pilot obviously are not setting approriate; no classes gain these skills</p><p>- the scoundrel gains Climb as a class skill</p><p>- the Jedi gains persuasion as a class skill</p><p>- the Noble gains mechanics as a class skill</p><p>- the uses of treat injury regarding cybernetics and radiation are not setting approriate; performing surgery is magical healing and requires the Force Sensitivity feat</p><p></p><p>feats</p><p>- burst fire, cybernetic surgery and vehicular combat are unavailable</p><p>- surgical expertise also has Force Sensitivity as a prerequisite</p></blockquote><p></p>
[QUOTE="drothgery, post: 3606937, member: 360"] Here's my first take... Replace vibro weapons with 'empowered' weapons that require a 'magic crystal' to work instead of an energy cell, and make these weapons quite common. Replace blasters with either slugthrowers (for a Renessaince-era feel) or weapons that fire magic bolts (for a 'magitech' feel). For a traditional D&D-style game (most combat is melee range), remove the pistol and rilfe proficiencies from most class starting feat lists and add advanced melee weapons. very rough conversions of D&D core classes barbarian, druid, ranger -> scout/soldier multiclass (possibly Force Sensitive) bard, 'social' rogue -> noble (possibly Force sensitive) cleric, paladin -> Jedi (you may want to change the Jedi's lightsaber abilities to work with the favored weapon of their faith) fighter, monk -> soldier 'thief' rogue, 'swashbuckler' rogue -> scoundrel wizard -> Noble with Force Sensitivity instead of Linguist sorcerer -> Scout with Force Sensitivity instead of Shake it Off talents - the soundrel's slicer and spacer talent trees (and the outlaw tech tree in the web enhancement) are not setting-approriate; you may want to build additional trees to replace tem - the soldier's demolitionist talent is not setting approriate - the force pilot talent on the Sense tree is not setting approriate prestige classes - remvoe ace pilot - add multiattack proficiency (advanced melee weapons) and multiattack proficiency (simple weapons) to the Elite Trooper's talents; remove multiattack proficiency (heavy weapons) - remove gunslinger if firearms are unavailable, or rename the PrC to Master Archer, exchange multiattack proficiency (pistols) for multiattack proficiency (simple weapons), and allow the Trusty Sidearm class feature to work with bows and crossbows - modify or remove the Jedi and Sith PrCs depending on the mythology of your campaign; if you have a major good faith with a 'dark mirror' major evil faith, tweak as needed, otherwise use Force Adept and Force Disciple as the advanced spellcasting PrCs. skills - use computer and pilot obviously are not setting approriate; no classes gain these skills - the scoundrel gains Climb as a class skill - the Jedi gains persuasion as a class skill - the Noble gains mechanics as a class skill - the uses of treat injury regarding cybernetics and radiation are not setting approriate; performing surgery is magical healing and requires the Force Sensitivity feat feats - burst fire, cybernetic surgery and vehicular combat are unavailable - surgical expertise also has Force Sensitivity as a prerequisite [/QUOTE]
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