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Using Star Was SAGA Rules with D&D 3.5
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<blockquote data-quote="Remathilis" data-source="post: 3631390" data-attributes="member: 7635"><p>Sure:</p><p></p><p>Battle Strike (grants bonus damage)</p><p>Dark Rage [Dark-Side] (bonus hit/damage)</p><p>Farseeing (clairvoyant power)</p><p>Force Disarm (disarm at distance)</p><p>Force Grip (damage over time)</p><p>Force Lightning [Dark Side] (8d6 lightning bolt)</p><p>Force Slam (buffet of damage)</p><p>Force Stun (-1 condition track)</p><p>Force Thrust (bull rush at distance)</p><p>Mind Trick [Mind Affect] (Typical Enchantment)</p><p>Move Object (nuff said)</p><p>Negate Energy (ignore one energy attack, abjuration)</p><p>Rebuke (negate a force power, abjuration)</p><p>Sever Force [Light Side] (stop people from using the force/force points, dispel magic)</p><p>Surge (bonus to movement/jump checks)</p><p>Vital Transfer [Light Side] (heal hp, you take 1/2. Closest to curing in SAGA)</p><p></p><p>Obviously, that leaves a lot of area open. Noticably, buff spells/powers are GONE. No ability score changes in mid-combat (which is good, IMHO) and healing is very weak in saga (to fit with SW, but there are other ways to heal)</p><p></p><p>One idea I tinkered with is using Spellcraft as UtF is, to determine casting ability for spells. It either becomes the "to hit" roll for attack spells (like fireball; Spellcraft vs. ref save) or it determines the power level of a spell (or both! Maybe the number of dice of damage a fireball does?). Many spells have this built in now (detect magic, dispel magic) so it wouldn't be too hard to do. It might also cut back on redundant powers (spellcraft roll determines number of d8s healed, caster level determines the +X on a cure spell) and allow for a limited amount of "overchanneling" (blow a action point to maybe cast a spell a bit better than you could on the d20 alone).</p></blockquote><p></p>
[QUOTE="Remathilis, post: 3631390, member: 7635"] Sure: Battle Strike (grants bonus damage) Dark Rage [Dark-Side] (bonus hit/damage) Farseeing (clairvoyant power) Force Disarm (disarm at distance) Force Grip (damage over time) Force Lightning [Dark Side] (8d6 lightning bolt) Force Slam (buffet of damage) Force Stun (-1 condition track) Force Thrust (bull rush at distance) Mind Trick [Mind Affect] (Typical Enchantment) Move Object (nuff said) Negate Energy (ignore one energy attack, abjuration) Rebuke (negate a force power, abjuration) Sever Force [Light Side] (stop people from using the force/force points, dispel magic) Surge (bonus to movement/jump checks) Vital Transfer [Light Side] (heal hp, you take 1/2. Closest to curing in SAGA) Obviously, that leaves a lot of area open. Noticably, buff spells/powers are GONE. No ability score changes in mid-combat (which is good, IMHO) and healing is very weak in saga (to fit with SW, but there are other ways to heal) One idea I tinkered with is using Spellcraft as UtF is, to determine casting ability for spells. It either becomes the "to hit" roll for attack spells (like fireball; Spellcraft vs. ref save) or it determines the power level of a spell (or both! Maybe the number of dice of damage a fireball does?). Many spells have this built in now (detect magic, dispel magic) so it wouldn't be too hard to do. It might also cut back on redundant powers (spellcraft roll determines number of d8s healed, caster level determines the +X on a cure spell) and allow for a limited amount of "overchanneling" (blow a action point to maybe cast a spell a bit better than you could on the d20 alone). [/QUOTE]
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