Star Wars Saga/D&D 5th Hybrid [OOC/Rolls]

Huh. It seems like Equilibrium makes Resilience obsolete. :)

Switching 5e to a static defense system does indeed mess with things a lot. But in general, if you want rolls to scale with character level, making them saves is a good way to go. If you want a roll to be as hard at level 20 as it is at level 1 (barring stat increases), make it an ability check.

Yes the Action and Bonus action is the difference BUT I am thinking about twecking it a bit
 

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So thinking about it a little more... maybe want I should do is the following.

When making a Constitution ability check to recover from Reeling, Heroic characters (anyone with a Heroic character class) gains their Proficiency bonus to the check.

For Resilience I am thinking on changing it to - you spend a Force Point at any time and use your Reaction (if you still have it this round, otherwise you must use your Bonus or Action to use that round, and then only on your turn) to make your ability check vs. Reeling.
 

I think there are three issues to unpack with respect to Reeling: the frequency that the effect gets applied, the action economy required to get rid of the condition, and the difficulty to get rid of the condition.

Frequency: Based on the math I did above, it seems like reeling may be applied relatively frequently, maybe 35-40% of the time depending on Damage Threshold and weapon used. As this is totally dependent on the damage threshold/fortitude save, this perceived problem may end up being mitigated in the future by better armor, better class saves from multi-classing into classes with better Fort Saves (particularly Prestige Classes), feats like Improved Damage Threshold, and increases in class levels. This may just be an artifact of low-level characters being a bit squishy.

Action Economy: Using your action to recover, and not being guaranteed recovery, seems rough to me. While you can still move, being sidelined for possibly multiple rounds can really hurt, especially when another shot could easily knock you stunned and I'm not sure if you could even attempt the check then (you're considered incapacitated and therefore can't take actions or reactions). So, I still think I may be an advocate of using your Bonus Action to recover. If you succeed, you can act normally (less your Bonus Action); if you fail, you can still take your actions but at disadvantage. Since you're still reeling, you are still susceptible to getting stunned.

((Also, sidebar, what are the effects of being stunned with respect to Fort and Reflex saves? In 5E, you autofail Strength and Dex Saving Throws if you're stunned. Not sure how that interacts with static defenses, knocks them down to 10?))

Recovery Challenge: Currently, barring certain feats (Shake It Off and Improved Damage Threshold), the best you can have is a +5 to your recovery check. With a 20 CON, the success rate would range from 80% (DC10) to 30% (DC20). Most characters will have, at best, a 14 CON (+2). Success rates at that point are 65% (DC10) to 15% (DC20). If that doesn't seem suitable, I would suggest changing the recovery roll to 1d20 + (Better of STR or CON Mod) + (Class Bonus to Fort Save). Since the save is capped between 10 and 20, I don't think Character Level/Proficiency or Armor bonuses should factor into it. That way, the squishy characters have a tougher time recovering, but soldiers and the like should have a somewhat easier time of it, with really meaty melee soldiers probably having the easiest time of all. At best, a single-classed Soldier would have a +7 to save with a 20 STR or CON. It might create an issue with Prestige Classes like Elite Soldier and Jedi Master, but they should be pretty hard targets and would only have +9 with a 20 STR or CON, basically auto-saving at low levels of damage, but still needing a decent roll when faced with significant damage.

Just my thoughts on the setup.
 
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Since we're in rules brainstorming mode, I've been thinking about Aim.

1) This may just be clarification, but if this isn't the case, I think standing from prone should count as movement with respect to the Aim requirements.
2) It should require a Bonus Action. In a game that largely involves shooting, cover should play a pretty big role and removing the benefit should cost some kind of action.
3) The benefits of Aim should shift cover down by one degree. So 1/2 cover becomes no cover and 3/4 cover becomes half, no reduction in full cover.

To me, right now, Aim seems too easy. For a non-action (other than no movement), it currently means someone can just as easily shoot at an opponent who is kneeling behind a low wall as they would to shoot someone who is standing out in the open.
 
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Hmm I can see the point there also... it seems reasonable... I still think no movement (along with the Bonus action). I like it.

I think for Reeling I am going to go with a Bonus Action at the beginning of your turn. You can use Strength or Constitution, plus your Class Fortitude Defense bonus. If you roll a natural 20, it counts as a free, no-Action check.

So how does the following look???

----
CONDITIONS - REELING
In order to recover from Reeling, you must take a Bonus action and attempt a Strength or Constitution (whichever is better) ability check + you Class bonus to Fortitude Defense vs. a DC 10 or ½ the Damage you suffered (round down, whichever is greater, but maximum DC 20). If you succeed with your roll, you are no longer suffering the Reeling condition and can take the rest of your action as normal. If you fail, you still are suffering from the Condition but can still take the rest of your actions at disadvantage (and can attempted to recover again next round). With a natural 20 on this roll you instead recover as a free, none-action.
NOTE that as Droids do not have a Constitution score they must always use their Strength to make this ability check.

JEDI TALENT
Resilience: You can spend a Force Point at any time and use your Reaction to make an ability check to recover from the Reeling Condition. In addition, you roll your Force die as a bonus to this result for recovering. If you roll a natural 20 on this check you gain back the Force Point.

FORCE TALENT
Equilibrium: On you turn you can use your Action and spend one Force Point to instantly remove all of the following non-persistent Condition that you are presently suffering – Blinded, Charmed, Deafened, Frightened, Poisoned, Reeling or Stunned (see New Conditions). This also removed one level of Exhaustion.

ADDITIONAL COMBAT CONDITIONS
Aim: if the attacker does not move on her turn (Move 0), she can use a Bonus action to ‘Aim’ at a target when taking a Range Attack action. When she does so, ½ cover drops to no cover and ¾ cover drops to ½ cover. Aiming has no effect on full cover.
 

Looks good to me. Are you doing away with the Stunned effect from getting hit with a second reeling effect?

I think Medicine/Medic is already pretty useful, but there might be space for a new feat. Something like:

First Aid (Prerequisite: Medicine Skill Proficiency): This feat allows a character to use their Action to attempt a Wisdom (Medicine) check on behalf of a character afflicted with the Reeling Condition. The check must meet or exceed the Reeling DC to succeed. A successful check removes the condition.

I would keep it as an Action on the part of the Medic (rather than a bonus action) since skill checks could relatively easily have a much higher bonus than what a character can have for their Reeling ability check. Cal already has a +9 due to Skill Expertise (Medicine).
 

I still think Stunned should be a there. I realize it means losing a whole turn BUT I kind of feel like it fits for what I am going for. I am not adamite about it so I can change my mind if everyone hates it :)

There is a Noble Talent that removes Reeling also (Boost Ally)... Hmmm maybe the First Aid could heal Reeling and/or Stun

Maybe a Force Talent that would let you do it at range also...
 

I think the stunning part is fine, particularly with the recovery change to a bonus action, it just wasn't listed in the new description.

ETA: One thing to consider about the Stunned condition is that it also causes the Incapacitated condition and you have a lot of powers and abilities that switch off when that condition happens (any Concentration based Force abilities, a few talents, etc). Not sure if that is intended or not.

Also, I'd wait for input from everyone else to see how they feel about the proposed changes. A few other sets of eyes would probably be helpful on picking out problems.
 
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