Placing SWd20 characters in DnD

Ahrimon

Bourbon and Dice
How hard would it be to convert SWd20 characters to DnD? I've been thinking about trying my hand at making a Jedi like character for DnD. Obviously I'd have to drop the whole light-sabre thing, class defense bonuses and convert to HP instead of the WP system. What other things would need to be changed? Any glaring issues that anyone can think of?

I suppose that, in the end, it would probably be close to a psychic warrior in final concept. But everything I've heard about force powers sounds more to my liking that the psionic powers. I haven't bought the SWd20 books yet, so I wanted to get some feedback about how difficult it might be before I invest in the books and find that it's near impossible.
 

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Ahrimon said:
I suppose that, in the end, it would probably be close to a psychic warrior in final concept. But everything I've heard about force powers sounds more to my liking that the psionic powers.

If your goal is to replace psionics, you might want to take a look at The Psychic's Handbook from Green Ronin. It seems to be based on the SWd20 Force powers system, but is built for D&D, so Steve Kenson has already done the conversion for you.
 

Converting the Jedi shouldn't be too difficult.

1) converting from VP/WP to hp is easy.
2) Force powers are powered by Vitality Points in SWd20, so in D&D using Force power would deal non-lethal/subdual damage to hp. Unless you intend to give them a number of psi-points per level.
3) Droping class defense bonuses is a good thing if a lot of magical items are found in you campaign. Otherwise don't give armor to Jedi, but give them an AC bonus the same as monks.
4) Jedi without lightsabers? Mmmmh... If they don't have a lightsaber anymore, maybe they could get a sword as a "weapon of choice" giving some bonus to hit and damage (like weapon specialization then greater specialization).

In any case, as said above the Green Ronin Psychic Handbook are psychic abilities made extremely similar to SWd20 Force use, but for D&D. However, they don't have a class looking like Jedi knights.
 

I don't know, I think the XPH has a massive, massive influence of Star Wars on it. Star Wars and comic books.

You want a Jedi? Play a Soulknife, Psion, or Psychic Warrior (latter two you can get a Radiant weapon), take a few Psionic buff feats and thematize your powers, and you're there.

I'm less familiar with the Psychic's Handbook, but I am sure there are ways to create a Jedi-Esque character in that too.

The key thought here is not to struggle to convert a character, but to try to use other rules to approximate the same style of character. If you struggle to much to 'convert' star wars, you might nerf yourself or miss out on worthwhile opportunities.
 

Making a Jedi inspired character in D&D?

Psychic Warrior could do it really well, if you want a little more detail or multiclassed Monk/Psychic Warrior who then takes levels in Fist of Zuoken and gets a Brilliant Energy weapon.

In a game that allows Gestalt characters, a Monk/Psychic Warrior is pretty much a Jedi.
 

Brew's "D&D Jedi"

Ahrimon said:
How hard would it be to convert SWd20 characters to DnD? I've been thinking about trying my hand at making a Jedi like character for DnD. Obviously I'd have to drop the whole light-sabre thing, class defense bonuses and convert to HP instead of the WP system.QUOTE]

I've given this subject much thought in the past. Allow me to share my conversion with you. :D The following assume Jedi Consular (Jedi converted to D&D are unbalancing either way, the less combative version works better imo).

~VP/WP to HP: the obvious answer would be to simply convert the Jedi's VP to HP and be done with it. However, that raises the issue of healing spells allowing a Jedi use the Force all day long. Then again, considering that Warlocks can use invocations at will, this may not be a problem. You could give the D&D Jedi a Vitality pool = to 1/2 of his total HP that can only be replenished with rest or the Heal Self force ability. I find this works nicely.

~Class Skills: Bluff (Cha), Craft (Int), Diplomacy (Cha), Gather Info (Cha), Intimidate (Cha), Knowledge (Int), Profession (Wis), Speak Language, Sense Motive (Wis). Drop Computer Use, Pilot, and Treat Injury. Add Concentration (Dex), Heal (Wis), and Tumble (Dex)

~Starting Feats: Exotic Weapon (Lightsaber), Simple Weapons, Force Sensitive. Drop Weapon groups (Blasters pistols)

~Armor Class: Use the Jedi Guardian's Defense Bonus / Level. Change Deflect (Defense) so that it nolonger takes up a Move action in the next round to use. So Deflect (Defense) and Lightsaber Defense (Knight and Master) all stacks and adds to the Jedi's AC as long as his blade is up. All those Dodge bonus will add up pretty fast, keeping the Jedi's AC on par (or superior to) the Monk's.

~Lightsaber: Cost: -, Damage: 2d8 19-20, Size: small. The D&D Lightsaber is very similiar to a Soulknife's Mindblade. It requires a handle, and force-embued crystals just like the SW version. However, it lacks the high-tech power source and costs the Jedi 3 Vitality to ignite, and 1 vitality per round.

Alternately a mix of Soulknife and Psion/PsychicWarrior can fake a Jedi decently well... but why do that when you don't have to?
 

Drowbane said:
You could give the D&D Jedi a Vitality pool = to 1/2 of his total HP that can only be replenished with rest or the Heal Self force ability. I find this works nicely.
What do you mean with that? Do you mean you give them psi-points equal to half their hit-points? What id they get a psi-point progression for their Force ability (say 2 per level), that can replenish only as psi-points of psionic classes replenish?
 

I've dropped jedi into a D&D game. The main change was that they had hit points based on whatever die type they have for vitality. I kept the vitality score as force vitality to power force skills. No defense bonus, but a dex bonus to AAC. The lightsaber is a bit overpowered, but not for a guy wearing no armor in melee. You can pretty much do the rest on an as-needed basis.

My thoughts on making a jedi-like character with the core rules is a gestalt fighter/sorcerer with a limited spell selection. For example, at 1st level jump & true strike seem appropriate; but magic missle doesn't. I would probably allow bonus cleric "cure" spells based on Wis to make the character a healer. I might also throw in the deflect arrows as a bonus with a drawn bastard sword if the character isn't surprised. Weapons could be limited to bastard sword and Improved Unarmed strike (keeps the munchkins from picking up other weapons). Similarly, no armor proficiencies. If you really wanted to make the chaarcter play as in the movies, they would be very hard to surprise and could do the things they see in the movies. Their spells wouldn't be as powerful as a standard wizard or sorcerer, but they have some cool other abilities.
 

I'm glad I'm not the only one that's thought of this. At first I was thinking everyone would say it was too munchkiny. I would definately get rid of the lightsabre stuff. That just doesn't fit into DnD for me. I didn't know that using your force powers drained your vitality. I'll have to think about that part. A modified deflect arrows feat would be appropriate. Make it more in line with the number of times a jedi can do it. A defense bonus would be appropriate. And make it so that, like the monk, most of the abilities don't work when wearing armor.
 

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