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Placing SWd20 characters in DnD
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<blockquote data-quote="scourger" data-source="post: 2329921" data-attributes="member: 12328"><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="scourger, post: 2329921, member: 12328"] 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. [/QUOTE]
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