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


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If you want to rebuild your character I will allow you to do that also... up to you all.

As for any rules changes or ideas, I only have one so far...

I think I am going to update the Damage of Lightsabers to 2d10 (2d8 for small ones) to bring them a bit more in line with blasters (and with the Talent you can get 3d10). I think that seems like a good in between spot for them.
 

Rules Stuff:

- I know it came up just recently, but I checked the Saga errata and area of attack abilities aren't supposed to crit (although they automatically hit everyone on a 20, even if the adjusted total would be below their Reflex Defense). I don't think this actually came up as an issue, but we should probably codify it if we want to follow it. I'm of the opinion that critical damage AoEs are not a good idea.

- I'm fine with adjustments to lightsabers. Personally, I feel like Jedi are a bit OP compared to the other classes, but I think that is in line with this era of Star Wars. I think the only power that feels a little out of whack is Damage Resistance. I understand in the Saga Version, it is only DR 10, rather than resistance. Since you still feature damage resistance in certain places in your rules (the Soldier's Juggernaut talent for instance), it seems like that power could be curtailed and reduced a bit.

- I could also make a case that a force ability needs to beat a creature's defense in order to affect it, rather than have riders based on if they beat a certain defense. So a power with various levels of degree should have to meet or beat one of a Target's defenses in order to do X. Then if it is 5 over, it does Y and if it is 10 over it does Z.
 

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

[MENTION=6801242]GreenKarl[/MENTION]

I might change a couple of things around with Jihahna's build as what I wanted her to be kind of evolved with the story. Also, I like the transformative idea that maybe she's shifting gradually over to Jedi mechanically too.

Quick question though, I noticed the force adept 'empower weapon' ability appears to have lost its 'attune weapon' prerequisite. Was that a typo?

One other thing about the crystals. I had an idea about a power maybe? Something that either slightly amplifies or modifies Jihahna's battle meditation might be cool.

I was thinking maybe either a range increase, or something that replaces the +2 willpower with +1 all defences? Or something similar?


[MENTION=49627]Forged[/MENTION] yeah, Jihahna is a real tank with DR working for her. Though I was wondering if maybe in keeping 'spirit' of 5e mechanics, maybe a change to consider could tie in with something akin to the barbarian having resistance/certain type of damage.

So, maybe force powers still do full damage, or as a weird thing maybe stun damage still does full or electrical damage etc? Or, maybe AOE still does full damage if it hits, which would make resistance almost an inverse of evasion?



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

Of course, it's Greenkarl's decision at the end of the day... Soz Greenkarl. I was just speaking aloud with the above.

This was what I was hoping for Jihahna's build changes, she's actually losing out slightly with action economy, but is now more viable for melee. Basically swapped out soldier levels and a scout level for 3 in scoundrel. It kinda fits better and the talents would suit her 'bullheaded' tactics more than her previous build. I think others mentioned they saw her more as having some scoundrel lvs at one point... I tried to make sure her various proficiencies obtained each lv lined up:

Jihahna Darut - Human -
Ex-Mercenary
Scout 1st level - Scoundrel 3rd level - Jedi 2nd level - Force Adept 1st level

Fortitude: 17, Reflex: 18, Will: 15
Hit Points: 67 (HD 3d6, 1d8, 2d10), Damage Threshold: 16,
Second Wind: 1d10+5
Speed: 12 meters
Force Points: 7
Dark Side Points: 2 (Historical)
STR 14 (+2), DEX 16 (+3), CON 14 (+2), INT 12 (+1), WIS 13 (+1), CHA 10 (+0)

Proficiencies:

-Weapons:
Simple, Martial, Pistols, Rifles, Advanced melee, Lightsabers.

-Armor:
Light

-Tools:
(Class) Mechanics +4
(Class) Electronics +4
(Background) Pilot (Speeders) +4
(Background) Slicers Kit +4
(Scoundrel) Security Kit +4

-Skills:
(Class) Athletics +5
(Class) Initiative +5
(Class) Insight +4
(Race) Use the force +3
(Background) Survival +4
(Background) Perception +4
(Scoundrel) Computers +4
(Jedi) Medicine +4

Feats:
(Human)-Force Sensitivity
(Scout Bonus)-Shake it Off
(1st)-Advanced Weapon Proficiency
(Scoundrel bonus)-Point Blank Shot
(3rd)-Strong in the force
(Scoundrel second)-Precise Shot
(6th)-Tech Specialist
(Jedi)-Double attack

Talents:
(Scout 1st)-Resistance
(Scoundrel 1st)-Skirmisher
(Jedi 1st)-Battle Meditation
(Adept 1st)-Attune Weapon
(Scoundrel 3rd)-Dastardly strike

Senses: passive perception 14
Languages:
-Basic
-Huttesse

Gear: Blaster carbine (hit +6, (+7 point blank) damage 3d8+5 (+6 point blank) energy, ammo 50 power cell, folding stock, range 60/600 or 40/160 with stock folded, reload, stun 2d8+5 (+6 point blank), Wt. 2.5kg; or auto-fire: hit +2, (+3 point blank) damage 3d8+5 (+6 point blank), area affect 4x4meters), with two extra power cells (Wt. 0.2kg)

Vibro-Bayonet (hit +5, damage 2d8+4 piercing, Wt. 1kg, dagger when not attached to carbine,

One additional bayonet (hit +5, damage 1d4+4, thrown hit +7, damage 1d4+3, range 10/30).

Utility belt, Field kit (Wt. 10kg), comlink (short ranged) (Wt. 0.1kg) Common clothing, credstick with 270 credits, Mechanics tool kit (Wt. 1kg)

To sell and distribute amongst party:

3 Blaster Rifles (To be sold),
213 cred bills
4 power packs (I assume packs with 75 charge for blaster rifles)
2 comlinks
2 Kessels Kiss
3 packs deathsticks




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Last edited:

Quick question though, I noticed the force adept 'empower weapon' ability appears to have lost its 'attune weapon' prerequisite. Was that a typo?

No I kind of cutting back on a few of the feat/talent trees as I am not a huge fan and I did not really think it was powerful enough to warrant a prerequisite

Jihahna rebuild looks good. For the crystals the bonus should be tacked onto something else. So something like Lightsaber Defense is a talent that adds +1 to all your Defense with an active lightsaber. The crystal could ad to that but not "independently" as it where. You need some thing to add too
 

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

[MENTION=6801242]GreenKarl[/MENTION] Ah I see, in that case, I might swap it out for 'empower' then if that's ok.

I'm sort of thinking this in itself may be enough to make Force user melee strong enough too. I think Jedi can get quite a few permanent damage boosting abilities like that.

How did you feel about our last combat?

[MENTION=94558]binder[/MENTION] hope you're ok with what happened. Sorry about Jihahna getting angry. Dark side was the only way. It's almost like the Gand had Gold fever or something regarding the hidden knowledge, which is cool.

Also, Jihahna wouldn't have succeeded without that -2 you gave the Gand for living.


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Alright, back online (Some major changes in my professional life (potential so far but quickly upcoming), i.e. I've been offered a new position and had to REALLY think about it. Better salary, but quite different from what I've been doing so far: it's a management position). Anyways. I'll try to catch up today and (more likely) tomorrow, since I'm back in the field now.

Sezarious:
haven't read it yet, but I'm sure it's more than fine. Don't worry. My main concern was NOT getting Jihahna squished as well, but you got the gand out too after all? I was pulling for you guys. :)
 

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

All good Re This Gand Binder.

Everyone else, do we want to quickly yes or no the prisoner thing? Show them to Czerka or not?


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I'm thinking of maybe having the gand take levels in Jedi, representing strange powers gained through contact/contamination with the *something* that controls/controlled the Infinity Gate within the pyramid?

Maybe modyfying Farseeing/Visions, mind trick and/or Telepathy to work on objects/computers/droids? Some sort of tech-analysis power would be extra sweet (bonus on Use Technology rolls if "linked"/merged/atuned to the machinery in question)... How does that tickle your fancy, GreenKarl?
 

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