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Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
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StarWars d20 Starship Control Sheets
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<blockquote data-quote="Coredump" data-source="post: 2410303" data-attributes="member: 6939"><p>No way..... You??!!?? I don't believe it.... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p></p><p></p><p></p><p>Being kind of a rules geek myself... I have also spent a bunch of time dealing with the SW rules. (And I am in a campaign.) </p><p>The thing you really need to understand from the start, is that this is a space opera game system. It is not star fleet battles, nor vector assault, or any other space game. The space combat rules are a sideline, and are meant to be that way. You will readily find exploits and inconsistencies. The rules are fine if you can play fast and loose with them, but if you start taking them seriously, they start to stumble. And you are correct, there has been little of an update since the RCR.</p><p></p><p>We were designing/building a ship, and I realized I could build a transport that our party could use to take out a star destroyer in one round. And we could likely survive their return fire.</p><p>Also, the missle rules are ripe for abuse.</p><p></p><p>Definetly read the FAQ, as it puts the Jedi Counseling rulings in an easier format to find things. Also, the SW boards at Wizards are pretty decent.</p><p></p><p>And the 'Sage' for SW does a good job. It used to be JD Wiker, who wrote the books, and was really good about saying "this is a good house rule" or "It may not be clear, but this is how it is meant to work" or "Consider this errata".</p><p>The current 'Sage' is a frequent poster on the wizards boards, which is also handy.</p><p></p><p>The sheets look neat. I haven't checked them for rules 'accuracy', but I trust you on that part. </p><p></p><p>Actually, the whole system will give you trouble is you take the rules too seriously. None of the races have LA, eventhough some are easily superior. I find it most enjoyable if you treat it as star wars, and not DnD in space. We usually don't loot, or worry about minutia like that. </p><p>Oh, and stun is broken, very very broken. Read the FAQ and use one the variants. </p><p>Jedi damage dice are not that big of a deal, unless someone starts min-maxing Prc's too much.</p><p>Realize that Dark side points are *not* a form of force point, you can't 'spend' them.</p><p>Force points are used, and gone forever. You can get more, but that one is gone.</p><p>Advise your GM to make dark side points tempting. We will do things like let someone use the dark side to try a re-roll, or to help making a big jump, or whatever..... the dark side is the path to quick power......</p><p></p><p>anyway, those are my 2 cents.</p><p></p><p></p><p>The biggest change between stock D&D and d20SW are, in my opinion, the starship rules.</p><p></p><p>Accordingly, I went hunting for some good starship cheatsheets with which to provide my group. All of the ones I could find seemed to be based on the non-revised core rules. They worked fine for a single session, I believe, but they weren't good enough.</p><p></p><p>So, I made my own: one for each major crew station.</p><p></p><p>I was hoping the members of the great ENWorld community might take a look over my sheets, let me know what they think: the good, the bad, the constructive, the deconstructive, etc.</p><p></p><p>So, if anyone has a good understanding of the SW d20 rules, would you mind looking these over for me? What rules / info do you need on your starship sheet to run them effectively that I missed?</p><p></p><p>For those who don't have a good understanding of the SW d20 rules, how is the general layout of my sheets? What stylistic improvements can you suggest?</p><p></p><p>The file is included as a zipped .pdf.</p><p></p><p>Thanks in advance for your help,</p><p></p><p>NOTES:</p><p></p><p>1) The Scanner Operator's page includes some house rules on it in the Scanning section, which are based on posts made by the SW equivalent of The Sage. I'll eventually work up a version of the sheet which does not include those house rules.</p><p></p><p>2) Yeah, I still need a new StarWars logo ...</p><p></p><p>Thanks again!</p></blockquote><p>[/QUOTE]</p>
[QUOTE="Coredump, post: 2410303, member: 6939"] No way..... You??!!?? I don't believe it.... :D :D :cool: :D Being kind of a rules geek myself... I have also spent a bunch of time dealing with the SW rules. (And I am in a campaign.) The thing you really need to understand from the start, is that this is a space opera game system. It is not star fleet battles, nor vector assault, or any other space game. The space combat rules are a sideline, and are meant to be that way. You will readily find exploits and inconsistencies. The rules are fine if you can play fast and loose with them, but if you start taking them seriously, they start to stumble. And you are correct, there has been little of an update since the RCR. We were designing/building a ship, and I realized I could build a transport that our party could use to take out a star destroyer in one round. And we could likely survive their return fire. Also, the missle rules are ripe for abuse. Definetly read the FAQ, as it puts the Jedi Counseling rulings in an easier format to find things. Also, the SW boards at Wizards are pretty decent. And the 'Sage' for SW does a good job. It used to be JD Wiker, who wrote the books, and was really good about saying "this is a good house rule" or "It may not be clear, but this is how it is meant to work" or "Consider this errata". The current 'Sage' is a frequent poster on the wizards boards, which is also handy. The sheets look neat. I haven't checked them for rules 'accuracy', but I trust you on that part. Actually, the whole system will give you trouble is you take the rules too seriously. None of the races have LA, eventhough some are easily superior. I find it most enjoyable if you treat it as star wars, and not DnD in space. We usually don't loot, or worry about minutia like that. Oh, and stun is broken, very very broken. Read the FAQ and use one the variants. Jedi damage dice are not that big of a deal, unless someone starts min-maxing Prc's too much. Realize that Dark side points are *not* a form of force point, you can't 'spend' them. Force points are used, and gone forever. You can get more, but that one is gone. Advise your GM to make dark side points tempting. We will do things like let someone use the dark side to try a re-roll, or to help making a big jump, or whatever..... the dark side is the path to quick power...... anyway, those are my 2 cents. The biggest change between stock D&D and d20SW are, in my opinion, the starship rules. Accordingly, I went hunting for some good starship cheatsheets with which to provide my group. All of the ones I could find seemed to be based on the non-revised core rules. They worked fine for a single session, I believe, but they weren't good enough. So, I made my own: one for each major crew station. I was hoping the members of the great ENWorld community might take a look over my sheets, let me know what they think: the good, the bad, the constructive, the deconstructive, etc. So, if anyone has a good understanding of the SW d20 rules, would you mind looking these over for me? What rules / info do you need on your starship sheet to run them effectively that I missed? For those who don't have a good understanding of the SW d20 rules, how is the general layout of my sheets? What stylistic improvements can you suggest? The file is included as a zipped .pdf. Thanks in advance for your help, NOTES: 1) The Scanner Operator's page includes some house rules on it in the Scanning section, which are based on posts made by the SW equivalent of The Sage. I'll eventually work up a version of the sheet which does not include those house rules. 2) Yeah, I still need a new StarWars logo ... Thanks again![/QUOTE] [/QUOTE]
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