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Starwars D20 Variations/House Rules?
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<blockquote data-quote="wingsandsword" data-source="post: 2331790" data-attributes="member: 14159"><p>I would leave the classes alone. Yes</p><p></p><p>Here is the big dirty secret: Game Balance isn't everything in Star Wars. The game culture of 3.x D&D may be based on the idea that balance comes first and everything must be built on a balanced system, but in Star Wars representing the setting comes first (IMO). Jedi and force users are powerful, and they should be. D&D and Star Wars are different games, and should be approached with somewhat different philosophies.</p><p></p><p>Jedi and other force users aren't invincible, even the movies showed that: A Jedi Master will fall to a sustained hail of automatic weapons fire by seasoned troops. The game represents this well: Critical hits really suck to be on the recieving end of. You want to limit the power of Jedi in your game? Do it through the setting, any time after the beginning of the Purge to the fall of the Empire it is very dangerous and no matter how powerful the Jedi. Jedi during the Old Republic are highly accountable to their Order, during the early New Republic, Jedi can go largely unchecked but there are also a lot of Dark Jedi running around to challenge the. During the New Jedi Order there are the Yuuzhan Vong which are immune & invisible to the Force (until the very end of the war) and a lot of anti-Jedi vigilantes.</p><p></p><p>Now, if you're interested in my own house rules:</p><p>1. Force Sensitive must be taken at 1st level. It's a matter of inborn potential, not something you learn or just suddenly pick up.</p><p>2. Inspire Confidence from the OCR is used and not the RCR version.</p><p>Frightful Presence requires a 13+ Charisma and not 15+. Darth Vader has a 13 Charisma and is the textbook case of that feat.</p><p>3. Rebellion Era Jedi rules (no new 1st level Jedi, no new Jedi Consulars) goes into affect immediately after Order 66, even though "Rebellion Era" won't begin for 18 years. No Jedi Order and an active purge means Rebellion Era rules (I think a lot of the "Era" distinctions are clumsy at best).</p><p>4. A Jedi must have completed their own lightsaber, as well as faced some significant personal ordeal (facing a darksider, accomplishing something major on their own without teammates), and had at least some instruction after 1st level from a Jedi Knight or Master, to take 7th Jedi level or above and become a Knight.</p><p>5. Weapon Finesse uses the D&D 3.5 concept that it works for all finesseable weapons, not just one.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 2331790, member: 14159"] I would leave the classes alone. Yes Here is the big dirty secret: Game Balance isn't everything in Star Wars. The game culture of 3.x D&D may be based on the idea that balance comes first and everything must be built on a balanced system, but in Star Wars representing the setting comes first (IMO). Jedi and force users are powerful, and they should be. D&D and Star Wars are different games, and should be approached with somewhat different philosophies. Jedi and other force users aren't invincible, even the movies showed that: A Jedi Master will fall to a sustained hail of automatic weapons fire by seasoned troops. The game represents this well: Critical hits really suck to be on the recieving end of. You want to limit the power of Jedi in your game? Do it through the setting, any time after the beginning of the Purge to the fall of the Empire it is very dangerous and no matter how powerful the Jedi. Jedi during the Old Republic are highly accountable to their Order, during the early New Republic, Jedi can go largely unchecked but there are also a lot of Dark Jedi running around to challenge the. During the New Jedi Order there are the Yuuzhan Vong which are immune & invisible to the Force (until the very end of the war) and a lot of anti-Jedi vigilantes. Now, if you're interested in my own house rules: 1. Force Sensitive must be taken at 1st level. It's a matter of inborn potential, not something you learn or just suddenly pick up. 2. Inspire Confidence from the OCR is used and not the RCR version. Frightful Presence requires a 13+ Charisma and not 15+. Darth Vader has a 13 Charisma and is the textbook case of that feat. 3. Rebellion Era Jedi rules (no new 1st level Jedi, no new Jedi Consulars) goes into affect immediately after Order 66, even though "Rebellion Era" won't begin for 18 years. No Jedi Order and an active purge means Rebellion Era rules (I think a lot of the "Era" distinctions are clumsy at best). 4. A Jedi must have completed their own lightsaber, as well as faced some significant personal ordeal (facing a darksider, accomplishing something major on their own without teammates), and had at least some instruction after 1st level from a Jedi Knight or Master, to take 7th Jedi level or above and become a Knight. 5. Weapon Finesse uses the D&D 3.5 concept that it works for all finesseable weapons, not just one. [/QUOTE]
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