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Using Force Sensitive and Force Feats in a DnD campaign?

dreaded_beast

First Post
Has anyone tried this?

Do you think it would unbalance a normal (whatever normal is for your group) DnD campaign by allowing the use of the "Force"? This is assuming the necessary "tweaks" are done to make it more compatible with DnD.
 

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The big problem with doing this is that in SW the force skills use up "hit points" (vitality) which are recovered on an hourly basis; in standard D&D your hit points are not recovered until the new day... tricky, eh?

I think that the best thing to do if you wanted to go this route is either

(a) use the wound and vitality rules instead of hp rules (see them on the WotC website)

(b) allow hps to be recovered every hour of rest instead of every day.

Cheers
 


dreaded_beast said:
Has anyone tried this?

Do you think it would unbalance a normal (whatever normal is for your group) DnD campaign by allowing the use of the "Force"? This is assuming the necessary "tweaks" are done to make it more compatible with DnD.

If you never call it the Force, I heard it makes a good religion.
 


Plane Sailing said:
The big problem with doing this is that in SW the force skills use up "hit points" (vitality) which are recovered on an hourly basis; in standard D&D your hit points are not recovered until the new day... tricky, eh?

I think that the best thing to do if you wanted to go this route is either

(a) use the wound and vitality rules instead of hp rules (see them on the WotC website)

(b) allow hps to be recovered every hour of rest instead of every day.

Cheers
Too True. Having played a Jedi in a weird campaign using normal hp, you tend to rarely use the force at all, because you only have one wellspring to draw from, and even pumping up for battle takes out half your hp, without the wound to back you up.

Use V/WP if you go with it.
 

Remathilis said:
Too True. Having played a Jedi in a weird campaign using normal hp, you tend to rarely use the force at all, because you only have one wellspring to draw from, and even pumping up for battle takes out half your hp, without the wound to back you up.

Use V/WP if you go with it.

It seems like you're going to need to apply a feral or half-troll template. They both have fast healing. There may be others, but really this isn't a fix, 'specially if you start at first level.
 

Plane Sailing said:
The big problem with doing this is that in SW the force skills use up "hit points" (vitality) which are recovered on an hourly basis; in standard D&D your hit points are not recovered until the new day... tricky, eh?

What about allowing them to do non-lethal damage to the user instead? Those lost "hit points" will be recovered on an hourly basis. Seems like an elegant solution (and the fact that it just occurred to me doesn't have anything to do with that ;)).
 

shilsen said:
What about allowing them to do non-lethal damage to the user instead? Those lost "hit points" will be recovered on an hourly basis. Seems like an elegant solution (and the fact that it just occurred to me doesn't have anything to do with that ;)).

That was our solution, and it worked pretty well. Well, for the one semi-regular player and all the NPCs who were Force-users. But the DM kept grousing that the elves, who were the primary Force-users, weren't even that good at it, what with the -2 Con penalty (thus limiting their potential pool of power).

Brad
 

I love Star Wars d20, and DM'ed a game for well over 6 months, but I always HATED the fact that using Jedi powers caused you vitality damage.

There just has to be an alternative.

But I do think it would be interesting to bring the Jedi and Force concepts in a regular D&D game (I personally toyed with those back in 1st Ed and 2nd Ed).
 

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