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Star Wars Saga to D20 Conversion (80% complete)

Started by Moniker, August 22, 2007, 04:16:10 PM

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Moniker

I've made a conversion of the SW Saga ruleset. Thus far, I've transferred the Fighter, Noble, Rogue and Ranger.

http://deismaar.pbwiki.com/Fourth-Edition


NOTES
-Force points have become Determination points.

-Double attack and Triple attack are no longer feats, so much as functions of all classes (thus the Attack Matrix table)

-Skills
Acrobatics
Climb
Craft
Decipher Script
Deception
Disable Device
Endurance
Gather Info.
Initiative
Jump
Knowledge
Perception
Peruasion
Profession
Read and Write Language
Ride
Speak Language
Stealth
Survival
Swim
Spellcraft
Treat Injury   

The Rogue Talent tree seems lacking (since we really cannot incorporate the Slicer or Spacer talent trees). At this point, I am just waiting to see what happens with 4th edition. For now, I think we're going to start playing around with these in my campaign.

I almost combined Jump, Swim and Climb into Athletics, but didn't want to overly-consolidate Skills.

Have any of you had experience with the Saga system over a period of levels? What do you feel are its strengths and weaknesses?                                                                        
                                                
                                                
The World of Deismaar
a 4e campaign setting

Xeviat

I dislike the consolidation of diplomacy and intimidate into persuasion; the two skills are very, very different. I know a great deal of very persuasive people that aren't intimidating at all, and I know intimidating people that aren't very persuasive. Having the two be separate skills, with very similar uses, is perfectly fine by me; it's necessary I think.

Rogue talents shouldn't be difficult to do. They should have fortune (cause it's cool), misfortune (cause rogues get sneak attack), awareness (cause rogues get uncanny dodge), and camouflage (cause rogues are sneaky). Yeah, the scout's not going to have too much of its own, but I don't think the Star Wars scout fits into D&D; the rogue and barbarian and ranger cover the bases well enough.

I don't think double and triple attack should be basic. One feat of TWFing gives you an attack at -5; you shouldn't be able to get that without a feat. An extra attack goes a real long way now.

Also, I think the level to damage thing should be 1/2 BAB to damage; this way it scales based on your combat ability.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Moniker

I took your advice on Rogue talents and added Awareness and Camouflage.

Double and Triple attacks back into feats. I also like the idea of the 1/2 BAB to damage rule. Excellent recommendation!

At least with these rules in place, it will be a way for my players to grow comfortable with the barest of abilities and game math that will accompany 4th edition.

Cheers~
The World of Deismaar
a 4e campaign setting

Moniker

A few other considerations for balance -

Defense bonus: Saga system states your level equates to your bonus to Fortitude, Reflex and Will. I've decided to make these gel with the BAB. Meaning, your Level bonus to Fortitude, Reflex and Will is equal to your BAB.

Damage adjustment: Saga states that your adjustment to damage is 1/2 your level, rounded down. I've adjusted this to as 1/2 your BAB, rounded down.

Justification: it doesn't make a lick of sense for a Noble to have the same basic defense adjustments or damage adjustments as a Fighter. Everything should revolve off of the BAB, instead of level for combat efficiency.

Revised and updated with complete Feat listings - http://deismaar.pbwiki.com/Fourth-Edition
The World of Deismaar
a 4e campaign setting

Xeviat

Quote from: MonikerDefense bonus: Saga system states your level equates to your bonus to Fortitude, Reflex and Will. I've decided to make these gel with the BAB. Meaning, your Level bonus to Fortitude, Reflex and Will is equal to your BAB.

No, no, and no. Give them 0-6, 1-9, or 2-12 progressions based on the current save progressions, based on their high, medium, and low saves (if you follow Saga builds). Nobles should have high defenses in something; giving them all low defenses will further make them worth less than warriors.
Endless Horizons: Action and adventure set in a grand world ripe for exploration.

Proud recipient of the Silver Tortoise Award for extra Krunchyness.

Moniker

Alright, updates!
(books neccessary - PHB 3.5, SW Saga)

Level Growth http://deismaar.pbwiki.com/Experience+and+Level+Dependant+Bonuses

Classes http://deismaar.pbwiki.com/Fourth+Edition
(fighter ranger, warlord and rogue)

Skills http://deismaar.pbwiki.com/Fourth+Edition+Skills
(skills that apply to 3.5, with combined Saga skills)

Feats http://deismaar.pbwiki.com/Fourth+Edition+Feats
(feats included, eliminating redundant feats and including new math)

Talents http://deismaar.pbwiki.com/Saga-Talents
(arranged on "spellcards")

Determination Points http://deismaar.pbwiki.com/Determination+Points
(force points)

Armor http://deismaar.pbwiki.com/Armor+Conversion
(armor as DR/shields as reflex bonus)

Armor Materials http://deismaar.pbwiki.com/Weapons+and+Armor+Material
(material types attributed to arms and armor)

Attack Matrix http://deismaar.pbwiki.com/Attack+Matrix
(for double/triple attack feats and determination points)

Rules Changes:
Determination points are going to be used as Force points
1/2 BAB = damage adjustment
No class limits for taking Feats or Skills

Any and all critical feedback welcomed!

The World of Deismaar
a 4e campaign setting