My Star Wars Conversion

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#21 Postby cbadgr » Sat Aug 18, 2012 8:11 pm

one of the people in my FTF game is talking about a possible Star Wars hybrid game where he's going to use the force along with elements from some other movie away from the Star Wars known universe.

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#22 Postby Trotter » Sat Aug 18, 2012 8:20 pm

Sounds fun, but I don't know what FTF is. Please do go on!

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#23 Postby Takeda » Sat Aug 18, 2012 9:15 pm

FTF I'm guessing is Face-to-Face. Just a guess. The acronym I'm familiar with is TT or Table-Top. I've seen FTF as F2F as well.
Dean: "Ya' know she could be faking."
Sam: "Yeah, what do you wanna do, poke her with a stick?"
[Dean nods]
Sam: "Dude, you're not gonna poke her with a stick?"
Supernatural Quotes

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#24 Postby Trotter » Sat Aug 18, 2012 9:27 pm

Ah, thanks. I tend to resist the texting style of writing and it hampers my communication skills.

I do want to hear about the Force out of Star Wars and in another setting. It's an intriguing idea, but I wonder how it wouldn't just feel like Star Wars in another time or place.

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#25 Postby Haroth » Mon Aug 20, 2012 4:52 pm

Couple of comments, criticisms, and concerns:

First off, what does the 'Stun' weapon feature do? I assume it demonstrates the possibility to inflict non-lethal damage on the target without penalties to the attack roll.

I disagree with a lot of the statistics of the weapons; it's my biggest issue with any SW Savage conversion that I've come across. I'd definitely include the need for ammo, as it helps to balance weapons. For instance, I could never see allowing my players to use the Heavy Blaster without it being something of a quest reward, and even then I would reduce the maximum ammo to at least half of what the other two blasters could hold. I'd also recommend throwing in a gatling pistol; an non-auto, 2 ROF, 2d6(+1) damage pistol. I have similar concerns about the rest of the ranged weapons and would take a look at implementing ammo and balancing your weapon properties.

I don't understand why your laser-based melee weapons have STR+2dx damage. Adding that on top of stun-capability and a substantial AP boost. If this is to make laser weapons extremely lethal, I could understand, but you'd need to implement the same changes to the ranged weapons as the long-ranged ones. Another concern is non-Jedi balance. Seeing as most Jedi are going to be the only ones using these lightsabers, it creates a pretty extreme unbalance. I'm also not on board with the +2 bonus to almost all melee weapon damage. I'd definitely recommend looking at just having lightsabers keep their large AP while still following the rules of standard melee weapons. I'd cap the AP at 6, though, and leave that only for the most "powerful" of lightsaber types.

I don't use armor too much in my games, but I'm inclined to change the spread a bit. There should be light-weight, non-armor opportunities that add +1 and +2 to armor. Anything that gives more than +4 armor should incur a penalty to agility and pace, imo. Variety is a good thing here. The power-based gear is somewhat neat, but I think the medpack should just offer +2 to healing rolls and the others should be heavy, strictly one-use items.

Force traditions could make for neat professional edges. I'm not hugely interested in the idea of dark force points (I never used them in Saga), but I'd definitely expand that idea or make them for use by NPC's only. Use the Force should just be a regular Arcane Background skill for the use of magic. Anything past that should require an edge with potentially steep requirements.

That's about all I've got for now. I don't use vehicles nearly often enough to start making detailed comments on those.

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#26 Postby Bloodwork » Wed Aug 22, 2012 1:21 am

I think Pummel is a perfect fit for Force Push. As for blocking blaster fire, I used Dodge as a base, subtracting 2 instead of 1 and adding limitations of lightsaber only, against blasters only and it doesn't apply to area effect attacks. For returning fire, I just re-wrote Counter-attack.

Also, for lightsabers I added the flaw from the Chainsaw rules: Unless the user has had special training with lightsabers, a natural 1 on the Fighting die (regardless of the Wild Die) hits the user instead.

For the double ended one, I used the rules from Staff: Parry +1, 2 hands. I took out Reach because you can't really hold the end of the saber. Although you could add it for Darth Nihl's saber.

I'm not sure what these stats mean: Double-Bladed Lightsaber- Dmg Str+2d8/Str+2d8; AP 8 Does this mean that it's like fighting with two weapons? In that case it is mechanically identical to fighting with two lightsabers.
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#27 Postby samuraicrab » Wed Aug 22, 2012 1:41 pm

You must convert the old school JAWA tossing sport. All star Wars games worth their salt has rules for that.

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