Anyone still playing Star Wars d20 Revised?


3.5/d20/OGL


Is anyone still playing Star Wars with the d20 Revised Core Rules? I have never ran or played in a full campaign other than a gestalt game that ran for about a year. I've been working on building the Iconic characters, and have started with the human Force adept, Valara Saar as she is the only one with her own Star Wars pre-painted miniature. I will most likely also create the Zabrak tech specialist, wookiee scout, and human soldier to run through a solo game of either the first book of Iron Gods (modified to fit in Star Wars) or four of the old adventures posted on the Wizards of the Coast site years ago. I have Pathfinderized the game, using the Pathfinder skill and feat progression and how both work in that game (except for skills and feats that only exist in Star Wars).


Haven't touched the game since 2011, and even then it was heavily house ruled. It really wasn't that great. Despite some very basic things I hate about SW Saga, SWS really was the better of the two.


Bjørn Røyrvik wrote:
Haven't touched the game since 2011, and even then it was heavily house ruled. It really wasn't that great. Despite some very basic things I hate about SW Saga, SWS really was the better of the two.

Even though I haven't played or run a Saga Edition campaign, I was allowed to play a Saga Edition Jedi in a Pathfinder game for a few sessions (until the TPK). I agree with you that it is better than Revised Core. However, none of my gamer crews own Saga, but alot of them have Revised, so that would be the one we would play.


Then I suggest a couple of house rules based on my admittedly limited experience.

- condense the number of Force skills and feats. You end up sucking at everything else if you want to be even decently OK at even a few Force powers. Either this or give them a few extra skill points to use on Force abilities. I know you can use many untrained but IME it wasn't that useful.

- reduce cost or remove use of Vitality for Force abilities. Force users end up either not using much by the way of Force powers because they don't want to fall unconscious, or they fall unconscious

- ignore Wounds/Vitality in favor of plain hit points. I liked the Wp/Vp system on its own but it was not good for SW. Too often we saw characters go down early in combat due to a (un)lucky roll. It's not cinematic to have you face off against a powerful opponent who dies to a lucky crit on the first attack, nor is it particularly fun to be a PC that happens to.
Alternatively, you can do something a la Starfinder and give them full VP and have WP work as HP. You should then probably house rule some common uses for VP so it is meaningfully different from WP.


Bjørn Røyrvik wrote:

Then I suggest a couple of house rules based on my admittedly limited experience.

- condense the number of Force skills and feats. You end up sucking at everything else if you want to be even decently OK at even a few Force powers. Either this or give them a few extra skill points to use on Force abilities. I know you can use many untrained but IME it wasn't that useful.

- reduce cost or remove use of Vitality for Force abilities. Force users end up either not using much by the way of Force powers because they don't want to fall unconscious, or they fall unconscious

- ignore Wounds/Vitality in favor of plain hit points. I liked the Wp/Vp system on its own but it was not good for SW. Too often we saw characters go down early in combat due to a (un)lucky roll. It's not cinematic to have you face off against a powerful opponent who dies to a lucky crit on the first attack, nor is it particularly fun to be a PC that happens to.
Alternatively, you can do something a la Starfinder and give them full VP and have WP work as HP. You should then probably house rule some common uses for VP so it is meaningfully different from WP.

Thanks for those suggestions.

Characters don't fall unconscious through loss of Vitality. Once vitality is gone, then any damage goes to Wounds. If I remember correctly, VP comes back at a rate of level+CON modifier per hour.


Yes, but you take damage anyway, and using Force means you have less of a buffer between you and unconsciousness. I know the power of Force abilities is supposed to make this a balanced trade off but my experience was that you were better off using at most one or two powers in an encounter and just keeping your Vitality for keeping you on your feet.

If this is the sort of balance you like, you're golden.
I wanted something along the lines of JK:JA and KOTOR where someone who wants to focus on using the Force in combat can do so without being unduly weakened in comparison with weapon users, so I house ruled the s%!$ out of the Force system.


Has anyone run any of the old Star Wars adventures that were released through wizards.com way back? I have printed several, and may string them together as a mini campaign. I also have the module Tempest Feud which I would like to run as well.


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Some of the old free adventures on wizards.com were for the 1st edition of d20 Star Wars. Are they mostly compatible with Revised? I have the 8th-9th level Tempest Feud that was for 1st edition, too.


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Sorry for the late reply.
Yes, SWd20 is mostly compatible with Revised. You may need to update a few stat blocks since a few classes got more toys (especially the Jedi classes), but the basics, including DCs are the same, IIRC.


RedRobe wrote:
Some of the old free adventures on wizards.com were for the 1st edition of d20 Star Wars. Are they mostly compatible with Revised? I have the 8th-9th level Tempest Feud that was for 1st edition, too.

I have copies of all the old Living Force mods. DM me and I'll see if I can share them somehow.

I am just starting a d20 Revised Campaign. Here's the house rules I used:

1) There are no such things as 'Class Skills' only trained.
You can put a number of skill points equal to your level in any skill you want if you have the prerequisite for it (Force skills have feat pre-req's) and you get a +3 misc modifier to that skill. So, you DO NOT get the x4 skill points at first level. Prestige classes and Feat pre-req's have the Skill cost reduced by 3 and you must be trained in that skill to take them.

2) I combined certain skills:
Balance and Tumble= Acrobatics
Climb, jump, swim = Athletics
Hide and Move Silently = Stealth
Search and Gather Information = Investigation
Listen and Spot = Perception

3) When a Force User gains a Force Feat that is a pre-req for a Froce Skill, they receive training in any skill that has that Force Feat listed as a Pre-Req. So, using my skills rule, this means a free point and +3 misc mod in each skill that has that one feat listed as a pre-req. If a skill has multiple feats, you don't get the free training until you get the last pre-req feat.

I have used these house rules for SW Revised since Saga Ed. came out way back when. I love SW and I played in the LF Campaign as the Jawa named Tweak. (If you played, you've probably heard of her. ;) )


High King Mirax wrote:
RedRobe wrote:
Some of the old free adventures on wizards.com were for the 1st edition of d20 Star Wars. Are they mostly compatible with Revised? I have the 8th-9th level Tempest Feud that was for 1st edition, too.

I have copies of all the old Living Force mods. DM me and I'll see if I can share them somehow.

I am just starting a d20 Revised Campaign. Here's the house rules I used:

1) There are no such things as 'Class Skills' only trained.
You can put a number of skill points equal to your level in any skill you want if you have the prerequisite for it (Force skills have feat pre-req's) and you get a +3 misc modifier to that skill. So, you DO NOT get the x4 skill points at first level. Prestige classes and Feat pre-req's have the Skill cost reduced by 3 and you must be trained in that skill to take them.

2) I combined certain skills:
Balance and Tumble= Acrobatics
Climb, jump, swim = Athletics
Hide and Move Silently = Stealth
Search and Gather Information = Investigation
Listen and Spot = Perception

3) When a Force User gains a Force Feat that is a pre-req for a Froce Skill, they receive training in any skill that has that Force Feat listed as a Pre-Req. So, using my skills rule, this means a free point and +3 misc mod in each skill that has that one feat listed as a pre-req. If a skill has multiple feats, you don't get the free training until you get the last pre-req feat.

I have used these house rules for SW Revised since Saga Ed. came out way back when. I love SW and I played in the LF Campaign as the Jawa named Tweak. (If you played, you've probably heard of her. ;) )

Your method seems to be the same I use for Pathfinderizing the skills and feats. I also failed to mention above that I will also reduce the prerequisite skill ranks by 3 as you are doing.

What do you think about the class features? In the past when I played, I thought they seemed a bit lackluster, but that may be because we weren't presented with opportunities to use them properly as we have mostly played D&D fantasy style games.


I'm working on fleshing out the 1st level adventure Rendezvous at Ord Mantell. I've used the Settlement Toolbox from the Starfinder Galaxy Exploration Manual to build the town of Great Rock, beyond the cantina where the adventure begins. It was fun coming up with Star Wars names for the businesses in the town.

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