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Roleplaying Game | |
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Designer(s) | Bill Slavicsek, Andy Collins,[1]JD Wiker |
Publisher(s) | Wizards of the Coast |
Publication date | 2000 2002 (Revised edition) 2007 (Saga Edition) |
Genre(s) | Science fiction (Space opera) |
System(s) | d20 System |
The Star Wars Roleplaying Game is a d20 Systemroleplaying game set in the Star Wars universe. The game was written by Bill Slavicsek, Andy Collins and J. D. Wiker and published by Wizards of the Coast in late 2000 and revised in 2002. In 2007, Wizards released the Saga Edition of the game, which made major changes in an effort to streamline the rules system.
The game covers three major eras coinciding with major events in the Star Wars universe, namely the Rise of the Empire, the Galactic Civil War, and the time of the New Jedi Order.
- In addition to the whole flip-a-destiny-point-for-convenint-plot-point, in my games I only let players use them (and only use them myself) to upgrade dice rolls if you can explain what story based occurrence has made that roll easier/harder than it would normally be.
- The Star Wars Roleplaying Game is a d20 System roleplaying game set in the Star Wars universe. The game was written by Bill Slavicsek, Andy Collins and J. Wiker and published by Wizards of the Coast in late 2000 and revised in 2002. In 2007, Wizards released the Saga Edition of the game, which made major changes in an effort to streamline the rules system.
This is a community for friendly discussion about Fantasy Flight Games' Star Wars RPG. This system began with the release of the beta Edge of the Empire rulebook in 2012, and it's since blossomed into full fantasticness with three core rulebooks, four beginner's boxes, and over a. Your entry point to a game of Star Wars: Destiny is a starter set. These starter sets include a fixed set of cards with corresponding dice, plus tokens and a rulesheet, giving you everything you need for one player to start playing the game. Star Wars: Edge of the Empire, Age of Rebellion, and Force and Destiny are three different titles of a great RPG system. Its unique dice system and associated mechanics make for a lot of player agency and investment, and the system is perfect for exciting and unpredictable action in the vein of classic Star Wars.
An earlier but unrelated Star Wars role-playing game was published by West End Games between 1987 and 1999. Bill Slavicsek was one of the designers of that former game as well.
This game from Wizards of the Coast is currently out of print. The current official Star Wars role-playing game is the game of same title published by Fantasy Flight Games.
Original and revised editions[edit]
The original Star Wars: The Roleplaying Game was originally published by West End Games as a d6 product, enjoying many years of play before WEG went bankrupt.
The d20 rebooted Star Wars Roleplaying Game originally came out around the time of the release of Star Wars Episode I: The Phantom Menace. It included statistics for many of the major characters of that movie. The later Revised game included material from Star Wars: Episode II – Attack of the Clones and changed various feats and classes.
The Star Wars Roleplaying Game uses a Vitality/Wound point system instead of standard hit points, dividing damage into superficial harm (Vitality) and serious injury (Wounds). A character gains Vitality points just like hit points in other d20 games, and rolls for them each level and adds their Constitution bonus. A character's Wound points are equal to their Constitution score.
Most game mechanics are familiar to players of Dungeons & Dragons and other d20-based games. Characters have six Ability Scores (i.e., the standard Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma), a class and level, feats, and skills. Most actions are resolved by rolling a twenty-sided die and adding a modifier; if the result equals or exceeds the difficulty, the check succeeds.
Species and classes[edit]
As with most d20 System games, Star Wars offers playable races (called species) and classes to the Player Characters (PCs).
The species of Star Wars d20 that are included with the Revised Core Rulebook are: Humans, Bothans, Cereans, Duros, Ewoks, Gungans, Ithorians, Kel Dor, Mon Calamari, Quarren, Rodians, Sullustans, Trandoshans, Twi'leks, Wookiees, and Zabrak and the unusual option for d20 games, Droid (this is unusual because it allows you to create your own race to an extent, and also you are ruled - technically mastered - by another player).
The character classes are Fringer, Noble, Scoundrel, Soldier, Force Adept, Jedi Guardian, Jedi Consular, Scout, and Tech Specialist (added with the Revised Edition). Prestige classes allow advanced characters who wish to specialize in certain suites of abilities to join a class devoted to them. For example, Jedi with special talents at helping others can choose to specialize as a Jedi Healer, while a blaster-wielding mercenary might earn a reputation as a Bounty Hunter. The core rulebook includes the Jedi Master, Jedi Ace, Crime lord, Elite Trooper, Starship Ace, Officer, Darkside Marauder, and Darkside Devotee. Supplements to the core rulebook introduce many more prestige classes.
Saga edition changed things around and made Force Adept a prestige class.
Original and revised editions releases[edit]
The following books are available for the original edition.
Title | Date | Pages | ISBN |
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Star Wars: Roleplaying Game Core Rulebook | November 2000 | 288 | ISBN978-0-7869-1793-8 |
Character Record Sheets | November 2000 | 32 | ISBN978-0-7869-1795-2 |
Invasion of Theed | November 2000 | 96 | ISBN978-0-7869-1792-1 |
Secrets of Naboo | December 2000 | 96 | ISBN978-0-7869-1794-5 |
Gamemaster Screen | February 2001 | 8 | ISBN978-0-7869-1833-1 |
Living Force Campaign Guide | March 2001 | 64 | ISBN978-0-7869-1963-5 |
Rebellion Era Sourcebook | May 2001 | 160 | ISBN978-0-7869-1837-9 |
Secrets of Tatooine | May 2001 | 96 | ISBN978-0-7869-1839-3 |
The Dark Side Sourcebook | August 2001 | 160 | ISBN978-0-7869-1849-2 |
Alien Anthology | October 2001 | 128 | ISBN978-0-7869-2663-3 |
Starships of the Galaxy | December 2001 | 96 | ISBN978-0-7869-1859-1 |
The New Jedi Order Sourcebook | February 2002 | 160 | ISBN978-0-7869-2777-7 |
Tempest Feud | March 2002 | 128 | ISBN978-0-7869-2778-4 |
The following books are available for the revised edition.
Title | Date | Pages | ISBN |
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Star Wars: Roleplaying Game Revised Core Rulebook | May 2002 | 384 | ISBN978-0-7869-2876-7 |
Power of the Jedi Sourcebook | August 2002 | 160 | ISBN978-0-7869-2781-4 |
Arms and Equipment Guide | October 2002 | 96 | ISBN978-0-7869-2782-1 |
Coruscant and the Core Worlds | January 2003 | 160 | ISBN978-0-7869-2879-8 |
Ultimate Alien Anthology | April 2003 | 224 | ISBN978-0-7869-2888-0 |
Hero's Guide | June 2003 | 160 | ISBN978-0-7869-2883-5 |
Galactic Campaign Guide | August 2003 | 160 | ISBN978-0-7869-2892-7 |
Geonosis and the Outer Rim Worlds | March 2004 | 160 | ISBN978-0-7869-3133-0 |
Ultimate Adversaries | July 2004 | 160 | ISBN978-0-7869-3054-8 |
Saga Edition[edit]
Star Wars: Roleplaying Game - Saga Edition Core Rulebook | |
Designer(s) | Christopher Perkins, Owen K.C. Stephens, Rodney Thompson |
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Publisher(s) | Wizards of the Coast |
Publication date | June 5, 2007 |
Genre(s) | Science fiction (Space opera) |
System(s) | d20 System |
On June 5, 2007, Wizards released Star Wars: Roleplaying Game - Saga Edition Core Rulebook. The game was streamlined to be easier to play and a greater emphasis was placed on miniatures. Some of the major changes include:
- Standard hit points have replaced the former Wounds/Vitality system. Each character begins first level with three times their maximum hit die in hit points based on their class which is modified by the character's Constitution bonus. Jedi and Soldiers for instance, have a hit die of d10, and begin 1st level with 30 hit points + Con bonus. Characters then roll a hit die for additional hit points as they progress in level. Characters also have a Condition Track which measures how much they are currently impaired. If Damage from a single attack exceeds the damage threshold, the PC is moved down the condition track. Each level of the track enforces progressively worse penalties until the PC is knocked out. Further damage can kill the character.
- The number of character classes have been reduced to five — Jedi, Noble, Scoundrel, Scout and Soldier. Each class progresses along 'character trees' similar to the d20 Modern system where characters are built with talents and feats. Jedi for instance, can follow talent paths such as Jedi Guardian, Jedi Consular, plus the new Jedi Sentinel and Lightsaber Combat talent trees. This allows for greater customization and more variety amongst characters of the same class. Prestige Classes are still available, but they each also have one or more talent trees.
- Saving Throws have been changed to a series of 'Defenses'. Virtually all attacks and offensive powers now require a roll against one of three defenses — Reflex Defense, Fortitude Defense, or Will Defense. These Defenses are analogous to both Saving Throws and Armor Class (or Defense as in the previous system) in other d20 games.
- Skill points have been eliminated. Characters have a number of 'trained' skills they can pick based on their class and Intelligence bonus. When a character makes a skill check, they roll a d20 and add half their character level + any other bonuses. If they roll for a trained skill they get a +5 bonus to the die roll, and certain applications of some skills cannot be attempted unless trained in the skill. Skills themselves have been simplified and integrated, with such skills as Deception covering the former skills of Bluff, Disguise, and Forgery. The Mechanics skill now encompasses Repair, Disable Device, and Demolitions (as well as crafting devices in the expansion books). Likewise, the new Perception skill combines the Spot, Search, Sense Motive, and Listen skills.
- Force sensitive characters now have a single 'Use the Force' skill, which allows them to do a number of things such as moving small objects and searching their feelings. Force Powers are special abilities such as Force Choke or Move Object that form a 'suite' of powers, similar to a hand of cards, which are used up, and recharge between encounters; all Force Powers involve a 'Use the Force' skill check, and a greater margin of success on the check will produce a stronger effect. Force users can also select Talents related to the Force, and prestige classes grant Force Techniques and Force Secrets which further improve their ability to use the Force.
- The game includes an optional Destiny system. Characters receive 'Destiny Points' which are more powerful than Force Points. They allow such things as scoring an automatic critical hit without rolling, gaining 3 Force Points, or automatically succeeding at a virtually impossible task. Destiny Points are used to help characters with a predetermined fate (usually determined during character creation) eventually fulfill their specific overarching goal.
- The character class Attack Bonus progressions no longer allow for multiple attacks during a full-round action. Instead, a character wielding a single weapon must pick the new 'Double Attack' feat (for one extra attack) and 'Triple Attack' feat (for two extra attacks), but both incurring significant attack roll penalties uniformly to all attacks that turn. Multiple attacks are, in general, less common, streamlining and speeding up combat turns.
- Rules and stats for NPCs have been refined. There is only one non-heroic class for NPC characters. They do not get heroic Defense bonuses, their Hit Points are limited to 1d4 + Con bonus per level (and they do not receive triple maximum starting hit points at first level), they receive less ability score increases for every four levels they have, and they get only the feats granted by gaining levels; non-heroic characters do not gain Talents. Non-sentient creatures in the game use the 'Beast' class and gain 1d8 + Con hit points per level.
- Many minor bonuses have been eliminated. Alien races and classes now rarely grant bonuses to skill checks; instead they often allow a reroll of the check under particular circumstances.
Saga Releases[edit]
The following books were released:
Title | Date | Pages | ISBN |
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Star Wars: Roleplaying Game - Saga Edition Core Rulebook | June 2007 | 288 | ISBN978-0-7869-4356-2 |
Starships of the Galaxy (Saga Edition) | December 2007 | 160 | ISBN978-0-7869-4823-9 |
Galaxy Tiles | Jan 2008 | ISBN978-0-7869-4744-7 | |
Threats of the Galaxy | May 2008 | 160 | ISBN978-0-7869-4781-2 |
Star Wars Gamemaster Screen | June 2008 | ISBN978-0-7869-4936-6 | |
Knights of the Old Republic Campaign Guide | August 2008 | 224 | ISBN978-0-7869-4923-6 |
The Force Unleashed Campaign Guide | September 2008 | 224 | ISBN978-0-7869-4743-0 |
Scum and Villainy | November 2008 | 244 | ISBN978-0-7869-5035-5 |
The Clone Wars Campaign Guide | January 2009 | 224 | ISBN978-0-7869-4999-1 |
Legacy Era Campaign Guide | March 2009 | 224 | ISBN978-0-7869-5051-5 |
Jedi Academy Training Manual | May 2009 | 160 | ISBN978-0-7869-5183-3 |
Rebellion Era Campaign Guide | July 2009 | 224 | ISBN978-0-7869-4983-0 |
Galaxy at War | September 2009 | 224 | ISBN978-0-7869-5221-2 |
Scavenger's Guide to Droids | November 2009 | 160 | ISBN978-0-7869-5230-4 |
Galaxy of Intrigue | January 2010 | 224 | ISBN978-0-7869-5400-1 |
The Unknown Regions | April 2010 | 224 | ISBN978-0-7869-5399-8 |
The Core Rulebook exists as an original and as a revised printing.
On January 28, 2010, Wizards of the Coast announced on their website that they would not be renewing their license to produce Star Wars products for their roleplaying and miniature gaming lines. Their license ended in May 2010.
Reception[edit]
Star Wars Roleplaying Game Saga Edition won the Gold ENnie Awards for Best Game, Best d20/OGL Product, and Best Rules, and the Silver award for Product of the Year.[2]
References[edit]
- ^Kenson, Stephen (June 2000). 'ProFiles: Andy Collins'. Dragon. Renton, Washington: Wizards of the Coast (#272): 18–19.
- ^2008 ENnie Awards
External links[edit]
In the main, the contents of this page are drawn from the thread, SWSE - Any advice for running the game? Any additional sources will be cited in the text.
- 1Creating Characters
- 2Classes
- 4The Force
- 7Combat
Creating Characters
Probably the first thing any Internet-enabled GM or player should do is download the SagaSheet Excel document.
Destiny
Do not leave Destiny until the end of chargen. Make sure it's one of the first things you discuss in the middle of all the stuff like where and when the game is set and who the characters are. Destinies are, I think, a lot like Keys in The Shadow of Yesterday; a great way for your players to tell you they reckon will be fun about their characters and their corner of the Star Wars galaxy.
This may be my personal taste here, but I'm tempted to go as far as saying that you should never let a player just hand their character's Destiny over to you. Let them know that you're willing to let them defer picking a Destiny until they find something during play that they want to base a Destiny around, but try and avoid them just handing the biggest opportunity they have to tell you what's cool about both their character and the game world over with a shrug. - IMAGinES
Classes
While they don't always look it, Nobles and Crime Lords are the most powerful characters in the game. Because of the way Saga is set up, anything that grants additional standard actions, especially immediate standard actions, is a godsend. A Crime Lord and a Sith, working in concert can act like an Infinite Force Lightning Generator. This is awesome. - OldKentuckyShark
Bahama'at's Rule of Thumb for NPC Nonheroic Levels
The ratio is relative to the relationship to the PCs (so in a game where Vader isn't the primary focus, for example, Vader may be downgraded from his stats in the book to 'mere' lieutenant as below). This also works if by pure serendipity a character not initially planned to be a major antagonist manages to capture the imagination of the group (that one Stormtrooper manages to keep surviving combat with the PCs, that Commerce Guild minion you ridiculed) - as they become more important to the game/characters, you change the ratio and they accumulate narrative immunity that keeps pace with the PCs.
Your total minion - 100% nonheroic levels
Your slightly above average minion (the Stormtrooper officer, the elite goon) - 75% nonheroic, 25% heroic (usually 1-2 levels, enough for a talent or two and some better hit points).
Your 'challenge' encounter (my example for this in my game are Stormtroopers from the 501st) - 50-60% nonheroic, the rest heroic. Gives them some teeth, but they are still hampered. This character is usually 2 or more levels below the PCs average level (obviously at the very low levels this isn't possible).
The villain's lieutenant/right hand/subcommander (in essence, the Vader to your Emperor) - 75-90% heroic. They should be almost equal to a full character, with just enough softness so the PCs don't use up too many Force Points/Destiny Points dealing with them. This sort of character is also within 1-2 levels of the PCs in either direction (your crime lord's lieutenant may be a level below them, your Darth Maul may be a level above them).
Ultimate villain (your Darth Sidious/Malak/Cadeus or whatever) - 95-100% heroic. I put 95% because sometimes a level or two of nonheroic can be useful (they do get a wide variety of feats at that first level) or it takes the hard edge off the villain. This sort of villain I usually put several (3+) levels above the PCs - this is the showdown that is resolved by previous actions taken in the story, or in a face to face confrontation it is supposed to be the fight where Destiny/Force points flow like water.
PC Competence
PCs are quite competent. At third level, feel free to throw dozens of 1st level peons at them and they are likely to win in exciting fashion. No one in our party has even come close to death yet (statistically) although the Jedi was in definite peril from the 3rd level Dark Jedi and the Scout got incapacitated by a wookie in session two (who knocked the Scout silly with his bare hands). Also, Force Points can pull a character's bacon out of the fire. As long as a PC has at least one remaining, he is unlikely to actually DIE on the spot from the stray critical hit or mishap. - PaladinCA
The Force
The Force is strong in this one. My concerns in the game are that my two Force users will outstrip my non-Force user. So far, it hasn't happened, but the Jedi kicked some serious butt last session until he ran into the Sith apprentice. Thats when the Noble saved his bacon with a Force Point driven critical hit. My players are third level though and I haven't seen the mid-levels of the game yet. - PaladinCA
I've run two games so far with players in the 8th-12th level range. While the Force-users are a bit more potent, it's not as bad a discrepancy as the previous version of the game (or WEG's version). Once players realize that the game allows them to be more flexible, it's an amazing transformation. - Ifshnit
I have four Jedi and a Scout in my game. The Jedi are balanced by expanding feats and skills to use the Force effectively. They also need several high stats. That plus getting into the fray balances them in combat. Outside, the Scout shines, because all of his skills. - Ceti
Dark Side Score
The Dark Side Score has the potential to cause as much argument as alignments in D&D. Through the Dark Side Score, the game’s rules and you as GM judgment the morality of the player characters’ actions, something that some players will object to. The best way to forestall any objections is to sit down with your players and discuss the Dark Side Score before the campaign starts and make sure that the whole group has the same idea of what constitutes morality and the grounds for increasing a character’s Dark Side score in the game.
Read the Dark Side Score section of The Force chapter out to your players or let them read it. Make sure they understand that while there are no benefits to earning Dark Side Points, there are no inherent drawbacks either. In Saga Edition, Dark Side points are more like the Humanity Score in the independent RPG Sorcerer; they’re the character’s incidental music that lets the group-as-audience know how far the character has turned to the Dark Side.
Some topics worth discussing are:
- Will non-Force users have Dark Side Scores? This is a matter of some debate as the text is fairly ambiguous.
- What are the consequences of turning fully to the Dark Side? Will PCs remain playable or become NPCs?
- Earning Increases:
- The use of the Force as a first resort in solving a problem, even if you’re using non-lethal powers like Force Stun.
- Letting evil occur by inaction.
Pay special attention to the paragraphs on atoning. Ensure your players know that they can spend Force points to reduce Dark Side Score on a one-for-one basis, and that it assumes that the characters have spent some time in meditation and doing good works (this can happen off-screen, of course, but if a character does something particularly good, generous or altruistic in play, suggest they consider burning a Force point). Also assure your players that you’re willing to discuss Dark Side Score increases after any session; as an increase only has an overt or mechanical effect if a given PC’s Dark Side Score is pushed over its Wisdom, this should be no problem.
Throughout all of this, be mindful of the balance you're striking. Star Wars' morality appears clear-cut but has many seeming exceptions when examined closely; your yard-stick should be 'fun drama'. Be willing to compromise your own views on Star Wars' morality in service of what will be fun for the group (yourself most certainly included here).
As such, be very careful if your game is regularly interrupted by players disputing increases of their PCs’ Dark Side Scores. Extended out-of-character arguments over rules are very rarely fun. Reassure players that your aim is to provide a fun session and that you're willing to discuss any issues once play is over. If during-session arguments continue, there's probably a bully at the table (be warned; it may be you). - IMAGinES
Star Wars Rpg Destiny Points Redeem
Equipment
Equipment really doesn't matter in Star Wars, and it can take a while for players to figure this out. Money is also largely unimportant. Other than really expensive high-end armor, lightsabres, battle droids, or star fighters, there's really nothing worth buying that can't be replaced at the drop of a hat. This can be very liberating, or very frustrating, depending on the player; some people are just natural gearheads, and Saga doesn't support the gearhead ideology very well, no matter what the web enhancements say. For these players, I reccomend introducing 'prestige' gear: fancy colored lightsaber crystals, antique Mandalorian armor, double-secret encrypted commlinks, rare starship mods, souped-up swoop bikes, etc. It doesn't need to actually do anything, but it makes gearhead types and collector types feel better. - OldKentuckyShark
Destiny Points
Beware the power of Destiny Points. Level 5 characters who have been saving their Destiny points can and will defeat a Level 12 Sith Lord without taking losses. Believe it. - Egyptian
That's only if it helps their destiny's with each player having max 5 destiny points (1 per level) You're not supposed to spend destiny points on things that have nothing to do with your destiny. - Sindalor
Combat
Watch the movies. Get a feel for how actions typically happens. Minions are time and resource-killers, they are not and should not be expected to actually do significant damage to heroes - just delay them long enough to fail in their objective. - Bahama'at
I send mooks in waves and have some heavies handy, so I can balance the situation:
Star Wars Rpg Destiny Points
- If it's too easy, more show up.
- If it's too hard, stop sending them in.
- If it starts getting boring, finish the combat.
I also like to assign goals for combat. So instead of just having a fight, players need to get to the turbolift, break through a door under fire or fix the ship, while holding off the opposition. - Ceti
I threw upwards of thirty mooks a combat and didn't really slow combat to a crawl as per previous editions (although it still took a little while) and the players were able to feel heroic as they just mowed 'em down. What's also nice is that you can throw NPCs with hero levels at or just slightly above the PC's average level and actually have them be a threat all by themselves. - Ifshnit
Terrain and Battlemaps
Think terrain - dynamic terrain, dramatic terrain. Make the fights seem cool to players. - Bahama'at
(I normally achieve dramatic and dynamic terrain) narratively (I just inform them of the changes, and my players can interject further changes if it fits the mood and their actions), but in concrete form for one chase scene I played through we used a map plate from Roborally for the Episode2-like guts of a giant construction droid running amok. - Bahama'at
Starships
Transport-size star ships are floating coffins if you don't have the Vehicular Combat feat. Even with it, they're pretty rough: the -10 Size penalty is difficult to overcome, no matter how good a pilot you are, and they don't have much in the way of hit points. Other than that, the ship to ship combat rules are pretty darn fun, and easy to grasp. Starfighter combat is fast, and occasionally vicious: even mook ships like TIE fighters and Z-95s do significant damage, and ships don't have inflating hit point pools (on the other hand, most PCs of 10+ level will reliably survive the destruction of their ship, if they have a spacesuit). - OldKentuckyShark
Source Information
Star Wars Rpg Pdf
In designing a campaign you do have a double edge sword, there is a lot of material out. The Expanded Universe has been developed quite extensively through comics and books. Lucas has made a point to keep everything consistent as possible between all things Star Wars, to the point where game designers need Lucas’ approval to use characters. Additionally, other publishers can use anything printed from one publisher. Fortunately, you do not have to read everything that is out there to know what is going on. The SW community has brought most information online. I use Wookieepedia to look things up, there is also the Holonet. This is an excellent source of material. The drawback to all this is that Wizards has not scratch the surface of all this material for the game. So expect to have to create and make things. I have had make racial stats for Besalisks, Gree, Ubese and Polite (my own race); fighter ships for Gree, weapons for Gree and Polite, a ship for the characters. All that was for the first adventure. The other drawback to this massive amount of information is that there already is a history. So you have to choose how much of it are you going to follow. I am playing during the New Republic and have dumped most of that history at that time and what “would” happen. - Phlophouse