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===System=== Basically Star Wars D&D 3rd Edition. It involves a system that is far more streamlined than regular D&D 3rd, more in line with d20 Modern. Gone is any hint of spell slots or memorization tables. Generally only class abilities, skills and feats determine a character's capabilities. In this system Jedi are strong adversaries but can realistically be gunned down by a large number of stormtroopers. Force abilities are generally reflected as Force skills and Force feats. Skills cover most general applications of the Force like the infamous Jedi Mind Trick or Telekinesis. Force Feats expand on such abilities for more potent or specialized applications. For example, any Jedi can lift objects, but it takes a feat to create a freaking localized hurricane at will. People who are not Force sensitive can channel it through the use of Force points which can be spent to add extra dice to their rolls not unlike Eberron's action points. Characters have two sets of "hit points". Vitality reflects the energy to get out of the way of blaster bolts at the last instant or that instinctual dodge from a lightsaber blade. It's basically plot armour in the sense that a character that still has Vitality can moon stormtroopers as they shoot at him and come out just fine. Actually getting stabbed by a lightsaber subtracts from your Wounds which is equal to your Constitution score. '''And does not increase with level'''. You start actually bleeding when your Vitality (which does scale with level) is depleted or when you take a critical hit. This means that even the highest level badasses can go down like a punk with a few bad rolls that crit them. Jedi expend Vitality to use the Force so there's a soft cap on the kind of bullshit you can conceivably pull with the Force. Many NPCs '''don't''' have a Vitality score which explains why heroes are great shots while the average extra can't hit the broad side of a Star Destroyer at fifty paces. The Revised Edition also had the special distinction of making the vast majority of characters into fragile snowflakes in a Tatooine summer. Mainly because armour no longer adds to Armour class, but instead functions like Damage Reduction. Sounds like a good idea in theory, so it takes special effort to mess it all up. Which is brilliantly achieved by making Armour DR only function on Wound damage. If you haven't caught on, your DR only functions when you are about a dozen points of damage from death in a setting when crazy people with laser swords are trying to cut your head off. Even the most basic weapons deal 3d8 damage, so even with the heaviest armour, it's only a couple or so shots before you croak. It also hinders your DEX bonus which is one of the few things which does add to your AC (or "Defense" as they term it here). [[Fail|Basically, armor makes you ''weaker'' and ''easier to kill'']]. * This can be fixed in house rule. Just rule that DR applies to Vitality hits. Lore-vise, that would represent grazing hits, ricochets, or non-penetrations; your character would need to move less - as instead of making sure the shot outright misses, he would need to move ''just enough'' so it hits the armor at curved angle and doesn't do any serious harm. Mechanics-vise, it would make Armor actually viable to use. By the way, Jedi lightsabers ignore DR (except Beskar/Phrik and other super-armor) and most Jedi classes have their lightsaber damage scale with level. By the early double digit levels they are dealing damage on par with rocket launchers which is setting appropriate but also handily explains why they are the primary melee warriors in a setting where everyone else tends to pack a blaster. If a Jedi crits you, it's usually time to roll another character.
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