Since U5 covers all sorts of tech - guns, lasers, bio weapons, crazy sci fi.... not all of it applies. I wonder if we could just use the core gun rules, a limited set of weapons (to be blasters) and call it good?
for example (ignore things that don't apply, just c\p from U5)
Hold Out blaster =Plasma pistol 1d6 fire 50/200 3 lb. 5 Light, plasma, reload (15-M)
blaster pistol =Thumper laser pistol 1d6 force 50/200 3 lb. 5 Auto (1d8), laser, light, reload (30-M)
hvy pistol =Necrotizer (Bio) 1d8 necrotic 40/160 3 lb. 3 Light, organic, reload (10 shots)
Blster Rifle =Assault rifle 1d8 piercing 100/400 7 lb. 1 Auto (1d10), reload (50 shots)
Sniper Rifle =Ultimate sniper rifle 1d10 piercing 250/1000 18 lb. 4 Magnetic, reload (10 shots), sniper (+2)
Light Repeating Blaster =ESP rifle 1d8 piercing 80/320 10 lb. 2 ESP (Auto 1d10, Auto-Heavy 2d8), reload (80 shots)
*like what Cara Dune or Baze Malbus uses
Heavy Repeating Blaster =Thumper laser cannon 1d10 force 250/1000 60 lb. 5 Auto-heavy (2d8), heavy, laser, reload (200-H)
*like the e-web to mainly be used on tripods or vehicles
change all damage types to RADIANT damage
basic attack uses 1 ammo
Auto uses 5 ammo for increased damage dice
Auto-heavy uses 10 ammo and sprays a 10ft cube, Dex save or be hit for full damage. save = 8 + Dex + Prof of shooter
*Ammo = amount of energy used from an energy cell*
that would be "just the basics" of the new gun rules. does that seem like too much?
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a few tweaks to Armor and AC rules
base unarmored AC = 12 (not 10)
calculation for unarmored AC = 10 + prof + dex
*since most people don't wear armor in SW*
you CAN wear armor, but basically light armor is kinda pointless
med and hvy armor add their AC bonus to 10 as usual
medium armor has DR2, heavy armor has DR 3 for non magical (lightsabers are magical)
there are some light armors that give resistance to slashing from non magical or slashing and lightning, for example, but AC is about the same as unarmored.
examples: (reskinned Aramid armor from u5)
stormtrooper armor is med armor AC 14 + dex (max 2) DIS stealth, resistance to fire and bludgeoning from non magical, DR2
snowtrooper ............................................................................................................ add cold resistance
Heavy armor can get some fun abilities in addition to higher AC
Jump Jets. You are always considered moving when
performing a jump.
Accelerator. You have advantage with Strength
(Athletics) checks and Dexterity (Acrobatics) checks.
Mask. You are immune to gas attacks and inhaled poisons.
Boosted. You gain a +2 bonus to Dexterity and a +2
bonus to Strength.
Resistances. Fire, acid, and cold, and bludgeoning,
slashing, and piercing from nonmagical weapons.
Speed. Your speed increases by +10. You spend a
charge to increase this to +40 for up to one minute, and you
can use the Dash action as a bonus action.
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Lightsabers = Sun Blade from 5e, with the following modifications
Sun Blade
This item appears to be a Longsword hilt. While grasping the hilt, you can use a Bonus Action to cause a blade of pure Radiance to spring into existence, or make the blade disappear. While the blade exists, this magic Longsword has the Finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to Attack and Damage Rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an Undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet.The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
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Force Powers - reskinned arcane\divine abilities
telekinesis = mage hand
Jedi Mind Trick = Command, suggestion, etc
"whaddya wavin yer hand around like a Jedi" Watto - example that Jedi do use somatic gestures too
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Deflecting blaster bolts with a lightsaber = monk 3rd ability Deflect Missiles
can take as a Feat or substitute for another level class feature of 2nd level or above (for example: divine health, danger sense, channel or destory undead, cunning action, primeval awareness, metamagic, etc
*Must be holding an activated Lightsaber and have a Reaction available*
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
*great when used with DODGE action!*
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for example (ignore things that don't apply, just c\p from U5)
Hold Out blaster =
blaster pistol =
hvy pistol =
Blster Rifle =
Sniper Rifle =
Light Repeating Blaster =
*like what Cara Dune or Baze Malbus uses
Heavy Repeating Blaster =
*like the e-web to mainly be used on tripods or vehicles
change all damage types to RADIANT damage
basic attack uses 1 ammo
Auto uses 5 ammo for increased damage dice
Auto-heavy uses 10 ammo and sprays a 10ft cube, Dex save or be hit for full damage. save = 8 + Dex + Prof of shooter
*Ammo = amount of energy used from an energy cell*
that would be "just the basics" of the new gun rules. does that seem like too much?
________________________________________________________________________________________
a few tweaks to Armor and AC rules
base unarmored AC = 12 (not 10)
calculation for unarmored AC = 10 + prof + dex
*since most people don't wear armor in SW*
you CAN wear armor, but basically light armor is kinda pointless
med and hvy armor add their AC bonus to 10 as usual
medium armor has DR2, heavy armor has DR 3 for non magical (lightsabers are magical)
there are some light armors that give resistance to slashing from non magical or slashing and lightning, for example, but AC is about the same as unarmored.
examples: (reskinned Aramid armor from u5)
stormtrooper armor is med armor AC 14 + dex (max 2) DIS stealth, resistance to fire and bludgeoning from non magical, DR2
snowtrooper ............................................................................................................ add cold resistance
Heavy armor can get some fun abilities in addition to higher AC
Jump Jets. You are always considered moving when
performing a jump.
Accelerator. You have advantage with Strength
(Athletics) checks and Dexterity (Acrobatics) checks.
Mask. You are immune to gas attacks and inhaled poisons.
Boosted. You gain a +2 bonus to Dexterity and a +2
bonus to Strength.
Resistances. Fire, acid, and cold, and bludgeoning,
slashing, and piercing from nonmagical weapons.
Speed. Your speed increases by +10. You spend a
charge to increase this to +40 for up to one minute, and you
can use the Dash action as a bonus action.
________________________________________________________________________________________
Lightsabers = Sun Blade from 5e, with the following modifications
Sun Blade
This item appears to be a Longsword hilt. While grasping the hilt, you can use a Bonus Action to cause a blade of pure Radiance to spring into existence, or make the blade disappear. While the blade exists, this magic Longsword has the Finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet.
______________________________________________________________________________________
Force Powers - reskinned arcane\divine abilities
telekinesis = mage hand
Jedi Mind Trick = Command, suggestion, etc
"whaddya wavin yer hand around like a Jedi" Watto - example that Jedi do use somatic gestures too
______________________________________________________________________________________
Deflecting blaster bolts with a lightsaber = monk 3rd ability Deflect Missiles
can take as a Feat or substitute for another level class feature of 2nd level or above (for example: divine health, danger sense, channel or destory undead, cunning action, primeval awareness, metamagic, etc
*Must be holding an activated Lightsaber and have a Reaction available*
Deflect Missiles
Starting at 3rd level, you can use your reaction to deflect or catch the missile when you are hit by a ranged weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your monk level.
If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in one hand and you have at least one hand free. If you catch a missile in this way, you can spend 1 ki point to make a ranged attack with the weapon or piece of ammunition you just caught, as part of the same reaction. You make this attack with proficiency, regardless of your weapon proficiencies, and the missile counts as a monk weapon for the attack, which has a normal range of 20 feet and a long range of 60 feet.
*great when used with DODGE action!*
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Last edited by Chris on Wed Jun 23, 2021 12:10 pm; edited 1 time in total