Rules¶
Game sessions will follow the guidelines of the Star Wars 5th Edition Player's Handbook.
While these are the official game rules, they will primarily be used as guidelines in our games. The most important part of roleplaying is the players having fun, not the accuracy of every calculation nor the adherence to every rule.
The documents on this website will summarise and link to important parts of the rules, as well as explain any variant rules and custom rules that we'll be using.
Book | Description |
---|---|
Player's Handbook | Core game rules Chapters 1-6: Character creation Chapters 7-9: How to play, beyond the basics Chapters 10-12: Casting: The Force and technology in SW5E |
Scum & Villainy1 | Creatures, monsters, and technology that you should be very afraid of |
Starships of the Galaxy2 | Space travel and combat rules |
Character creation¶
Coming soon
Refer to the official SW5e Step-by-Step Characters guide for character creation.
Combat¶
Combat encounters are typically a clash between two opposing groups of characters; chaotic blaster fire, a flurry of weapon swings, feints, parries, footwork, Force-casting, and tech-casting.
- Combat is organised into a cycle of rounds and turns
- During a round, each participant of a battle takes a turn
- After each participant's turn, a new round begins unless either group has been defeated
A round represents about 6 seconds in the game world
Step-by-step¶
- Determine surprise. The GM determines whether anyone involved in the combat encounter is surprised.
- Establish positions. Given the adventurers' marching order or their stated positions, the GM decides where all characters and their adversaries are located, and which directions they are facing.
- Roll initiative. Everyone involved in the combat encounter rolls initiative to determine initiative order.
- Take turns. Each character participating in battle takes a turn in initiative order.
- Next round. When each combat participant has taken their turn, the round ends. Repeat step 4 until the fighting ends.
Surprise¶
If no one is attempting to be stealthy, characters automatically notice each other. Otherwise, the GM determines who might be surprised by comparing:
- The Dexterity (Stealth) checks for anyone hiding
- The passive Wisdom (Perception) score of each opposing character
Any character that doesn't notice an opposing character is surprised:
- They cannot move or perform an action during their first turn of combat
- They cannot perform a reaction until that turn ends
A member of a group can be surprised even if the other members aren't.
Turns¶
Each participant takes one turn per round. During their turn, a character can:
- Move a distance up to their walking speed or flying speed
- Perform an action
- Perform a bonus action
- Perform an object interaction
- Include a flourish
Players decide whether their character moves first or performs their action first.
Characters may perform a reaction outside of their turn.
Inaction
Characters can forego moving, taking an action, or doing anything at all on their turn.
If you can't decide what to do on your turn, consider using the Dodge or Ready action.
Movement¶
Characters can move a distance up to their speed. They may use as much or as little of their speed as they choose.
Movement can include jumping, climbing, swimming, and flying. These different modes of movement may be combined with walking, or they may constitute an entire move.
Actions that grant movement
If an action, bonus action, or reaction allows you to move as part of its effects, this does not count towards your speed. If it does not require an action, however, then it does count towards your speed.
Breaking up movement¶
Characters can break up their movement. For example, with a speed of 30 feet, a character could move 10 feet, perform an action, then move another 20 feet.
If a character has more than one speed, such as a walking speed and flying speed, they may switch between each during their movement.
Any character movements are subtracted from all of their speeds.
Difficult terrain¶
Every foot of movement in difficult terrain costs 1 extra foot to move through. This holds true even when multiple things in a space count as difficult terrain.
The space of another character, whether hostile or not, counts as difficult terrain.
Actions¶
During their turn, characters can perform:
- An action presented by the action reference below
- An action gained from their class or a special feature
- An action that they improvise
Many characters have their own action options in their character sheets.
Action reference
Attack¶
Make one melee attack or one ranged attack, or multiple attacks if able. See Attacks for more information.
Cast a power¶
Cast a Force power or tech power that has a casting time of 1 action.
Dash¶
Double the character's speed for the current turn.
Disengage¶
Prevent movement from provoking attacks of opportunity for the remainder of the current turn.
Dodge¶
Focus entirely on avoiding attacks.
Any attack roll made against the character has disadvantage if they can see the attacker, and they make Dexterity saving throws with advantage.
This benefit is lost if the character is incapacitated or if their speed is reduced to 0.
Guard¶
Defend an ally within 5 feet from attackers that are visible to the defender. Attack rolls from such attackers towards the defended ally are rolled with disadvantage.
Defending characters may optionally choose to receive attacks instead of the guarded ally, without requiring an action. If they do so, the attacker may use maximum damage instead of rolling.
Help¶
Aid an ally by giving them advantage on their next ability check before the start of your next turn.
Alternatively, aid an ally in attacking a creature within 5 feet. Feint, distract the target, or in some other way team up to make the ally's attack more effective.
Hide¶
Make a Stealth (Dexterity) check in an attempt to hide.
Upon success, gain certain benefits as described by Unseen Attackers and Targets.
Improvise¶
Characters can perform actions not covered by those listed here, such as slicing open blast doors, intimidating enemies, sensing weaknesses in defenses, or calling for parley with an adversary. The only limits to the actions are your imagination and your character's ability scores.
When a player describes an action not detailed in the rules, the GM tells you whether that action is possible and what kind of roll you need to make, if any, to determine its success or failure.
Ready¶
Ready an action to use as a reaction before the start of your next turn.
Choose a perceivable circumstance that will trigger your reaction. Then, either:
- Choose an action to perform in response to the trigger
- Choose to move in response to the trigger
When the trigger occurs, either perform the reaction immediately afterwards, or ignore the trigger.
When readying a power, it is cast normally but its energy is held by the character until released by the reaction to the trigger. To be readied, a power must have a casting time of 1 action, and holding onto the power's effect requires concentration. If concentration is broken, the power dissipates without taking effect.
Search¶
Devote attention to finding something. Depending on the nature of the search, the GM may require a Wisdom (Perception) check or an Intelligence (Investigation) check.
Use an object¶
Use an Object in combat. If a character would normally have to use their object interaction to draw the item to use, they can instead do so as part of a Use an Object action.
Variant rule
The Bonus action consumables variant rule allows characters to use consumable items as part of their bonus action instead of a Use an object action
Bonus actions¶
Characters can perform an additional action during their turn, called a bonus action, when a class feature, special ability, power, or some other feature of the game states so. Otherwise, a bonus action is not available.
- Only one bonus action may be performed per turn
- Characters choose when to perform a bonus action during their turn, unless the bonus action's timing is specified
- Anything that prevents performing actions also prevents performing bonus actions
Object interactions¶
Characters may interact with one object or feature of the environment at any time during their turn, even during their move or action.
To interact with an additional object, characters can choose to use their action or bonus action. Some enhanced items and other special objects always require an action to use, as stated in their descriptions.
The GM may require that an action is used if the interaction needs special care or if it presents an unusual obstacle.
Flourishes¶
A turn can include flourishes that require neither an action nor a move.
Characters can communicate however they are able, through brief utterances and gestures, as they take their turn.
Reactions¶
Certain special abilities, powers, and situations allow characters to perform a special action called a reaction. A character's reaction can occur on any character's turn, typically as an instant response to a trigger of some kind.
- After performing a reaction, characters cannot perform another until the start of their next turn
- Characters with two or more reactions can only perform one per turn
Attacks¶
Coming soon
Variant rules¶
There are a number of variant rules offered by SW5E, some of which we will adopt for gameplay convenience or for narrative flavour.
Milestone levelling¶
Instead of receiving experience for every encounter and levelling up at odd times, the GM chooses when player characters level up, typically between game sessions. This avoids the potential for level disparity between different player characters.4
Bonus action consumables¶
Most consumable items require an action to use during combat, which makes sense when applying them to others.
However, a common adjustment in D&D 5th Edition is to allow administering such consumables to yourself as a bonus action. This only applies to consumables that confer a positive benefit, such as a repair kit or medpac.6
Dismemberment¶
TL;DR
- Roll a d20 higher than 10 after a critical hit to determine whether you dismember a creature or not
- Roll a d100 and consult the dismemberment table to determine how you dismember the creature
This variant rule has been customised
Some characters, and their players, take great pleasure in using their weapons to potentially maim their foes.
When a character scores a critical hit with a weapon that is capable of removing a limb, such as a lightweapon or vibroweapon, they roll an additional d20. If they roll higher than 10, they successfully remove a limb, or potentially slay the creature outright.7
The character should then roll percentile dice and consult the Dismemberment table below.
Dismemberment table | Hidden column | |
---|---|---|
d100 | Result | |
01-40 | You remove a hand. If the creature has more than one hand, determine which hand you cut off randomly. | |
41-70 | You remove both hands. If the creature has more than two hands, determine which hands you cut off randomly. | |
71-90 | You remove a leg. The creature’s speed is halved if it has at least one more leg. Otherwise, its speed is reduced to 0 and it is knocked prone. | |
91-98 | You remove both legs. If the creature has more than two legs, its speed is halved. Otherwise, its speed is reduced to 0 and it is knocked prone. | |
99-100 | You remove a head. The creature dies if it can’t survive without the lost head. |
If a creature is immune to the damage dealt by the weapon, it can not be dismembered by that weapon. If the creature is resistant to the damage dealt by that weapon, when you roll the second d20 to determine whether or not you remove a limb, you do so with disadvantage.
If you roll a result on the Dismemberment table, and the creature lacks the chosen limb, you instead deal additional damage equal to the attack's governing ability modifier.
A creature with legendary actions can use its Legendary Resistance to avoid dismemberment, instead taking the additional damage equal to the attack's governing ability modifier.
Custom rules¶
A number of custom rules will be used specifically for this saga.
Stims and adrenals¶
Medical items that enhance abilities for short periods of time are available from specialist vendors.
Stay tuned
More will be revealed about these in the future.
Bud Blunto's 4d20¶
If, for any reason, a player needs to roll 4d20 and rolls four natural 20s, the entire party and their ship will be teleported to a weed planet by Stoner Master Bud Blunto3. The remainder of the session will consist of the player characters getting high, eating copious snacks, and probably some combat with disadvantage against creatures in ancient, weed-laden caves.
"Woah. You've done it my dudes. Here I was, meditating, searching for the perfect stoner buddies, and... here you are."
— Stoner Master Bud Blunto
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You should have a bad feeling about this ↩
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The GM is currently learning space combat; please be nice
↩
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Milestone levelling: https://sw5e.com/rules/variantRules/Milestone%20Leveling ↩
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Defense rolls: https://sw5e.com/rules/variantRules/Defense%20Rolls ↩
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Bonus action consumables: https://sw5e.com/rules/variantRules/Bonus%20Action%20Consumables ↩
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Dismemberment: https://sw5e.com/rules/variantRules/Dismemberment ↩