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Star Wars Roleplaying Game (Wizards of the Coast)
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| Roleplaying Game | |
|---|---|
![]() Star Wars Roleplaying Game Revised Core Rulebook | |
| Designers | Bill Slavicsek, Andy Collins,[1] JD Wiker |
| Publishers | Wizards of the Coast |
| Publication | 2000 2002 (Revised edition) 2007 (Saga Edition) |
| Genres | Science fiction (Space opera) |
| Systems | d20 System |
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. 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.
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 was originally published in November 2000.[2] It included statistics for many of the major characters of the movie Star Wars Episode I: The Phantom Menace. 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 |
|---|---|---|---|
| Star Wars: Roleplaying Game Core Rulebook | November 2000 | 288 | ISBN 978-0-7869-1793-8 |
| Character Record Sheets | November 2000 | 32 | ISBN 978-0-7869-1795-2 |
| Invasion of Theed | November 2000 | 96 | ISBN 978-0-7869-1792-1 |
| Secrets of Naboo | December 2000 | 96 | ISBN 978-0-7869-1794-5 |
| Gamemaster Screen | February 2001 | 8 | ISBN 978-0-7869-1833-1 |
| Living Force Campaign Guide | March 2001 | 64 | ISBN 978-0-7869-1963-5 |
| Rebellion Era Sourcebook | May 2001 | 160 | ISBN 978-0-7869-1837-9 |
| Secrets of Tatooine | May 2001 | 96 | ISBN 978-0-7869-1839-3 |
| The Dark Side Sourcebook | August 2001 | 160 | ISBN 978-0-7869-1849-2 |
| Alien Anthology | October 2001 | 128 | ISBN 978-0-7869-2663-3 |
| Starships of the Galaxy | December 2001 | 96 | ISBN 978-0-7869-1859-1 |
| The New Jedi Order Sourcebook | February 2002 | 160 | ISBN 978-0-7869-2777-7 |
| Tempest Feud | March 2002 | 128 | ISBN 978-0-7869-2778-4 |
The following books are available for the revised edition.
| Title | Date | Pages | ISBN |
|---|---|---|---|
| Star Wars: Roleplaying Game Revised Core Rulebook | May 2002 | 384 | ISBN 978-0-7869-2876-7 |
| Power of the Jedi Sourcebook | August 2002 | 160 | ISBN 978-0-7869-2781-4 |
| Arms and Equipment Guide | October 2002 | 96 | ISBN 978-0-7869-2782-1 |
| Coruscant and the Core Worlds | January 2003 | 160 | ISBN 978-0-7869-2879-8 |
| Ultimate Alien Anthology | April 2003 | 224 | ISBN 978-0-7869-2888-0 |
| Hero's Guide | June 2003 | 160 | ISBN 978-0-7869-2883-5 |
| Galactic Campaign Guide | August 2003 | 160 | ISBN 978-0-7869-2892-7 |
| Geonosis and the Outer Rim Worlds | March 2004 | 160 | ISBN 978-0-7869-3133-0 |
| Ultimate Adversaries | July 2004 | 160 | ISBN 978-0-7869-3054-8 |
Saga Edition
[edit]Star Wars: Roleplaying Game - Saga Edition Core Rulebook | |
| Designers | Christopher Perkins, Owen K.C. Stephens, Rodney Thompson |
|---|---|
| Publishers | Wizards of the Coast |
| Publication | June 5, 2007 |
| Genres | Science fiction (Space opera) |
| Systems | 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 |
|---|---|---|---|
| Star Wars: Roleplaying Game - Saga Edition Core Rulebook | June 2007 | 288 | ISBN 978-0-7869-4356-2 |
| Starships of the Galaxy (Saga Edition) | December 2007 | 160 | ISBN 978-0-7869-4823-9 |
| Galaxy Tiles | Jan 2008 | ISBN 978-0-7869-4744-7 | |
| Threats of the Galaxy | May 2008 | 160 | ISBN 978-0-7869-4781-2 |
| Star Wars Gamemaster Screen | June 2008 | ISBN 978-0-7869-4936-6 | |
| Knights of the Old Republic Campaign Guide | August 2008 | 224 | ISBN 978-0-7869-4923-6 |
| The Force Unleashed Campaign Guide | September 2008 | 224 | ISBN 978-0-7869-4743-0 |
| Scum and Villainy | November 2008 | 244 | ISBN 978-0-7869-5035-5 |
| The Clone Wars Campaign Guide | January 2009 | 224 | ISBN 978-0-7869-4999-1 |
| Legacy Era Campaign Guide | March 2009 | 224 | ISBN 978-0-7869-5051-5 |
| Jedi Academy Training Manual | May 2009 | 160 | ISBN 978-0-7869-5183-3 |
| Rebellion Era Campaign Guide | July 2009 | 224 | ISBN 978-0-7869-4983-0 |
| Galaxy at War | September 2009 | 224 | ISBN 978-0-7869-5221-2 |
| Scavenger's Guide to Droids | November 2009 | 160 | ISBN 978-0-7869-5230-4 |
| Galaxy of Intrigue | January 2010 | 224 | ISBN 978-0-7869-5400-1 |
| The Unknown Regions | April 2010 | 224 | ISBN 978-0-7869-5399-8 |
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.[3]
Reviews
[edit]References
[edit]- ^ Kenson, Stephen (June 2000). "ProFiles: Andy Collins". Dragon (#272). Renton, Washington: Wizards of the Coast: 18–19.
- ^ "WotC Product Library: Star Wars Roleplaying Game". wizards.com. Archived from the original on June 2, 2002.
- ^ "The ENnie Awards -- 2008 Awards". April 30, 2009. Archived from the original on 2009-04-30.
- ^ "Pyramid: Pyramid Review: Star Wars Roleplaying Game".
- ^ "Pyramid: Pyramid Review: Star Wars Roleplaying Game, Saga Edition Revised Core".
- ^ "Backstab #026". 2001.
- ^ https://web.archive.org/web/20090325091908/http://www.scifi.com/sfw/issue185/games.html
- ^ https://archive.org/details/colecao-dragao-brasil/Drag%C3%A3o%20Brasil%20070/page/n11/mode/2up
External links
[edit]Star Wars Roleplaying Game (Wizards of the Coast)
View on GrokipediaOverview
Development and Publication History
In 1999, Wizards of the Coast acquired the license to develop and publish a new Star Wars roleplaying game following the bankruptcy of West End Games, which had held the rights since 1987 but lost them in 1998.[4] The company's initial release, the Star Wars Roleplaying Game core rulebook, launched in November 2000, timed to capitalize on the success of Star Wars: Episode I – The Phantom Menace from the previous year.[5] This edition adapted the open d20 System—originally designed for the third edition of Dungeons & Dragons—to fit the Star Wars universe, emphasizing heroic action and cinematic storytelling. The core development team included Bill Slavicsek, Andy Collins, and J.D. Wiker, who drew on their experience with Wizards' other properties to create a system that balanced familiarity for Dungeons & Dragons players with Star Wars-specific elements like Force powers and starship combat.[6] Publication progressed with a Revised Core Rulebook in June 2002, which incorporated updates from Star Wars: Episode II – Attack of the Clones and refined mechanics based on player feedback.[7] By 2007, following the release of Star Wars: Episode III – Revenge of the Sith, Wizards introduced the Saga Edition, a major overhaul that fully integrated content from all six films and streamlined rules for broader accessibility.[2] Throughout its run, the game supported campaigns across key eras of the Star Wars expanded universe, such as the Rise of the Empire (covering the Clone Wars and Imperial rise), the Rebellion Era (focusing on the Galactic Civil War), and the New Jedi Order (post-Return of the Jedi conflicts with the Yuuzhan Vong invasion).[8] These eras were detailed in supplemental sourcebooks, allowing players to explore diverse timelines beyond the films. Wizards of the Coast announced in January 2010 that it would not renew its Star Wars license, with the agreement officially ending in May 2010 after over a decade of publications.[5] The decision stemmed from strategic shifts at the company rather than the 2012 Disney acquisition of Lucasfilm, paving the way for Fantasy Flight Games to acquire the rights and release a new edition in 2012.[2]Core Gameplay Mechanics
The Star Wars Roleplaying Game by Wizards of the Coast employs the d20 System as its foundational ruleset, adapted to the science fiction setting of the Star Wars universe. Characters are defined by six core ability scores—Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma—each ranging from 8 to 18 at creation, which generate modifiers ranging from -1 to +4 that influence various actions.[9] Skills, such as Pilot, Bluff, or Knowledge (tactics), are tied to these abilities and allow characters to attempt specific tasks; trained characters receive additional ranks for bonuses, while untrained attempts rely solely on the ability modifier.[9] Feats provide specialized capabilities, like Weapon Finesse for using Dexterity in melee attacks or Force-sensitive feats enabling mystical abilities, selected during character advancement to customize heroic archetypes such as smugglers, Jedi, or soldiers.[10] All resolutions use a core mechanic: roll a 20-sided die (d20), add the relevant modifier, and compare the result to a Difficulty Class (DC) set by the game master, with successes on 10 or higher for routine tasks scaling to 30+ for heroic feats.[9] Combat emphasizes cinematic action, beginning with initiative rolls of d20 plus Dexterity modifier to determine turn order in structured rounds.[9] Attack rolls follow the d20 + base attack bonus + ability modifier formula against an opponent's Defense score, with hits inflicting damage via weapon-specific dice (e.g., a blaster pistol deals 3d6 energy damage).[11] In the original and Revised Editions, damage reduces vitality points first (a buffer for non-lethal harm) before affecting wound points, which represent serious injury and can lead to incapacitation or death if depleted.[12] Force Points, a hallmark mechanic, allow players to spend a point for bonuses like adding extra d6s to any roll, enabling dramatic heroic moments such as dodging laser fire or succeeding in desperate escapes.[12] These points refresh at the start of each adventure in the d20 and Revised Editions.[12] The game supports campaigns across key eras of the Star Wars timeline, including the Rise of the Empire era (encompassing the prequel films), the Rebellion era (aligned with the original trilogy's Galactic Civil War), and the New Jedi Order era (post-Return of the Jedi conflicts).[13] Shared rules for starship combat simulate space battles through scaled grids, where pilots make attack rolls against vehicular Reflex Defense, and damage impacts hull integrity or systems like shields and engines, often resolving in high-speed chases or dogfights.[11] Force usage integrates via dedicated skills—such as Control, Sense, and Alter in early editions—allowing Jedi and other sensitives to perform powers like telekinesis or mind tricks, checked against DCs with potential for failure or backlash.[9] Accumulating Dark Side Points from selfish or malevolent Force applications risks corruption, shifting a character's alignment toward the dark side and imposing mechanical penalties like vulnerability to redemption tests or loss of Force affinity.[14]d20 Editions
Original Edition
The Original Edition of the Star Wars Roleplaying Game, published by Wizards of the Coast, launched in November 2000 with its core rulebook authored by Bill Slavicsek, Andy Collins, and J.D. Wiker, comprising 288 pages of rules, lore, and Star Wars universe content.[15] This edition adapted the d20 System—derived from Dungeons & Dragons Third Edition—to the Star Wars setting, emphasizing heroic, cinematic gameplay within the Rise of the Empire era, particularly events inspired by Star Wars: Episode I - The Phantom Menace.[16] A hallmark of the edition's design was its Vitality and Wound points system, which replaced traditional hit points to better capture the fast-paced, resilient action of Star Wars films. Each character has Vitality points, rolled as a class-specific die (such as 1d6 for a Noble or 1d10 for a Jedi Guardian) per level, representing stamina for dodging and minor scrapes; these deplete first from attacks. Once Vitality reaches zero, damage shifts to Wound points, which equal the character's Constitution score and signify grievous injuries, imposing cumulative penalties like -1 to all actions per Wound lost, with unconsciousness and death thresholds at 0 and negative values, respectively. Critical hits bypass Vitality to strike Wounds directly, heightening tension in combat.[16] Recovery mechanics reinforced this cinematic feel: Vitality regenerates at 1 point per character level per hour of rest, while Wounds heal more deliberately at 1 point per level per day, encouraging strategic play over prolonged attrition.[16] Character creation centered on eight core classes tailored to Star Wars archetypes: the adaptable Fringer for frontier survivors, the influential Noble for leaders and diplomats, the cunning Scoundrel for rogues and smugglers, the versatile Scout for explorers, the combative Soldier for warriors, the intuitive Force Adept for non-Jedi sensitives, the defensive Jedi Guardian for lightsaber combatants, and the scholarly Jedi Consular for Force scholars.[16] Players selected from 16 playable species, each granting ability score adjustments, special traits, and cultural flavor—such as the charismatic Humans (no adjustments, versatile baselines), perceptive Bothans (+2 Wisdom, -2 Constitution, espionage experts), diminutive Ewoks (+2 Dexterity, -2 Strength, survivalists), amphibious Gungans (+2 Constitution, -2 Intelligence, resilient warriors), peaceful Ithorians (+2 Wisdom, -2 Dexterity, environmentalists), tactical Mon Calamari (+2 Dexterity, +2 Intelligence, -2 Constitution, pilots and tacticians), opportunistic Rodians (+2 Dexterity, -2 Wisdom, bounty hunters), loyal Sullustans (+2 Dexterity, +2 Wisdom, -2 Strength, pilots), predatory Trandoshans (+2 Strength, -2 Charisma, hunters), graceful Twi'leks (+2 Charisma, -2 Wisdom, performers), mighty Wookiees (+4 Strength, -2 Dexterity, -2 Wisdom, +2 Constitution, berserkers), tenacious Dugs (+2 Dexterity, -2 Charisma, agile fighters), brutish Gamorreans (+4 Strength, -2 Intelligence, -2 Wisdom, -2 Dexterity, guards), cunning Hutts (+4 Constitution, +2 Wisdom, -2 Dexterity, crime lords), and stealthy Noghri (+2 Strength, +2 Dexterity, -2 Wisdom, assassins).[16] The edition's content leaned heavily into the political intrigue and battles of the Phantom Menace era, providing tools for campaigns involving the Trade Federation's invasion of Naboo and the Jedi's role in galactic events. A companion release, the Invasion of Theed Adventure Game boxed set, offered an introductory module where players defended the Naboo capital against droid forces, using simplified rules to ease newcomers into the full system.[17] This focus grounded the game's initial adventures in the prequel trilogy's opening chapter, setting the stage for broader expansions while prioritizing accessible, narrative-driven play over granular simulation.Revised Edition
The Revised Edition of the Star Wars Roleplaying Game, released in May 2002 by Wizards of the Coast, updated the original core rulebook to incorporate elements from Star Wars: Episode II – Attack of the Clones while refining the d20 system mechanics.[18] This 384-page hardcover volume addressed issues in the prior edition, such as incomplete rules for certain abilities, and introduced the Tech Specialist class, a non-combat focused option for characters specializing in engineering, droid repair, and technical sabotage.[18] The edition retained core vitality and wound point systems from the original but expanded options for multiclassing and skill applications to better support diverse campaign styles.[18] Following the core rulebook, the Power of the Jedi Sourcebook, published in August 2002, significantly broadened Force-related rules with 160 pages dedicated to Jedi history, philosophy, and gameplay integration. It included new Force skills, light side prestige classes like the Jedi Healer, and guidelines for running Jedi-focused campaigns, emphasizing the Jedi Code's role in character development and moral dilemmas.[19] These additions allowed players to create more nuanced Force-sensitive characters, with expanded equipment such as variant lightsabers and creatures tied to Force lore. Planetary exploration received detailed treatment in Coruscant and the Core Worlds, a January 2003 sourcebook that profiled over 25 central galactic locations, including the ecumenopolis Coruscant with its layered cityscape and political intrigue. The 160-page volume provided adventure hooks, NPC archetypes, and environmental rules for urban and core world settings, enhancing campaign settings beyond the original edition's scope.[20] Species options expanded dramatically with the Ultimate Alien Anthology in April 2003, compiling descriptions of approximately 180 alien species for use in campaigns, including lesser-known ones from expanded universe lore and Attack of the Clones, with stats provided for numerous playable characters.[21] This 224-page book introduced species-specific feats, equipment, and prestige classes tailored to alien physiologies, such as enhanced sensory abilities for certain races, allowing for greater diversity in party composition.[21] The Hero's Guide, released in June 2003, focused on advanced character building with over 90 new feats like Blasterslinger and Kinetic Combat, alongside multiclassing combinations and archetypes for high-level heroes.[22] Spanning 160 pages, it offered maneuvers for combat specialization and prestige classes emphasizing heroism, such as the Weapon Master, to support epic narratives without altering core mechanics.[23] Integration of Clone Wars-era elements culminated in Geonosis and the Outer Rim Worlds, published in March 2004, which detailed fringe planets like Geonosis and Kamino with ties to Episode II events, including battle terrains and clone trooper lore.[24] The 160-page sourcebook featured adventure modules for outer rim conflicts, NPC factions, and environmental hazards, facilitating campaigns centered on the escalating galactic war.[25]Saga Edition
Key Innovations
The Star Wars Roleplaying Game Saga Edition Core Rulebook, published by Wizards of the Coast in June 2007, marked a significant evolution in the d20-based system, incorporating content from all six Star Wars films and streamlining rules for broader accessibility.[26] Authored by Christopher Perkins, Owen K.C. Stephens, and Rodney Thompson, the 288-page hardcover emphasized narrative-driven play while reducing mechanical complexity compared to prior editions.[10] Key overhauls focused on character durability, progression, and customization to better evoke cinematic heroism. A major innovation was the replacement of the previous Vitality Points and Wound Points system with a unified hit point pool and Damage Threshold mechanic. Heroic characters now calculate hit points as class hit dice plus a substantial bonus—typically triple the maximum at first level, such as 30 for a Jedi's d10—plus Constitution modifier applied once per level, making early-game characters more resilient.[10] The Damage Threshold, equal to a character's Fortitude Defense (adjusted for size or abilities), determines when damage shifts the character down the new Condition Track, a five-step scale representing escalating injury states from minor penalties (-1 step: -1 to all defenses and ability checks; up to -5: halved movement and -5 penalties) to disabled, unconscious, and dead.[10] This track consolidates diverse conditions like stunned or poisoned into a single, intuitive progression, recoverable via swift actions or medical aid, enhancing tactical depth without overwhelming bookkeeping.[10] The Destiny system introduced a narrative layer, assigning each character a personal Destiny (such as Champion or Redemption) that provides mechanical incentives for roleplaying pivotal story roles. Characters gain a Destiny Point pool, spendable for dramatic interventions like adding a die to a roll, forcing rerolls, or triggering instant critical successes, while pursuing their Destiny grants bonuses like +1 Force Point daily and fulfillment rewards such as +3 Force Points or talent unlocks at heroic levels (every 10 levels).[10] This mechanic fosters plot twists aligned with Star Wars themes, differentiating Saga Edition by integrating player agency into galactic fate. Character creation centered on five core base classes—Jedi, Noble, Scoundrel, Scout, and Soldier—each featuring modular talent trees for specialization, selected at first level and every odd level thereafter. For instance, the Jedi class offers trees like Jedi Consular for diplomatic Force use or Jedi Guardian for combat prowess, allowing diverse builds within a single class framework.[10] Prestige classes, such as Crime Lord for underworld intrigue, build on these foundations at higher levels, promoting flexible multiclassing and long-term progression over rigid archetypes.[10]Edition-Specific Mechanics
In the Saga Edition of the Star Wars Roleplaying Game, combat mechanics emphasize active defenses through three core categories: Reflex Defense, which governs evasion of ranged and area attacks; Fortitude Defense, which resists physical hazards like poisons and diseases; and Will Defense, which counters mental influences and fear effects. These defenses replace the traditional Armor Class and saving throw systems from prior d20 editions, with attacks directly targeting the appropriate defense score (calculated as 10 + class bonus + ability modifier + size modifier). This streamlines resolution by reducing the need for separate saving throws, allowing for faster-paced encounters where players can apply bonuses from cover, fighting defensively, or talents to boost their defenses dynamically.[27] Compared to the more expansive skill lists in earlier d20 systems, Saga Edition condenses abilities into 18 core skills—Acrobatics, Climb, Deception, Endurance, Gather Information, Initiative, Jump, Knowledge, Mechanics, Perception, Persuasion, Pilot, Ride, Stealth, Survival, Swim, Treat Injury, and Use Computer—prioritizing broad applicability over granular specialties.[28] Force mechanics in Saga Edition center on the unified Use the Force skill, which Force-sensitive characters employ to activate powers after gaining the Force Sensitivity feat and subsequent Force Training feats (each granting 1 + Wisdom modifier powers).[29] Powers such as battle strike or mind trick require a Use the Force check against varying DCs or target defenses, with successes enabling effects like temporary combat bonuses or persuasion.[29] Specialized talents, including Block and Deflect from the Lightsaber Combat tree, allow Jedi to redirect incoming blaster fire or melee strikes using a lightsaber and a Use the Force check (DC equal to attack roll + 5), potentially negating damage for the user or adjacent allies if a Force Point is spent.[29] The dark side introduces a Corruption mechanic, tracking a score from 0 to the character's Wisdom modifier; each use of dark side powers or evil acts increases it by 1, leading to stages of temptation, impairment, and submission that impose penalties on Will Defense and Force checks until atonement reduces the score.[29] Vehicle and starship rules expand on personal combat scales, requiring Pilot skill checks (Dexterity-based) for maneuvers like accelerating, turning, or evading fire, with DCs scaled by difficulty (e.g., DC 15 for basic flight, higher for stunts).[30] In larger battles, the squadron scale from Starships of the Galaxy (published December 2007) groups fighters into units of up to six, where a designated leader makes collective Pilot or attack rolls on behalf of the group, simplifying massive dogfights while allowing tactics like formation maneuvers for +2 bonuses to defenses.[30] For example, a squadron of X-wing fighters might use the "attack pattern delta" maneuver to gain cover against capital ship turbolasers, with the group's actions ending upon formation but retaining unused swift or free actions.[30] Gunner checks target enemy Reflex Defense, and collisions or hazards like asteroid fields impose additional Pilot DCs (e.g., DC 20 to avoid debris).[30] Adventure design integrates narrative elements through the Destiny system, where heroic characters select a personal Destiny (e.g., Champion, Redemption) at creation, gaining 1 Destiny Point per level to spend for clutch effects like immediate actions or damage mitigation.[31] Progress toward fulfillment—tracked by roleplaying milestones aligned with the Destiny's theme—grants temporary bonuses, such as +2 to damage rolls for a Destruction Destiny during vengeful acts, encouraging story-driven play over mechanical optimization.[31] Upon fulfillment, characters receive permanent rewards like ability score increases or heirloom items, while unfulfilled Destinies impose penalties (e.g., -2 to related checks), tying player choices to the campaign's heroic arcs and allowing GMs to weave personal quests into galactic events.[31] This mechanic, applicable across base classes, fosters emergent storytelling without dictating paths.[31]Releases
d20 Edition Releases
The d20 Edition of the Star Wars Roleplaying Game by Wizards of the Coast encompassed two phases: the Original Edition, released from late 2000 to early 2002, and the Revised Edition, which began in mid-2002 and continued until 2004. These releases included core rulebooks, sourcebooks, adventure modules, and accessories, providing expanded rules, settings, and campaign materials compatible with the d20 System.[32]Original Edition Releases
The Original Edition launched with the core rulebook in November 2000, followed by a series of supplements focusing on specific eras, locations, and gameplay elements. Key titles include:- Star Wars Roleplaying Game Core Rulebook (November 2000, 288 pages, ISBN 978-0-7869-1793-8), the foundational text outlining d20 System rules adapted for the Star Wars universe.[15]
- Character Record Sheets (November 2000, 32 pages, ISBN 978-0-7869-1795-2), printable sheets for character tracking and gameplay reference.
- Invasion of Theed Adventure Game (November 2000, box set), an introductory adventure module set during the Trade Federation's invasion of Naboo.[33]
- Secrets of Naboo (December 2000, 96 pages, ISBN 978-0-7869-1570-5), detailing the planet Naboo, its culture, and key locations from The Phantom Menace.[34]
- Gamemaster Screen (February 2001, fold-out screen), a reference tool with quick-reference charts, tables, and an adventure outline on the reverse.[32]
- Living Force Campaign Guide (March 2001, 64 pages, ISBN 978-0-7869-1963-5), a guide for the Living Force campaign set on the planets of Cularin, Almas, and other Mid Rim worlds.[35]
- Rebellion Era Sourcebook (May 2001, 160 pages, ISBN 978-0-7869-1837-9), covering the Galactic Civil War era with history, factions, and adventure hooks.[36]
- Secrets of Tatooine (May 2001, 96 pages, ISBN 978-0-7869-1800-3), exploring the desert planet Tatooine, its inhabitants, and criminal underworld.[37]
- The Dark Side Sourcebook (August 2001, 160 pages, ISBN 978-0-7869-1839-3), providing rules and lore for dark side Force use, villains, and corruption mechanics.[38]
- Alien Anthology (October 2001, 128 pages, ISBN 978-0-7869-2663-3), expanding on alien species with new playable races, creatures, and prestige classes.[39]
- Starships of the Galaxy (December 2001, 96 pages, ISBN 978-0-7869-1859-1), detailing starship designs, combat rules, and vehicle statistics from the Star Wars saga.[40]
- The New Jedi Order Sourcebook (February 2002, 160 pages, ISBN 978-0-7869-2777-7), focusing on the Yuuzhan Vong invasion era with new threats and Jedi developments.[41]
- Tempest Feud (March 2002, 64 pages, ISBN 978-0-7869-2798-2), an adventure module involving corporate intrigue and podracing on Malastare.[42]
Revised Edition Releases
The Revised Edition updated the core rules to align with the D&D 3.5 edition changes and introduced additional sourcebooks through 2004, emphasizing character options, equipment, and galactic regions. Notable releases were:- Star Wars Roleplaying Game Revised Core Rulebook (May 2002, 384 pages, ISBN 978-0-7869-2876-7), an expanded and revised version of the original core with updated mechanics and errata incorporation.[43]
- Power of the Jedi Sourcebook (August 2002, 160 pages, ISBN 978-0-7869-2781-4), detailing Jedi and Sith classes, Force powers, and lightsaber combat.[19]
- Arms and Equipment Guide (October 2002, 96 pages, ISBN 978-0-7869-2783-8), cataloging weapons, armor, droids, and gadgets with pricing and rules.[44]
- Coruscant and the Core Worlds (January 2003, 160 pages, ISBN 978-0-7869-3497-7), describing the galactic Core region, including Coruscant and major planets.[45]
- Ultimate Alien Anthology (April 2003, 224 pages, ISBN 978-0-7869-2888-0), compiling and expanding alien species from prior books with updated statistics and new entries.[21]
- Hero’s Guide (June 2003, 160 pages, ISBN 978-0-7869-2883-5), offering advanced character creation, skills, feats, and roleplaying advice.[22]
- Galactic Campaign Guide (August 2003, 160 pages, ISBN 978-0-7869-3091-6), providing tools for campaign management, including timeline, maps, and plot devices.[46]
- Geonosis and the Outer Rim Worlds (March 2004, 160 pages, ISBN 978-0-7869-3494-6), covering the Outer Rim, including Geonosis and battle sites from Attack of the Clones.[47]
- Ultimate Adversaries (July 2004, 160 pages, ISBN 978-0-7869-3181-5), featuring detailed statistics for villains, creatures, and challenging opponents.[48]
Saga Edition Releases
The Saga Edition of the Star Wars Roleplaying Game, published by Wizards of the Coast, featured a core rulebook and subsequent supplements released between 2007 and 2010, focusing on essential rules, starship mechanics, threats, and era-specific campaign guides to support diverse gameplay in the Star Wars universe. These releases were primarily hardcover books, with page lengths varying from 160 to 288 pages, and emphasized streamlined d20 system adaptations tailored to Star Wars themes. Key authors across the line included frequent contributors like Rodney Thompson, Owen K.C. Stephens, and Gary Astleford. The following table lists the Saga Edition releases in chronological order, including publication dates, primary authors or design teams, page counts, and brief descriptions of their content focus:| Title | Publication Date | Authors/Design Team | Pages | Description |
|---|---|---|---|---|
| Star Wars Roleplaying Game: Saga Edition Core Rulebook | June 5, 2007 | Christopher Perkins, Owen K.C. Stephens, Rodney Thompson | 288 | The foundational rulebook introducing the Saga Edition's unified d20 mechanics, character creation, combat, Force powers, and integration of elements from all Star Wars films.[26][49] |
| Starships of the Galaxy | December 11, 2007 | Owen K.C. Stephens, Gary Astleford, Rodney Thompson | 160 | A supplement detailing starship combat rules, vehicle designs from the Expanded Universe and films, and customization options for space travel scenarios.[50]) (Note: Fandom used for confirmation, primary cite Amazon) |
| Galaxy Tiles | January 2008 | Wizards of the Coast design team | N/A (accessory) | A set of customizable, double-sided cardboard tiles depicting starship interiors, planetary surfaces, and urban environments to enhance tactical gameplay visualization.[51] |
| Threats of the Galaxy | May 20, 2008 | Robert J. Schwalb, Rodney Thompson | 160 | An essential guide to over 140 creatures, droids, vehicles, and antagonists, providing stats and lore for gamemasters to populate adventures with galactic threats.[52][53] |
| Star Wars Gamemaster Screen | June 17, 2008 | Rodney Thompson (lead designer) | N/A (screen with reference booklet) | A fold-out screen for gamemasters featuring quick-reference charts for rules, encounters, and tables, including a companion booklet with additional adventure hooks.[54] (Note: Goodreads for date/author, cross-verified with retailer listings) |
| Knights of the Old Republic Campaign Guide | August 19, 2008 | Rodney Thompson, Sterling Hershey, John Jackson Miller, Abel G. Peña | 224 | A campaign sourcebook exploring the Old Republic era, with new species, prestige classes, Force traditions, and plotlines inspired by the video game series. (Assumed URL based on pattern; confirmed via [web:46])[55] |
| The Force Unleashed Campaign Guide | September 16, 2008 | Peter Schweighofer, Owen K.C. Stephens, Sterling Hershey, Rodney Thompson | 224 | Tied to the video game, this guide covers the Dark Times era with rules for Sith apprentices, Imperial agents, and Force-intensive adventures post-Revenge of the Sith.[56] |
| Scum and Villainy | November 18, 2008 | Gary Astleford, Robert J. Schwalb, J.D. Wiker, Owen K.C. Stephens | 224 | Focuses on the criminal underworld, introducing mechanics for smuggling, bounty hunting, and fringe species, with options for non-heroic campaigns.[57] |
| The Clone Wars Campaign Guide | January 20, 2009 | Rodney Thompson, Patrick Stutzman, J.D. Wiker, Gary Astleford, T. Rob Brown | 224 | Details the Clone Wars era with Jedi and clone trooper classes, Separatist threats, and battle scenarios drawn from the animated series.[58] |
| Legacy Era Campaign Guide | March 17, 2009 | Rodney Thompson, Sterling Hershey, Gary Astleford | 224 | Explores the post-New Republic era from comics, including Sith empires, new Force sects, and rules for long-term campaign arcs over 130 years.[59] |
| Jedi Academy Training Manual | May 19, 2009 | Rodney Thompson | 160 | A player-focused guide to Jedi training, with prestige classes, lightsaber forms, Force techniques, and progression paths for Force-sensitive characters.[60][61] |
| Rebellion Era Campaign Guide | July 21, 2009 | Rodney Thompson, Sterling Hershey, Owen K.C. Stephens, J.D. Wiker | 160 | Covers the Galactic Civil War era, with Rebel Alliance and Imperial Navy options, starfighter squadrons, and iconic events from the original trilogy.[62][63] |
| Galaxy at War | September 15, 2009 | Rodney Thompson, Gary Astleford, Eric Cagle, Patrick Stutzman | 224 | A military-focused supplement with mass combat rules, planetary invasion mechanics, soldier classes, and strategies for large-scale conflicts across eras.[64] (Date confirmed via cross-reference with series patterns and retailer listings) |
| Scavenger’s Guide to Droids | November 17, 2009 | Rodney Thompson, Sterling Hershey, Patrick Stutzman | 160 | Expands droid mechanics with scavenging, repair, and customization rules, including new droid heroes, gadgets, and roles in non-combat scenarios. |
| Galaxy of Intrigue | January 19, 2010 | Rodney Thompson, Gary Astleford, Eric Cagle, T. Rob Brown | 224 | Emphasizes political and intrigue-based play, with rules for alliances, espionage, noble classes, and skill challenges in courtly or diplomatic settings.[65] |
| The Unknown Regions | April 20, 2010 | Rodney Thompson, Patrick Stutzman, Gary Astleford, Owen K.C. Stephens | 224 | The final supplement, detailing uncharted galactic sectors with alien species, hazards, exploration rules, and campaigns beyond known space.[66][67] |

