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'''STRENGTH'''
 
'''STRENGTH'''
 
:'''Athletics''': See PHB pg. 175-6. Also, Standard Leaping: With a Long Jump you cover a number of feet equal to your Strength score if you moves at least 10 feet on foot immediately before the jump. With a standing long jump your distance is halved (round down). With a High Jump you can jump up 3 feet plus 3 feet for one for every Strength modifiers you have if you moved at least 10 feet on foot immediately before the jump (half if standing). To see how far you can just ‘reach up’, you can extend your arms up to a high equal to 1½ your base height. With a Strength (Athletics) test, for every 2 over a '''DC10''' you made add another foot to the distance you can high or long jump.  
 
:'''Athletics''': See PHB pg. 175-6. Also, Standard Leaping: With a Long Jump you cover a number of feet equal to your Strength score if you moves at least 10 feet on foot immediately before the jump. With a standing long jump your distance is halved (round down). With a High Jump you can jump up 3 feet plus 3 feet for one for every Strength modifiers you have if you moved at least 10 feet on foot immediately before the jump (half if standing). To see how far you can just ‘reach up’, you can extend your arms up to a high equal to 1½ your base height. With a Strength (Athletics) test, for every 2 over a '''DC10''' you made add another foot to the distance you can high or long jump.  
:'''''Encumbrance''''' (PHB pg. 176): Strength x10lbs for base. Tiny sized creatures Strength x2lbs base, Small x5lbs, Large x20lbs, Huge x40lbs, Gargantuan x80lbs, Colossal x150lbs.
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:'''''Encumbrance''''' (5th ed. pg. 176): Strength x10lbs for base. Tiny sized creatures Strength x2lbs base, Small x5lbs, Large x20lbs, Huge x40lbs, Gargantuan x80lbs, Colossal x150lbs.
 
'''DEXTERITY'''
 
'''DEXTERITY'''
 
:'''Acrobatics''': per PHB pg. 176-7. Also you can attempt to move through a threatened space of a creature that is your size or one size small or larger then you. The '''DC10''' + the target’s proficiency bonus + its Dexterity or Wisdom modifier. Success means that you move through their threatened space without provoking an Opportunity attack. Enemy space counts as difficult terrain. You can attempt to pass through a creature’s space with the same DC as above. If you make this check by +5 over the DC it also does not provoke an Opportunity attack against you. You must end your Movement in an unoccupied space as normal. You can also make a Dexterity (Acrobatics) check equal the same DC of one target’s to gain the Disengage action as a Bonus action instead but only against this one target. The result of your Dexterity (Acrobatics) check is the distance in feet of a fall that you can negate before figuring fall damage.
 
:'''Acrobatics''': per PHB pg. 176-7. Also you can attempt to move through a threatened space of a creature that is your size or one size small or larger then you. The '''DC10''' + the target’s proficiency bonus + its Dexterity or Wisdom modifier. Success means that you move through their threatened space without provoking an Opportunity attack. Enemy space counts as difficult terrain. You can attempt to pass through a creature’s space with the same DC as above. If you make this check by +5 over the DC it also does not provoke an Opportunity attack against you. You must end your Movement in an unoccupied space as normal. You can also make a Dexterity (Acrobatics) check equal the same DC of one target’s to gain the Disengage action as a Bonus action instead but only against this one target. The result of your Dexterity (Acrobatics) check is the distance in feet of a fall that you can negate before figuring fall damage.
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:'''Drive''' (Dexterity): This skill covers the control of walkers (2 or more legs), tracked and watercraft vehicles (including submersibles). A basic maneuver checks (like avoiding a slow moving object or making your way around a tight corner) would require a '''DC15''' skill check. Failure might deal 1d6 damage equal to ½ the vehicle size modifier (see Vehicles). See Vehicle & Starship Houserules for more.
 
:'''Drive''' (Dexterity): This skill covers the control of walkers (2 or more legs), tracked and watercraft vehicles (including submersibles). A basic maneuver checks (like avoiding a slow moving object or making your way around a tight corner) would require a '''DC15''' skill check. Failure might deal 1d6 damage equal to ½ the vehicle size modifier (see Vehicles). See Vehicle & Starship Houserules for more.
  
:'''Gambling''' (Charisma): For games where skill might be involve requires a Charisma (Gambling) opposed check. Some strategic games might include multiple opposed checks. With a Charisma (Gambling) check you can even attempt to influence totally random games of chance. This is mostly a GM call on a lot of these but a base '''DC15''' is a good starting point.
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:'''Gambling''' (Charisma): For games where skill might be involve requires a Charisma (Gambling) opposed check. Some strategic games might include multiple opposed checks. With a Charisma (Gambling) check you can even attempt to influence totally random games of chance. This is mostly a GM call on a lot of these but a base DC15 is a good starting point.
  
 
:'''Gather Information''' (Charisma): This skill represents talking with people face to face (even if via a comlink). So you have to be around people to gather information. Basic information (local gangs, rumors, location of a business, feel of a neighborhood, etc.) take 1d8 hours and a '''DC10''' check. Mostly this might be hanging out in a local bar or on the street and cost 1d6 x10 credits. More specialized information might include the local gang leader, where to find an off-the books garage, personality of a local, etc. takes 2d8 hours with a '''DC15''' and costs 1d6 x25 credits. Digging up dirt on a local government officer or elected official, or looking for a secret location of a secret hideout out in the badlands should take 1d4 days with a '''DC20''' and cost 1d8 x100 credits.
 
:'''Gather Information''' (Charisma): This skill represents talking with people face to face (even if via a comlink). So you have to be around people to gather information. Basic information (local gangs, rumors, location of a business, feel of a neighborhood, etc.) take 1d8 hours and a '''DC10''' check. Mostly this might be hanging out in a local bar or on the street and cost 1d6 x10 credits. More specialized information might include the local gang leader, where to find an off-the books garage, personality of a local, etc. takes 2d8 hours with a '''DC15''' and costs 1d6 x25 credits. Digging up dirt on a local government officer or elected official, or looking for a secret location of a secret hideout out in the badlands should take 1d4 days with a '''DC20''' and cost 1d8 x100 credits.

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