D20 rule adjustments

Character Creation
Use the rules for random ability generation
If you roll four-of-a-kind, count all 4 dice

If you qualify for re-rolling your abilities (p18 Core Rulebook, Rev) you may instead choose to have a free droid companion
Roll a D5, this number determines the degree of the droid companion
The cost of the droid is not deducted from the character’s starting credits
Additional equipment and upgrades for the droid are paid for with your primary character’s starting credits
The droid has not broken its programming, and does not gain experience
The droid has been with your character long enough that it can anticipate your character’s needs and desires (as far as they relate to the purpose of the droid) and act accordingly, the droid is a PC but actions outside its programing may be vetoed by the GM

Characters’ starting skill points are determined by the same method as when gaining a level
Do not multiply the result by 4
Races that receive an additional skill point per character level only gain 1 skill point at first level instead of 4

At creation PCs may take the Force Sensitive feat for free

PCs may be granted items at creation that are not available due to insufficient credits
Items may have strings attached to them (ie owned by another character, stolen, etc)
It is possible for the character to not know about the attached strings (ie they got an amazing deal on a used swoop that happens to be reported as stolen)
Items will not be granted in this way that the character is not trained to use, the character must have at least 1 rank in the relevant skill
A loan may be drawn using the “Getting a Loan” rules p118-119 Hero’s Guide

Skills
A skill listed as a class skill for any class a character possesses levels in is consider a class skill for that character
Trained class skills gain +3 skill bonus

Cross-class skills
Ranks may be raised to the character’s level
Each rank only cost 1 skill point
There is no limit to the number of skill points that may be “banked” when a character gains a level

Improving cross-class skills and skills that may only be used if trained
Requires 2 days of training per current rank, the first rank requires 7 days of training
1 day of training is any day that the student spends 4 or more hours studying and/or practicing the skill
A character may train up to 3 skills per day so long as they do nothing other than train and/or practice skills, eat, and sleep
A charter may immerse himself in an intensive training regimen by performing nothing but train 1 specific skill, eat, and sleep
If a teacher is used, the teacher must do nothing but train the student, eat, and sleep
Each day spent in this manner counts as 3 day of instruction
The training time may be non-consecutive so long as the total time spent training does not exceed the time required plus a number of days equal to the student’s Intelligence score plus the teacher’s Intelligence modifier
2 days of training under the tutelage of a character with 1 2 or 3 more ranks than the student counts as 3 days of training
1 day of training under the tutelage of a character with greater than 3 more ranks than the student counts as 2 days of training
Using training materials (ie books, holocrons, holovids, etc) may be used once per rank to reduce the time remaining by a number of days equal to an Intelligence check by the student plus the equipment bonus of the item divided by 5
A minimum of 4 hours must be spent training to improve a skill requiring training
Skill points are spent when the training is completed or the training is wasted unless the character has no skill points to spend
Training may be started or completed before the skill points are available
The skill rank does not improve until the skill point has been spent
The skill points must be spent the next time the character gains a level or the training is wasted

Improving class skills that may be used untrained
May spend seven consecutive days practicing the skill for a minimum of four hours per day
Up to 3 skills may be practiced per day so long as the character does nothing but practice, eat, and sleep
Doing so reduces the number of skills being trained by 1 for each skill being practiced
May be improved by 1 rank (up to the character level) after a day in which the skill was successfully used
This does include the Take 2, Take 10, and Take 20 rules
May be immediately improved by 1 rank (up to the character level) when a natural 20 is rolled when using that skill
This does not include the Take 20 rule
The improvement is applied to the modifier for the roll that allowed the improvement
The player must spend a skill point on any skill improved this way.

Feats
Team feats (p28-30 SAGA Edition Galaxy at War) are available
If 4 ranks of a skill are taught by a PC with the associated team feat gained due to class, level, or race then the student acquires the team feat for free
If there is no skill associated with the feat, the student may learn it by spending 4 skill points and being instructed as if learning 4 ranks in a previously untrained cross-class skill
All 4 ranks must be taught after the teacher acquires the feat

A feat acquired “for free” is added to a character sheet, but does not take the place of a feat acquired due to class, character level, or racial bonus

Dice Rolls
A player may Take 2 for any skill or ability check that is unopposed
The time necessary to perform the task is unchanged
This represents performing an action haphazardly usually because the character is certain of success

Critical rolls
The “Disabling Injuries” rules p126-127 Hero’s Guide are in effect
A natural 20 is not an automatic success
The roll to confirm a critical hit is added to the initial roll, if the combined results and modifiers defeat the target’s defense then the attack hits
If the second roll and modifiers defeat the target’s defense then the attack does critical damage
Critical damage multiplies the number of damage dice rolled, not the total result of the damage roll
For non-attack rolls, roll again and add both results to the character’s total modifiers
A natural 1 is not an automatic failure
Roll again and subtract both results from the modifiers to determine failure or success
If both rolls result in a natural 1 then the character experiences an unlucky event
The action fails or succeeds based on the total
Something goes wrong hindering the character’s next use of the same action and is usually corrected by a move action that would provoke an attack of opportunity
Example: a weapon jams while shooting, a merchant’s funds are overtaxed when negotiating a better sell price, losing footing while jumping, accidentally knocking the item you were looking for into a grate, etc

Equipment
Hyperdrive
Speed modifiers of x0.5 are reduced to x1
Speed modifiers of x1 are reduced to x2

Blasters Pistols and Rifles
Range increments are reduced by ¼
Costs are increased by 50%

Slug-throwers are still common weapons and considered comparable to most blasters
Costs are reduced by 30%

Cybernetics
May not be life-like, anyone seeing the cybernetic can easily tell that it is not a natural body part
The highest quality limbs listed in the books are not available

The Force
Force Sensitive PCs will be awarded partial Jedi class levels
The character uses the higher BAB and saves between the class levels earned through experience and Jedi class levels awarded
Characters gain skill points per level unmodified by INT modifier that may only be distributed to Force skills
Characters do not gain hit die from Jedi class levels
Characters do not count Jedi class levels when determining character level
Class skills for the Jedi class gained become class skills for the character
Alternatively a character may choose to devote themselves to mastering the Force and may gain Jedi class levels normally, but may no longer gain levels in non-Jedi classes
If a character uses this option after being awarded Jedi class levels then they will gain the additional benefits of their awarded Jedi class levels as they progress with experience

”Long-Term Dark Side Effects” p183 Core Rulebook (Revised)
Do not use the system in the book
If a character does not have enough Vitality Points to use a Force Power, that character may Call on the Dark Side as a Free Action
When Calling on the Dark Side in this manner, the character does not gain the normal benefits
The character gains 10 temporary Vitality Points that may only be used on Force Powers
The character suffers 1 point Ability Drain from either Strength, Dexterity, or Constitution
The Ability Drained is determined by rolling a d3
The character’s description should be changed to include a disfigurement or disability representative of the ability point lost
The character gains 2 Dark Side Points instead of the normal 1
A character may do this any number of times per round so long as they are still alive (CON>0 and WP>-10)
If a character dies from this, the Force Power is used immediately prior to the character dieing
Temporary Vitality Points gained in this way are lost at the end of the character’s turn

D20 rule adjustments

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