View Full Version : Star Wars D20 3.5 Ed
Mephisto
February 26th, 2021, 22:00
Star Wars D20 3.5 Ed - Revised Rules
This ruleset is build for the Star Wars roleplaying game based on the d20 System used for the third edition of Dungeons & Dragons.
For Fantasy Grounds Unity, you can get the latest release from the Fantasy Grounds Forge (https://forge.fantasygrounds.com/shop/items/14/view). Subscribing to the forge will automatically update the ruleset when updates are released.
damned
March 2nd, 2021, 20:53
Well done Mephisto
mrgrey
June 2nd, 2021, 20:00
Very nice. Any chance of exporting the Wounds/Vitality rules out into an extension that can be used with the 3.5 rules? If not, that's fine; was just wondering since that's a change to the rules that the 3.5 unearthed arcana had rules for.
Mephisto
June 11th, 2021, 10:47
Sorry for my late response! This isn't really easy to accomplish as the whole damage mechanism is deeply rooted in a lot of files & mechanisms. Can you describe how the damage model for "Unearthed Arcana" works?
ChrisRevocateur
June 12th, 2021, 16:57
Sorry for my late response! This isn't really easy to accomplish as the whole damage mechanism is deeply rooted in a lot of files & mechanisms. Can you describe how the damage model for "Unearthed Arcana" works?
It's been a long time since I've looked at the UE Wound and Vitality system, and even longer since I've looked at the Revised d20 Star Wars rules, but if I remember right, I think they work essentially the same.
https://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm
There's a link to the wound system from UE.
mrgrey
June 12th, 2021, 19:33
They work almost exactly the same; that's why I was wondering if it would be possible to extract into an extension. The only difference is that they removed negative wounds and added a saving throw, but to be honest, I'd be fine with it just using the Star Wars health system.
Mephisto
March 4th, 2022, 13:32
Updated ruleset for compatibility with CoreRPG 2022-03 update.
demoniodojo
November 16th, 2022, 18:47
Do I have to load all the info by myself? Also, when asking for modules at load, it says that there is one called Star Wars D20 Assets, but I can't find it in the store or the forge.
Thanks in advance!
Moon Wizard
November 16th, 2022, 18:59
Data modules can not be offered for any game systems, without explicit permission from the publishers and IP owners. I'm not aware of any permissions given to publish data for any modules outside of the FG store/forge, other than SRD data (if any).
Regards,
JPG
Mephisto
November 18th, 2022, 17:46
Moon covered it all. The SW D20 Assets module is distributed by the Forge when you download the ruleset and contains the background picture.
Mephisto
February 24th, 2023, 15:32
New version released
================================================== ================================================== ===============
Version v2023-02-24
================================================== ================================================== ===============
* Added support for death markers
* Add dice roll skin customization
* Combat tracker entry subsections have been redesigned and migrated to subwindows
* Item record subsections have been redesigned and migrated to subwindows
MMOaddicted
April 10th, 2023, 15:12
Hey, this is the 3,5/d20 edition right? Not SAGA?
Mephisto
April 10th, 2023, 15:24
Yes, this is the 3.5E/D20 version.
Martin2301
June 6th, 2023, 16:38
Hi,
Is there a way to download the ruleset?
Trenloe
June 6th, 2023, 16:55
Hi,
Is there a way to download the ruleset?
The link is in post #1 - "...you can get the latest release from the Fantasy Grounds Forge" (the words in bold are the link in post #1).
GalleyTuk
January 4th, 2024, 11:38
Hello there!
New user of FGU here. I am interested in using this ruleset to host a game but although the ruleset and the module seems loaded OK the fields about races, classes, feats ant the rest are empty.
59648
Am I doing something wrong? All i did was to "purchase" the ruleset and then update FGU.
Mephisto
January 6th, 2024, 20:39
You are not making anything wrong. Due to copyright reasons, the ruleset only contains rule mechanics but no content like races, feats etc. unfortunately. :(
Draykor
March 2nd, 2024, 23:41
Hello!
Thank you for putting in the time to create this ruleset.
I have a question about item card creation. I've been adding in weapons from the sourcebooks and I think I am doing something wrong. Every time I add a weapon to the inventory there is a script error. Also, the weapon does not show up on the action tab (easy enough to add a weapon there, but still, figured I should mention it.)
I tried emulating a standard 3.5 weapon to see if the subtype was the issue. I also tried removing the damage type as well. The error still persists. I've uploaded screenshots to show the error with a direct copy from sourcebook and one as if it was a
59974
59977
Mephisto
March 4th, 2024, 12:18
Hi Draykor, thanks for bringing it up. I will look into it. I plan for a maintenance release at the end of March.
Mephisto
March 13th, 2024, 09:43
New version released
================================================== ================================================== ============
Version v2024-03-12
================================================== ================================================== ============
* Updated ruleset for compatibility with CoreRPG 2024-03 update
* Added desktop combat list support
Mephisto
April 22nd, 2025, 22:59
Updated ruleset for compatibility with CoreRPG 2025-04 update.
abilard996
May 7th, 2025, 20:43
I'm encountering the script error reported on March 2nd (see screenshot). As with the previous poster, the error is thrown when specific fields are edited for an Item (Type, Subtype) and when an Item's properties are viewed, and the window is closed. I have updated through Fantasy Grounds, as well as deleted the Ruleset file, and then updated through Fantasy Grounds to no avail. Is there an updated file with the fix posted elsewhere, or is this issue still open?
64310
Mephisto
May 7th, 2025, 22:15
Hi abilard996, this is actually a new and different bug. Thanks for reporting it! I have pushed an update, that should take care of it. Please update your ruleset through Fantasy Grounds.
abilard996
May 8th, 2025, 04:05
That appears to have fixed it! Thank you. I was hoping to run it this weekend and was worried about how players would react to it, so I appreciate the fast turnaround.
abilard996
June 10th, 2025, 16:12
Encountering another odd issue related to Items. When I enter the speeds for armor, the value in the 10m box is ignored, while the value in the 6m box drops the speed for any character equipping the item by a significant amount. For example, a human with a base speed of 10m who has 'Battle Armor, Heavy' equipped should have a max speed of 6m, while a character whose base speed is 6m should have a max speed of 2m with this type of armor equipped. Entering '6' in the 10m field for the item has no effect, while entering '2' in the 6m field for the item causes a human (base 10m) character to have a speed of -8 as it applies a -18 to the character's speed. Any idea what is going on here? Am I misunderstanding how the Item fields are intended to work?
64546
Mephisto
June 10th, 2025, 21:39
Thanks for reporting the issue. I will upload a fix tomorrow evening. You will need to remove the armor from inventory to re-trigger the proper calculation.
Mephisto
June 11th, 2025, 19:51
I have pushed an update.
abilard996
June 12th, 2025, 01:11
Looking good! Thanks for the update!
abilard996
June 15th, 2025, 00:08
Noticed something odd about skills. I realize that there is a fine legal line dividing game mechanics (not Intellectual Property) and game content (protected Intellectual Property). I assume that is why Force skills are not listed by default for new characters on the skills tab (that and the fact that they are not relevant to most classes). Most basic skills are listed, but there are a handful that are missing:
Craft
Entertain
Knowledge
Profession
Read/Write Language
Speak Language
Were these omitted intentionally?
64588
Mephisto
June 15th, 2025, 22:53
There are not omitted, they just cannot be added automatically as these require information on what they are about specifically. You can add them via buttons placed above the skill list. The buttons are not showing in the screenshot as the character sheet is locked. You need to unlock the character sheet and then use the buttons to add these special skills.
rupalazzi
July 14th, 2025, 23:34
You are not making anything wrong. Due to copyright reasons, the ruleset only contains rule mechanics but no content like races, feats etc. unfortunately. :(
Hi Mephisto.
First of all let me thank you for your work on te ruleset. I really appreciate it!
Second, (omiting how late my post comes to the forum) I get that due to copyrights, no content is added.
Now, if I want to load all the content my self, how do I connect things? Lets say I add all my races, how do I make it so that when I create a character and select a race, the corresponding traits are added to the character so the ability scores are correctly affected? (just to mention an example).
What am I missing to make it work?
Mephisto
July 19th, 2025, 22:13
Hi Rupalazzi, the ruleset is based on the 3.5E ruleset and basically what works there works for the Star Wars ruleset as well. Taking "race" as an example, you need to drag the respective entry to the race field on the characters main sheet.
Trenloe
July 24th, 2025, 12:48
Now, if I want to load all the content my self, how do I connect things? Lets say I add all my races, how do I make it so that when I create a character and select a race, the corresponding traits are added to the character so the ability scores are correctly affected? (just to mention an example).
Welcome to the FG forums!
As @Mephisto mentions, this is based on the 3.5E ruleset. So, as an example, load up a 3.5E campaign, activate the "3.5E Basic Rules" module and look at the races. There's an "Other" tab in each race record that has a list of traits - these are added to the PC when the race record is dragged to the "RACE" section of the PC sheet. Take these races as a basis for new races as the specific wording of the traits will trigger code within FG.
rupalazzi
July 28th, 2025, 23:31
Mephisto, Trenloe, thanks that helped me on how to make things work... I suppouse I'll be loading races, classes, feats, and skills for a while, but is working pretty well (on a general basis, still have a few things to figure out).
Again, thanks for making this work!
mastertae2000
November 3rd, 2025, 17:56
Hello, I went into the Forge and clicked on "Get" (I didn't see any other option for download) for the SW D20 ruleset and although it says owned, I was unable to find the ruleset downloaded anywhere in the folders (vault, modules, rulesets...etc.) or in the app itself when trying to create a new campaign. I did send an email to support, but they just send me to this thread, which I was already aware of.
I appreciate any assistance with this.
very respectfully
Hello, I figured it out. I had to update the app itself for it to appear.
LordEntrails
November 3rd, 2025, 18:32
Hello, I went into the Forge and clicked on "Get" (I didn't see any other option for download) for the SW D20 ruleset and although it says owned, I was unable to find the ruleset downloaded anywhere in the folders (vault, modules, rulesets...etc.) or in the app itself when trying to create a new campaign. I did send an email to support, but they just send me to this thread, which I was already aware of.
I appreciate any assistance with this.
very respectfully
Hello, I figured it out. I had to update the app itself for it to appear.
Welcome to the forums :)
After you "Get" items in the Forge, you have to run an update of FG to get the content to download.
Once you have downloaded, rulesets should show up in the list of rulesets when you Create a new campaign.
We can give more details if needed :)
mastertae2000
November 3rd, 2025, 19:58
Thank you, I appreciate the help and information. I just started learning. My friends wants to play the D20 star wars and this will be my first time DMing, so I'm trying to learn as much as possible. :)
Asgurgolas
December 29th, 2025, 13:39
I want to add a "spell class" on a character sheet: how do I do that? I see on right click it goes "add a force class", but nothing happens. I want to add utilities and effects to add when needed (such as various force powers or items but... I just can't, and can't figure out how :(
Mephisto
December 29th, 2025, 22:42
Hi Asgurgolas, force skills are more or less treated as skills by the rules. You can add a custom skill to handle these. There is currently no way to add them as spells, I will need to look into this in the future once I find some time for adding them force skills as powers.
Asgurgolas
December 30th, 2025, 00:06
I know about the fact force powers are skills, what I mean is "I want to set some effect to automate say, battlemind or enhance ability". Dunno, an "ATK: 3" for battlemind or "DEX: 2" for enhance ability. As it is now, I have to get'em on tracker by hand every time, whereas I would find easier to just have a batch of 'em pre-scripted in my Action tab, to apply where/when needed as I'd do in D&D for spells. Same would go for oh, grenades (automating saving throws for example) and various other fun things.. I'd do it myself but my knowledge of programming and scripting is pretty much inferior to my cat's...
Mephisto
December 30th, 2025, 01:12
I put it on the To-Do list. I need to delve more into the "power" coding in lua to give it a fair shot and make it suitable for SW.
Asgurgolas
December 30th, 2025, 09:31
the Power coding... you could just let it the same as in 3.5: there's the saving throw, and the effect (damage/effect) to apply. Using the "psionic powers" as a base, linking PP directly to VP
For example, for the skill "Illusion", one could just create a power with 5 "Saving throw" entries, and just use the one that applies for the check roll result.
And for the skill, say, Battlemind, you could get 5 entries for the attack bonus (to choose based on check result).
Or, this is what I'd try to do if I knew how to code XD (I'm so lazy I'd rather work on modifying already existing mechanics). And yes, I need to persuade my 13 old nephew to teach me lua >.<
rupalazzi
March 22nd, 2026, 01:54
Hello everyone! I just wanted to let you know that for (maybe) a couple of weeks, I have been getting the following error, as soon as the campaing loads.
66885
No idea what might be causing it since its been months since I last worked on the campaing.
Thought to let you know, in case it might be useful somehow.
abilard996
March 22nd, 2026, 02:58
I'm getting the same error with my Star Wars campaign. Looks like there may be a couple of typos in that script file:
1. There are a couple of what look like garbage characters at the top.
2. It looks like an opening bracket may have accidentally been included when the content within the bracket was commented out.
Extracting the ruleset and fixing these issues allows the campaign to load without script errors, though I have not looked for other issues.66887
Mephisto
March 22nd, 2026, 18:31
Hi all, thanks for reporting the issue! I have uploaded a fixed version which should not give you errors on startup.
The next release will also contain "powers" as requested. This will come in April when the new CoreRPG framework goes live.
Asgurgolas
March 24th, 2026, 12:57
Awesome, thank you!
Powered by vBulletin® Version 4.2.1 Copyright © 2026 vBulletin Solutions, Inc. All rights reserved.