Holocron

Whats Different

Player's Handbook · chapter

The Player's Handbook mirrors the traditional 5th edition Player's Handbook, with the following deviations.

Chapter 1: Step-By-Step Characters

This chapter explains step-by-step character building, as exemplified by Han Solo.

Chapter 2: Species

Races relabeled to species, all of which are brand new.

Chapter 3: Classes

There are ten classes. All ten classes receive their archetype at 3rd level, instead of it varying by class. Additionally, all classes have a second level of customization beyond archetype, similar to how Warlocks get Invocations in 5e. Lastly, all class capstones now offer a total of +4 to ability scores, including their maximums.

  • Berserker: This is an adaptation of the barbarian class, with the additional customization layer of Berserker Instincts. Berserker capstone ability scores reduced, but they gain an additional feature.
  • Consular: The full caster for the Force side of casting, this class consolidates features of cleric, sorcerer, and wizard. It has Force-Empowered Casting as its second layer of customization, which is derived from sorcerer's Metamagic.
  • Engineer: The engineer is a full caster for the tech side of casting, extrapolating from artificer with some bard elements sprinkled in. The additional layer of customization for engineers is driven from its archetypes.
  • Fighter: Similar to it's 5e counterpart, with two major changes: maneuvers are now a baseline feature, and fighters gain strategies are their second level of customization.
  • Guardian: Mostly derived from paladin, guardians are the half caster for the Force. Their second level of customization is their auras.
  • Monk: Monks are naturally inspired by their 5e counterpart, but with a significant number of changes and buffs. They gain a second level of customization in their Monastic Vows.
  • Operative: This version of the rogue has operative exploits as their second level of customization. Additionally, most archetypes grant alternative ways to use Sneak Attack.
  • Scholar: This brand new class has two levels of customization beyond archetypes: maneuvers (similar to that of the fighter class) and discoveries.
  • Scout: This is the half caster for the tech side of casting, naturally inspired by the ranger, with baseline hunter's mark and a second level of customization called Scout Routines.
  • Sentinel: This Force caster utilizes a new "two-thirds" casting progression, falling between guardian and consular. It utilizes some bard features, and has an additional layer of customization called Sentinel Ideals.

Chapter 4: Backgrounds

Backgrounds feature one major difference; each background also offers a choice of feat. This helps players realize their characters in a more personal fashion.

Chapter 5: Equipment

Currency has been changed to credits, with roughly 1 gp = 10 cr. Magic items are reskinned as enhanced items, with rarities designed to mimic those of Star Wars: the Old Republic. Equipment functions similarly, with the exception of the breakdown of weapons; rather than just simple and martial, they are broken down into blasters, lightsabers, and vibroweapons. This also includes three tiers of shields: light, medium, and heavy, with proficiencies collapsed into the appropriate armor. There is a significant number of new weapon properties as well, and most items are new otherwise.

Chapter 6: Customization Options

  • New multiclassing requirements/proficiencies
  • Spell point variant with different multiclassing
  • Fighting styles have been completely changed, with paired fighting masteries
  • Lots more feats

Chapter 7: Using Ability Scores

Generally the same, with the exception of skills; Arcana, History, and Religion have been collapsed into Lore, with Piloting and Technology being new skills. Expertise is now a defined keyword alongside proficiency.

Chapter 8: Adventuring

Minor changes to better fit the galaxy at large.

Chapter 9: Combat

Lots of changes here. This chapter will want to be read start to finish, despite it being similar to traditional 5e.

  • Object Interaction is now more specifically defined and utilized.
  • New action: Guard.
  • Shoving split in to two separate keywords so they can be cited independently.
  • Double-Weapon Fighting is a new mechanic for weapons with two ends for fighting.
  • Two-Weapon Fighting now works with blasters.
  • Three layers of partial cover, instead of only two, with adjusted values.
  • Critical Hit Range a defined attribute.
  • Damage types have been changed.
  • Rules for temporary force and tech points, which function similar to temporary hit points.

Chapter 10: Force- and Tech-casting

There are several changes in this section:

  • Spells are now called powers.
  • Cantrips are now called at-will powers.
  • There are no more class lists. Instead, your force- or tech-casting feature gives you access to the full force or tech powers list.
  • A simplification of the spell point variant from the DMG. Basically, casting a power at a given level costs that level + 1 points.
  • Spellcasting has been separated into force- and tech-casting. Forcecasting uses Wisdom/Charisma and Force Points, which regenerate on a long rest. Techcasting uses Intelligence and Tech Points, which regenerate on a short or long rest. While a character can have both force- and tech-casting, they are kept completely separate.
  • The number of known at-will powers and 1st-level and higher powers are no longer separate.

Chapters 11 and 12: Force and Tech Powers

Chapter 11 has been broken down into two chapters to keep force and tech powers separate.

Chapter 13: Maneuvers

Unlike 5e, Maneuvers are a single pool of options similar to spells that any class or archetype with superiority can select from.

Appendix A: Conditions

This appendix features most (all?) of the traditional 5e conditions, as well as a couple new ones.

Appendix B: Recommended Variant Rules

This appendix features a number of highlighted variant rules.

Index

It's an index.