In one paragraph: FFG's Star Wars RPG (Edge of the Empire / Age of Rebellion / Force and Destiny) uses 7 custom narrative dice that resolve two axes per roll (success/failure + advantage/threat), career + specialization + talent-tree XP-spend instead of levels, and split Wound + Strain damage tracks. Edge Studio holds the license since 2022 but is in maintenance mode — reprints only, no new content. SWURPG uses standard polyhedral dice, 5e-style class levels, single HP — and ships fixes weekly.
Quick comparison
| Dimension | SWURPG | FFG Star Wars |
|---|---|---|
| Status | Active, free, online | Maintenance mode under Edge Studio; reprints only since 2022 |
| Core dice | Standard d4 / d6 / d8 / d10 / d12 / d20 | 7 custom narrative dice (Ability, Proficiency, Difficulty, Challenge, Boost, Setback, Force) |
| Roll resolution | d20 + modifiers vs DC | Symbol-counting on two axes (success/failure + advantage/threat) |
| Character progression | Levels 1-20 with class traits at set levels | XP-purchased talents on career specialization trees (no levels) |
| Character abilities | Six (STR, DEX, CON, INT, WIS, CHA) | Six characteristics (Brawn, Agility, Intellect, Cunning, Willpower, Presence) |
| Damage tracking | Single HP pool | Wound + Strain (two parallel tracks) |
| Force system | Force Points pool; Force DC = 8 + PB + WIS | Force die rolls + Force rating + Light/Dark commitment |
| Combat pace | Hit / miss + damage; clean per-round resolution | Hit + symbol layer; GM adjudicates side effects every roll |
| Motivation system | Heroic Surge points (optional metacurrency) | Obligation (Edge) / Duty (Age) / Morality (F&D) campaign trackers |
| Vehicle / starship combat | Built-in starship module (39 chassis) | Built-in (more detailed silhouette / encumbrance rules) |
| Era support | Era-agnostic by design | Originally: Edge (fringe), Age (Civil War), F&D (Jedi-era) |
| Species count | 106 | ~50 across the three core books + supplements |
| Character builder | Free official online tool (any browser) | OggDude's (community-built, Windows-only) |
| Tactical map builder | Free, browser-native; LEGO-scale tile PDFs | None (narrative system uses range bands, not grids) |
| Cost to play | $0 (free) | ~$60 per career book; $180+ for full three-book set |
| Core rulebook PDF | Free print-ready PDF | $30+ per book on DriveThruRPG |
| Learning curve | Easy for d20 / 5e players (~15 min onboarding) | Moderate — narrative dice take a session to internalize |
How SWURPG differs from FFG Star Wars at the table
FFG and SWURPG aren't trying to do the same thing. FFG bakes "yes-but / no-but" into every roll via the narrative dice — that's the design center. SWURPG uses d20 + DC resolution and asks the GM to layer narrative consequences when they want them. Both are legitimate design philosophies. The tables below break the divergence down by play surface.
Dice & resolution
| FFG Star Wars | SWURPG | Why it matters at the table |
|---|---|---|
| 7 custom narrative dice marked with success/failure/advantage/threat/triumph/despair symbols | Standard polyhedral set (d4 / d6 / d8 / d10 / d12 / d20) | No custom dice purchase required. The dice you already have (or borrow from any D&D 5e group) cover SWURPG completely |
| Two-axis resolution per roll: success/failure AND advantage/threat (plus rare triumph/despair on Proficiency/Challenge dice) | One-axis resolution: d20 + mod vs DC, then damage / save / effect as the rule states | Faster turn resolution. GMs don't need to improvise side-effects on every roll — only when the mechanic explicitly says so |
| GM adjudicates advantage / threat consequences mid-combat ('+2 advantage means a free Boost to next ally + a thematic complication') | Side effects only when the rule says so (e.g. failed Constitution save → Stunned; nat 20 → critical) | Lower GM creative load per round. The mechanical layer is clean; GM improv is its own layer when the table wants it |
| Dice pool sizes scale with characteristic + skill + setting modifiers (Setback / Boost dice from circumstances) | Modifiers add to the d20 roll; advantage/disadvantage handles circumstance (one extra d20, take higher/lower) | Familiar 5e math; no pool-building per roll |
Character progression
| FFG Star Wars | SWURPG | Why it matters at the table |
|---|---|---|
| No character levels. Career + specialization + XP-purchased talents on specialization trees | Levels 1-20 with class traits at set levels (5e cadence) | Predictable progression curve; 5e-fluent players know the cadence cold |
| 6 careers per book (e.g. Edge of the Empire: Bounty Hunter, Colonist, Explorer, Hired Gun, Smuggler, Technician), each with 3 specializations × ~20 talents | 6 base classes (Jedi Padawan, Force Adept, Soldier, Scoundrel, Tech Specialist, Leader) + 15 advanced subclasses with fixed-level features | Pick a class instead of designing a build from a talent tree. Faster character creation |
| Talent trees require purchasing each talent in tree order with XP; advancement is build-driven | Class traits unlock at set levels; ASI / Alt Trait choices every 4 levels | Less optimization surface; less analysis paralysis |
| Six characteristics: Brawn, Agility, Intellect, Cunning, Willpower, Presence | Six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma | Different names, similar conceptual coverage. SWURPG's split keeps physical robustness (CON) separate from physical strength (STR), where FFG combines them in Brawn |
Damage tracking
| FFG Star Wars | SWURPG | Why it matters at the table |
|---|---|---|
| Two parallel tracks: Wound (physical damage) and Strain (mental/emotional/physical-stress) | Single Hit Point pool | One number per character to track. FFG's split is more granular but requires watching both tracks every round |
| Critical Injuries table — when wounds exceed threshold, roll on a table for persistent effects (limp, scarred, etc.) | Critical hits = doubled damage dice on nat 20; conditions handle persistent effects (Stunned, Frightened, Prone…) | Cleaner per-hit resolution; no separate persistent-injury bookkeeping layer |
| Strain damage from stress, fear, or Force-power costs can incapacitate even unwounded characters | Stun damage as a separate type (does not reduce HP; forces CON saves vs Stunned condition) | Different model for non-lethal pressure. SWURPG handles fear/stress via conditions; not a parallel damage track |
Motivation & dramatic stakes
| FFG Star Wars | SWURPG | Why it matters at the table |
|---|---|---|
| Per-line motivation systems: Obligation (Edge — debts owed), Duty (Age — Rebellion contributions), Morality (F&D — Light/Dark slide) tracked campaign-long | Heroic Surge points (optional metacurrency) — GM-awarded for cinematic defiance moments, spent for clutch rerolls | Lighter touch — same dramatic-stakes purpose, no campaign-long tracker. Drops Star Wars metaplot to GM narrative judgment instead of a numerical system |
| Force users use Force dice (d12) + Force rating + Light/Dark pip commitment mechanics | Force users use Force Points + Force DC formula; Light/Dark/Gray is narrative not mechanical | No alignment score. A character's Light/Dark relationship is GM-tracked from the powers they use and the choices they make, not a number |
Status & accessibility
| FFG Star Wars | SWURPG | Why it matters at the table |
|---|---|---|
| Out of print at FFG since 2022. Edge Studio holds license; reprints only — Edge has publicly confirmed no new TTRPG content development underway as of 2024-2025 | Free, online, actively developed; ships fixes weekly | Different time horizons — one's a finished game in support mode; one's still growing |
| $60+ per core book × 3 lines (Edge / Age / F&D). Supplements $100-500 secondhand | $0 — every rule is on swurpg.com for free + a free Core Rulebook PDF | Real cost difference. SWURPG also has no paid tier — there isn't a 'pro' upsell |
| OggDude's Character Generator (fan-built, Windows-only, free) is the de facto tool — official tools were discontinued | Free browser-based Character Builder at swurpg.com/character-builder — runs on any device with a browser | Cross-platform, online, no install. Save characters to the cloud or export to PDF |
Same scenario, two systems
A Wookiee Bounty Hunter (FFG: Brawn 4, Ranged–Heavy 2 ranks) takes a shot at a Stormtrooper Captain across a hangar with a blaster rifle:
In FFG
- GM builds dice pool: 2 Ability + 1 Proficiency (skill ranks) vs 2 Difficulty + 1 Setback (cover)
- Wookiee rolls all 6 dice, counts symbols
- Result: 2 successes + 1 threat → hit, but blaster overheats next round
- Damage rolled separately; reduce by Captain's Soak
- Check if damage exceeds Captain's Wound threshold for Critical Injury
- GM adjudicates the "blaster overheats" threat as a per-table call
In SWURPG
- Roll d20 + STR mod + proficiency vs Captain's AC (one number)
- On hit, roll damage dice; subtract from HP
- Nat 20: critical hit (doubled damage dice)
- Cover applied as +2 / +5 to Captain's AC depending on partial / full
Both work; they just optimize for different things. FFG's system bakes "yes-but / no-but" into every roll, generating emergent story per attack. SWURPG keeps the mechanical layer clean and asks the GM to layer narrative when they want it. Whether that's a feature or a tax depends on your GM's improv comfort.
Where the systems align
- Star Wars setting depth. Both systems cover species, factions, vehicles, gear, and Force philosophy comprehensively. FFG is slightly deeper on Edge-era fringe lore; SWURPG is era-agnostic and covers more ground per era.
- Granular weapon and armor properties. Damage types, ranges, special qualities — both treat equipment as meaningful tactical decisions, not just damage-dice deltas.
- First-class starship combat. Pilot / gunner / engineer roles. System damage. Ship-scale weapons and shields.
- Force users feel distinct. In FFG via Force-die generation and Force-talent trees; in SWURPG via Force Points + lightsaber forms + class-specific Force features. Either way, a Jedi plays differently than a Sentinel.
- Career concepts map cleanly. Bounty Hunter / Smuggler / Hired Gun / Technician all have direct SWURPG class equivalents. You can rebuild any FFG character concept in SWURPG; only the math differs.
What this gives back to the table
FFG's narrative dice are elegant but they ask a lot of the GM. SWURPG's d20 resolution is more compact and asks the GM to layer narrative consequences when the table wants them, not on every roll. A few concrete payoffs:
- Faster combat turns. No symbol-counting, no per-roll consequence improv. A 4-player combat round resolves in ~3 minutes in SWURPG vs ~7-10 minutes in FFG (anecdotal but typical).
- Lower GM creative load. The mechanical layer is self-contained; narrative consequences are GM choice, not required output.
- Standard dice + free books.You don't need to buy custom dice or out-of-print core books. Everything ships free on swurpg.com.
- Active development.Edge Studio isn't shipping new FFG content; SWURPG ships fixes weekly. Different time horizons.
Which one is right for your table?
Stay with FFG if…
- You already own the books and dice.
- You love narrative-dice resolution and emergent storytelling per roll.
- Your GM enjoys improvising consequence layers every roll.
- You want Wound + Strain's two-track survivability model.
- You want the deepest Edge-of-the-Empire fringe-life setting depth.
- You're OK with a system that's in maintenance mode (no new official content).
Try SWURPG if…
- You want standard d20 mechanics without buying custom dice.
- You want one free integrated system instead of three career books.
- Your group includes 5e / d20-native players.
- You want a system actively maintained with regular updates.
- You want a free official online character builder that runs on any device.
- You want era-agnostic play without needing per-era supplements.
Frequently asked questions
- Is FFG Star Wars (Edge of the Empire / Age of Rebellion / Force and Destiny) still in print?
- Edge Studio holds the Star Wars RPG license (transferred from Fantasy Flight Games in 2022 as part of Asmodee's restructuring) and reprints the FFG core rulebooks, but is currently in maintenance mode — Edge Studio has confirmed they are not developing any new Star Wars TTRPG content as of 2024-2025. Most physical core books and supplements are reprint-or-secondhand only. PDFs remain available on DriveThruRPG. The community is active but the publisher pipeline has effectively stopped.
- Do I need the custom FFG dice to play SWURPG?
- No. SWURPG uses the standard polyhedral set (d4, d6, d8, d10, d12, d20). FFG Star Wars and Genesys use 7 custom narrative dice (Ability, Proficiency, Difficulty, Challenge, Boost, Setback, Force) marked with success/failure/advantage/threat/triumph/despair symbols rather than numbers. Those special dice aren't needed for SWURPG.
- What is the FFG narrative dice system?
- Each roll uses a pool of custom dice that resolves on two axes simultaneously: success/failure (did you accomplish the task?) and advantage/threat (with what side effects?). A character can fail but generate advantage (you missed the shot but spotted an exit), or succeed at a cost (you hit but your blaster overheats). Plus Triumph (on a Proficiency die) and Despair (on a Challenge die) trigger major story beats. It's elegant but adds GM-improvisation overhead — every roll generates side narrative the GM must adjudicate.
- How is SWURPG's combat different from FFG's?
- FFG combat resolves with narrative dice — every attack roll generates a layer of side effects (advantage, threat, triumph, despair) that the GM and players spend on improvised consequences. SWURPG combat uses d20 + modifiers vs. AC, with cleanly defined effects: hit or miss, damage dice rolled, conditions applied per power/feature. Faster, more predictable, less GM-creative-load per round.
- Can I convert characters from FFG Star Wars to SWURPG?
- Conceptually yes, mechanically no — the character math is completely different. FFG characters use Career + Specialization + Talents purchased with XP, with no levels. SWURPG uses standard d20 class levels and ASI / Alt Trait progression. The fastest path is to rebuild the character from scratch using the SWURPG Character Builder, matching species and concept. Most FFG careers have natural SWURPG equivalents: Bounty Hunter → Scoundrel/Bounty Hunter subclass; Smuggler → Scoundrel/Smuggler; Hired Gun → Soldier; Colonist → Leader/Diplomat; Technician → Tech Specialist; Explorer → Soldier/Marksman or Scoundrel. SWURPG currently has 6 base classes and 15 advanced subclasses covering the FFG career space.
- Does SWURPG have anything like FFG's Obligation, Duty, or Morality?
- Not as mechanical systems. FFG used Obligation (Edge), Duty (Rebellion), and Morality (F&D) as per-campaign motivation trackers that fed into XP and dramatic moments. SWURPG handles motivation through Heroic Surge Points — an optional metacurrency you spend for clutch rerolls and defensive boosts. It's lighter-touch than FFG's tri-system but serves the same dramatic-stakes purpose. Heroic Surge points are GM-awardable for in-character defining moments (the same beats Obligation/Duty/Morality flagged), they just don't carry an additional bookkeeping layer.
- Is Genesys the same as FFG Star Wars?
- Same dice system, no Star Wars IP. Genesys (2017) is the generic version of FFG's narrative-dice engine — you can play any genre with it (fantasy, cyberpunk, modern, etc.), but you have to bring your own setting content. If you loved FFG's dice but want to play in another universe, Genesys is the path. SWURPG uses a completely different (d20) engine and is purpose-built for Star Wars.
- Is OggDude's character generator still the best FFG character builder?
- OggDude's Character Generator is the most-loved fan-built tool for FFG Star Wars — it's Windows-only, free, and covers all three career books plus most supplements. Edge Studio has no official replacement. SWURPG ships a free browser-based Character Builder at swurpg.com/character-builder that runs on any device with a browser (no Windows requirement, no install) and handles every derived stat live.
- What's the closest SWURPG class to FFG's Smuggler career?
- Scoundrel as the base class, with the Smuggler advanced subclass at L3 — that's the closest direct mapping. The Smuggler subclass keeps the cargo-running, fast-talking, blaster-and-quick-wit fantasy. Other FFG career mappings: Bounty Hunter career → Scoundrel/Bounty Hunter subclass; Hired Gun → Soldier; Technician → Tech Specialist; Colonist → Leader/Diplomat; Force-sensitive careers (F&D) → Jedi Padawan or Force Adept.
Try SWURPG
The Character Builder produces a playable Lv 1 character in about 5 minutes — pick species, class, ability scores, and starting gear, then export to PDF. No narrative dice required; standard polyhedral set only.