SWURPG

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SWURPG vs Star Wars Saga Edition

The 2007 d20 Star Wars RPG, modernized with a 5e action economy

Last updated: May 16, 2026

In one paragraph: SWURPG keeps Star Wars Saga Edition's deep equipment, species, and Force-power surface, and rebuilds its tracking-heavy combat math on D&D 5e foundations — one AC instead of three defenses, no Condition Track, no Damage Threshold, simpler Force activation. Saga has been out of print since 2010; SWURPG is free, online, era-agnostic, and actively developed.

Quick comparison

DimensionSWURPGSaga Edition
StatusActive, free, onlineOut of print since 2010
Core diced20 + modifiersd20 + modifiers
Action economy1 Action / 1 Bonus Action / 1 Reaction1 Standard / 1 Move / 1 Swift
Defense systemOne AC + six ability savesFortitude / Reflex / Will defenses (3 separate)
Damage trackingHP onlyHP + Condition Track + Damage Threshold
Force activationForce Points (FP); slot-like cost per powerUse the Force skill check
Advantage / disadvantageYes (5e-style)No (uses circumstance modifiers)
Hit Point modelClass HD + CON per level (5e-style)HP + Condition Track
Build complexityFixed class traits + ASIs every 4 levelsTalent trees + 70+ feats with prerequisites
Species106~60 across core + supplements
Classes6 base + 15 advanced subclasses5 base + prestige classes
Force powers98, available to all Force users~50, gated by talent trees
Vehicle / starship combatYesYes (more detailed)
EraEra-agnostic by designPrimarily Rebellion era, supplements for others
Character builderFree official online toolNone official (community-built only)
Tactical map builderFree, browser-native; LEGO-scale tile PDFsNone (graph paper / VTT)
Cost to play$0 (free, no paywall)$50-200+ secondhand for core
Learning curveEasy if you've played 5eModerate to steep

What stays the same

SWURPG inherits the parts of Saga Edition that aged best:

  • Granular weapon properties. Two-handed, finesse, light, stun, ion, sonic, kinetic, blaster vs. slugthrower distinctions — all preserved.
  • Deep species roster. SWURPG's 106- species superset includes every common Saga species (Wookiees, Twi'leks, Mon Calamari, Quermians, etc.) plus dozens added from FFG and Disney canon.
  • Force as a craft, not a spell list. Force users still choose individual powers and lightsaber forms; the result still feels like a Jedi rather than a Wizard with reskinned spells.
  • Vehicle and starship combat. SWURPG ships with a starship combat module — pilot/gunner/engineer roles, system damage, and ship-to-ship action economy.

How SWURPG simplifies Saga at the table

Saga Edition is mechanically rich — granular equipment, real character math, lots of knobs to turn. That richness slows tables down. SWURPG keeps Saga's depth where it matters (species roster, equipment granularity, Force-power surface, lightsaber forms) and strips the tracking burden that didn't. Below: every major mechanic SWURPG dropped or replaced, with what changes at the table.

Combat

Saga EditionSWURPGWhy it matters at the table
Three separate defenses: Fortitude / Reflex / Will, each computed independently (10 + class bonus + ability + level + misc)One Armor Class for attacks; saving throws (d20 + ability mod + proficiency) for effectsOne number per attack instead of three. GMs roll attacks vs AC, players roll saves vs DC — the same lookup pattern as 5e
Condition Track — 5-step ladder (Normal → −1 → −2 → −5 → −10 → Disabled) modifying all rolls; ion / stun / sonic / certain crits bump you downDirect named conditions only (Frightened, Prone, Stunned, Restrained, etc.)No mid-fight tracking of which step each combatant is on. A condition either applies or it doesn't
Damage Threshold — single hits ≥ threshold bump you down the Condition TrackDamage is damage off HP; nat 20 = critical (doubled damage dice)Big hits hurt, period. No separate threshold lookup per character per attack
Standard / Move / Swift / Free action types1 Action / 1 Bonus Action / 1 Reaction (+ Move)Same frame as 5e — most groups know it cold. Turns resolve faster
Iterative attacks at escalating penalty (full-attack action: −5 / −10 / etc.)Extra Attack class trait at fixed levelsNo penalty math mid-turn; you just know how many attacks you get at your level
Attacks of opportunity from threatened squares + multiple triggering conditionsOpportunity Attack when a creature leaves your reach (5e rule)One trigger, one rule
Bonus types — same-type bonuses don't stack (insight vs dodge vs deflection vs morale vs racial vs class…)Bonuses add. Non-stacking is called out explicitly per feature where it appliesNo "wait, that's a morale bonus and you already have one" arguments mid-combat
Defenses scale with level (+1 to all defenses per character level on top of class bonus)AC scales via gear / class traits / Dex onlyCombat math doesn't auto-inflate with level. To-hit and AC stay close to each other at every tier

The Force

Saga EditionSWURPGWhy it matters at the table
Use the Force skill check for every power; DC scales per powerForce DC = 8 + PB + WIS mod; targets roll saves vs DCOne DC formula across all Force powers. Targets resolve the way they resolve every other effect — by save
Force Points as character-level resource (per-session, narrow uses like reroll / boost / negate damage)Force Point pool spent per power activation; refreshes on Long RestPredictable resource curve. You know how many powers you can cast before resting
Force powers via talent trees (Lightsaber Combat, Force Talents, etc.) — you build a tree shapeForce powers learned directly from a flat catalog; class progression unlocks slotsPick from a list; no tree navigation. New players can scan the catalog in a couple of minutes
Force Sensitivity is a feat any character can takeForce connection is species + class (Force-using classes only)Cleaner gating; no "I took Force Sensitivity but never use it" middle state
Lightsaber forms via talent-tree branches with prerequisitesLightsaber forms as Force powers in their own categoryOne mental model for powers, one for forms — both look identical mechanically

Character creation + progression

Saga EditionSWURPGWhy it matters at the table
Multiple talent trees per class, talents picked every other levelFixed class traits at set levels (5e pattern); ASI / Alt Trait choices every 4 levelsOne progression path per subclass; the sheet reads top to bottom
70+ feats picked at various levels, with interlocking prerequisitesAbility Score Improvements every 4 levels with a small Alt Trait menuFewer decisions; less analysis paralysis; faster character creation
Skill Training (+5 trained) + Skill Focus (+5) as separate featsProficiency (PB scales 2 → 6 with level) + Expertise (2× PB on selected skills)One mechanic; scales naturally with level instead of plateauing at static +5 / +10
Trained vs Untrained binary on skillsAlways-rollable skills; proficiency adds PB on topPlayers don't get locked out of rolls; bad-at-it characters still get the d20
Three saving throw defenses computed individually (Fortitude / Reflex / Will)Six ability saves (STR / DEX / CON / INT / WIS / CHA) using d20 + mod + profMore granular targeting (Mind Trick vs WIS, Force Lightning vs DEX), one formula

Recovery + healing

Saga EditionSWURPGWhy it matters at the table
Condition Track recovery via Persuasion / Treat Injury / time + multiple condition-shifting effectsShort Rest + Long Rest pattern, with medpacs for HP recoveryFamiliar 5e cadence; pacing is predictable per session
"Disabled" at the bottom of the Condition Track = unconscious0 HP = unconscious; Death Saving Throws (d20 vs DC 10, 3 successes / 3 failures)One unconscious state, one mechanic for stabilizing
Healing surges + Second Wind + Persuasion-coax-up-the-trackMedpacs (5-tier ladder, Tier I → V) + Second Wind class trait + Treat Injury skill checkThree flat tools instead of overlapping pools

Same encounter, two systems

A Lv 5 Jedi (PB +3, WIS +4, lightsaber proficient) attacks a Stormtrooper Captain and then casts Move Object:

In Saga

  • Roll attack vs Captain's Reflex Defense
  • On hit, check damage vs Damage Threshold
  • If ≥ threshold, move Captain down the Condition Track
  • Swift action: spend Force Point for +5 attack bonus
  • Move action: shift to flank for +2
  • Move Object resolved via Use the Force skill check vs the power's DC

In SWURPG

  • Roll attack vs Captain's AC (one number)
  • On hit, roll damage off HP
  • Move to flank (just movement, no separate buff)
  • Move Object activated as the Action for 1 FP: target rolls STR save vs Force DC 15 (= 8 + PB 3 + WIS 4)

Same flavor, two-thirds the lookups. The Jedi still chooses her attack target, still picks which Force power to spend on, still decides where to position — the choices that matter are still there. The bookkeeping isn't.

What this gives back to the table

The simplifications above are not about making the game shallower — they're about cutting per-round overhead so the table spends more time on the story. A few concrete payoffs:

  • Free official tools. SWURPG ships a free browser-based Character Builder that handles every derived stat, exports to printable PDF, and saves to the cloud. Saga has no official digital tool — players use printed sheets or fan-built trackers.
  • A free Core Rulebook PDF. The full rules in a single 74-page print-ready document. Saga's core book is $50–$200+ secondhand.
  • Active development. SWURPG ships fixes and content additions weekly. Saga has been out of print since 2010; no errata or new supplements are coming.
  • Era-agnostic by design.Saga's feats and equipment skewed Rebellion-era with separate supplements for other periods. SWURPG's rules don't hard-code an era — the same ruleset plays from the Old Republic through the First Order.

Which one is right for your table?

Pick Saga Edition if…

  • You already own the books and have a group that knows the system.
  • You love deep build optimization with feat trees and prestige classes.
  • You're committed to Legends-era canon and want era-specific feats.
  • You don't mind tracking with printed character sheets.

Pick SWURPG if…

  • You like Saga's flavor but want faster combat turns.
  • Your group already plays D&D 5e and you want a low-friction transition.
  • You want a free online character builder + printable PDFs.
  • You want a system in active development with fixes and additions.
  • You want one ruleset that plays cleanly in any era — Old Republic through First Order.

Frequently asked questions

Is SWURPG a Saga Edition successor?
Not officially — SWURPG is an independent fan project, not endorsed by Wizards of the Coast or Lucasfilm. But mechanically, it carries forward Saga Edition's deep equipment, species, and Force-power surface while rebuilding the action economy and HP/AC math on D&D 5e foundations. If you loved Saga but wished it played faster, SWURPG is the closest thing currently in active development.
Can I convert Saga Edition characters or adventures to SWURPG?
Yes, with some conversion work. Species, classes, and most gear have direct or near-direct equivalents. The action economy differs (Saga uses 1 standard / 1 move / 1 swift; SWURPG uses 1 Action / 1 Bonus Action / 1 Reaction), so encounter pacing will feel different. NPC stat blocks need re-statting — SWURPG enemies use a simpler bounded-accuracy math closer to 5e than Saga's escalating attack/defense.
Why is Saga Edition out of print?
Wizards of the Coast's Star Wars license expired in 2010 and was not renewed. Disney later granted the license to Fantasy Flight Games (2012-2022), then to Edge Studio (2022-present), neither of which uses the d20 / Saga ruleset. Saga Edition books are now only available through secondhand markets, typically $50-200+ for the core book.
Do I need to know Saga Edition to play SWURPG?
No. SWURPG is designed as a complete standalone system. If you've played D&D 5e, the core mechanics (action economy, advantage/disadvantage, proficiency bonus, HP/AC) will feel immediately familiar. Knowing Saga Edition helps you appreciate certain design choices (the granular weapon properties, the Force-power surface, the species depth), but it's not required.
Is there a free online character builder like OggDude's?
Yes. SWURPG includes a free browser-based character builder at swurpg.com/character-builder that handles every derived stat (HP, AC, attack bonuses, skill modifiers, Force-power eligibility) and exports to a printable PDF. Saga Edition has no official digital tool; OggDude's character generator is a community-built fan project for FFG's Star Wars RPG, not Saga.
Does SWURPG keep Saga's Condition Track?
No. SWURPG uses 5e-style HP attrition (you have a hit point pool, attacks deplete it, healing restores it). Saga's Condition Track — where a character could be moved down a 5-step ladder by certain effects — was elegant but added a parallel tracking surface. SWURPG keeps the conditions (stunned, prone, restrained, etc.) as discrete states without the track itself.
What did SWURPG strip out from Saga Edition?
SWURPG drops Saga's three-defense system (Fortitude / Reflex / Will defenses computed independently), the Condition Track (the 5-step ladder that modified all your rolls), Damage Threshold (the per-attack lookup that bumped you down the track), Saga's bonus-type stacking rules (insight / dodge / morale / deflection bonuses don't stack with same-type), the Use-the-Force skill check (replaced with one Force DC formula: 8 + PB + WIS), iterative attack penalties (replaced with the Extra Attack class feature), and the talent-tree / 70+ feat web (replaced with 5e-style fixed class traits + Ability Score Improvements every 4 levels). What stays: deep equipment, species roster, Force-power catalog, Light/Dark/Gray narrative framing, lightsaber forms, vehicle and starship combat.
Does removing the Damage Threshold make combat easier or less tactical?
Less tracking, not less tactics. Tactical depth in SWURPG comes from positioning, cover (which scales attack penalties and grants saving-throw advantage), the action economy (1 Action / 1 Bonus / 1 Reaction triage), damage types (energy / kinetic / ion / stun / sonic each interact differently with armor and species traits), and resource decisions (Force Points, Heroic Surge points, equipped armor's Max DEX cap). Saga's Damage Threshold added per-attack lookups but didn't change what choices you made — it added what you had to check. Dropping it speeds turns without flattening tactical decisions.
Can I run SWURPG in any Star Wars era?
Yes — SWURPG is era-agnostic by design. The rules don't hard-code any single period. Every species, class, monster, and adventure works in the Old Republic, High Republic, Clone Wars, Galactic Civil War, New Republic, First Order era, or your own homebrew. Saga had era-locked feats and equipment (largely Rebellion-era focused with supplements for other periods); SWURPG keeps the prose neutral.

Try SWURPG

The Character Builder produces a playable level-1 character in about 5 minutes — pick species, class, ability scores, and starting gear, then export to PDF. If you'd like to read the rules first, start at the rules hub.