Post by Deleted on Oct 27, 2015 12:59:45 GMT -6
The main issue I have with using normal D&D magic (or even a point-based psionics system) is that using the Force doesn't seem to tire the user in any significant way unless what they are trying is extremely difficult. Moving a lightsaber is effortless whereas moving a X-Wing is tiring. There's also a need to balance force users with non-force users in such a way that they don't dominate play.
Here's what I've got so far: Each character will have a single stat related to how strong they are with the Force. Anywhere from 1 to about 6 or so. They will also have another number related to how skilled they are in the use of the Force. It will represent the target number for the die roll. So a "wild" force user will be 6 whereas a master will be a 2+.
When using the Force, each player rolls as number of dice from their Force Pool and each roll equalling or exceeding their skill value (let's call it "Control") will generate one Force Point. These points can be spend to activate powers.
For example, if using the Force to move objects, one Force Point can move a single tiny object such as a lightsaber from 10 feet away. An additional point can be used to increase the size of the object moved, increase the distance away from the object, use the object as an attack (damage based on the size), or to pull an object out of someones hand.
Force users can also use the Force to keep from getting killed, by adding their generated Force Points to their DV (or AC).
When the player uses the Force, sometime his dice might fatigue, being removed from his pool until he rests. The happens any time a 1 is rolled. Also, a player can fatigue one failed die to turn it into a Force point.
As for force related powers, the number of them shown on screen are pretty minimal, moving stuff (choking is related to this), sensing the force, and gaining fast reflexes/precog are things that all force users can do. The only real unusual powers shown are some sort of method of predicting the future and the Emperor's force lightning.
Finally, to try and simulate turning to the Dark Side, I'll convert a rule I made for the FFG game (which handles this very poorly). If a character uses the Force for selfish reasons or out of anger, he'll generate a Dark Side point. If that character is later confronted by a situation that could easily be resolved in his favor by the force, I'll roll against these Dark Side Points, to see if the character is consumed by his hatred. With the player temporarily losing control of the character whilst the character rampages.
Here's what I've got so far: Each character will have a single stat related to how strong they are with the Force. Anywhere from 1 to about 6 or so. They will also have another number related to how skilled they are in the use of the Force. It will represent the target number for the die roll. So a "wild" force user will be 6 whereas a master will be a 2+.
When using the Force, each player rolls as number of dice from their Force Pool and each roll equalling or exceeding their skill value (let's call it "Control") will generate one Force Point. These points can be spend to activate powers.
For example, if using the Force to move objects, one Force Point can move a single tiny object such as a lightsaber from 10 feet away. An additional point can be used to increase the size of the object moved, increase the distance away from the object, use the object as an attack (damage based on the size), or to pull an object out of someones hand.
Force users can also use the Force to keep from getting killed, by adding their generated Force Points to their DV (or AC).
When the player uses the Force, sometime his dice might fatigue, being removed from his pool until he rests. The happens any time a 1 is rolled. Also, a player can fatigue one failed die to turn it into a Force point.
As for force related powers, the number of them shown on screen are pretty minimal, moving stuff (choking is related to this), sensing the force, and gaining fast reflexes/precog are things that all force users can do. The only real unusual powers shown are some sort of method of predicting the future and the Emperor's force lightning.
Finally, to try and simulate turning to the Dark Side, I'll convert a rule I made for the FFG game (which handles this very poorly). If a character uses the Force for selfish reasons or out of anger, he'll generate a Dark Side point. If that character is later confronted by a situation that could easily be resolved in his favor by the force, I'll roll against these Dark Side Points, to see if the character is consumed by his hatred. With the player temporarily losing control of the character whilst the character rampages.