Specialized Force Ratings

By digitalnomad, in General Discussion

What about having a Force Rating increase in the Force powers themselves, but this Force Rating would only be useable for that individual Force Power.

Just wanted to throw this out, since the Beta is starting to wrap up.

If you mean changing Force Rating so it could be both just a standard Force Rating AND the specialized Force Rating, it would kind of overly complicate the system and wouldn't make too much sense since it would mean somebody can be great at tossing light freighters around with Move but aren't inherently good with the force in general.

If you meant outright changing the Force Rating system so it just applies to individual powers, then it would pretty much require a massive revamp of the system that's been in place since Edge of the Empire and would in particular make it so Talents that use Force Ratings wouldn't be compatible and would also need to be changed.

Current system works fine in my opinion. You get Force Ratings through character growth, and if you want to specialize in a power, then you focus all your experience into upgrades for it (and whatever skill may be used for checks to use it).

I can see it. Like being better at certain powers. Maybe a Force Power Savant talent like:

Pick one Force Power. When you use that power your Force Rating is +1 or +2 for that power only.

That's not at all complicated.

I'd place that in the 20 or 25 point area or maybe a sig ability.

Maybe it costs a DP each time you up your Force Rating for that power.

Yeah it makes for more customization.

Sounds like the sort of thing that might make it into a signature ability for the Force-using careers.

Maybe a trade off? Corran Horn (and his whole lineage of Force users) were great at illusions, but couldn't do telekinesis to save their lives. Just require that you can only take deficiency in a power that you possess, or it will get abused.

Isn't that sorta the point of the existing upgrades? Instead of giving you more force dice just let the dice you do roll have more powerful effects.

Isn't that sorta the point of the existing upgrades? Instead of giving you more force dice just let the dice you do roll have more powerful effects.

Pretty much.

Sounds like the OP largely wants a fast and cheap way to raise Force Rating without having to buy the Force Rating talent that's in the specializations.

After all, if the PC is only focusing in one or two powers, being able to jack up their Force Rating through just those two powers becomes a very attractive option, particularly for those characters that started with a Lightsaber Form spec, most of which don't have a Force Rating talent.

Sounds "dark side-y", to me. :P

"I don't wanna be in tune with my surroundings, I just wanna bash NPCs. Can I just be good at that, but like, faster?"

Maybe a trade off? Corran Horn (and his whole lineage of Force users) were great at illusions, but couldn't do telekinesis to save their lives. Just require that you can only take deficiency in a power that you possess, or it will get abused.

This might not be a bad idea. I'm actually playing a descendent of the Halcyon line, and so I admit it's a rather selfish desire :)

But even so, isn't that what XP is for? XP not invested in Move is XP that can be invested in Misdirect or the Lightsaber skill. So...it's not like you're forced to take these telekinetic powers and not use them. It's all pretty balanced already.

Still, if you're intentionally limiting yourself, there might be something worth working out with your GM. But I think it's more in houserule territory than Core Rulebook territory.

Maybe a trade off? Corran Horn (and his whole lineage of Force users) were great at illusions, but couldn't do telekinesis to save their lives. Just require that you can only take deficiency in a power that you possess, or it will get abused.

I always thought you would represent a Corran Horn in this system by simply not paying experience for Move and putting a lot of xp into Misdirect.

Yeah, Corran Horn and the Halcyon bloodline bit in this system would simply be "Don't buy the Move power."

I also think that the "strong in some powers, weaker in others" aspect could be handled in-system via the player's willingness to convert those dark side pips into useable Force points for their powers. Since you do kinda have to go out of your way to be a jerk in order to reach the dark side thresholds, most characters can weather a few points of Conflict gained each session from making use of those dark side pips for their "signature power" to reflect that they're willing or simply more able to put greater effort into succeeding with said power.

Ah, Corran Horn; the reason my best Jedi-playing friend is a pain in every instance I ever have him play Jedi. Glad I can remember Exar Kun rag-dolling him around the temple chamber to make up for the smart-ass bits I have had to put up with.

I can understand the comparison of the Halcyons for this, but yeah, I don't think I'd want a Force booster like this. I'm not sure how you would copy Horn's "I can't use TK unless I absorb energy first" flaw, but spending the XP on his best power is how one reflects his skill. Maybe a talent that lets him treat one dark dot as a light dot, once an encounter, so that he isn't just racking up Conflict, but there's still some chance.

I can understand the comparison of the Halcyons for this, but yeah, I don't think I'd want a Force booster like this. I'm not sure how you would copy Horn's "I can't use TK unless I absorb energy first" flaw ...

He had special access to the Protect power as a character trait :)