Now that all eleven Force Powers are known, to my surprise I've found that I still mostly prefer the Powers that were introduced in EotE and AoR:
Introduced in EotE:
- Influence: I like this quite a bit - my favorite in this book. I'm not sure I care about the basic function to stress opponents, but with a little bit of investment this gives a great boost to your character's social skills.
- Sense: Mind-Reading, yay! My only dislike is that it depends a lot on the GM whether this is worthwhile or not. I fear that it may be reduced to a device for the GM to give players hints when they seem to be stuck and do nothing useful, otherwise. But even just sensing nearby beings should be useful, and the combat-related applications will not require GM fiat to work.
- Move: While potentially useful, I like this one the least, mainly because there's no subtle ways to use this. So, either you can only ever use this while unobserved, or you'll have to make sure any observers won't alarm the Empire. Also, using this effectively in combat will require quite a bit of investment; then, however, it's pretty effective.
Introduced in AoR:
- Enhance: My favorite by far, because it's useful for almost any character, it's subtle (well, okay, except for the Force Leaps), and doesn't require a lot of investment to reap its benefits.
- Foresee: I have some reservations about this that are similar to what I wrote about the Sense power: Without GM fiat, this will do nothing. There are some combat-related applications, but they don't seem as good as the ones you get by investing in Sense.
Introduced in FaD:
- Heal/Harm: Ignoring the Dark side applications of this, you become a kind of glorified Stim-Pack. Ho-hum. Okay, being able to resurrect someone with the Mastery is obviously a big thing, but only a dedicated Medic character is likely to make that investment.
- Misdirect: Meh. While I love Sneaky characters, and this seems to be right up their alley, it seems to expensive for what it does. I'm also not too keen on the illusion-related applications of this.
- Seek: This is a mixed bag. On the one hand it's awesome that you can track any kind of person or object with this, on the other hand, just like with Sense and Foresee, the GM will control how useful this will actually be. The other application, i.e. seeing through illusions, strikes me as mostly useless, however. When will you ever have to face illusions? Okay, in a purely FaD-style campaign, this may happen more than once, but for any other type of campaign?
I was a bit disappointed by the 'advanced' force powers:
- Battle Meditation: Probably the best of the bunch, it doesn't seem to require a lot of investment to be useful. Very fitting for Commander-type characters.
- Bind: I'm maybe rating this too low because I'm unsure how effective it is to immobilize a target. I feel you need to get Mastery with this to be worth it.
- Protect/Unleash: This is probably something I'd need to see in play to appreciate it. Unfortunately, requiring a Force Rating of 3+, it'll be a long time until I get to see it...
What I seemed to notice about most of the FaD powers is that they're more closely tied to certain characteristics or sometimes skills to be useful. The powers in the previous two books seemed to be more widely useful, regardless of what type of character you're playing. Did anyone else get that impression?
So, what are your favorites?
I'd also be quite interested to hear some recommendations regarding whether it's 'better' to invest heavily in a single Force Power or dabbling in many different Force Powers.