So, the thing that bothers me about Warde’s Foresight versus the normal Foresee power is that Foresee works on boosting your initiative roll itself, which is something that benefits you and the rest of the party each and every round.
But Warde’s Foresight boosts your first action roll in the Encounter, and then doesn’t really do much for you.
When I first read it, it seemed identical to Foresee, but later I realized that they had intentionally made it different — and weaker.
Is anyone else bothered by this?
I mean, I don’t think any of my players would be interested in this power at all, and that kind of cuts the legs out from under the adventure.
Sure, the New Jedi Order (or whomever) would presumably want the holocron and want to keep it from falling into the wrong hands, but that seems like pretty weak compared to giving the players themselves a strong motive to undertake the adventure.
Edited by bradknowles