So, I'm making a conversion of F&D into a certain fantasy setting, and I need advice on how to stat out a 'mage's staff,' something that would give a reliable but not unbalancing benefit to using Force powers. An idea would be for it to provide one or more auto-Advantage or a Boost to such checks, but I'm uncertain.
Conversion Advice
Auto advantages, or auto successes are useful. Also auto lsp or dsp could be nice for more powerful staffs.
I think the ranking would go like this: boost die, auto advantage, auto success, auto lsp/dsp, add force die.
The myriad uses of the Destiny Point Flip can also be a powerful effect. For instance, the old D&D Wand of Wonders could have its effect mimicked by the ruling that "Upon expending a charge from the WoW, you may introduce a new story effect as if you had spent a Destiny Point, without the need to spend a Destiny Point."
Maybe the staff has a certain number of charges, each of which can be used to generate a light side pip or dark side pip, depending on the staff, with a limit of one per roll.
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Edited by kaosoeI much prefer just using the Force powers as they exist (with a change or two), as I really like how they work by themselves. I considered adding a skill, but discarded it as even the Force powers we use don't rely on any one specific skill; Discipline is common, but not exclusive, and some powers use other skills (Seek and Vigilance, for example). It encourages diversity, rather than binding a broad utility to a single skill.
Overall, I'll probably go with Jegergryte's suggestions. I personally thought that automatic symbols is less significant that a boost die, but those aren't always reliable, I suppose; the consistent reliability of an automatic success probably beats rolling dice, although it's not as exciting. I'll probably go for a special Force dice commit effect over adding more Force dice, though. Ulric's suggestion on putting a limiter on anything that adds Force points is probably a good idea; a charge up time or something similar.
A wand of wonders is not a bad idea, but it would probably fall into the category of one of the artifacts, like the talisman of iron fists or demon mask, and be distinct from the everyday rods I'm thinking of. Might still use it, though.
I much prefer just using the Force powers as they exist (with a change or two), as I really like how they work by themselves. I considered adding a skill, but discarded it as even the Force powers we use don't rely on any one specific skill; Discipline is common, but not exclusive, and some powers use other skills (Seek and Vigilance, for example). It encourages diversity, rather than binding a broad utility to a single skill.
Overall, I'll probably go with Jegergryte's suggestions. I personally thought that automatic symbols is less significant that a boost die, but those aren't always reliable, I suppose; the consistent reliability of an automatic success probably beats rolling dice, although it's not as exciting. I'll probably go for a special Force dice commit effect over adding more Force dice, though. Ulric's suggestion on putting a limiter on anything that adds Force points is probably a good idea; a charge up time or something similar.
A wand of wonders is not a bad idea, but it would probably fall into the category of one of the artifacts, like the talisman of iron fists or demon mask, and be distinct from the everyday rods I'm thinking of. Might still use it, though.
I would say that's the best bet, and is basically how it works in Welk, a planet which views the Force as "Magic" and the Force users believe they need to use "Spells" (incantations, spell components, and all) to use their Force powers.