In my Old Republic Campaign we have several force sensitive characters and due to the veteran RPers in the group we've got a lot of high end players especially with access to ancient tomes and high end gear due to it being full on war. We also don't plan for this universe to ever stop. If a player dies he remakes with an EXP bonus depending on what he rolls.
So in order to give out an additional layer of individuality and indeed reward we have some extra rulings that I thought i'd share.
When a character wishes to attempt to use or learn a new force power they must first roll a
D-100
to see if their character is capable of it adding their force rating x
10
to the figure.
Example:
In this example Luahk Cim, a force rating
3
character, is trying to use the force to reinvigorate his body and regain some much needed strain and is trying to use flow.
‘Luahk takes a deep breath attempting to draw the very energy of the force into himself in order to replenish his reserves of strength’
Since Luahk has a force rating of
3
he adds
30
to the pool meaning he gets a total score of
103
meaning he can use flow to draw strain back into him and now can begin attaching experience to the skill in order to use it permanently.
However had Luahk failed to get the prerequisite scoring for Flow he would not be able to attempt to use the skill again until he improved his force rating.
Narratively once young Cim’s connection to the force grows stronger he may be capable of things that previously were impossible to him.
This serves to add a degree of individuality to each player’s progression and skill set.
Players with force rating
1
thus can use all the “basic” skills without needing to roll and so on and so forth. Thus a more powerful character can more easily access more advanced force techniques.
But it also does not limit brand new characters from having a chance to use a particularly rare skill.
Narratively this would be the padawan who at an early age displays the rare ability to use battle meditation or the darksider who in a fit of rage drains the life from a foe.
Move/Sense/Enhance 11-20
Bind/influence/Supress 21-30
Seek/Imbue/farsight 31-40
Misdirect/fear 41-50
Protect/Unleash 51-60
Specific foresight Heal/Harm 61-70
Foresee 71-80
Battle meditation 81-90
Ebb/Flow 91-100
In addition to this I added the rule that to use a level of technique you must have pips appropriate to it. This is to avoid too much min-maxing and characters who at conception are instantaneously experts at a particular force power without being that powerful in the force.
Each force power tree goes down 5 ranks and to access a power upgrade you must be capable of forcepips equal to the level. In other words a force rating 1 character cannot use/purchase an upgrade that is on the third rung.
I wondered if anyone else does any home rulings to limit their players rather than enhance them.