Magic as Force substitute

By DarthDude, in Genesys

As I really love this block building approach of spells in Genesys, I ask myself if it would be a better approach to the force in Star Wars as well.

Any ideas on that?

With a few modifications, it would be a superb substitute for the Force!

I don't have time to get into detail, but I hope to have more free time later today. Until then, just know that I endorse this idea. ^_^

1 hour ago, DarthDude said:

As I really love this block building approach of spells in Genesys, I ask myself if it would be a better approach to the force in Star Wars as well.

Any ideas on that?

Well, it's exactly how the Force is already handled in the Star Wars rpg, it's just that it uses a special die, instead of the unified system.

I should think it'd translate pretty easily/directly based off of what we have from Genesys?

I've seen a Star Wars special rules adaptation, or something, floating around and I kind of assumed this is exactly what it did. But admittedly haven't looked at it.

You would probably need to divide the different force powers up into groups to have more than one skill, but the actual powers themselves are easy enough to change into skill based. Instead of requiring Force Pips to activate they increase the difficulty.

The hard part is in the Talent Trees, they need a lot of rework to accommodate the removal of the Force Die

Mainly the problem of what to do with the Force Rating Talents. In honesty it’s easier to port Star Wars talents and force powers to the Genesys system.

Been thinking as well so I've gone the path similar to the WEG d6 system with new skills of:

Force (Control)
Force (Sense)
Force (Alter)
Knowledge (Force) - considered a light/dark version of this skill.

Then I've aligned the Genesys 'spells' as force powers with the 3 skills, eg. Bind = Force (Control), with knowledge used as per Genesys.

Can do some interesting things such as the Bind spell, an effect category eg. Crush : (Dark Side) - The target is slowly squeezed by the binding power. Any resolved success may be used to add damage to the ability, any despair add to conflict, etc.

This makes player choice to undertake a dark side action with initiated and rolled outcomes. The conflict mechanism can then be applied. Don't need the force dice.

Anyway thoughts and work in progress.

I was thinking of altering the loss of Force pips to just be Advantages. Instead of it saying "Spend X amount of Force pips to do the thing even poofier" then you can say "Spend X amount of Advantage to do the thing even poofier." but I have not yet gotten down the whole ratio/formula yet.