TL;DR at the bottom
Forgive me if this has come up before, I couldn't find anything. For those of you familiar with the Genesys rules, I have been slowly converting the powers into "spells" much akin to the magic spells in Genesys. The intent is to play Star Wars but within the Genesys rules. So far my plan has been to remove the Force Die entirely, make the cost 2 strain exactly like the Genesys magic cost and separate the Force Powers into three categories, based off of the three areas of Force ability categories from Legends (Control, Sense, Alter).
The majority of this is easily done, what takes the longest is converting each individual power into a magic spell with the upgrades becoming additional effects. Most of them can be converted without much at all being altered drastically. When an effect required a Force Point to be spent, I have altered it to needing a difficulty die instead. For instance, powers with multiple "range" upgrades, you could just spend a single point to activate all of your upgrades. With this conversion it requires an added difficulty die for each range band increase. Limiting in the sense that you won't activate as many additions to the base power as in Star Wars but freeing in that you aren't beholden to the amount of Force Points on the dice or the amount of upgrades you have purchased. (Also you could technically still add in as many effects as possible but make an "Impossible" difficulty check per the GM's discretion).
An example: the base power of Sense needs an Easy (1) difficulty check, using the appropriate skill. Conversely, moving a silhouette 2 object to medium range with the Move power would be a Hard (3) difficulty check.
What I am stuck on is how to appropriately convert the effects that require you to commit Force Dice to sustain them. I have come up with a few options thusfar and would like input.
1. The concentrate maneuver can sustain effects. Going off the Genesys rules, it only sustains a single effect, so that would have to be altered to allow the maneuver to sustain as many effects as you activate (activation would still cost an action).
2. Committing dice is still a thing but instead of Force Dice, you downgrade your ability to use that specific Force skill once for each effect you sustain. This puts a cap of 5 commit effects for each of the three Force skills, if you had 5 ranks in each skill.
TL;DR
converting Force Powers from Star Wars into Genesys spells, unsure how to convert the duration upgrades and commit effects.
Edited by GroggyGolem