I got to mulling this over yesterday, and one of the things I did like about how Saga Edition handled Force usage was that it took several rather common aspects of the Force, things that in OCR/RCR you needed to buy dedicated skill ranks in or WEG had to select as powers, and made them by default a part of the Use the Force skill, things such as very basic telekinesis (trained only), telepathy, sensing the Force (trained only), a Force trance (trained only), ignoring concealment, and searching your feelings.
Well, what if in EotE, a character with Force Rating 1 has access to some of these "fundamental Force abilities?" Certainly not all of them, but a couple of the more basic/instinctive ones.
So, the question came down to which ones that Saga Edition provided under Use the Force do I include?
Move Light Object aka basic telekinesis was right out, as that's already covered under the Move basic power. Force Trance sounds like something better suited as either a specialization talent or perhaps part of a Control-themed Power that deals with physical enhancement. Sense Surroundings is already covered with the Uncanny Senses talent, and Telepathy is largely covered by the Sense power and the 'sense thoughts' tree, even if the upgrades presented only cover "receptive empathy/telepathy" rather than "projective telepathy" (upgrade option in a future supplement?) at the moment.
So, that left "Search Your Feelings" and "Sense Force." both of which can provided limited information, though again the "Sense Force" really isn't something that most Force-using PCs in the default setting are really going to be good at, at least not right away since said PCs are generally self-taught aka "untrained" Force-users; they might be aware of a major disturbance in the Force, but probably not be able to determine where it occurred or what the source of that disturbance was. Obi-Wan easily picked up on the destruction of Alderaan, but Luke was pretty clueless. Maybe it'd be something that becomes available either via a talent, an upgrade off the Sense power, or just from having a Force Rating of a certain value (maybe 3? perhaps 4?)
So that pretty much leaves "Search Your Feelings," which sounds like a prime case for a Vigilance check, allowing the Force-user to get a sense of whether a particular course of action is going to blow up in their faces or not… at least in regards to the next several minutes or so.
As for mechanics, I'm thinking it'd be a Hard (3 Purple) Vigilance check, and normally wouldn't be possible for someone that's not Force-sensitive to accomplish. Success means the GM lets the player know if it's a good idea or bad idea to conduct a certain course of action, possibly with extra successes making the Force-user that much more certain or perhaps see beyond the next several minutes in terms of their action's consequences, and any Advantages spent to reflect a bit of limited prescience on the Force-user's part (boost dice when taking action according to what the Force whispered to them) while Threat reflect not quite getting the full picture or the Force-user's presumptions clouding what the Force was trying to tell (setback dice). Also thinking of putting in a "once per scene" limitation to keep players from spamming this ability, as I've seen and heard quite a few Jedi players do in Saga Edition.
The other thing I'm still tinkering with is a means of allowing a Force-user to "quiet their mind" and "feel the Force flowing through them," mostly as a means of allowing PCs to occasionally generate an extra Force Point or two to activate Force Powers, thus enabling them to make more use of the Upgrades they've paid valuable XP to acquire. Still a Discipline check, to reflect getting into the proper state of mind, difficulty is Hard (this shouldn't be easy to do, especially for a neo-phyte), and the basic mechanics are worked out, so that they provide a definite perk, but not too powerful a perk unless the Force-user happens to roll really well. The only thing I'm still trying to resolve is the activation cost.
Do I make it an action by itself, or a maneuver? Should it simply cost Strain, or have them flip a destiny point? If I do go with a Strain cost, how much Strain should it cost? Should a Force-user be able to use this ability as a at-will, or limit it to once per scene?
Currently I've got it as "once per scene" and requiring a destiny point, though I'm also considering dropping the Destiny Point and have it cost 4 Strain, with the thought that any Advantages generated can be used to recoup the Strain cost.
Thoughts? Is any of the above a good idea, or am I trying to hard to "d20ify" the system?