Since we still have to wait for the rules (I don't have the Beta), and I'm a bit on pins and needles thinking about this and the future books, I thought I'd start a thread on what I hope the Force rules will allow when they finally arrive in full. Critcize and contribute as you like.
Before continuing: this is not a "Waa, there's no Jedi" thread. Even though I want Jedi and Sith (and hopefully other Force users, like the Nightsisters), I can wait. I'm even happy to wait if they get it right.
I never played WEG enough to really delve into the Force rules, but what I saw was overly complicated IMHO. Never mind it could never encompass the PT and TCW applications of it.
I detested the "Force Training" and suite of powers concept in Saga, it was just arbitrary and I ditched it completely for my own structure. And the powers themselves were so arbitrarily confined, and there were so many of them as the sourcebooks were released, that 20 levels of character development would never encompass what a master could or should know (never mind non-Force skills, like politics or diplomacy), or do in any particular encounter.
So, just a few hopeful constraints:
- Flexbility of application. Force powers would be written in broad strokes to allow people to be creative in their application, eg: rather than myriad variations of "force push" that must be purchased separately (like force thrust, force slam, whirlwind, etc), the powers should instead define basic range and potential damage parameters, and leave the details to the players.
- Unlimited application. Characters shouldn't be limited by something like "X Force Points per encounter". Instead they should roll any time they want to use the Force, even if it's to do the same thing they did last turn. Ideally being cornered like a rat would make it tempting to use dark side points.
- Narrative meditation. Yoda meditates. Dooku meditates. A mechanic that makes meditation a desirable activity helps keep the flavour of what it means to truly tapping the Force.
- Mundane skill interaction. Using the Force to enhance, say, piloting rolls, is something even untrained Force users can do (though it probably needs to be limited to reactive skills or situations, like Cool, increasing Piloting defense, quick draw, etc)
- Tweakable balance. Some people want Force characters to be "on par" with other characters at the same XP. Personally I think they should be a cut above, and ideally the system will allow the GM to decide what's best for their game.
Thoughts?


