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Recommended Force Powers
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garhkal
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PostPosted: Fri Jun 30, 2017 12:42 am    Post subject: Reply with quote

yomama360 wrote:
Thanks for all the suggestions.

How many force powers do you usually start a beginning character out with?

Bren's example above is good, but seems more fully loaded than the Young Jedi template. Is this common? Or did you intentionally start him out a little beefed up?


Based on starting templates from each book from 1e through 2e revised, it seems Starting force using templates start with just One force power per each starting force skill they have.. Those with just say Control, start with one power, those with control and sense had 2.. Though one of the templates iirc did start with 9 powers...IMo way too many starting out.

Bren wrote:

In fact we see that in the Revise & Expanded rules section "The Force" on page 141 it says:
Quote:
Note: A character may be taught a new power each time a Force skill is improved one pip.
Cassanha, the PC in my campaign, has Control 2D, Sense 3D, and Alter 1D. Applying this mechanic to the additional skill dice she would get 1 power for each initial die and then one extra power for each pip increased for Control (1+3 powers) and Sense (1+6 powers). That still seems like a few too many powers for a starting PC, especially since this is a player new to the D6 rules.

So the number of powers I gave is more or less a compromise between the 2E and 2R&E rules if we ignore page 141 of the 2R&E rules. The number of powers I have also happens to be 1 power for every D in a Force skill. This seems fair and not too overpowered.


True, but imo that's for when they are Advancing their powers in game, thus the CP spent also buys them a power. If just using starting Dice to improve them, i can see ONE power per additional D put there..
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Naaman
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PostPosted: Fri Jun 30, 2017 1:09 am    Post subject: Reply with quote

I actually prefer 1 power per D no matter what. However, I also prefer to combine the effects of some powers into one, while separating certain other powers into several.

For example, "heal self" encompasses all the effects of resist stun through accelerate healing, with the higjer tier powers requiring a better roll.

On the other hand, telekinesis has been broken up into the basic "move object from a to b" and fine manipulation (type on a keyboard as fast as if you were actually using your fingers, and telekinetic blast of force that sends droids flying, etc...

I did this because, RAW, by the time a character has 4D or 5D in a skill, he has nearly every power already, which basically means a high level padawan can do anything with the force (in some cases by spending an FP, of course).
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CRMcNeill
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PostPosted: Sat Jul 01, 2017 2:34 pm    Post subject: Reply with quote

My thoughts? Convert to a Force Attribute.
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Last edited by CRMcNeill on Sat Jul 01, 2017 2:59 pm; edited 1 time in total
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MrNexx
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PostPosted: Sat Jul 01, 2017 2:55 pm    Post subject: Reply with quote

CRMcNeill wrote:
My thoughts? Convert to a Force Attribute.


That is an ...odd... link for Force Attribute.
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CRMcNeill
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PostPosted: Sat Jul 01, 2017 3:00 pm    Post subject: Reply with quote

Doh! Fixed.
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