Author Topic: Power Rewrites  (Read 392 times)

Leonhem

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Power Rewrites
« on: February 19, 2017, 10:38:47 am »
I found this while browsing for Homebrew material, and was curious if anyone else had read these before:
http://rpg.wikia.com/wiki/KotNR_Power_Rewrites

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StevenO

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Re: Power Rewrites
« Reply #1 on: February 19, 2017, 01:29:55 pm »
Holy **** there is a MASSIVE power boost in there.
Quote
This catalog is an experimental rewrite of all the Force powers in Star Wars Saga Edition, with an eye towards making rolling Use the Force not a complete waste of time even with a low check modifier, and adding an Unleashed option for (almost) all powers.
I think someone is failing to realize that Force Powers probably should NOT all be "automatic" which is already an issue when you start rolling skill checks vs. defense scores.  Pretty much anyone who has Force Powers should have no trouble hitting a DC 15 check as that is simply "take 10" with the +5 from having the skill trained; even if rolling is required after few levels and with any aptitude (ability) those checks are soon automatic even if the d20 turns up a 1.  As minimum DCs go up from 15 that just reflects more powerful powers that require more expertise either in the form of experience or something like Skill Focus.

Also considering what you often get from a single Force Training feat there is no reason to make powers with too many "levels" just because you could.  When they reach a point that a single feat giving that ability as a once/encounter thing could be considered you probably have a Force Power that is too strong as a single Force Training could get you multiple copies of that Power and there are plenty of ways to get that back to use more than once/encounter.
Over 14,500 post on the WotC board before they closed the SAGA board.

Jormundre

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Re: Power Rewrites
« Reply #2 on: February 23, 2017, 08:54:30 pm »
I didn't get too far into it yet, but reading CLOAK, I like how it starts of limiting effectiveness to a single compass direction. I do enjoy seeing alterations and allowance for Destiny/Unleashed application.

Someone certainly put some time into it, and that can yield a variety of considerations.

Jormundre

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Re: Power Rewrites
« Reply #3 on: May 28, 2017, 05:26:43 pm »
Rereading these and man :) I really like the approach you took. I'd like to incorporate these, if you don't mind. Keep up he good work

You could practically build a NPC nemesis, with his little coven or watch circle boosting him, to introduce these enhanced versions to an existing party.
Again, thanks for sharing. The RPG wiki looks good! 

MERC_1

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Re: Power Rewrites
« Reply #4 on: May 30, 2017, 06:29:17 pm »
This is well written stuff. I would agree with StevenO that there is a lot of increase in power here. But if all players are force-users that may be fine. I may not agree with everything, but there are some interesting expansions of the powers. My main concern is that most powers now have effects from DC 5 onwards, that is just too low to my taste!

Leonhem

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Re: Power Rewrites
« Reply #5 on: August 18, 2018, 11:55:26 am »
Rereading these and man :) I really like the approach you took. I'd like to incorporate these, if you don't mind. Keep up he good work

You could practically build a NPC nemesis, with his little coven or watch circle boosting him, to introduce these enhanced versions to an existing party.
Again, thanks for sharing. The RPG wiki looks good!
I know this is an old topic, but I thought I should just reuse my old one for reference rather than create a new one.

I did a game using these, and everyone was force users, which I can say is probably the only time this can really work. The Power difference between a non-force user and a force user is immense with these. And the difference between an optimized and unoptimized even more so.
You pretty much can only challenge smart players with other Force Users at a certain point. 2 capital ships blockading a planet were defeated by simply forcing them down into the gravity of the planet, where they crashed and burned.
2 Jedi fought count dooku, and wrecked him just based on a difference in Force Power Choices.
So while these can be fun, and if you want to run a game that feels like the Force Unleashed I recommend it, it is probably not best for the average game.

Jormundre

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Re: Power Rewrites
« Reply #6 on: October 24, 2018, 08:08:08 pm »
Thanks again for the feedback. I really enjoyed the way you elaborated on the Farseeing power, and others.
I can see how they could present balance issues within a party that is diverse in its classes, but enjoy how some of the language transcends mechanics and stirs the waters of a character's role.

While I have not been as active in the PbP gaming realms lately, we have play tested a good amount of these. For simplicity, we elected to only select one [special rewrite] per go, and flavored it as one's 'signature power'.

Thanks again, and best of luck!