Any alternative Force rules out there?

Ds Da Man

First Post
While getting ready to start a new SW campaign, and having only the 1st Ed SW rulebook, I was wondering if anyone had created some alternative Force rules? Maybe a Force point system similar to Psionic points in D&D. I have ordered the Revised edition, but I'm under the impression that its only slightly changed. I really wanted more of the lightsaber blocking, high-jumping, fast-running goodness of the movies. It doesn't seem all that good out of the book.
 

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Could you explain what you're dissatisfied about more clearly? From what I see, it seems you don't think the rules as stated represent the abilities of the movie characters well enough. I think this is interesting, because the designers changed a lot of rules from the initial release of the core book to fit in better with what we've seen so far in the original trilogy and the prequels.
Check the errata, and look at the revised core book. The revision did a lot to make the use of the force more congruent with what we can see in the movies. For instance, deflection of blaster bolts is now not a feat, but a class ability of both Jedi classes. All three force classes receive more force based feats and abilities, and many of the force feats were changed. The skill descriptions were cleaned up, and explained much better, not to mention more thoroughly. For instance, the Move Object skill now explains how to deal with people using it offensively, picking other people up, picking yourself up (a feat, now) and how far you can move objects in one round.
As much as it sucks, having to buy a new book, I really prefer the revised corebook to the original. Armor has been changed, so now people might actually wear it. The Martial Arts feat has a tree attached to it, as it should. There are +2/+2 feats for Force skills now, so force users don’t need to stop at Skill Emphasis. I really do think it’s worth the investment to switch to the new rules system.

Now, as for new force rules, if you still want to change the rules… I don’t know off hand where anyone has published any, but your idea of using a Force Point system not unlike 2nd edition D&D’s Psionic Strength Points is interesting. Limiting Force use was a good idea, as in the one d6 Star Wars game I played in, the use of the Force got way out of hand. However, linking Force use to Vitality was an interesting way to limit it’s combat potential, and you might not want to overlook such a decision. I played a Force Adept Telekinesis prodigy, and in the end he was fighting better using move object than with his own body. If spending vitality didn’t have such an impact on combat, using the force in this way might have become even more unbalanced (as it was it was a stretch to keep this from getting crazy). It’s always up to you, but this rule was put in place for a good reason, and to good effect.

Hope I’ve been helpful and not simply longwinded.

- Kemrain the ‘Force Adept 5, Scoundrel 2, Jedi Consular 8, Jedi Master 2’
 

And apparently, the Hero's Guide is going to have rules for the seven forms of Lightsaber fighting...so that should enhance that some....

Oh, and Kemrain, my Jedi Guardian 4/Soldier 4/Elite Trooper 2 could beat your Jedi Master any day. :p
 

<Sighs and shakes his head, smirking and chuckling> Oy...

Good of you to mention the Hero's Guide. I forgot all about it. I'm looking forward to it. Hadn't heard about the Lightsaber styles, but that's just a bonus. However, why only seven?

- Kemrain the "Beat me? Why don't we just play Holochess instead?"

You want to put up a 17th level character against a 10th, and expect to win? Hmm.. Email me!
 

Well I ordered the RCR, and am patiently waiting its arrival. I will probably go ahead and get the HG also. Thanks for the advice!
 

sw alt force rules

I tried and integrate Force rules into a standard D&D setting.

I used averages of ability scores to determine people force points based more off 2nd Ed Psionics than 3E, just because I was more familiar with the 2E than 3E, but after having playtested it, it gets super out of control super fast. I fixed this by using the revised edition to give me a new guide for cost and anything that had a sustainable bonus, like say BATTLE MIND, you had to pay that bonus as a maintanence fee.

after its all said and done I think your better off doing one system or the other. If your using the Vitality/Wound points stick with the system as is. If your using HP/D&D style use 3E psionics and rework the classes so they are psionic prestige classes.

anyway,

the best thing to do is plot it out and playtest it, it should come around pretty quick how well it works.

word
 

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