Dagger75 said:
After playing both incarnations of of Star Wars the D20 system handles Jedi the best. I have had a mixed group and the jedi are pretty powerful WHEN they get into melee. Usally you get a few shot off on them before they hit.
Lately, I've been using a homebrew system adapted from the TrueD20 (Blue Rose) ruleset. Force powers are handled like Arcana: there are three categories of Force skills (Neutral, Light, and Dark), each with a prerequisite feat (Force-Sensitive, Jedi Training, and Sith Training, respectively). The skills are broadly defined, permitting a lot of creativity in how characters utilize the Force. Most Force powers induce fatigue, however, which serves to limit frequency of use. In this system, Jedi dominate in melee -- as they should. But they get torn to pieces in ranged combat whenever the non-Jedi have time to coordinate a defense.
If anyone's curious, the Force powers I use are:
Absorb (Light): Utilize directed Force energy to invigorate self.
Drain (Dark): Sap vitality from a living creature via the Force.
Grip (Dark): Crush an opponent's innards using the Force.
Heal (Light): Draw on the Force to overcome injury and illness.
Jump (Neutral): Leap great distances using the Force.
Lightning (Dark): Project blasts of raw Force energy.
Link (Light): Contact other minds via the Force.
Protect (Light): Erect a defensive barrier of Force energy.
Rage (Dark): Draw on the Force to boost strength and agility.
Rape (Dark): Siphon Force energy from a living creature.
Scream (Dark): Utter a terrifying battlecry resonant with the Force.
Sense (Neutral): Extend native senses using the Force.
Shield (Neutral): Negate directed Force energy.
Shift (Neutral): Move objects using the Force.
Speed (Neutral): Achieve great speeds using the Force.
Sunder (Light): Weaken a living creature's connection to the Force.
Trick (Light): Influence susceptible minds via the Force.
Veil (Neutral): Mask one's Force aura in order to avoid detection.