Revision to Force Points: Suggestions?

We use them in the following way in all our campaigns:

You can temporarily expend a force point in order to add to one die roll. Roll for the effect of the force point according to the chart, your level, etc.

You can permanently expend a force point to guarantee you get the maximum benefit (treat as though you rolled all 6's)

Force points that are temporarily expended are regained each 'chapter' (set of related adventures).

This has worked well for us. There is another interesting couple of ideas on the wizards.com website in their latest jedi counselling article

http://www.wizards.com/default.asp?x=starwars/article/sw20050519jc65

Cheers
 

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saucercrab said:
This looks a lot like Action Points, from Unearthed Arcana & the Eberron Campaign Setting. Not knocking it, just thought I'd point it out.

The similarities are intentional.

Ankh-Morpork Guard said:
By making Force Points easier to acquire, you lessen the effect of Dark Side Points. Why should a player care about an evil act if they've got more than enough Force Points to pay them off?

Hmmmm.... Had not thought of paying off DSP. I'm thinking about doubling the cost for now, or only allowing redemption via story (no spend a force point and think it over, only a good deed can counter a DSP).
 

Remathilis said:
Hmmmm.... Had not thought of paying off DSP. I'm thinking about doubling the cost for now, or only allowing redemption via story (no spend a force point and think it over, only a good deed can counter a DSP).

I'd lean towards a story type redemption, as you're still giving out a large amount of FP so just spending 2 still isn't that big of a hit. Also, its always nice to not have to think of new story ideas if you're players can give them to you. :)
 

lonesoldier said:
Like APs? Not that they are bad or anything.

A 'healing' ability should be a force skill/power.

Makes jedi better, no effect for other classes. Though using force points to negate vp damage is okay, and explains why the movie jedi are not damage by using their powers.

I do not really like this one as much, this goes beyond the range of force points. I could understand using the force to allow a Spring attack for one round or such, but not for a non-jedi.

Its not healing per se, more like "avoid critical". I'm hoping it avoids the "one crit from the lightsaber and roll 4d6" syndrome.

The paying for vitality is actually pretty much a waste unless you are out of vitality. Then its a godsend

I was debating on the "sudden heroic knowledge" thing. I'm thinking of leaving this out. It opens too many grey areas in the rules on what feats can be used, and so on.
 

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