Revision to Force Points: Suggestions?

Remathilis

Legend
This is my revision to the current force point system in the Revised Core Rulebook. I want opinions on if its too powerful or weak.

I want FP to be more useful, esp in surviving fatal attacks and for non-jedi. I also want remove the hoarding of FP because of rarity.

Force Points
A Character begins with 3 + ½ his level in force points (round down). Every time the character gains, these points reset back to 3 + ½ his new level. (Lost points are gone.) There is no limit to how many force points a character can have per se, but he can only gain new ones at level up.

A character can spend a force point to improve a d20 dice roll as per the RCR. Force Sensitive characters use one of the two improved columns (depending on lightside or darkside) whereas non-force sensitive use the first column. This applies after the d20 is rolled, but before the result is known. He may use this on attack rolls, initiative checks, skill checks, ability checks, or saving throws.

A character may spend a force point to convert some wound point damage back to vitality. He rolls as per improving a d20 roll, but instead converts this many wound points into vitality damage instead. He may only convert as much wound to vitality as he has vitality remaining. (So if his converted wound runs him out of remaining vitality, the rest of the converted damage affects his wound like normal.) If the character has no vitality left, this ability doesn’t help him. He may do this once per attack. Using this ability still leaves the PC fatigued as normal.

A character may spend a force point to stabilize himself if he is in negative hp, but not yet at -10.

A character may spend a force point to pay for his force skills. He rolls as per improving a d20 roll, but uses this number to instead ignore the rolls worth of vitality spent on force skills for that round only. Vitality costs that exceed the roll apply to vitality as normal. Using this ability to pay for a dark side skill means the character gains two darkside points instead of one.

A character may spend a force point to use a trained skill untrained or to use any feat he normally would qualify for one round. Using this ability to channel a darkside feat earns the PC a darkside point. This ability cannot give a non-force sensitive character access to force skills and feats.

A jedi or sith can use a force point to imbue a lightsaber crystal as per the RCR. Doing this does not earn him a force point back.
 

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So, aside from handing out more Force Points, and codifying some of the vast, unspecified sea of things you can do with Force Points, are there any changes?

I agree, Force Points should flow at a pretty good rate- I'd say PCs should probably have, on average, at least 2-3 going into any adventure.
 


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

And I happen to like the use of Action Points, so I don't see a problem with using Force Points in the same way. In fact, I like some of the uses you've listed; trading Wounds for Vitality, fueling Force powers, etc.
 

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?
 

Remathilis said:
Force Points
A Character begins with 3 + ½ his level in force points (round down). Every time the character gains, these points reset back to 3 + ½ his new level. (Lost points are gone.) There is no limit to how many force points a character can have per se, but he can only gain new ones at level up.
Like APs? Not that they are bad or anything.

A character can spend a force point to improve a d20 dice roll as per the RCR. Force Sensitive characters use one of the two improved columns (depending on lightside or darkside) whereas non-force sensitive use the first column. This applies after the d20 is rolled, but before the result is known. He may use this on attack rolls, initiative checks, skill checks, ability checks, or saving throws.
'K.

A character may spend a force point to convert some wound point damage back to vitality. He rolls as per improving a d20 roll, but instead converts this many wound points into vitality damage instead. He may only convert as much wound to vitality as he has vitality remaining. (So if his converted wound runs him out of remaining vitality, the rest of the converted damage affects his wound like normal.) If the character has no vitality left, this ability doesn’t help him. He may do this once per attack. Using this ability still leaves the PC fatigued as normal.
A 'healing' ability should be a force skill/power.

A character may spend a force point to stabilize himself if he is in negative hp, but not yet at -10.
'K. Reasonable enough.

A character may spend a force point to pay for his force skills. He rolls as per improving a d20 roll, but uses this number to instead ignore the rolls worth of vitality spent on force skills for that round only. Vitality costs that exceed the roll apply to vitality as normal. Using this ability to pay for a dark side skill means the character gains two darkside points instead of one.
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.

A character may spend a force point to use a trained skill untrained or to use any feat he normally would qualify for one round. Using this ability to channel a darkside feat earns the PC a darkside point. This ability cannot give a non-force sensitive character access to force skills and feats.
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.

A jedi or sith can use a force point to imbue a lightsaber crystal as per the RCR. Doing this does not earn him a force point back.
Only if you insist.
 

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?

He could always charge double to remove DSPs, or be nit-picky about handing them out.
 

drothgery said:
He could always charge double to remove DSPs, or be nit-picky about handing them out.
Nit picky about handing out DSPs? Sure its up to the GM when the situation calls for a DSP, but if you're too nit picky about it, that still falls into the problem of players getting away with blatantly evil acts.

Obviously, I'm not a fan of revising the Force Point rules. They're already much better than Action Points, and it relegates the Force to being far more prominent that it really should be. And, as mentioned by another, it ends up giving Jedi another power boost while giving essentially nothing to non-Force Sensitives.
 

In general, I use a two-tier system.

Put into generic terms, Hero Points guarantee success or survival. Luck Points let you add 1d6 to any kind of die roll or slightly bend the game rules.

Luck points are gained at a much faster rate, and are geared more toward proactive play. Hero Points are more to see to survival or guarantee the adventure climax ends with the villain's dramatic fall.
 

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