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Revision to Force Points: Suggestions?
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<blockquote data-quote="Remathilis" data-source="post: 2277877" data-attributes="member: 7635"><p>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.</p><p></p><p>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.</p><p></p><p>Force Points</p><p>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. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>A character may spend a force point to stabilize himself if he is in negative hp, but not yet at -10. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 2277877, member: 7635"] 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. [/QUOTE]
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