JimAde said:
Another big piece of the Jedi mystique is, of course, the lightsaber. Have you considered doing some kind of bonded weapon a la the Kensai?
I have, of course, thought about that. I don't really know what I could do, though without overpowering the class even further.
Hmm... Maybe I could make it a hindrance! You need to choose a weapon, and can only use your Spirit Attack with that weapon? I dunno... I'd kinda want to invent a new weapon for the class, doesn't seem right to just give them a plain ol' sword and call it their Special Spirit Juju Weapon.
In any case, I am interested in doing something with a weapon, as soon as I can think of something to do.
scottin said:
Very interesting. I like the concept. You may want to tone it down a little. IMO, it seems VERY overpowered at high levels. Maybe slow the spirit point progression some.
If anything, I'd think it'd be more overpowered at the lower levels, since your ability scores would be such a comparitively large bonus (i.e. a character with 18 carisma could spend 5 points in a round at level 1).
scottin said:
Also, my initial reaction is to liken this with a monk. Maybe the powers should get stronger as level increases. Instead of letting players choose a power, assign them to levels as appropriate for the power, but let them get stronger as the char gains levels. This is how it would work for a jedi. After all, Luke can't move the x-wing fighter at all, but Yoda, in Episode 2, can throw huge chunks of metal around. It seems to me the power should be weak at lower levels, and grow as levels increase. With the class the way it is now, one would only need a couple of levels of this to drastically improve any other class. Seems like it should take more dedication to the path to become a truly powerful character.
That's already built in to the system, by limiting how much they can spend per turn. Going back to the level 1, 18 charisma Spirit Knight, you could only spend 5 points on, say, telekinesis (yeah, I know, you can't get TK til level 2. It's an example!), meaning at most you could create a 12 strength TK effect, flinging something that weighs less than 43 lbs or holding something that weighs less than 130 lbs, not even enough to stop a typical warrior in armor. A level 20, on the other hand, with the same 18 charisma could spend 15 SP to get a 22 strength TK effect, or with improved TK could get 36 strength.
I'm not so sure about the movies, but at least in the video games (like Jedi Knight), you weren't just good at every power, you got to choose which powers you could take and how good you were at them.
scottin said:
Also may want to consider good (light side)/evil (dark side) power. Not unprecedented, as cleric powers are like this.
Yeah, it had of course occurred to me, but I think that's something I'd rather make a whole new, albeit similar, class for.