Has anyone here checked out the thread over at the SW WotC boards titled
"The Force, Revisited"? Various alternative rules are presented to make Jedi characters more like the Jedi in the films.
For example...
Force Usage Variant: The Three Skill Approach
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This method is similar to but distinct from and derived independently of the “Unlearn what you have learned” method described in Jedi Counseling #65.
This variant revises the "Force Sensitive" Feat and removes the Control, Sense, and Alter Force-Feats and replaces them with three like-named skills that now govern
all Force usage. These skills (and the attributes that modify them) are: Control (Con), Sense (Wis), and Alter (Cha).
When a Character gains one of these skills as a class skill (all three skills are Class Skills for all Force-Using Classes), the player picks a number of
powers related to that skill equal to the bonus to the controlling ability governing the skill plus one (minimum of one).
A Force-Sensitive character can take ranks in the Force Skills as cross-class skills (for characters with the Force Sensitive feat but no levels in a force-using class), but receives one fewer power per skill (controlling ability bonus only instead of controlling ability bonus +1, minimum of 1). If a Force-Sensitive character later takes a level in a force-using class, he/she does not receive an extra power per skill (unless he/she had no ranks in the skill prior to receiving it as a class skill).
Force Powers are identical in almost every respect to the Force Skills presented in the standard version of Force-Use as presented in the SWRPG RCRB and several of the Force Feats (most notably the "Speed" tree of feats) from that book have been reclassified as powers.
A character in a Force-Using Class may select one new power each time he/she advances a level, additionally, they may select an additional power in place of any Level-Based or Bonus Feat selection.
A character in a Non-Force-Using Class may select one additional power instead of any Level-Based or Bonus Feat selection.
Example 1: Yo Jim-Bo, a farm boy from the outer-rim with no ranks in any Force Skills, is taken under the tutelage of aging Jedi Master Jim Kel-Li who trains him in the ways of the Jedi. Yo Jim-Bo has a Constitution of 14 (+2), a Wisdom of 12 (+1), a and a Charisma of 16 (+3), he begins with 3 “Control” effects, 2 “Sense” Effects, and 4 “Alter” Effects after he takes his first level of a force using class.
Example 2: Ha Tamoto, hard-bitten galactic mercenary, has always had a “knack” for survival and working his will in the galaxy, Tomoto has a Constitution of 16 (+3), a Wisdom of 14 (+2), and a Charisma of 10 (+0), He receives three “Control” Powers, Two “Sense” powers, and zero “Alter” Powers when he purchases his first rank of the requisite skills. He buys ranks in "Control" & "Sense" cross-class. He has no ranks in Alter. Upon reaching his next level, Tomoto catches the eye of Darth Han, evil Sith Lord - who teaches him the ways of the Force and he multi-classes into a Force Using class or PrC, Tamoto gains a single "Alter" power as soon as he puts points into the Alter Skill.
Each of these skills requires as a prerequisite the revised version of the “Force Sensitive” feat (detailed below):
Force Sensitive
You are sensitive to the ebb and flow of The Force. Though not necessarily a member of a Formal Force-Using tradition, you are capable of learning some basic Force Powers.
Benefit: You may learn the three Force Skills (Control, Sense, and Alter) as cross-class skills (or as Class Skills if you possess levels in a Force-Using class). This feat is also a prerequisite for every Force-based power and feat.
You gain one bonus Force Point when this feat is selected. There is no limit to the number of Force Points a character with this feat may possess.
You are more adept at calling upon the Force to use a Force Point (see Chapter Nine: “The Force” of the Revised Core Rulebook).
A Force-sensitive character (one who possesses this feat) can make a Wisdom check (DC 20) to avoid being surprised; a successful check allows the character to act during the surprise round, even if he or she would ordinarily be surprised.
Normal: Without this feat, a character may not take ranks in any of the 3 Force Skills, select Force feats, or learn any Force Powers. Additionally, a non-Force-sensitive character is limited to a maximum of five Force Points (any points gained beyond this are wasted).
Force Powers:
Each Force Skill encompasses a number of powers, individual effects/abilities that the skill can be used to achieve.
The Powers associated with each Skill are as follows:
Control Powers:
Battlemind
Force Defense
Force Leap (New, See below)
Force Speed (Formerly the Burst of Speed/Knight Speed/Master Speed Feats, See below)
Force Stealth
Force Trance
Heal Self
Improve Ability
Sense Powers:
Affect Mind
Beast Language
Dominate Mind (D)
Drain Knowledge (D)
Empathy
Enhance Senses
Farseeing
Fear (D)
See Force
Telepathy
Alter Powers:
Affect Mind
Drain Energy (D)
Force Grip (D)
Force Light (L)
Force Lightning (D)
Force Strike
Friendship
Heal Another (L?)
Illusion
Move Object
Multi-Skill Powers
Some Force Powers require more than one skill to use, others require a specific Feat. When an effect is governed by more than one skill the player may choose which skill to use (if the effect is of the same alignment as the character – that is Light Side For Light Side Characters, Dark Side of DS Characters); use the lowest applicable skill (if the effect is of an opposing alignment – DS for LS Characters and vice versa), or use the average of the appropriate skill totals (in the case of non-aligned effects).
Sith Alchemy (D) – Alter Requires Sith Sorcery Feat
Battle Influence (L) - Alter, Requires the Battle Meditation Power(*2)
Battle Meditation (L) - Alter, Requires Wis 13+ fewer then 2 Dark Side Points(*1)
Control Mind (D) – Alter Requires Force Mind Feat & the Affect Mind Power.
Cure Disease (L) - Alter, Requires ranks in the Control skill and 1 or fewer Dark Side points.
Cure Poison (L) - Alter, Requires ranks in the Control skill and 1 or fewer Dark Side points.
Inspire (L) - Alter, Requires the Battle Meditation Power(*2)
Malacia (L) – Alter, Sense, Requires the Force Mind Feat
Plant Surge (L) – Alter, Control
Sever Force (L) – Alter, Requires the Battle Meditation power
Transfer Essence (D) – Alter, Requires the Sith Sorcery Feat
(L) = Light Side skill
(D) = Dark Side skill
Force Leap
Prerequisite: Requires the "
Force Sensitive feat and at least one rank in the "Control" Skill
You can call upon your mastery of The Force to leap superhuman distances
Benefit: When using this power, the character pays 4 Vitality Points and may, for the duration of a single Jump Check, add his "Control" skill ranks to his Jump Skill with no limit on maximum jumping distance.
Force Speed (Formerly the Burst of Speed, Knight Speed, & Master Speed Feats)
Prerequisites: Requires the "
Force Sensitive" feat and at least seven ranks in the "Control" Skill.
You can call on your mastery of the Force to move at blindingly fast speeds for breif periods of time.
Benefit: Your base speed increases for a single round by a factor based upon your ranks in the "Control" Skill, the cost to use this power depends upon the speed at which you wish to move:
x10 Base Move requires 7 ranks in Control and costs 5VP
x20 Base Move requires 10 ranks in Control and costs 8VP
x30 Base Move requires 14 ranks in Control and costs 12VP
You may move at a slower rate if you wish to.
*1: Some GMs may wish to ignore this restriction (and the Light-Side Bias) as there are EU instances of it's use by Dark Siders.
*2: Some GMs may wish to ignore the Light-Side Bias of this power as there are EU instances of it's use by Dark Siders.
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I don't know how well these alternate rules will work in play, but that thread is full of interesting ideas.