Henry said:
more likely, from the description, it's going to be
POWER: Telekinesis
You can move objects with your mind, based on the results of a Use the Force check. for 5-50 kg, it's a 10, for 50-500kg, it's a 15, etc. up to 50,000kg (starfighter scale). etc.
They can move the object, but only once per encounter without special circumstances; OR, they can rest for 1 minute and be good to go. We don't know if it's the truth, but it's definitely likely, because regardless of that, the preview says that the jedi gets back ALL his powers after a 1 minute rest.
Except that we also have this (bold added by me):
Preview 3 said:
Any character who takes the Force Sensitivity feat gains access to several Force talent trees (Alter, Control, Dark Side, and Sense), which add special abilities to her powers or grant her special actions regarding the Force. Some Force talents require the character to expend a Force point to activate them, while other talents alter the way a character uses the Force in a typical situation.
And this as an example of one of those:
Saga Preview 1 said:
Force Haze: You can spend a Force Point as a standard action to create a "haze" that hides you and your allies from the perceptions of others. You can hide a number of creatures in line of sight equal to your class level. Make a Use the Force check and compare the result to the Will Defense of any opponent that moves into line of sight of any creature hidden by your Force haze. If your check result beats the opponent's Will Defense, all hidden creatures are treated as if they had total concealment against that opponent. The Force haze lasts up to 1 minute but is dismissed instantly if anyone hidden by the Force haze makes an attack.
Prerequisite: Clear Mind.
Now, we have no idea how readily available Force Points will be, but even if they replenish DAILY, this ability is usable 5 times a day, not "after you've rested for a minute." Personally, I think "every level" or "once a week" is more likely. I find it highly unlikely characters will replenish force points every encounter.
Henry said:
Compare with the martial adepts from Book of 9 swords, and compare with the factotum, who gets back all his inspiration points (which is strange that he can backstab in one round, and suddenly he can't anymore?) So we do have examples of existing mechanics, and they seem to point to FULL recharge, ALL the time, rather than "save your big guns for when you need them."
That's the slope I'd rather personally not see D&D get on, but I can understand why they'd have no problem with it, bringing in players who want that kind of consistent, repeatable, round-after-round power. From there, it's a short jump to, "regain all your hit points" - heck, Iron Heroes does it now, and it's not a jump to expand the crusader's mechanics to a clerical "all healing" kind of role.
Anyway, that's why I'd rather not see "per encounter" in D&D in its current thinking and form. it doesn't even have to be "Vancian," just so long as it's not "Feng Shui" or "Mutants and Masterminds."
Iron Heroes effectively doubles the number of encounters characters can handle per day without having to bother with a dedicated healer class. That's a GOOD thing. It does it without changing their vulnerability in a single encounter. Yes, if you want to play "wear the PCs down," you have to throw 8 encounters at them, rather than just 4.
You're assuming, as everyone does who's played D&D, that healing can only be limited by limiting the number of "spells per day" that can be cast. Here's a question - if the ONLY per day limited resource was hit points, wouldn't characters still have to be careful?
Why should encounter-based design mean that characters start with a "full tank" of hit points all the time and every time?
Saga Edition certainly isn't advocating that. Neither does
Iron Heroes. It just takes the cleric's "contribution" to party resources and shoves it "off screen."
From what I've read of your posts Henry, you're one of those people who likes playing clerics and doesn't view the cleric as the walking band-aid. Well, that's an easy fix. Take away the cleric's healing spells. In an IH style Reserve Point system, they're not necessary.
If you do that, is it still a "fair" class?
The uses of Inspiration Points are limited for the same reason that I mentioned about Force Powers. Because if a Factotum backstabs every round, he's acting like a rogue. That's BORING. So to encourage him to use his entire "bag of tricks," you make the powers "one use per encounter." That way, he's acting like a fighter one round, a rogue the next, and a wizard the last. And filling the niche he's bloody well supposed to.