Now that we have some Force Power designs, and some time has passed to think them over and see how they would work out for Jedi characters, I have some changes I want to make to how we go about Force Powers. These changes are informed by the newly designed force powers, the design goals of the game system in general, and the way players approached Force Powers in OldFWURG.
This post is structured by first discussing several issues with the current proposed rules, followed by a short conclusion and the actions I will be taking to adress the issues.
tl;dr: The Force Power rules have some issues that have been highlighted by designing force powers for them.
Analysis of Jedi XP Investments
Before diving into issues, a bit of analysis is in order to highlight the data underlying the design choice of having three types of abilities (that is: Skills, Combat Styles, Force Powers). This choice stems from the Jedi careers in OldFWURG. After tallying these three categories for each character in OldFWURG, we have the following overview (note that this is overview is far from a comprehensive analysis):

Overview of Jedi XP investments
As they are no longer a concept in the rules, We have elided OldFWURG attributes and their XP quivalent. Furthermore, we include the starting abilities in this analysis. Conceptually it does not matter whether a Jedi gained some ability as part of their starting package or not, they have it, and players will adjust what abilities they acquire next based on what they already have. (For accuracy: in OldFWURG the XP equivalents of starting skills and force powers are both 9xp, and the combat styles are 6xp).
From this analysis we can see that the common pattern is that Jedi characters have roughly one-third of XP invested in each of these three categories. There are some characters who clearly favour a specific type of ability, but overal the XP investment—which we take to be the value a player attaches to the abilities—is evenly divided.
Force Power "Structure"
The current tall-and-narrow shape of Force Power trees allows for very good thematic clustering of powers. Each tree shows a clear theme and purpose, while allowing for different facets of that theme to be brought to the foreground.
With tall trees comes the side-effect that they require that a player decides early on which force powers they will be taking and how they will go about getting them. This runs counter to the freedom to pick and choose powers we have in OldFWURG. And together with the other access restrictions on Force Power, this produces something akin to "power lock-in" from the start.
The examples I wrote up are clearly in the same tall style. For several reasons, these were the wrong examples. I wrote the examples like this because, at the time, it seemed to fit the "natural progression" of Jedi characters over longer periods. (I was most likely also influenced by two other systems I have worked on/with that feature tall trees and work out really well...)
Furthermore, the examples I wrote were not actually good examples: they were archetypes of different categories of Force powers. They showed Universal powers, Light powers, and Philosophy-related powers; while those archetypes are valuable in their own right, they are poor "adapt me for your ideas" examples. I should have made their role in the design space was not made explicit.
Jedi have only a single resource which they use to advance their abilities: training points. And they have three broad categories from which they select abilities: skills, combat styles, and force powers. We want to keep the "items" one can acquire from each of these categories priced the same (at a basis of 10 training points each).
There are already enough limitations on access to force powers (virtue requirements, rank requirements, holocron/trainer availability), that an additional limitation in the form of the tall-and-narrow tree shape is undesirable.
On a more setting-related note, a Jedi's powers are less thematic than other groups of force users, Jedi are not characterized as "water benders" or "energy manipulators" or "magic users". From a rules perspective they can cherry-pick their powers from a broad pallette of options, instead of being forced to choose from a small menu of themes.
Ranks
The current rules state that there are three ranks (Padawan, Knight, Master). This is not the best choice for two reasons.
First off, there is an actual rank "Initiate" in the advancement rules. This discrepancy creates an unclear situation. Either Initiates are not allowed to train force powers at all, which is not the intention. Or the rank padawan actually means "padawan or initiate", which makes it a simple misnomer. Or, even worse, the rank padawan actually means "padawan and lower", which creates unclarity about the relation between Initiate rank and "not attuned to the Force"-rank (for beings that are not attuned to the Force, and cannot become Jedi).
Secondly, the OldFWURG ranks (Initiate, Padawan, Knight, Master) created a natural progression from the lowest Force Power, through the ranks to the highest. This natural mapping from advancement progression to Force Power progression makes designing and understanding force powers easier. Even though, in practice, we never got around to designing Master-level force powers, it was clear to all where they would go, and what their relevance would be.
Virtue Requirements
While working on the
virtue analysis I realized that the current way we go about virtue requirements is completely arbitrary. Since virtue requirements are one of the access-limitations on Force Powers, I think that a more principled approach to them is necessary.
As can be seen from the proposed Force Powers, nobody is really clear on what virtue requirements should work out well. The exact principles used to guide virtue requirement determination are not clear to me yet, but I have a strong idea of the direction this needs to take.
To support this more principled approach I have written up a "ladder of specificity". This ladder is based on systematicly narrowing the set of possible virtue configurations that can still satisfy the requirement. The least specific type of requirement is at the top, and the most specific type of requirement at the bottom:
- Any Virtue at X+ (This is very broad, as puts no restriction on what virtue needs the rating)
- Any Light Virtue at X+ / Any Dark Virtue at X+ (this restricts the virtue that needs the rating to a set of 5 virtues, one of which must satisfy the requirement)
- Virtue A at X+ OR B at Y+ (this can be extended to 3, 4, 5, etc. virtues, only one of which needs to be satisfied)
- Virtue A at X+ (this indicates a specific virtue that must be at least X)
- Virtue A at X+ AND B at Y+ (this is even more restrictive, as two specific virtues are indicated; obviously this can be extended to 3, 4, 5, etc. virtues)
(For the mathematically inclined among you: 2 and 3 are actually the same type of restriction, with "Any Light Virtue at X+" translating to "Benevolence at X+ OR ... OR Perseverance at X+". However, since disjunctions have proven less intuitive to understand in general, I have included the much clearer 2.
Also, Mercury neatly pointed out that there is a reversed-polarity variant of this ladder as well, by stating "No virtue at X+", "No dark virtue at X+", etc.)
Conclusion & Actions
It is clear that the "forest" of a few tall-and-narrow trees of Force Powers is counter-productive with regards to having players pick the powers they like. Furthermore, it makes it harder to balance the Force Powers against Skills and Combat Styles, both of which have forests of many short-and-wide trees.
The issues of the tall-and-narrow tree shape, the uncertainty produced by the missing Initiate rank, and the lack of principled virtue requirement determination show that there are still some issues with the Force Power rules as they are currently written. The proposed Force Power designs have been immensely helpful in realizing these issues!
Unlike the virtue analysis, I cannot currently give a clear-cut solution for each issue. The missing Initiate rank is easily fixed, and I have a few ideas on the other two issues (which, in my mind, are related). I am somewhat hesitant to write them out here, as they might change once they come into contact with the actual world. Rest assured that we will address these issues as we finalize the Jedi rules!