This is a design schemata for the Force related skills. It takes a few things into assumption regarding the other Combat related perks. This post will be edited should those outlines also be written to include a link to them.
Everything listed here is an example of design direction, not necessarily balance of numbers.
Current implementation
The current implementation provides a solid conceptual foundation to start from, by having both Light And Dark powers. Neutral powers should be included as well, however, this would bring us to three Force lines, which is a bit much. As standalone skills they also seem a bit lacking, requiring not only very high ranks but specialized gear if one wanted to be Old Palpatine as an archetype.
This design outline will therefore focus on three skill sets, Force, Saber, and Robes (Armor class), to define the Force User disciplines.
Assumptions Made
Force powers simulate spells in the Star Wars universes. Certain Force Powers will have Saves (which serve as balance factors for PVP, and should be inconsequential for PVE).
Sabers unlock Stances, which are developed perk by perk.
Robes are functionally clothing, and allow Force Users to gain benefits when not wearing Light or Heavy armor.
Other weapon and armor types are would take these changes into account, along with their own.
Robes
All Robes are a subcategory of āClothingā, having no armor bonuses, no cast time restrictions, and no Dex check penalties. Not all clothing are Robes, though, for those who prefer to fight completely developing the āRobeā skill.
As Robes are light and unfettering, Robes provide a bonus to endurance (HP) and essence (FP), as well as their respective regeneration.
Primary: Constitution
Secondary: Charisma
Robe wearers focus on avoiding damage over taking it, yet their constant exposure leads them to develop tricks or utilize devices to maintain their freedom but provide protection
Perks
Still Mind (Ranks: 5, total cost 20)
Learned at: 5, 15, 30, 50, 75
-Increases Maximum FP by +5 / +10 / +25 / +40 / +60
-Meditate effect is increased by 20/40/60/80/100%. Cooldown is reduced by 15/30/45/60/90 seconds.
Dampen Energy (Ranks: 3, Total Cost 15)
Learned at: 5, 25, 40
Reduces lingering Force Effect durations by 15/30/50%.
Barrier (Ranks: 3, Total Cost 20)
Learned at: 5, 20, 50
-Generate a barrier, consuming half of current FP to gain 200%/350%/500% that amount as Bonus hit points for up to 60 seconds.
Force Surge (Rank 3: Total Cost: 15)
Learned at: 10, 35, 75
-Rapidly recover FP equal to your current regeneration rate, every 3 seconds for 9/18/30 seconds.
Saber
Sabers are precision weapons. Due to their nature, strength isnāt as important as finesse, and their atypical weight distribution requires constant awareness of the light bladeās position relative to yourself as well as to your enemies. The most skilled and clever saber fighter tends to win, not the strongest.
Primary: Dexterity
Secondary: Charisma
Sabers gain 1/2 the average of the Dexterity + Charisma modifier as bonus damage.
Base Attack Bonus: Sabers gain +1 BAB every 10 ranks.
Perks
Weapon Finesse (ranks: 2, total cost 10)
Learned at: 5, 60
Effect: Grants the weapon finesse feat. Lightsabers will use the higher of Strength or Dex to determine their hit bonus. Taking the second rank allows Weapon Finesse to be used with any finesseable weapon.
Saber Proficiency
Unchanged from Current implementation
Style X (Ranks: 7, Total cost 45)
Grants the benefit of a given Style. Mastery in a style enhances this focus farther. For the sake of brevity, styles are not listed here, but the 7 Saber Forms would be 7 distinct perk lines.
Force Powers
Force powers, light, dark and neutral, are now all consolidated under a singular āForceā skill. Light and Darkside powers affect your attunement. The initial perk of each Power applies either Dark or LIght attunement modifiers, and one cannot learn a Force Power should its attunement requirement not be met, and one loses access should that change as well.
Primary: Charisma
Secondary: Intelligence increases with Dark Attunement. Wisdom increases with Light attunement. This will not exceed +20.
Example powers
Neutral
Force Push: Invokes a ranged knockdown for 3 seconds. Deals 2d8 +Charisma physical damage. Each perk in this line increases base damage and targets affected.
Saber Throw: Attacks from range with your melee weapon, gaining Charisma as bonus damage. Each perk in this line improves damage and may allow additional strikes.
Celerity: Increases movement speed and Armor class. Toggled, draining FP while toggled. Each perk improves Armor class and reduces FP cost.
Dark Side
Force Lightning: Deals 3d6 + Intelligence Electrical damage. Save reduces damage by half. Each perk in this line increases damage, and allows Lightning to hit an additional nearby enemy.
Requires: 0 Attunement
Dark Attunement: +1 per perk
Force Drain: Malaise a target, dealing damage over time and converting it to health. Deals 1d6 + 1/2 Intelligence damage per round for 3 rounds, healing you for the damage dealt. Each perk in this line increases duration.
Requires: 5 attunement
Dark Attunement: +1 per perk
Light Attunement: -1 per perk
Imbue Strength: Course dark energy to your weapon. Toggle to increase weapon damage by +1d6 energy while active. While active, Weapon Experience is converted into Force experience. Each perk in this line increases Damage and reduces FP cost.
Requires: 5 attunement
Dark Attunement: +1 per perk
Lightside
Heal: Heals the target for 3d6 + Wisdom. Each additional perk increases base healing and reduces FP cost.
Requires: 0 attunement
Light Attunement: +1 per perk
Precognition: Grants the target 1 x Wisdom bonus health. Each additional perk increases the multiplier.
Requires: 5 attunement
Light Attunement: +1 per perk
Dark Attunement: -1 per perk
Imbue Courage: Toggle to increase your Saves by +2 and increase maximum health by 10. While active, your Weapon experience is converted into Force experience. Each perk increases the Maximum health and Save bonus, and reduces FP cost.
Requires: 5 attunement
Light Attunement: +1 per perk