Hey folks I have some questions about using Force Move as an attack. If people could answer a few short questions I would really appreciate it.
First question: Can folks let me know if I'm doing these checks right?
If I want to attack one target with a Silhouette 0 object:
-I roll an easy Discipline check, adding setbacks for the target's defense, and boosts for aiming
-I roll a force power check and must get 1 FP
-If both checks succeed I deal 5 damage to the target +1 per success on the Discipline check
If I want to attack one target with a Silhouette 1 object:
-I roll an average Discipline check, adding setbacks for the target's defense, and boosts for aiming
-I roll a force power check and must get 2 FP
-If both checks succeed I deal 10 damage to the target +1 per success on the Discipline check
If I want to attack one Force Sensitive target with a Silhouette 1 object:
-I roll an average Discipline check, adding setbacks for the target's defense, and boosts for aiming
-I roll a force power check and must get 2 FP
-I then must roll an opposed Discipline check
-If all checks succeed I deal 10 damage to the target +1 per success on the Discipline check
Second question: I can always use autofire to stack damage against a single target, but if I want to hit multiple targets with autofire, then I must ALSO purchase and trigger sufficient Magnitude, correct?
Third question: If I purchase and trigger a single Strength upgrade, it's possible to throw one humanoid enemy into another, and deal damage to both of them, right? (They must be within short range of myself and each other, unless I also use a range upgrade)
Thanks in advance!
Force Move Checks
I believe first you make the force roll, declaring what base power you're planning on activating (Move in this case) - this prevents you from trying to roll a discipline check you may not be able to activate if you don't get the force points. In terms of the discipline checks, Silhouette 0 requires a simple check (no difficulty dice), Silhouette 1 requires easy, 2 requires average; the base difficulty is determined by silhouette size; then add the modifiers (auto-fire, setbacks, boosts, upgrades, downgrades). Your damage descriptions are accurate.
In regards to using it against a Force User - there's no formal rules, not yet at least. There's a thread on the forums somewhere where there's some discussion on homebrew ways to do it, some involve opposed checks, some involve custom force powers, but per RAW, it's really just the normal discipline check for anybody. This could likely change with Force & Destiny.
For the second question, auto-fire requires magnitude to be able to lift multiple objects at once for a single check. So no upgrades means you can't auto-fire, because you're only lifting one item for the one activation. You can get by this by activating the base power multiple times (though this can require more force points, but does make it easier for people with worse Discipline). But obviously if you've got the experience and the discipline, it's better to just up magnitude and try to auto-fire.
Third question, per RAW, yes. And must like the above with going against force users, there's a handful of ways homebrew ways to change this if you wanted on the forum somewhere, but otherwise it's just like tossing anything else.
I don't think there is an opposed discipline check to throw something at another Force user. There should be one if you try to throw someone (force sensitive or not), and not necessary a discipline check (athletics to grab something and not move, coordination to land like a cat, discipline to cancel if you are a force user <- that is how I manage it in my game). But, when you throw a projectile at a target you should solve it like any blaster shot, Force user or not.
We can expect some special Force talent / defense / maneuver from F&D, like Yoda seems to use quite often, but guys he is YODA ! The "I absorb blaster shot with my hand" or "I deflect big falling rocks with the Force" are Force feat of a Yoda, Darth Vader lvl of Force skill.
Considering the beginner lvl of Force character in EotE and AoR, it is not something characters should be able to do, for the time being.
Thanks for the responses. My mistake, the opposed Disc is homebrew. I suppose RAW there is no check to resist which might be balanced actually, considering half the time you will need to flip destiny and take strain to use the attack. Are you sure that a Sillhouette 0 is no difficulty? That's how I read RAW too, but I just assumed that was wrong.
I believe first you make the force roll, declaring what base power you're planning on activating (Move in this case) - this prevents you from trying to roll a discipline check you may not be able to activate if you don't get the force points.
From the rules:
"The Force user makes a Discipline check with a difficulty equal to the silhouette of the object being thrown, making a Move power check as part of the pool."
As I read it, you're supposed to roll the Discipline check and the power check at the same time. I assume that this is so that you can have some advantages/threats to add to the narrative.
I believe first you make the force roll, declaring what base power you're planning on activating (Move in this case) - this prevents you from trying to roll a discipline check you may not be able to activate if you don't get the force points.
From the rules:
"The Force user makes a Discipline check with a difficulty equal to the silhouette of the object being thrown, making a Move power check as part of the pool."
As I read it, you're supposed to roll the Discipline check and the power check at the same time. I assume that this is so that you can have some advantages/threats to add to the narrative.
Ok wait yes I didn't notice this before, but I also read it as one, combined check. This is good balance, because normally you get to roll the force die/dice before you declare how you want to use it, but this way if you want to move a silhouette 4 object as an attack, you have to commit to that action up front, and if you can't get the force points then you fail at attacking with that object. It makes the attack riskier which I like (high risk, high reward), but I could be reading it wrong.
On the first question, you're close.
As ddbrown30 mentioned, the Discipline check and the Force Power check occur at the same time.
Also, the difficulty of the check is equal to the object's Silhouette. So hurling a Silhouette 0 object would not have any Difficulty dice by default, unless the target has talents or effects that upgrade the difficulty of any ranged attacks, such as Adversary, Side Step, Dodge, or the defensive Control Upgrade for Sense. And a Silhouette 1 object would be 1 difficulty die as the base for the same reason.
There's also (currently at least) no difference between hurling an object at a Force user or hurling it a normal person, as Force users don't (by RAW) have any special intrinsic defense against Force-based attacks. So it's just a straight Discipline check, with successes adding damage as you've outlined.
On the second question, that one's a bit trickier. Personally, I'd say that you need the Magnitude Upgrade to begin with if you want to use autofire when hurling objects, and might even limit the number of autofire activations to the number of objects hurled. So if a Force user with 2 Magnitude Upgrades opts to hurl 3 objects at a target, the Force user can only trigger the autofire effect a maximum of three times, no matter how many Advantages they rolled. This limits the power of such a tactic, given how potent autofire is to begin with and that the increased difficulty from using autofire isn't that big a deal when hurling Silhouette 0 or Silhouette 1 objects at target. Being able to just use autofire without requiring the Magnitude Upgrade quickly approaches game-breaker territory, given that most Force users will tend to be rolling a bare minimum of 1 proficiency and 2 ability dice on their Discipline checks against a rather paltry 1 or 2 difficulty dice.
Third question is a yes, with the difficulty of the Discipline check being affected by whatever traits the second target has that modify the difficulty of ranged attacks. The first guy is pretty much out of luck with no means to resist, unless you happen to miss the second guy, at which point neither of them would take any damage.