Force power: Move

By Jomero, in Game Masters

I think conflict does a lot to offset this. Also, the risk of rolling black pips makes it all the more dangerous.

Above all, one-shotting an exciting nemesis makes for a boring game. The villains get away to terrorize the PCs another day, remember?

If you want the NPC to stick around, do a deus ex and pull the chute. When it makes sense and feels right to have them die it will be more satisfying for the PCs.

I think the the upgrades on the move tree are saying a force user would have to spend a force point for every size above sil. 0, or +1 force point for each sil. 1 FP to activate move, 1 FP for sil. 1, 2 FP for sil 2, 3 FP for sil 3 etc. plus an additional FP for every upgrade used. Otherwise that does not fit with the movies at all. Jedi Masters would be throwing around Star Destroyers and would not have needed Clone Troops. Interpreting this any other way is just wanting to abuse the system for the sake of proving it is broken. Any who, the real answer would be to ask the DEVs.

I think the the upgrades on the move tree are saying a force user would have to spend a force point for every size above sil. 0, or +1 force point for each sil. 1 FP to activate move, 1 FP for sil. 1, 2 FP for sil 2, 3 FP for sil 3 etc. plus an additional FP for every upgrade used.

No, you activating the Strength upgrade requires only 1 pip, regardless of how many Strength upgrades you've purchased. I agree with you that it should be at least a pip per Silhouette, but that's currently not as written.

I noticed the CRB has a sentace at the end of the Range power which reminds the player, the force user must use force points to activate the power's actual effects. This is also present at the end of the magnitude description, but not present in the strength description. Is this the difference then? 1 FP regardless of sil. but 1 FP per range band and 1 FP per number of objects?

No, they're all the same: 1FP to trigger the upgrade, regardless of how many upgrades have been purchased.

One thing to note: Move may be one of the more combat effective and over powered powers. But it is also one of the most grossly obvious. Short of the infamous Force Lightning, it is probably the most vulgar use of the Force we see in the movies. The act of throwing large vehicles around would be especially difficult to do with subtlety. So one of the inherent balancing factors of Move - one that reigns it in more than any other power - is the fact that lots of people will notice significantly increasing the chance that word gets back to the powers that will rain hell on you (possibly from orbit).

This is not just a punitive hammer. It is a preventative measure. Players will (or at least should) show restraint in many situations. So, while Move may be powerful, the situations in which it will be smart to use can be managed by the GM.

One thing to note: Move may be one of the more combat effective and over powered powers. But it is also one of the most grossly obvious. Short of the infamous Force Lightning, it is probably the most vulgar use of the Force we see in the movies. The act of throwing large vehicles around would be especially difficult to do with subtlety. So one of the inherent balancing factors of Move - one that reigns it in more than any other power - is the fact that lots of people will notice significantly increasing the chance that word gets back to the powers that will rain hell on you (possibly from orbit).

This is not just a punitive hammer. It is a preventative measure. Players will (or at least should) show restraint in many situations. So, while Move may be powerful, the situations in which it will be smart to use can be managed by the GM.

Excellent point.

Edited by Christophermarshall6