Heal/Harm, Control: Strain, Diminishing Returns

By verdantsf, in General Discussion

This upgrade seems off. On the heal side, if you generate no dark side points with your force dice pool, the target heals strain equal to wounds. On the harm side, if you generate no light side points, you heal strain equal to wounds inflicted.

The problem is that as your character's connection with the Force grows stronger, the less likely you are to generate either effect. As you increase your Force Rating, the chance of getting at least 1 of each type of point grows. I looked through all 8 Beta updates, but I didn't notice any entry addressing this. Has there been any word on the diminishing returns for this upgrade?

Edited by verdantsf

It refers to the force points used to actually fuel the power. So if you rolled 3 light side and 3 dark side, and you only use the 3 lightside, that counts as part of the whole "If no [Dark Side Force Points] generated [Force Points]", and vice-versa for the dark side. But if you used all 6 force points, you have 6 force points for the power, but you can't use an effect (ie. the noted Control upgrade) that gives bonuses when only using one type of force points.

EDIT: It also says it more clearly in the longer text for each power and upgrade. "... if the user spent no [dark/light side force points] on the check..."

Edited by Lathrop

OH! Thanks for the clarification.

It can be a little confusing. I think some people may have missed the control upgrade for Protect/Unleash that has the opposite side of the coin, where any advantage generated (not spent) on the roll adds defense or strain. This gets complicated by the short description in the chart not exactly giving the full impression.

Unless I'm wrong.

But yeah. it's an easy thing to miss, and especially if the long form parts of the upgrade are just skimmed.