Need help!

By Icipher, in Star Wars: Edge of the Empire RPG

Hi, I just went through the core book and so far I love it.

But there a two things I really didn't get even after reading it several times.

1. Force checks

I really don't get how they work. Let's take "move" for example. With the basic I can move a size 0 object over a short range. So I need one force point to use this, right? Means I roll one dice (since I have force rating one) and need to get at least one white point or black (if using destiny).

But how does it work with the upgrades??

Let's say I bought all 4 strenght upgrades and 2 range. Now I want to move something with size 4 object over a long range, does this mean I need 7 force points (which isn't even possible to get)??

2. Actions over multiple rounds

In Shadowrun, you can make an action over several rounds. Let's say you want to hack a computer. GM says: you need 8 sucesses. Then the player makes every round his check until he collected 8 sucesses together (e.g. round 1: 3, round 2: 2, round 3: 3). I always thought this is a very cool mechanics to put pressure on the players. Does something like this also exists in this system? Would be nice to use it e.g. for calculation hyperspace router while under attack.

Thanks for your help :)

1. Yes for basic Move.

No for the Strength and Range: you only need 3 pips, not 7. Eg: the Strength upgrade gives you access to all Strength upgrades you've purchased for the cost of one pip.

2. There is no defined mechanic, but it's easy to do, just decide what the success target count is and roll over multiple turns. Your example of hyperspace calculations is a good one.

That said, I would discourage using it too often. An easier, less rolly, way to handle things like hyperspace calculations is to set the number of turns it would take given a neutral result, and reduce or add turns based on how many successes or failures on a single roll. That's what I do for astrogation, or any other travel-type rolls, such as survival to see how long it takes to get from A to B. The main reason for this is that you still have to account for Advantages, Threats, Triumphs, and Despairs. If you roll too often, this can slow the game down accounting for it all. Much easier to let one roll stand.

An example might be a jungle trek: it might take a normal party 8 hours of hiking to traverse the terrain. Failure means they got lost and it took longer. Failure with Despair might mean they are lost and never arrived and have to spend the night in a hostile situation (cue fun side adventure). Success with Despair might mean they arrived, but on the way had to deal with "something" (insert beast encounter, pitfalls, and what have you). Success with Threat might mean they arrived, but much later and exhausted as they had to find a new route because the original was washed out (add Strain or even Wounds as you see fit).

If you had to deal with all these axes because you're making the players roll enough successes to arrive, you end up compounding the amount of interpretation, and probably not getting any additional game enjoyment benefit out of it.

Edited by whafrog

Thank you very much for your quick answer :)

Is there a way to increase your force rating to more than 2?

And to the hyperspace calcutations: I just thought it might be more interesting for the character doing it every round than just say it takes 4 rounds and in this 4 rounds the player is bored while the other are piloting or shooting down tie fighters ^^

But since you seem to be an expert, may I asked something else?

If you have one weapon in each hand (e.g. a pistol and a sword) but you only wanna attack with one, do you also need to apply the rules for two handed combat or does it only apply when attacking with both at the same time?

Sry for my english btw, it's not my native language.

Good questions. I know there are ways to get rating 2. In the exile tree in the EOTE book at the bottom of the tree it's a talent to buy. You get +1 for the exile tree first purchase. At the bottom you can get an additional +1. If you look at FAD there are force related trees as well...for an additional +1 tree but that's still in beta.

When it comes to multiple checks being required for a roll, you can take a very high level approach and require one single check to cover the entirety of some amount of work, or require multiple checks.

If it's a straightforward task OR it's just not something the GM wants to spend a lot of time on in a session, the GM can just say "Make a skill check" and the successes/failures/advantage/threats etc can determine how long it took and how successful it was.

This can happen on a macro scale, where a single Negotiation check could cover multiple days' (or weeks', or more) worth of scouring shops for goods. A single Mechanics check could cover several days' worth of monkeying around with an engine or a Computers check could represent the entire process of slicing into an enemy computer. The check could take a few minutes if it's a simple thing or hours, days, weeks, etc.

If the GM wants a little more structure, you could break it up into multiple chunks with different difficulties, or even into multiple checks of different kinds.

To slice into the local Imperial garrison, you could either just make single a Computers check, or the GM could break it up into something like:

* Perception to observe the garrison and find someone working there with the clearance you need

* Charm/Negotiation/Coercion/Skulduggery to get close to them and swipe their badge

* Stealth to sneak onto the base with the badge and access a terminal inside

* Computers to slice into the computer from the terminal and do what you need to do

I'd find that more interesting than just "Make 3 Mechanics checks in a row", but if it's narrated correctly then just making 3 checks could be fun too.

You might have 3 terminals that need to be sliced separately, while under fire from enemies. So one PC does the slicing or the jury-rigging while the other PCs fight off the base's security or something like that. The slicer needs to get 3 successful checks but he can keep rolling each time he has a turn.

Anyway, just a few ideas for handling that. In this system it's mostly free-form and up to the GM and players.

Good questions. I know there are ways to get rating 2. In the exile tree in the EOTE book at the bottom of the tree it's a talent to buy. You get +1 for the exile tree first purchase. At the bottom you can get an additional +1. If you look at FAD there are force related trees as well...for an additional +1 tree but that's still in beta.

Clash is 100% correct here, but I feel the need to be more explicit to avoid a common confusion among starting players/GMs.

Force-Sensitive Exile from EotE and Force-Sensitive Emergent from AoR allow a PC to "gain Force Rating of 1." A PC with both of these trees only gains the Force Rating of 1 for the first tree taken only. The only way to raise your Force rating is the talent "Force Rating" which is available on both trees.

Each of the Force & Destiny Beta Careers (not specs) allow a PC to begin with a Force Rating of 1. As it stands right now, a PC wishing to take a spec for FaD must take one of the Force-sensitive specs first in order to have a Force rating to use the Force talents of those trees or purchase Force powers. Again, the Force Rating talent is the ony way to increase it, and 13 of 18 specs offered in F&D contain it. The ones that do not contain it are 5 of the 6 lightsaber-focused specs.

Is there a rule how to apply damage to an enemy if you throw him with the force?

Is there a rule how to apply damage to an enemy if you throw him with the force?

Silhouette times ten. So, if they are Silhouette 1, then they take 10 points of damage — minus Soak, etc…. If they are Silhouette 2, then they take 20 points of damage. And so on. If you take two people who are each Silhouette 1 and hit them against each other, then they each take 10 points of damage.

This is just like you had hit them with an object of a given Silhouette. Only in this case, they themselves are the object and you are doing something like using them to hit the ground or a wall, or whatever.

Is there a rule how to apply damage to an enemy if you throw him with the force?

Silhouette times ten. So, if they are Silhouette 1, then they take 10 points of damage — minus Soak, etc…. If they are Silhouette 2, then they take 20 points of damage. And so on. If you take two people who are each Silhouette 1 and hit them against each other, then they each take 10 points of damage.

This is just like you had hit them with an object of a given Silhouette. Only in this case, they themselves are the object and you are doing something like using them to hit the ground or a wall, or whatever.

I was just typing this...beat me to it. This is with the Control upgrade, obviously. Otherwise, the default movement with the base power is "slow and deliberate, not fast enough to inflict injury..."

Another means of doing damage is to move the target over some precipice or ledge of a building and let them go. Consult the rules for falling on p. 215.

Is there a way to increase your force rating to more than 2?

Here's the thing as well: Edge of the Empire is not designed to be a game about playing Jedi and the mechanics reflect this. That you can only get to a Force Rating of 2 using Edge books, or 3 using Edge and Age of Rebellion books, appears to me to be quite intentional. This is a period of time where the Jedi Order does not exist and the only real formal Force training in the universe is the Sith, along with small pockets like the Dathomir Witches and the Jensaraai.

Forceful characters in Edge and AoR don't have the training of the Jedi in the prequels or TCW and that training is reflected in the lack of formal lightsaber fighting forms and the relatively low Force Rating attainable.

Obviously Force & Destiny changes this quite a bit, but for your "average" Forceful smuggler, the F&D trees and rules do come with a lot of narrative baggage that isn't very appropriate for playing during the Dark Times (18 BBY - 3 ABY). The old Star Wars EU did have some few Jedi still active and fighting the Empire but a game about them would really be best represented by F&D rather than in Edge. Edge presumes low FR because low FR is the best a person can get without the formal training previously offered by the Jedi and later (in the EU) offered by organizations like Luke's New Jedi Order, the various Sith groups, or the Imperial Knights.

And to the hyperspace calcutations: I just thought it might be more interesting for the character doing it every round than just say it takes 4 rounds and in this 4 rounds the player is bored while the other are piloting or shooting down tie fighters ^^

progressions went into nice detail on this, I'll only mention that I didn't mean to imply that there was only one way to do things. If your story needs more granularity, then by all means then have the players make the rolls as frequently as you need them.

If you have one weapon in each hand (e.g. a pistol and a sword) but you only wanna attack with one, do you also need to apply the rules for two handed combat or does it only apply when attacking with both at the same time?

Only when attacking with both at the same time.