Force Push a Grenade?

By Edsel62, in Star Wars: Edge of the Empire RPG

That's pretty much awesome.

Yep, you did good.

In hindsight an opposed stealth roll would probably have been more appropriate, but that really wouldn't have been too much of a difference. The Hutt had a couple of othe minion groups in the room and the battle was good. The PCs won but a couple got hit and one got a critical hit. That just allowed the team doctor a chance to ply her skill. It all went well and we had fun and that's what counts.

By my count to move the grenade to a location in short range and drop it he only needs 10XP for the base force power. Compared to the cost of Agility points or Ranged(Light) ranks that's a bargain. Even the 25XP to hurl it as a weapon is a decent deal but at least then you have it attached to a skill and ability...

Assuming EoTE, which I will since it's in the EoTE boards, 20xp for second specialization [Force Exile] + 10xp for it being non-career + 10xp for the move power itself = 40xp minimum.

It's a narrative game in which people get to be the movie screen heroes using advanced technology and space magic. If a character wants to spend (on average) half of his exp to be able to succeed at throwing a grenade short range 41.666666% of the time and blowing himself up the other 58.333333%, then by golly I'm probably going to let him.

Why? Because that's about the same chance as a untrained human has and the untrained human probably isn't going to blow himself up (aside from a threat/despair/destiny cruelness). It's not going to happen often and if it does is most likely for some cool narrative/story effect only. Not to mention that without an attack roll there is no chance of blast effect activating, the grenade only deals base damage, etc.

Again, multiple options to use that have rolls that are super simple if you really are that worried about unrealistic abuse. Keep in mind though that allowing the player to roll allows the grenade to blast and crit so you'll actually be giving it more power and success.

• Discipline and Power combined check (whether with talent or not) as if hurling per RAW.

• Boost and/or additional dice to a Ranged attack via successful force activation.

• Allow a force activation check to be used with the attack roll and give an auto success/advantage per point.

No need for needlessly complex rules to bog down play for something so silly and underpowered.

That's my rub on this. It's one thing if he wanted to move it to long range using his range upgrades, or steer it rolling through a pipe. The thing for me is the Force shouldn't be an economical replacement for doing something you are fully capable of doing without the force.

A fair point, but as stated above, it's really not close to economical. Anyone with just one rank in ranged (light), or an agility one point higher than the average human already blows the force power out of the water for success rate and for this use a grenade without it's blast effect or crit is not worth the cost. Fun narrative story point or last minute save with a creative GM, but nothing more.

Added Clarification:

Untrained Human = Roughly 50% chance to succeed with 1 success, no threat/advantage; on failure misses target. 7 damage, no blast. 7 damage + 6 blast if with 1 advantage.

Move Power (unrolled) = Roughly 42% chance to succeed (100% with Dark Side and Strain); on failure or multiple failures if timed, detonates. 6 damage, no blast.

Edited by OfficerZan

By my count to move the grenade to a location in short range and drop it he only needs 10XP for the base force power. Compared to the cost of Agility points or Ranged(Light) ranks that's a bargain. Even the 25XP to hurl it as a weapon is a decent deal but at least then you have it attached to a skill and ability...

Assuming EoTE, which I will since it's in the EoTE boards, 20xp for second specialization [Force Exile] + 10xp for it being non-career + 10xp for the move power itself = 40xp minimum.

It's a universal spec, so out out of career penalty. 30xp minimum! (Actual minimum then of 25, if he can find a mentor / mentor-y holocron)

By my count to move the grenade to a location in short range and drop it he only needs 10XP for the base force power. Compared to the cost of Agility points or Ranged(Light) ranks that's a bargain. Even the 25XP to hurl it as a weapon is a decent deal but at least then you have it attached to a skill and ability...

Assuming EoTE, which I will since it's in the EoTE boards, 20xp for second specialization [Force Exile] + 10xp for it being non-career + 10xp for the move power itself = 40xp minimum.

It's a universal spec, so out out of career penalty. 30xp minimum! (Actual minimum then of 25, if he can find a mentor / mentor-y holocron)

I think what was meant in the above post is that Universal Specializations cost the same as career specializations (EotE 275). So yeah, 20 XP for the specialization (if it's only his second spec) which grants you Force Rating 1, and 10 XP for Move basic power.

Ah I've always missed that part and it seems my whole group has as well. We'll happily post-it that page haha.

That said, 30XP to blow yourself up more than half of the time at what somebody with zero skills just misses pretty much exactly half of the time, is still not worth making a big deal over. If you tell the player s/he can't do it, then s/he's just going to roll as normal and have a better chance at succeeding anyways. The average result will be the same or better (mechanics-wise), but you'll take that moment of awe out of he narrative and kill the mood.

If playing with the Morality system from F&D, I'd definitely give conflict for using the force to surprise red mist people with a grenade. That's just me though haha.

Why?

I mean, reading through everything here, I'm pretty sure it wouldn't take long for me to end up very firmly in the realm of a grey Jedi (where I'm happiest anyway) or even full Dark Side. But why would it cause conflict to throw a grenade?

Would it be morally superior to say, "Hey, everybody, here's a grenade!" Before they get turned into pink mist? How is that more moral? From the perspective that it would induce fear, anger, &c. (passions) before the characters died, I think it could be decently argued that not-surprise pink misting people with or without the Force to help is actually more cruel.

n any case if your PC wanted to "pull the pin" then use the force to quickly place the grenade at the target before it explodes, or hit it on the ground to activate it, while in a tense situation (ALL combat is a tense situation even before the blaster bolts fly because you body is pumping adrenalin in anticipation of combat), and the chance that they may see it coming you should still require an Attack roll.

I don't believe that this is always true for the initiator of a combat situation. Chiefly because they have an opportunity to mentally prepare themselves for the moment that combat begins that those reacting to the combat simply don't have.

Why?

I mean, reading through everything here, I'm pretty sure it wouldn't take long for me to end up very firmly in the realm of a grey Jedi (where I'm happiest anyway) or even full Dark Side. But why would it cause conflict to throw a grenade?

Would it be morally superior to say, "Hey, everybody, here's a grenade!" Before they get turned into pink mist? How is that more moral? From the perspective that it would induce fear, anger, &c. (passions) before the characters died, I think it could be decently argued that not-surprise pink misting people with or without the Force to help is actually more cruel.

Well, if you use the morality system, all characters start "grey" at 50 points.

Like I said though, it's probably just me. Killing when you don't have to or without looking for an alternative is going to gain conflict regardless in my games, it's not RAW as far as I know (though it was in Saga) but it fits my group's playstyle. It's the whole, "Should we let them pass and keep it quiet? Nah, let's blow them up!" type of scenario.

Keep in mind, gainging conflict doesn't mean you lose morality. You could burn down an orphanage and still gain morality for the session.

I don't believe that this is always true for the initiator of a combat situation. Chiefly because they have an opportunity to mentally prepare themselves for the moment that combat begins that those reacting to the combat simply don't have.

As someone who is trained in Law Enforcement, I can tell you that this is simply not true. You may be able to prepare but that never makes combat any less tense. This is true even when you vastly outnumber your opponent. You always expect the worst going in regardless of mental prep.

Also, in game how people react to combat differently (those who do better prepared, and those who do better just going with the flow) are already nicely portrayed by the Cool and Vigilance skills.

Again though, doesn't make combat less tense for any of the participants.

Edited by OfficerZan