Talent Questions

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

Apologies if these have been asked before or this isn't the right place to ask them, but here goes:

Bounty Hunter: Assassin: Anatomy Lessons. From a pure mechanics standpoint (I can see some argument for it being appropriate from a flavor standpoint), why is this here? Targeted Blow does the exact same thing except for the stat involved. So you have two talents that are functionally almost identical (again, except for the stat used; incidentally, one of them uses a stat that isn't really used by any other talent or skill within the base career or the specialization). I won't say it's totally useless (if you're cool with spending two destiny points on a single attack, it's another <=6 damage), but it seems kinda redundant. Any ideas on what could (or does, if it's been officially axed) replace it?

Talents that add specific career skills (e.g., Basic Combat Training and Tactical Combat Training from the Recruit specialization): If the skills the talent provides are already career skills for you, do you get it for free (similar to redundant non-ranked talents), or is it an "xp tax" to get further into the tree, or what?

Official info would be great, informed opinions are good, too. Thanks in advance.

You've answered your own question on the first. The fact that it uses a different stat makes it different, and valuable at that. It's meant for characters who focus more on Intellect than Agility or Brawn, so it's mostly there for people buying into the tree from, say, Colonist or Technician. It would still be of value for a strict Bounty Hunter, though, even if your character didn't increase her starting Intellect above 2: it lets you add less damage. If your Brawn is 4, but adding 4 to your damage would overdo it, then you can choose to add 2 instead as a separate talent, useful if you're trying to pull your punches but still pull off a technically sophisticated attack.

As far as I know, for Basic and Tactical Combat Training, you still need to buy them even if you have those skills from your career already. You would need to spend the XP before descending the tree. That said, if those are already skills, why buy the talents? Start with Second Wind or Outdoorsman, and if you really want that third Second Wind or Spare Clip, just work your way down and then up. All the talents in the way are useful. And if that argument doesn't sway you, then your character probably doesn't need the Recruit specialization in the first place.

Granted, at my table, if a player asked me to count those talents due to them having those skills already, I might be swayed by their case. But that would still beg the question of why they don't start elsewhere, or why they're looking into the Recruit tree if they already have all four combat skills.

For anatomy lessons, look at the tree again (or just about all the trees for that matter) and you'll see there's actually two basic builds on the assassin tree. The left side is more "sniper" themed, with talents that are geared toward shooting. This is where you find Targeted Blow, an Agility based Talent that synergizes with shooting.

The right side by comparison features no real specific combat talents (other then Anatomy Lessons). It's got lots of stuff to help in general (Dodge, Quickdraw, Lethal Blows) but little that attaches to any specific build.

So why? Because there's different kinds of assassins. Some like to sit a mile away with a long gun (needing a high agility/ranged heavy), others are more the go in up close wetwork types (where agility and brawn are less important, but knowledge might be more valuable). Some are both. This tree allows you to go any direction you like.

Also remember FFG seems to like the idea of multiclassing. Look at F&D and you'll see "Jedi" options are pretty much expected to multiclass. So having the Trees offer different paths is part of that plan, allowing a player to take the half to the tree with the most value to them, and ignore the part that isn't.

As for the "If I already have the career skills do I still need to buy the talents on the Recruit tree that offer those skills?" Yes. I'm having trouble finding it but there was an official response to that question and the answer was yes you still need to buy the talent.

You've answered your own question on the first. The fact that it uses a different stat makes it different, and valuable at that. It's meant for characters who focus more on Intellect than Agility or Brawn, so it's mostly there for people buying into the tree from, say, Colonist or Technician. It would still be of value for a strict Bounty Hunter, though, even if your character didn't increase her starting Intellect above 2: it lets you add less damage. If your Brawn is 4, but adding 4 to your damage would overdo it, then you can choose to add 2 instead as a separate talent, useful if you're trying to pull your punches but still pull off a technically sophisticated attack.

As far as I know, for Basic and Tactical Combat Training, you still need to buy them even if you have those skills from your career already. You would need to spend the XP before descending the tree. That said, if those are already skills, why buy the talents? Start with Second Wind or Outdoorsman, and if you really want that third Second Wind or Spare Clip, just work your way down and then up. All the talents in the way are useful. And if that argument doesn't sway you, then your character probably doesn't need the Recruit specialization in the first place.

Granted, at my table, if a player asked me to count those talents due to them having those skills already, I might be swayed by their case. But that would still beg the question of why they don't start elsewhere, or why they're looking into the Recruit tree if they already have all four combat skills.

Not saying Anatomy Lessons is useless, just that mechanically it feels kinda out of place (Int-based talent in a tree that doesn't have any Int-based skills in-career) and redundant unless you're okay with popping two destiny on one attack.

I was working under the assumption you could only go across or down the tree; being able to go up the tree has the same practical effect as getting comped those two talents (lets me get the talents below them while not having to spend xp on talents I won't benefit from).

For anatomy lessons, look at the tree again (or just about all the trees for that matter) and you'll see there's actually two basic builds on the assassin tree. The left side is more "sniper" themed, with talents that are geared toward shooting. This is where you find Targeted Blow, an Agility based Talent that synergizes with shooting.

The right side by comparison features no real specific combat talents (other then Anatomy Lessons). It's got lots of stuff to help in general (Dodge, Quickdraw, Lethal Blows) but little that attaches to any specific build.

So why? Because there's different kinds of assassins. Some like to sit a mile away with a long gun (needing a high agility/ranged heavy), others are more the go in up close wetwork types (where agility and brawn are less important, but knowledge might be more valuable). Some are both. This tree allows you to go any direction you like.

Also remember FFG seems to like the idea of multiclassing. Look at F&D and you'll see "Jedi" options are pretty much expected to multiclass. So having the Trees offer different paths is part of that plan, allowing a player to take the half to the tree with the most value to them, and ignore the part that isn't.

As for the "If I already have the career skills do I still need to buy the talents on the Recruit tree that offer those skills?" Yes. I'm having trouble finding it but there was an official response to that question and the answer was yes you still need to buy the talent.

While having a ranged side and a melee/general side may have been the intent, that doesn't seem to be the result (unless there's errata for the Assassin tree I haven't found). The only talent on the tree that's specific to one or the other is that one rank of Sniper Shot in Row 4.

Thanks for the responses! :)

As an aside, you can only spend one (1) destiny point per action.

Cannot activate both of these talents in one attack.

You only have to buy the talent if it is ranked. If it is not a ranked talent and you already have the talent, then it is treated as if it is already purchased.

Keep in mind, those talents that make skills career skills would need to be purchased even if those talents are already career skills.

As an aside, you can only spend one (1) destiny point per action.

Cannot activate both of these talents in one attack.

Good to know. So back to the idea that Anatomy Lessons and Targeted Blow in the same tree feels kinda redundant, then. :huh:

You only have to buy the talent if it is ranked. If it is not a ranked talent and you already have the talent, then it is treated as if it is already purchased.

Keep in mind, those talents that make skills career skills would need to be purchased even if those talents are already career skills.

I'm... not sure how that's relevant, but thanks?

Edited by Celerian

For anatomy lessons, look at the tree again (or just about all the trees for that matter) and you'll see there's actually two basic builds on the assassin tree. The left side is more "sniper" themed, with talents that are geared toward shooting. This is where you find Targeted Blow, an Agility based Talent that synergizes with shooting.

The right side by comparison features no real specific combat talents (other then Anatomy Lessons). It's got lots of stuff to help in general (Dodge, Quickdraw, Lethal Blows) but little that attaches to any specific build.

So why? Because there's different kinds of assassins. Some like to sit a mile away with a long gun (needing a high agility/ranged heavy), others are more the go in up close wetwork types (where agility and brawn are less important, but knowledge might be more valuable). Some are both. This tree allows you to go any direction you like.

Also remember FFG seems to like the idea of multiclassing. Look at F&D and you'll see "Jedi" options are pretty much expected to multiclass. So having the Trees offer different paths is part of that plan, allowing a player to take the half to the tree with the most value to them, and ignore the part that isn't.

As for the "If I already have the career skills do I still need to buy the talents on the Recruit tree that offer those skills?" Yes. I'm having trouble finding it but there was an official response to that question and the answer was yes you still need to buy the talent.

While having a ranged side and a melee/general side may have been the intent, that doesn't seem to be the result (unless there's errata for the Assassin tree I haven't found). The only talent on the tree that's specific to one or the other is that one rank of Sniper Shot in Row 4.

Think big. Synergize. Look at how the talents work together, as well as with various weapons and equipment, to generate results.

Left side:

Multiple ranks of Stalker. Give you a bonus to get into a position and stay hidden until the target shows his face.

Sniper shot: Allows you to extend a rifle to Extreme range, or a Carbine to Long. Combine with an Telescopic Optics attachment and shazam.

Precise Aim: Ignore setbacks from armor, cover, intervening terrain, or a security team trying to physically put themselves in between you and the target.

Targeted Blow and Deadly Accuracy: Increase damage to improve odds of a 1-shot kill.

Jump up: Go from prone (you went prone so you could ask the GM for another boost on your stealth check right?) to standing as an incidental. Allowing you to calmly double-walk away like nothing was going on without needing to spend strain.

Right side:

Another rank of Stalker and Master of Shadows down at the bottom to help you move around without being seen.

Quickdraw so you can go from harmless unarmed nobody to armed assassin in a blink.

Quickstrike so you can quickly neutralize the unsuspecting target or bodyguard.

Dodge: When you fight up close difficulties are lower, use dodge to help make you harder/more dangerous to attack.

Multiple lethal blows: Close in weapons tend to have lower damage and better crit ratings as well as Vicious. Making Crits nastier allows you to Crit-kill targets instead of waiting around to WT them. Even a poor Crit total will usually attach a penalty on the target that'll only help you next turn.

See it now? It's not about any single Talent, it's about how the whole tree comes together, linking talents, skills, abilities, weapons, attachments, and play options to generate a Character.

By extension compare the tree to other trees and you'll see more developmental options. An Explorer:Big Game Hunter could utilize left leaning elements to become a more proficient rifleman and augment his outdoorsmanship and field craft.

Can one use the Anatomy Lessons talent in Brawl combat?

Can one use the Anatomy Lessons talent in Brawl combat?

It can be used with any combat skill, the only limitation is that it must be used with a "non-vehicle/starship weapon". Depending on how picky you are, you could argue that an unarmed attack does not work because the talent specifies you must have a weapon. But there are Brawl weapons (gloves, knuckles) that would suffice if you were being that picky.

Can one use the Anatomy Lessons talent in Brawl combat?

It can be used with any combat skill, the only limitation is that it must be used with a "non-vehicle/starship weapon". Depending on how picky you are, you could argue that an unarmed attack does not work because the talent specifies you must have a weapon. But there are Brawl weapons (gloves, knuckles) that would suffice if you were being that picky.

Absolutely 100% use it to combine with brawl. This is super helpful for a Colonist/Doctor + Bounty Hunter/Assassin combo. It combos really well when making pressure point attacks , you might have already bought it on the opposite tree so its a free step down the new tree you (if you are wanting to pick up master of shadows) bought AND makes a intelligence character be able to comfortably pop off a nice 8 or so bonus damage with a destiny point spend (since you can use both you medicine as bonus damage and destiny point to also get intelligence) all as a big strain attack. Trandoshan Doctor Assassins are legit great fun.

Edited by kingcom