Chornicles of the Gatekeeper status?

By Lauguz, in Star Wars: Force and Destiny RPG

So, the thing that bothers me about Warde’s Foresight versus the normal Foresee power is that Foresee works on boosting your initiative roll itself, which is something that benefits you and the rest of the party each and every round.

But Warde’s Foresight boosts your first action roll in the Encounter, and then doesn’t really do much for you.

When I first read it, it seemed identical to Foresee, but later I realized that they had intentionally made it different — and weaker.

Is anyone else bothered by this?

I mean, I don’t think any of my players would be interested in this power at all, and that kind of cuts the legs out from under the adventure.

Sure, the New Jedi Order (or whomever) would presumably want the holocron and want to keep it from falling into the wrong hands, but that seems like pretty weak compared to giving the players themselves a strong motive to undertake the adventure.

Edited by bradknowles

I think it is a better power for a negotiator type character than a combat character. Or maybe a commander character. Imagine using it to predict what the other sides leader is going to do.

Seems to me like you have to spend a boatload of XP for some very narrow usage.

I'm fine with it being slightly weaker. I'd be annoyed if they put powers in adventure modules that were equal to or better than the stuff you get in the core book or other rulebooks.

I'm fine with it being slightly weaker. I'd be annoyed if they put powers in adventure modules that were equal to or better than the stuff you get in the core book or other rulebooks.

I don't know, I think that powers, even those placed in adventures, should at least be as equal to those found in the core and other rulebooks. I don't think a new power should be purposefully weak. Nor do I feel they should be overpowered .... to be clear.

It may be a slightly overzealous attempt at preventing a power creep in the sourcebooks.

I think the Foresight power is fine.

It's useful, but it's not a "I gotta have it!" degree of useful, especially if you're playing a combat monkey.

That you get to (eventually) add two Boost dice to a check against a person, as well as some free successes and/or Advantage (an aspect that works for both combat and non-combat situations) for a few rounds can make it very useful.

But like most of the Force powers that we find in the core rulebook, you have to invest XP in order for Foresight to really become potent, both in the power itself and in increasing your Force Rating. A Seer or Sage will probably get more immediate mileage as they have the easiest time getting to Force Rating 3.

The basic power is a bit more useful than the Foreseeing basic power, which is entirely GM plot device and can be quite vague if the GM wishes, where Foresight's basic power is a bit more clear, but neither is it entirely perfect. As the adventure illustrates, acting too often on those "what might be" cases can lead even a Jedi Knight astray.

Sigh people really need to read what it does.

The basic power is a success gives you what 1 person at short range is likely to do in the immediate future.

The first control upgrade lets you make a foresight roll on your initiative roll and each force point gives you an automatic success on your first action what ever it is.

The duration is spend 2 pips to get the bonuses to all rolls for rounds equal to duration upgrades.

The strength spends 2 pips to get 1 bonus per strength upgrade to user's next check against target

The next control is use basic power as a manuever once per encounter

the next control lets you add automatic advantages per force pip to your first check as part of your foresight roll on initiative.

The magnitude lets you spend your force pips to add automatic successes or advantages to an allies first check.

The final magnitude gives automatic successes on your allies initiative checks if you didn't use dark side points on your foresight check. If you use Dark side pips each pip lets your allies automaticly act first.

Its powerful if used properly, but its all about making that first check succeed.

Subtlety is your friend sometimes.

Edited by Decorus

I flipped through it. It has Droidekas and BX Commando droids...So that is good for the clone wars people.

Anyone look at the stats for the Droidekas? I know you don't want to kill the player but do you think the shields are faithful to the movies.

I fully admit that sometimes the "rules" of a universe are a bit slippery to allow for interesting scenes but the shields don't seem as powerful as they should be?

2 setback and an upgrade to checks. that will make hitting them pretty hard.

Picked up my copy, yesterday, and Im making my way through the book. The idea of tracking the remains of a fallen Jedi is pretty interesting. It kind of gives Force players a reminder that they are walking a very thin line. The new race looks like fun, but would need some work to be a 'combat-ready' race....be ready to drop some XPs to boost stats. They do look like they would make very good 'support' characters....colonists, technicians, pilots, etc.

The Droideka should give the players at least one good 'Aww HELL', moment. And the final location should have anyone who knows the histories of the game saying 'We're going WHERE?!'

How do they handle droideka's weapons? Does it have linked quality? Also is it a rival or nemesis?