Quick questions

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

Hello. I have a few question about game mechanics and thought that maybe community can help me with this.

1. Move power. From what i read if you have control upgrade you can use move to throw some object at enemy doing damage. But what if someone wanna throw a human at wall? Does damage are count same way? Is there any saving throw allowed or should it be opossed discipline check? And most of all what if someone throws a person at extreme range? Does damage still remains the same whatever the range? I don't like idea of overpowered force power but 10 damage while throwing someone for about few hundred meters at a wall at high speed will probably kill them.

2. Rapid reaction talent. Should player decide to spend strain to add success to initiavie before the roll or after the roll is made?

3.Does Vicious weapon quality aplies only to critical injuries caused by triumph or advantage or also to critical injury cause when character exceed wound treshold?

1. Move power. From what i read if you have control upgrade you can use move to throw some object at enemy doing damage. But what if someone wanna throw a human at wall? Does damage are count same way?

That’s the way we do it, yes. Based on the silhouette of the person being thrown, when they hit the wall/tree/vehicle/whatever they take Sil * 10 damage (minus their Soak).

The way we do it, if you take two people and hit them against each other, they both take the full amount of damage — minus their respective Soak, of course.

I have been working on an idea where this type of attack might be able to used to cause only Strain as opposed to Wounds, but obviously that would depend on you and your GM.

My idea is that if you slowly squeeze them against the wall/floor/tree/vehicle/whatever instead of slamming them into the object, then the squeezing action might cause Strain damage instead of Wounds.

Anyway, that could be something to talk to your GM about.

Is there any saving throw allowed or should it be opossed discipline check?

There probably should be an opposed check there, but Discipline would only be the skill if the target was also a Force user. Otherwise, it would probably be something like Athletics to “roll with the punch”, or some other appropriate skill, based on the narrative of what the attacker is trying to do.

And most of all what if someone throws a person at extreme range? Does damage still remains the same whatever the range? I don't like idea of overpowered force power but 10 damage while throwing someone for about few hundred meters at a wall at high speed will probably kill them.

So long as the attacker has the necessary Range upgrades for their skill and rolled the necessary pips to activate the necessary number of range bands, the way the attack is handled remains the same regardless of the distance between them.

If the target is Silhouette 1, and you throw them into a wall, they still take 10 points of damage (minus Soak, etc…) regardless of whether the attacker is standing right beside them or is half a football field away.

That said, using the Move power to raise someone hundreds of feet up in the air and then drop them would be handled as falling damage instead of under the Move power, and that would definitely be a situation that should earn them a lot of Conflict points — how many points depends on how much damage is done to the target and whether they die or not.

2. Rapid reaction talent. Should player decide to spend strain to add success to initiavie before the roll or after the roll is made?

For me personally, I’d say that needs to come before. You need to commit to the dice pool before you’re going to roll.

3.Does Vicious weapon quality aplies only to critical injuries caused by triumph or advantage or also to critical injury cause when character exceed wound treshold?

Any time a weapon strikes and exceeds the Soak of the target, if a Critical is activated, then Vicious will apply, regardless of how the Critical is activated. That’s assuming that the weapon involved actually has a Vicious rating, of course.

Everything brad said, plus this bit.

The Force in this system is written to have some kind of Narative limiting factor.

In EotE and AoR that limit is the constant threat of the Empire hunting Force Users. There a enormous bounties for information leading to a Force Users capture. If there are witnesses to a PC throwing something 100m into the air, then someone will tell somebody, and before you know it there're is an Inquisitor chasing you across the galaxy.

With the release of Force and Destiny we now have a mechanism more personal to deal with dropping people 100m to their death. That mechanism is Morality, and dropping someone is going to put you on a fast track to becoming a Dark Sider

"So long as the attacker has the necessary Range upgrades for their skill and rolled the necessary pips to activate the necessary number of range bands, the way the attack is handled remains the same regardless of the distance between them."

just a quick nitpick but isn't it 1 point to move by a number of range bands equal to number of ranks? granted you can throw someone very far with a lot of ranks in range but it seems designed to be more efficient on your force power

just a quick nitpick but isn't it 1 point to move by a number of range bands equal to number of ranks? granted you can throw someone very far with a lot of ranks in range but it seems designed to be more efficient on your force power

It costs one pip to activate all the Range Upgrades that you have bought. But you can activate them multiple times. So, if you have bought enough range upgrades to get you to the distance you want, then you need only spend one pip — it doesn’t matter how far that distance is, so long as you have enough upgrades.

If you don’t have enough upgrades to get you to that distance, then you would have to activate your range upgrades again, which would cost another pip. If that’s still not enough, then you would have to activate yet another time, which would cost yet another pip.

And so on, and so on, until you either run out of pips or you reach your target range band.

So, people who haven’t bought a lot of range upgrades will typically need to spend more pips, in order to get to a certain range band. If you’ve bought all the available range upgrades, then it only costs you one pip to get all the way out to Long Range.

From there, I don’t think there are any official rules on this matter, but I think most GMs might take a cue from the Battle Meditation power upgrade that lets you spend 4 Strain to switch to Planetary Range instead of Personal Range. Dunno.

As always, different games are different, so YMMV.

Edited by bradknowles

I have been working on an idea where this type of attack might be able to used to cause only Strain as opposed to Wounds, but obviously that would depend on you and your GM.

My idea is that if you slowly squeeze them against the wall/floor/tree/vehicle/whatever instead of slamming them into the object, then the squeezing action might cause Strain damage instead of Wounds.

Sounds like this is treading pretty close to the "Bind" power (Telekinetic immobilization). Obviously there's overlap between Move and Bind, but reskinning Bind may be a better fit.

Also, remember the Move power also has the goofy "Take anything at short range and throw it to max range" wording. Regardless of how many range upgrades you have, the object is 'supposed' to start at no further than short range per RAW, though I suspect many tables ignore that little detail (By intention or oversight).

Is there any saving throw allowed or should it be opossed discipline check?

In the Force and Destiny core book, it is written that a PC or a Némésis targetted by the Move power should be able to do a Resilience check vs the discipline of the force user to prevent them being hurl. Maybe if the target is a force user, you can ask for a discipline vs discipline check.

Rapid reaction doesn't change the dice pool, it changes the results (well adds to them). I see nothing that would force you to commit to using rapid reaction before you roll.

Thank you very much for your answers.

My own two cents specifically on rapid reaction:

Of all the initiative altering skills, this one seems to be the most versatile, as it is part of the strain economy, not your force related economy. In a perfect world, I would still say "Activate the talent before you roll," but as it doesn't add dice that need interpreting, I am less inclined to harsh someone who rolls dice and then spends strain to add to their successes generated if they don't like what they see. In contrast, the bit in Forsee that lets you boost your initiative roll does need you to roll the force rating as part of that roll, and as such allowances may be made for people who forgot, but constant "forgetting" may be an issue that needs to be addressed. Fundamentally, at my table if you are rolling your initiative, once you have told me your result, that's the result. Because I am still working on a good way to efficiently track initiative since you go by successes with advantage serving as tie breakers, and then you can swap slots with friendlies, and most combat encounters I run have 4 PCs, and 6 to 8 NPC initiatives, while I am trying to sort the list I don't like getting halfway done and someone say "Oh, but I should have X more successes!" It's a personal issue on my part, but it's a thing.