Need to know about the powerful builds

By leo1925, in Game Masters

I've replaced Linked(1) with "Autofire 1"...basically if you want an extra hit, the difficulty is increased and still requires the 2A.

Linked requires 2 Adv. to activate anyway?

Right, but the difficulty is increased. I find Linked too mercurial, especially given the generally low damage thresholds of everything in the game. Even a lousy pilot can trigger Linked with reasonable consistency.

I've replaced Linked(1) with "Autofire 1"...basically if you want an extra hit, the difficulty is increased and still requires the 2A.

Linked requires 2 Adv. to activate anyway?

Right, but the difficulty is increased. I find Linked too mercurial, especially given the generally low damage thresholds of everything in the game. Even a lousy pilot can trigger Linked with reasonable consistency.

Ah, gotcha.

I am thinking that linked should get the same treatment as autofire and disallow its' combination with jury rig.

If the difficulty of linked attacks is increased by 1 then it is technically the same as dual wielding 2 of the same weapon types. this nukes the Double Bladed Lightsaber badly, as it has the Unweildy 3 still. But worse still it has 4 less usable (2 vs 3+3) Hard Points (after crystals are installed) than 2 basic Lightsabers which technically cost the exact same amount. Not to mention you can have 2 very different crystals in the 2 Lightsabers, vs only having 1 for the DBL.

Vehicle combat is still powerful, but everything about vehicle combat is dangerous!

If the difficulty of linked attacks is increased by 1 then it is technically the same as dual wielding 2 of the same weapon types.

Yep, as intended. Staves are treated inconsistently in the game, I think they should use the same mechanic, and simply allow two weapon combat.

this nukes the Double Bladed Lightsaber badly, as it has the Unweildy 3 still.

Possibly. Not sure about the double lightsaber, but the others offer Defensive 1, which IMHO is enough of a bonus.

Really I just don't like how Linked works and I'd rather remove it entirely and then, if necessary, rebalance the affected weapons.

Nobody in my game has a double lightsaber yet, but an electrostaff is probably coming up soon.

Linked is the double tap mentality. If one shot won't put 'em down, two or more sure as hell will. It's easy and cheap because that's the design - an easy, cheap and efficient kill.

Starfighters bolt more guns on to handle other fighters in one shot. Ships have dual and quad cannons for point-defense, because fragile fighters won't survive the burst. Double sabers ensure that nobody will still survive being seperated into 4+ pieces.

I can understand nerfing Auto-Fire for its ease of abuse (seriously, Jury Rigged at character creation), but if you nerf Linked, you might as well nerf lightsabers. Both are designed to be exceptionally lethal on purpose.

Linked 1 only allows one additional hit. I wouldn’t be inclined to nerf that, not compared to auto-fire. Linked 3 in a quad light laser cannon allows three additional hits, which is exactly what it’s designed to do against starfighters.

If you had Linked 3 with lightsabers, I might be nervous about that. But isn’t that what Saber Swarm already is, if you have FR3?

I have read about the force move power but what is the issue with the unleash force power?

So, Force Lightning assumes that you have the Mastery Upgrade for Unleash, which is obviously at the bottom of that tree. So, it takes a while to get there.But there are four Strength upgrades you can get, and with all of those plus the Mastery Upgrade, and the fact that you’re rolling Discipline against two purple dice to hit, if you’ve got a decent Will and a decent Discipline, then odds are you’re going to succeed and have a fair amount of Advantage left over. With Force Lightning having a Critical rating of 1, that means it would be easy to critically hurt someone.With the Duration Upgrade to give the attack the Burn quality, and enough Force Rating to be generating a number of pips to spend on all those Strength upgrades, that could get really painful, really quickly.But, it would take a fairly long time to build up to those Palpatine-scale levels of power.

Or 10min for a GM to build a nasty Inquisitor ;)

Not really. At least not if you're following the guidelines in the book. Whilst the Inquisitor may be given Unleash if the GM wishes, an Inquisitor would have a Force rating of 3 by the book and the Unleash upgrades listed for them only let them increase the range by one band, affect one additional target or do +3 damage to the Willpower stat base (likely around 4 base damage, then). Critical rating is 4. Given that they have Force 3 and it costs two pips just to activate the power and each of the upgrades I listed above also costs one pip, an Inquisitor will likely be doing maybe 7 damage (before soak) to a single character if they're moderately lucky and if they actually hit. (Average dark side pips on three Force dice is 2 which only activates the power. With luck they might be able to do a single one of the increase range / additional target / +3 damage options).

Obviously a GM can build whatever Nemesis adversary they wish and dispense with any of this. But as you're a new player seeking advice, I think it's important to spell out that if you follow the guidelines laid out for creating an Inquisitor, they wont be anything like murdering PCs with Unleash.

And in fact, the same goes for Unleash when used by PCs, for the most part. Firstly you need Force Rating of 3 just to be allowed to buy the power. So we're talking a sufficient investment to get to the bottom of TWO force-point granting specializations before you can even start on the Unleash tree. When you do it's 20XP for the base power which really isn't very impressive. It does base damage of your Willpower (so maybe four or five - less than a blaster pistol) with a Critical rating of 4 (also worse than a blaster pistol). It takes two pips just to activate this as already mentioned and that's your average roll with 3 dice. Oh, and it's Short range - again, less than a blaster pistol. It'll take you a further 40XP to get to the Mastery upgrade that lets you reduce Critical even if you take the most direct and least beneficial path and even then it costs you a Force pip for every point you wish to drop the Critical rating for. If you want your attack to gain that coveted 1 Critical rating, that costs you THREE Force pips. On top of the two just to activate the power. You need seven Force dice to even average such a result. Which puts you at having reached the bottom of six Force boosting specializations. Needless to say, that's an absurd amount of XP in order to create a one-trick pony that has a short-range, 5 base damage attack with 1 Crit rating. So basically, this whole hypothesis is null and void as a reliable thing. It's actually something you could only pull off when you're lucky.

Now it does get good, but not like it's been described to you. Lets say you score five dark side pips. That's a little under ten to one with three dice, but it does happen. With the right investment in upgrades you can activate the power (two pips), increase the base damage by six (two pips) and have a pip left over to add the Burn quality (which you still need to activate with advantages, but anyway...). So you get something that does 10 or 11 points damage plus any left over from the attack roll, and persists into the next round (though it's not that hard to extinguish yourself at the cost of an action). All before Soak is applied. And all assuming you manage to hit which by this level of XP (substantial), you're likely facing opponents with quite a few ranks of Adversary. So you do get something for all that XP and it's quite nice. But you started this thread asking about Powerful builds and for a Force user PC to really get dangerous with Unleash like the impression you've been given, takes a pretty nasty level of XP expenditure on this attack. Palpatine you ain't. Even assuming you have Dark Side PCs. By this point, the Hired Gun with the heavy repeating blaster will have a signature ability to allow them to insta-slay all Minions in the encounter and dish out horrific levels of damage to your rivals and nemeses. I wouldn't worry about it.

As to a comment earlier about "tossing around AT-ATs like tiddly-winks", that is silly. A couple of posters here have a seemingly very poor grasp of either the Force rules as actually written in the book or an inability to actually add up the XP required to do such things. Unless you allow PCs to start hurling enemies up into the sky with the Move power (which is not RAW), then it's fine and you don't need to worry about it being a broken build for players.

As to a comment earlier about "tossing around AT-ATs like tiddly-winks", that is silly. A couple of posters here have a seemingly very poor grasp of either the Force rules as actually written in the book or an inability to actually add up the XP required to do such things. Unless you allow PCs to start hurling enemies up into the sky with the Move power (which is not RAW), then it's fine and you don't need to worry about it being a broken build for players.

I have a Knight-level PC that I was playing for a while, who has a total of 440xp right now (including chargen), of which 60xp has not yet been spent. She’s already got one Strength upgrade, one Range upgrade, and one Magnitude upgrade. She’s only 5xp shy of being able to buy all the rest of the available Strength and Range upgrades.

With those upgrades, and FR2, she could roll four pips and activate the Power (one pip), activate all the Range upgrades (another pip), activate all the Strength upgrades (another pip), and then activate the one Magnitude upgrade (last pip), and at Extreme Range cause two YT-1300s to be smashed into each other (or something else).

Drop one of the Strength upgrades, and she could do two AT-ATs at that range, for just 40 of the 60xp that she has not yet spent. Drop one of the Range upgrades (saving either 5 or 15xp), and she could do that at Long Range instead of Extreme.

Now, four pips on FR2 is unlikely, yes. But she’s also only about 60xp away from being FR3, and only another 75xp away from being FR4. If you’re getting 15xp per game night and you’re doing one game night per week, that’s just more game nights to FR3, and then another five to FR4.

Now, I know where her XP is going to be spent, and that’s not the direction I’m taking.

But it doesn’t take all that many points to make a Move Monster, if you really want to do that.

Edited by bradknowles

Dis-regarding XP (100 required for this example) If your not concerned about affecting more than 1 target when dealing with big things then only 3 Force Pips are required to move a silhouette 4 or smaller object, and lifting isn't exactly hurling. What's the average number of pips on 2 force dice? I think it's 2.8. So you suffer some conflict and your FR2 OC just stopped a light freighter in its tracks or tipped an AT-AT. And no I don't care if I damage the AT-AT, if it's on its side it's not shooting me.

As to a comment earlier about "tossing around AT-ATs like tiddly-winks", that is silly. A couple of posters here have a seemingly very poor grasp of either the Force rules as actually written in the book or an inability to actually add up the XP required to do such things. Unless you allow PCs to start hurling enemies up into the sky with the Move power (which is not RAW), then it's fine and you don't need to worry about it being a broken build for players.

I have a Knight-level PC that I was playing for a while, who has a total of 440xp right now (including chargen), of which 60xp has not yet been spent. She’s already got one Strength upgrade, one Range upgrade, and one Magnitude upgrade. She’s only 5xp shy of being able to buy all the rest of the available Strength and Range upgrades.

With those upgrades, and FR2, she could roll four pips and activate the Power (one pip), activate all the Range upgrades (another pip), activate all the Strength upgrades (another pip), and then activate the one Magnitude upgrade (last pip), and at Extreme Range cause two YT-1300s to be smashed into each other (or something else).

Drop one of the Strength upgrades, and she could do two AT-ATs at that range, for just 40 of the 60xp that she has not yet spent. Drop one of the Range upgrades (saving either 5 or 15xp), and she could do that at Long Range instead of Extreme.

Now, four pips on FR2 is unlikely, yes. But she’s also only about 60xp away from being FR3, and only another 75xp away from being FR4. If you’re getting 15xp per game night and you’re doing one game night per week, that’s just more game nights to FR3, and then another five to FR4.

Now, I know where her XP is going to be spent, and that’s not the direction I’m taking.

But it doesn’t take all that many points to make a Move Monster, if you really want to do that.

Lets put some numbers on some of your phrases. You say "four pips on FR2 is unlikely, yes". Specifically it's a 6/100 chance.

AT-ATs are Silhouette 4. You need to pass a Daunting Discipline check to do damage to one (as well as needing the appropriate Control upgrade). It's possible to pass a Daunting Discipline check, but can you coincide that with the same time you happen to score your four pips? Lets say your character has YYYG on Discipline (which is not ungenerous to your argument as a fair bit of XP has been sent on getting to that second Force dice and on the Move power - YYYG is pretty good). Your average success against a Daunting roll without any setback or challenge dice! is 1 hit. It's a little better than a fifty-fifty chance. So if you want to get this at the same time as your four pips, you're looking at around a 3.5% chance of success. For which you'll score maybe 4 points of vehicle damage on the AT-AT, of which the AT-AT will soak all of it with its Armour of 5. And if you want to do damage, then by the rules you need to be making that Discipline roll.

That's not "tossing around AT-ATs like tiddly-winks". EotE is a narrative-based rules system. I.e. the rules give you the results (e.g. X amount of damage is done) and leads you to work backwards to find out what happened. If you do 4 points of damage all of which is soaked, then you have not sent the AT-AT hurling through the air like a tiddly-wink. You are bringing your own and unsupported interpretation to rules which don't give this. And all this is assuming that the GM doesn't add setback or challenge dice or allows the AT-AT / it's pilot to resist. Which as a crewed vehicle the GM is entirely entitled to do by the rules.

You confuse what the rules allow - and they're open ended to support "tossing around AT-ATs like tiddly-winks" if you want the game to be like that - with what you might have to worry about players doing in game. Now we have had this conversation endless times before and will continue to do so for as long as you keep popping up in threads posting on theme of how Move power is broken / overpowered / objectionable, but whilst the rules allow for that heroic moment where a powerful PC holds back an advancing AT-AT or drives it sliding away through the snow, a GM is not going to be put in the position of having to worry about the AT-AT juggler character which is how you continually keep presenting it.

I suggest the OP just go with it and see how it works for them. There are relatively few horror combos in the game - it's very well written. Pressure Point and Jury Rigged + Autofire are the ones that come to mind as things to actively guard against. EDIT: And Marauders with absurdly high Soak.

Edited by knasserII

Question:

Where does the discipline check comes from? Why do you need a discipline check in order to use the move power on a vehicle? (assuming nobody important is driving it and as a result isn't an opposed check)

Question:

Where does the discipline check comes from? Why do you need a discipline check in order to use the move power on a vehicle? (assuming nobody important is driving it and as a result isn't an opposed check)

By the rules, to do direct damage via the Move power, you must firstly have the Control upgrade that allows this, and secondly make a Discipline check according to that upgrade. The rules don't explicitly specify damage to the thing moved, only the thing it strikes so there are two ways of handling such a thing. You either use the common interpretation that the projectile takes as much damage as the target would - a collision acting both ways and all that; or you don't allow it to cause damage and restrict damaging things by knocking them about to fall under the Bind power which simulates all those occasions where a light side user hurls a droid backwards or a dark side user pins a victim against a wall and exerts force. Most people allow the first interpretation on the grounds that if you hurl someone into someone else, both should take damage. Doing so requires a Combat check (in this case Discipline). It's discussed under both the Control upgrade and mentioned to use Discipline under that skill entry.

Hope that helps.

OK thanks for the explanation, now why is the check of daunting difficulty?

OK thanks for the explanation, now why is the check of daunting difficulty?

Difficulty is based on Silhouette. Sil4 = daunting. If you have more pips you can trigger Strength again and move even larger objects, so Sil8 would be RRRPP (because after Formidable you upgrade).

OK thanks for the explanation, now why is the check of daunting difficulty?

Difficulty is based on Silhouette. Sil4 = daunting. If you have more pips you can trigger Strength again and move even larger objects, so Sil8 would be RRRPP (because after Formidable you upgrade).

Ok, i thought that the difficulty of that was the same as ranged attacks.

By the way Daeglan answered me about his Niman build. here is the answer:

"Niman has a talent called draw closer. you can use force pips to do additional successes on a hit. Which equates to more damage. You can also spend 3 advantage or a triumph on a failed attack to do a move check. Which depending on force rating and xp spent on move can be truly devastating. as objects do size times 10 damage. and lightsabers have breech so soak don't count for damage mitigation until you have more than 10 soak."

Maybe i don't understand something but i don't see anything too powerful with that, ok there are the issues with the move power but i can't see any way that the niman tree makes them worse.

Lets put some numbers on some of your phrases. You say "four pips on FR2 is unlikely, yes". Specifically it's a 6/100 chance.

AT-ATs are Silhouette 4.

You need to pass a Daunting Discipline check to do damage to one (as well as needing the appropriate Control upgrade). It's possible to pass a Daunting Discipline check, but can you coincide that with the same time you happen to score your four pips? Lets say your character has YYYG on Discipline (which is not ungenerous to your argument as a fair bit of XP has been sent on getting to that second Force dice and on the Move power - YYYG is pretty good). Your average success against a Daunting roll without any setback or challenge dice! is 1 hit. It's a little better than a fifty-fifty chance. So if you want to get this at the same time as your four pips, you're looking at around a 3.5% chance of success. For which you'll score maybe 4 points of vehicle damage on the AT-AT, of which the AT-AT will soak all of it with its Armour of 5. And if you want to do damage, then by the rules you need to be making that Discipline roll.

That's not "tossing around AT-ATs like tiddly-winks”.

WILL

And then there are the crazy-ass guys out there who seem to be able to get those kinds of rolls, very, very frequently.

I’ve been there and seen it happen, where everyone at the table was pretty much completely sure that the guy was using loaded dice, until such time as someone pointed out that he doesn’t have any dice of his own and he’s just borrowing from whomever else is at the table. But those dice never rolled like that for me.

EotE is a narrative-based rules system. I.e. the rules give you the results (e.g. X amount of damage is done) and leads you to work backwards to find out what happened. If you do 4 points of damage all of which is soaked, then you have not sent the AT-AT hurling through the air like a tiddly-wink.

If I can throw it up in the air to the point where it hits terminal velocity before it hits the ground, then I would say that would qualify as being tossed around like a tiddly-wink.

You confuse what the rules allow - and they're open ended to support "tossing around AT-ATs like tiddly-winks" if you want the game to be like that - with what you might have to worry about players doing in game. Now we have had this conversation endless times before and will continue to do so for as long as you keep popping up in threads posting on theme of how Move power is broken / overpowered / objectionable, but whilst the rules allow for that heroic moment where a powerful PC holds back an advancing AT-AT or drives it sliding away through the snow, a GM is not going to be put in the position of having to worry about the AT-AT juggler character which is how you continually keep presenting it.

The thing about probabilities is that sooner or later, they WILL happen. The likelihood of any given incident might be low, but roll enough times, and it’s a forgone conclusion.

And then there are the crazy-ass guys out there who seem to be able to get those kinds of rolls, very, very frequently.

I’ve been there and seen it happen, where everyone at the table was pretty much completely sure that the guy was using loaded dice, until such time as someone pointed out that he doesn’t have any dice of his own and he’s just borrowing from whomever else is at the table. But those dice never rolled like that for me.

Edited by bradknowles

Nowhere in Draw Closer does it say anything about activating a Move Force Power, it just says "spend 1 Force Pip to move the target 1 range band closer"

First you move the target closer, if you have Force Pips left over then you can spend them for extra success, so if you're already engaged you're capable aid adding about 1 damage per force dice your rolling, not that powerful IMHO.

Nowhere does it say on a failed check you can activate the "Move" force power with 3 Advantage or a Triumph.

I think that he meant using draw closer in combination with the force assault talent.

Ahh, OK, that is quite a cool combination, but still doesn't seem crazy powerful, it's 45xp just for those talents, plus getting to them and you need Move as well, you should be amazeballs by then.

Edit:

As a Player I'm thinking "imagine all the damage I can do"

As a GM I'm thinking "wow, so many chances for conflict!"

Edited by Richardbuxton

That's my reaction as well, cool combination but nothing crazy.

OK thanks for the explanation, now why is the check of daunting difficulty?

The difficulty is calculated according to the Silhouette of the object you're throwing, by the rules given under the Control upgrade. AT-ATs are Silhouette 4, which is Daunting. Hope this helps.

EDIT: Ninja'd by whafrog.

Edited by knasserII

OK thanks for the explanation, now why is the check of daunting difficulty?

Difficulty is based on Silhouette. Sil4 = daunting. If you have more pips you can trigger Strength again and move even larger objects, so Sil8 would be RRRPP (because after Formidable you upgrade).

Ok, i thought that the difficulty of that was the same as ranged attacks.

By the way Daeglan answered me about his Niman build. here is the answer:

"Niman has a talent called draw closer. you can use force pips to do additional successes on a hit. Which equates to more damage. You can also spend 3 advantage or a triumph on a failed attack to do a move check. Which depending on force rating and xp spent on move can be truly devastating. as objects do size times 10 damage. and lightsabers have breech so soak don't count for damage mitigation until you have more than 10 soak."

Maybe i don't understand something but i don't see anything too powerful with that, ok there are the issues with the move power but i can't see any way that the niman tree makes them worse.

I must be missing something here. Draw Closer lets you make a "Lightsabre Melee Attack" only. Assuming you're talking about the Force Assault power at the bottom of the Niman Disciple tree when you talk about doing a Move power action on a failed Lightsabre check, you don't get to add your hits from Draw Closer to that Move Power and you don't get to use your lightsabre as part of it and apply Breech to any damage from the Move Power roll. It would work like this:

1. Use Draw Closer and make a melee attack with your lightsabre, then either:

2a. Hit and do damage with your lightsabre.

OR

2b. Miss but get enough Advantages / Triumph to use a Move power on the target potentially doing regular Move power damage as normal, no special changes from Draw Closer.

You get one of those things only.

Edited by knasserII

Lets put some numbers on some of your phrases. You say "four pips on FR2 is unlikely, yes". Specifically it's a 6/100 chance.

That’s why I pointed out how close my OC is to having FR3 and then FR4. Oh, and she does also have the Hurl and Pull upgrades, too.

But you see this is why I keep picking people up on this stuff. These details people seem happy to gloss over matter. The difference between someone with FR2 and FR3 is an entire extra specialization and journey to the bottom (exception being Sage and Pathfinder which get FR+1 a level early out of pity for the fact that all their other talents are things like being able to read through books more quickly or having a puppy). You throw in "and then FR4", but behind those three words is someone who has gathered enough XP to the bottom of three specializations as well as build up all the necessary Move power upgrades. And there are subtleties even there - the published specializations that have lightsabre focuses don't have Force upgrades and vice versa. When people want to make a quick comment about Move power being over-powered or similar, details like this that affect it quickly get glossed over. Saying "my OC is close to having FR3 and the FR4" sounds all broken and dangerous to a new player asking about over-powered combinations, but it's equivalent to saying: "my OC is close to adding the Assassin Specialization and half the talent tree for it, and then add Marauder specialization and half talent tree for it." Any discussion of whether something is over-powered has to keep a very close eye on actual costs for such things and what they're equivalent to in other character's terms.

The rules are fairly open ended, so you can do what you want with them - that's deliberate because FFG want people to play the version of Star Wars that they want to play. But, and I'm sorry to say this, I think some people just look at what could be done in the system and something in their brain just immediately jumps to assuming it will be done in game. It's the mindset that sees an AT-AT could be thrown and fixates on this idea and defends it vigorously against any exploration of the context of that. E.g. when it's pointed out their numbers equate to a 3/100 chance of being able to pull this off, they don't think "well, my player's going to get bored trying to do that after the first six rounds of combat they spend achieving nothing whilst being shot at by an AT-AT's vehicle scale weapons" but rather they respond 'there are players out there who really well all the time, the system is broken'. I'm paraphrasing of course, but that seems to me roughly how it comes across.

The OP asked for powerful things in the game they'd have to watch out for. I find telling a new player that PCs will be "tossing around AT-ATs like tiddly-winks" alarmist and misleading to them. They'll be house-ruling out the Move power before they've even used it. And why wouldn't they when people on the forums tell them this stuff? That's what I'm trying to counter here.

AT-ATs are Silhouette 4.

Ahh, my mistake. I thought that they were Sil3, and it was YT-1300s that were Sil4. Sorry about that confusion.

No problem. :)

You need to pass a Daunting Discipline check to do damage to one (as well as needing the appropriate Control upgrade). It's possible to pass a Daunting Discipline check, but can you coincide that with the same time you happen to score your four pips? Lets say your character has YYYG on Discipline (which is not ungenerous to your argument as a fair bit of XP has been sent on getting to that second Force dice and on the Move power - YYYG is pretty good). Your average success against a Daunting roll without any setback or challenge dice! is 1 hit. It's a little better than a fifty-fifty chance. So if you want to get this at the same time as your four pips, you're looking at around a 3.5% chance of success. For which you'll score maybe 4 points of vehicle damage on the AT-AT, of which the AT-AT will soak all of it with its Armour of 5. And if you want to do damage, then by the rules you need to be making that Discipline roll.

That's not "tossing around AT-ATs like tiddly-winks”.0

The thing about probabilities is that sooner or later, they WILL happen. The likelihood of any given incident might be low, but roll enough times, and it’s a forgone conclusion.

Perhaps, but as I said earlier, are they really going to stand there whilst they're fighting AT-ATs achieving nothing for twenty rounds in the hopes of pulling off something that wont damage it anyway? A GM needs to have a good handle on how the system works. If they try this out of combat just sitting in the imperial base with a parked AT-AT just so they can say they did it, that's not half-an-hour of combat rounds and rolls, that's one narrative scene where a GM says: "okay, you sit in front of the empty AT-AT trying to lift it - make your [single] roll". Normally, you don't let a player keep making attempt after attempt at the same thing. The game does allow for an AT-AT to be lifted and if this is something you absolutely don't want to happen because you don't like it to be possible, e.g. you only saw Yoda lift an X-Wing so you don't want a PC to thematically be able to lift an AT-AT, then that's fine - you'll need to house rule a cap on Silhouette size for example. There's no argument there. But if you're listing it as something that is over-powered or making bald statements like "tossing around AT-ATs like tiddlywinks" without qualifiers, then people are going to think that's how the game works, not "once every twenty rolls you might shift an AT-AT if you've invested quite a lot in Move power and Force upgrades" which is more accurate. Very different tones there. It's this that is causing me to write these posts. A post saying: "Many of us don't like a player to have the possibility to lift an AT-AT because it's way more than we ever saw master Yoda be able to do and feels wrong" would just get a comment from me suggesting an appropriate house-rule to achieve that without nerfing overall game-balance. Creating the impression that the Move power is all kinds of broken and people are playing AT-AT Pong, well, it winds me up a little, to be honest.

EotE is a narrative-based rules system. I.e. the rules give you the results (e.g. X amount of damage is done) and leads you to work backwards to find out what happened. If you do 4 points of damage all of which is soaked, then you have not sent the AT-AT hurling through the air like a tiddly-wink.

It does Silhouette * 10 in damage, which is 40 points, not 4. And with the Hurl upgrade, I could toss it up in the air or somewhere else, and to the vehicle itself I could do falling damage.

Vehicle scale damage is ten times regular damage. I referred to Armour in my post which is the Vehicle scale version of Soak. You'll do 40 points of human scale damage to the AT-AT, but 4 points of damage on its own scale. As it has Armour 5, you can't damage it unless you score a horrific number of hits on your attack roll - I'm not even sure it would be possible. I think if you had five yellows plus boost dice and the luck of the Devil himself, it's technically possible. But then so is a coin landing on its edge.

As to hurling it straight up into the air, the rules aren't designed that way. It's a narrative rules system - you determine outcome and then see what fits. This solves many of your problems. If you score 4 points of damage on an AT-AT, then plainly you haven't hurled it up into the atmosphere and let it obtain terminal velocity before it hits the ground. Instead you have maybe pushed it backwards across the snow and put some unexpected strain to one of its servos, etc. There's no house-ruling required here, it's the design intent of the game. Move power could let you change the range-band that the AT-AT is from you, that's all it says. If the AT-AT was at Engaged and is now at Medium range band from you, it's up to you how you narrate that in a way that works for you. A non-narrative rules system would say something like "the AT-AT is moved 100m in any given direction of the players choice". And then you'd have a problem. But all this rules system gives you is "the AT-AT ends up two range-bands away from you" (or whatever distance). Deciding that the AT-AT is 300m in the air and falling fast, is something being added by yourself / your group. It's understandable if you're used to a non-narrative rules system and trying to turn "Close range band" into "20m" and such so it still works like D&D or Mage 1st edition, but that's not the design intent here.

Edited by knasserII

Do not worry knasserII, I am not easily afraid. I have played (for a lot of time) Exalted 2ed and oh boy! the star wars system is perfect compared to that.

Anyway as I see it there are 5 or so combos (most of them are builds) to watch out/create house rules for, nothing to be afraid.