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.
I’m sorry that I didn’t provide enough information to begin with, although I thought I did give you enough clues by telling you how many total XP she has and how many have currently been left unspent.
The character in question already has both the Advisor and Seer specializations in the Mystic Career, and is well down the tree in Seer so that she has already picked up the first of the two FR+1 talents. So, the next FR+1 talent for her is just 60xp away, and the next FR+1 for her is from the Advisor spec and just 75xp away.
From there, we go to Sage and those two FR+1 talents. In hindsight, for this character Seer and Sage would have been a better combination than Seer and Advisor, but I’m not doing a re-spec at this stage in her life.
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.
It’s ironic that you say this, because the character in question recently participated in a lightsaber battle, by grabbing weapons out of peoples hands with the Move power. Out of the eight or ten rounds that the combat went on, she was only successful in generating enough lightside pips to do this twice, and the rest of the time it was all-black, all the time.
I am fully aware of how fickle the dice can be. If you look at my history of posts, I believe that you would find that I am more aware of this aspect than most.
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.
Move can be easily abused, with the right combination of talents and FR. And it doesn’t take that much to make it surprisingly dangerous in the hands of the “wrong” person. That’s what I’m warning people about.
IMO, that is precisely what the OP asked for.
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.
I’m sorry it winds you up, but people (with the right talents) being able to spend just two pips to toss around an AT-AT or YT-1300 at Short range and just three pips to do so up to Extreme range, IMO that is the very definition of “all kinds of broken”.
And that’s before we get to any kind of discussion about how easily you can get to “Force Unleashed” levels of broken-ness.
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.
The falling rules work by range bands, not distance. And falling from Extreme range would definitely qualify as hitting terminal velocity before hitting the ground.
Edited by bradknowles