House rule : Concentration.

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

I've adopted the following house rule (it's similar);

Concentration - Through concentration, a force user enters a state of calm, allowing them to reflect on their connection to the Force and more deeply explore their connection to it. By doing nothing else in the round, when making a check to activate a Force Power, the user may concentrate to accomplish one of the following things; Convert a Dark Side pip to a Light Side pip for no conflict (through reflection on the purity of her actions), add a Light Side pip to the result (through a strengthened connection with the Force), or add a boost die to any Opposed check that is taken alongside the Force Power use.

If I'm reading this correctly the mechanics of this are: spend a Manoeuvre and get to do the same as flipping a DP and taking a Conflict point, adding a Force Pip, or a Boost die. Did I miss something because as you have it here the PC gets a huge boon with no real downside.

Maybe you should consider requiring Discipline roll outside of Combat and a Discipline Action while in Combat (Skill rolls are considered an Action during Combat).

Edited by FuriousGreg

I've adopted the following house rule (it's similar);

Concentration - Through concentration, a force user enters a state of calm, allowing them to reflect on their connection to the Force and more deeply explore their connection to it. By doing nothing else in the round, when making a check to activate a Force Power, the user may concentrate to accomplish one of the following things; Convert a Dark Side pip to a Light Side pip for no conflict (through reflection on the purity of her actions), add a Light Side pip to the result (through a strengthened connection with the Force), or add a boost die to any Opposed check that is taken alongside the Force Power use.

If I'm reading this correctly the mechanics of this are: spend a Manoeuvre and get to do the same as flipping a DP and taking a Conflict point, adding a Force Pip, or a Boost die. Did I miss something because as you have it here the PC gets a huge boon with no real downside.

Maybe you should consider requiring Discipline roll outside of Combat and a Discipline Action while in Combat (Skill rolls are considered an Action during Combat).

My reading is that it costs an entire round (So a Maneuver and an Action) but maybe I'm reading it wrong.

Either way I'm not sure what the benefit is over just flipping a DP.

My reading is that it costs an entire round (So a Maneuver and an Action) but maybe I'm reading it wrong.

Either way I'm not sure what the benefit is over just flipping a DP.

Making an Activation check is an Action already so other than a Manoeuvre there are no other things you could do in a round so you really are only giving up that Manoeuvre.

Edited by FuriousGreg

It's actually both (though I wrote it a little rough). You spend a full round in concentration, then, on the following round, you sacrifice all maneuvers (so no spending strain to get a 2nd) and make the force check. It represents totally calming yourself and detaching from the world around you.

As for the benefit, it gives you the choice of +1 LSP to activate an upgrade, get a single LSP for no conflict if one was rolled, or get a boost to an associated skill check if the power requires one.

As an example, Luke has lost his X-Wing to the swamp on Dagobah. Yoda has scolded him, making him lift the starship on his own. Under Yoda's tutelage, he's gotten his Force Rating to 3, and has purchased a single strength upgrade. He rolls only a single light side pip, and two dark side pips. This means that he can activate the Force power with the Light Side pips, but could only muster two more pips through conflict to activate his strength upgrade twice - making him able to lift silhouette 2, not 3.

Had Luke concentrated, he could have used the concentration to gain an additional LSP, which would have allowed him to lift the X-Wing free, but sadly, he was too rattle by Yoda's scolding to maintain focus.

Edited by Kyla

Okay, I see. I still think that a Discipline check is reasonable and is a good representation of how difficult being calm is in stressful situations.

I kind of thought the reason so many force powers key off of discipline is that it takes concentration and discipline represents that....

Your initial proposition looks very much like a toned down Intense Focus talent. Frankly, I don't see the need.

Anyway - I feel like I should explain why I came up with this. My players have weak force ratings and discipline skills - reason being is they came from Edge of empire setting and none of them was a force user prior to FnD book being released. So right now, every time they use force they're basically failing ;-)

So? Welcome to the world of Starting Jedi.

Lets look at the times Luke uses the force:

Seeker: fails until he nails it

Exhaust port: Succeed on the first try

Getting his saber out of the snow: Generally fails until he nailed it.

Lifting things on Dagobah: about 50/50. He manages the small stuff (until he gets distracted and is betrayed by his low discipline) and fails lifting the ship.

And then after that point, Luke's probably had enough training and XP to get more Force Dice, allowing him to fight Vader and do stuff in RotJ. But until then, his life as a Jedi is a bunch of "nope, nope, nope, HEY, LUCKY ROLL! Nope, nope, nope. . . ."

Edited by Desslok