New guy seeking character help

By JayDako, in Star Wars: Force and Destiny RPG

Well now I am confused and don't know what to do. Starting to regret getting into star wars ffg.

Well now I am confused and don't know what to do. Starting to regret getting into star wars ffg.

Actually, it might be a bit easier to play something other than a Force user if you have the option. The system is designed so that the Han Solos, Princess Leias, Finns, Chewbaccas, Hera Syndullas, Zebs, and Sabine Wrens of the galaxy can contribute just as well (if not better in some cases) as the Luke Skywalkers and Ezra Bridgers of the galaxy. I've played a number of "mixed-character" games, and the Force users never once outshined the rest of the party on general principle.

As posts above indicate, the Force can be a bit complicated, and in the early going there can be a level of frustration as the "flashier" effects like Move have a tendency to not work all that well, given the odds are that you'll roll a single dark pip more often than you'll get the two light pips.

My own personal view on Move is to treat it less as an attack effect and more of a "neat trick" until my PC gets to Force Rating 2, by which I mean buy the basic power, maybe a single Range and/or Strength Upgrade, and that's about it. That way, you're not frustrated when all the XP that you've sunk into Move doesn't really do much for you because you can't generate more than two Force points at best.

Sense is generally a very handy starting power, both the "detect living things" and "sense emotions" aspects of the power, both of which only require a single Force point to activate, and could be useful for a Seer or Advisor. Foresee is another decent one, as it gives the GM a means to feed plot hooks and ideas to the party (just remember that the future is always in motion, so what you see may not be entirely accurate if not subject to change), and again only requires a single Force point to get the basic effect; plus for 10XP you can get a Control Upgrade that helps your initiative checks.

Frankly, I'd suggest checking with your GM about how he's going to handle letting your PC learn new Force powers. Some GMs a pretty lenient, while others will require you to find a teacher or some other form of instruction (ancient scroll, holocron, Force spirit, etc) in order to learn a new Force power, especially if it's not one of the ones found in the core rulebook.

From the original post, if you are going to go Seer, then that will help alleviate the Force Rating issue as that spec is one of two (currently at least) that can get up to Force Rating 3 without having to purchase additional specs.

Don't regret it, it's awesome fun. Plenty of people start the game and their GM gives them 100+ extra XP to spend after character creation. I just heard of a game played at a Con with 2000xp characters, to see if the system broke and apparently it didn't! So this game offers a lot of scope for character growth.

Sorry guys but from hearing what people are saying, I have become disillusioned with the game. Wanna play force and destiny as a force user as it is designed? Don't! Want to use force move? Don't! Then we get into the whole career and specializations things about sage and the mystic. You guys do realize the flavour/fluff of the career/spec IS something important to me right? I don't like to ignore that because if it didn't mean anything, they wouldn't have put it in the book. The detail is supposed to mean something. Otherwise, what's the point? Go play GURPS.

I was super stoked to play but now just, ugh. It feels like a huge mess of optimization and munchkining. I felt sick when I read that part about the force users not outshining the others, as if that is something I want. If I wanted to be the "star" of the show instead of part of the group, I would play a video game.

Edited by JayDako

Sorry guys but from hearing what people are saying, I have become disillusioned with the game. Wanna play force and destiny as a force user as it is designed? Don't! Want to use force move? Don't! Then we get into the whole career and specializations things about sage and the mystic. You guys do realize the flavour/fluff of the career/spec IS something important to me right? I don't like to ignore that because if it didn't mean anything, they wouldn't have put it in the book. The detail is supposed to mean something. Otherwise, what's the point? Go play GURPS.

I was super stoked to play but now just, ugh. It feels like a huge mess of optimization and munchkining. I felt sick when I read that part about the force users not outshining the others, as if that is something I want. If I wanted to be the "star" of the show instead of part of the group, I would play a video game.

Sorry you feel that way. It's a great game that by the sounds of it you would enjoy. You have a solid concept to the character so stick with it. From my experience people (including me) find talking crunch much easier on a forum and talking story in person. Coming up with a narrative in collaboration can be challenging since it's so fluid and ideas change so easily.

I'm playing a character in a PbP on this forum that's very similar to your concept, i.e. a Force User who relies on Move as their primary offensive ability. Since we were starting at Knight Level Play and had 150 extra xp to use, I bought up the Move power with several upgrades and grabbed enough talents to hit Force Rating 2 (in the Sage tree, but you could do a similar thing with Seer).

As of now, I have yet to successfully use Move to attack without drawing on dark side pips.

The fact of the matter is, the system isn't designed to let you do big flashy things or rely consistently on force powers until you are much more experienced. With Force Rating 2, I still have a 1 in 3 chance of not rolling any white pips at all on my force dice. I'm going to need a rating or 3 or 4 before I can really think about using Move as my go-to combat option. Until then, I'm going to have to pick up a blaster pistol or find a lightsaber. This is not to say that you can't have a character that's a force user concept from the very start, but you have to rely on more subtle effects until you can build you connection to the force up to the point where you can throw stuff around like Vader or Yoda.