Disparities in F&D, AoR, and EotE

By ColonelIcarus, in Star Wars: Force and Destiny RPG

I have Force and Destiny, Age of Rebellion, and Edge of the Empire, which all appear to be compatible for running together on a surface level, they all use identical core mechanics and I was planning to GM them in a single setting, using the wealth of information from KoToR and SW:toR to set it post SW:toR and pre movie era.

The most obvious disparity is lightsabers, in EotE and AoR they have the same rules: damage 10 (same as a disruptor pistol and most heavy weapons) not counting breach, sunder, and vicious, however in F&D they start at damage 6 with the easiest crystals to obtain and range up to 9 with the most difficult crystal to obtain but disruptor pistols remain at damage 10.

The next issue is how to choose between or integrate destiny, duty, and obligations. Trying to bring them all together seems like it would create a broken system, destiny and obligations could be filled by a single thing such as the Jedi code and duty and obligations could be a single item as well, and I doubt it would take much imagination to fit all 3 into one item. Just to clarify by item I am not referring to a tangible object, it could be an internal struggle or ethic to a relationship with a person, organization, etc.

Is there anything published on the matter of combining the 3 FFG core Star Wars rules and resolving the disparities or has the community already tackled this question?

The EotE and AoR lightsabres were made for a different idea on what Force users were. Because lightsabres are to be more common in F&D that's the set you should likely use. The GM section of F&D has notes on using Obligation, Duty, and Morality.

The EotE and AoR sabres are bog standard to fit the system where force users are rare.

F&D opens up the rules to give more depth you can mod both the light sabre and the Crystal allowing for similar or better damage than before.

Disruptors haven't changed.

One thing to remember is that books are designed to tell different styles of stories.

The principle focus being a group of people living of societies fringes, or fighting te Empire for freedom or delving into the mysteries of the Force.

Nothing stops you combining them, I ran an AoR campaign where one of my rebels was a Jedi in training to a master who survived order 66, and my F&D group had Heavy with them for awhile after my players came up with the idea of hiring him to help protect them after a death.

But in terms of using Obligation, Duty and Morality think about what the focus of the campaign will be.

Although vthat said I will always give F&D characters morality in addition to any group Duty or Obligation as it's much better when its personal and is key to their conflict.

The lightsaber in Edge and Age reflects a basic lightsaber with a fully modified Ilum crystal (check the numbers). It would be something a Jedi would have used. The lightsabers in F&D are new, with freshly harvested crystals. As for the other three mechanics, none directly overlap, for the most part. The Game Master's section of the book covers how to combine them, as Kael said.

The AoR and EotE versions of lightsabers are relics from before the rise of the Empire and the decimation of the Jedi Order; acquiring one of those is akin to being the only person with the winning numbers for the lottery. They're incredibly powerful, but balanced in those two games by the fact that there's no skill to properly wield them, forcing a PC to use their raw Brawn or Agility.

The FaD basic lightsaber is something that most PCs are assumed to be able to acquire by their 10th session, if not sooner, and have to work to modify the crystal, especially as most 'saber users aren't going to prioritize both Intellect and Mechanics. A fully modified Ilum Crystal (the default crystal used in the stock lightsabers) can be modified to match the lightsaber stats provided in AoR/EotE, but it's not going to be easy and likely will take a very long time to accomplish, with a good chance that the PCs will fail one or more modifications along the way.

It's pretty much intended that if you're using Force and Destiny, then the lightsabers presented in AoR/EotE are pretty much off the table.

As for combining Obligation, Duty, and Morality, check out page 338 of the FaD corebook, "Cross-Game Line Compatibility" which covers just that, as well as balancing things when incorporating PCs from the different game lines, which works out extremely well without an extraordinary amount of effort on the GM's part; it helped immensely that the three books were designed to be cross-compatible from the start.

I have Force and Destiny, Age of Rebellion, and Edge of the Empire, which all appear to be compatible for running together on a surface level, they all use identical core mechanics and I was planning to GM them in a single setting, using the wealth of information from KoToR and SW:toR to set it post SW:toR and pre movie era.

The most obvious disparity is lightsabers, in EotE and AoR they have the same rules: damage 10 (same as a disruptor pistol and most heavy weapons) not counting breach, sunder, and vicious, however in F&D they start at damage 6 with the easiest crystals to obtain and range up to 9 with the most difficult crystal to obtain but disruptor pistols remain at damage 10.

The next issue is how to choose between or integrate destiny, duty, and obligations. Trying to bring them all together seems like it would create a broken system, destiny and obligations could be filled by a single thing such as the Jedi code and duty and obligations could be a single item as well, and I doubt it would take much imagination to fit all 3 into one item. Just to clarify by item I am not referring to a tangible object, it could be an internal struggle or ethic to a relationship with a person, organization, etc.

Is there anything published on the matter of combining the 3 FFG core Star Wars rules and resolving the disparities or has the community already tackled this question?

The earlier lightsabers were put in assuming you probably wouldn't, except by GM gift, have access to the Lightsaber skill, and if you couple that (try comparing a v-sword swinging marauder (Str 4, Prof 3) to a person who happened to find a lightsaber (Str 4, Prof 0); even with the Force, you will have trouble) with the potential separation of lightsabers from other melee weapons, to qualify for various talent use, the lightsaber needed to hit like a lightsaber. When they introduced them as a weapon you COULD start with, and one that will have various Form talents, and other goodies, plus modification options, they decided to tone it back. Besides, a lightsaber is the quintessential "you will carry this singular weapon your entire career" weapon; they are so rare that you might never have a chance to procure another, be it to dual-wield, or replace a lost one, and Jedi, at least, are taught to keep that one, once they made it, so having something to slowly feel like it is growing along with you (item mod rules), rather than just starting with a super weapon, seems good, overall. I, too, miss the original lightsaber (I miss the EotE beta one, that had Defense and Deflect, especially when the vibroblade, I think, kept Defensive, but whatever. Disruptors also had Disintegrate, which they lost.), but Saga did the same thing; when the lightsaber is a maybe weapon, it gets to be awesome (see Star Wars: Revised Edition, where Mace Windu, and you, if you plan, can do 7d8+X, Crit 12-20, with the best attack bonus, and up to four times a round), and when it becomes an "everyone might have one" weapon, they tone it down for balance, such as Saga did, where the lightsaber was almost boring, on its own, and everything that made it good was a talent, in a Jedi-themed prestige class, for the most part. I'd say, compared to other weapons of this line, the lightsaber is still good.

As for Obligation, Duty, and Morality, I'd say it sort of depends on the group dynamic. Any character should be able to juggle two. Your Han Solo type has both Obligation, to his past, his debts, and what have you, and his Duty, to the burgeoning Rebellion, his new loved ones, and such. Luke has the same Duty, plus he has Morality, as he tries to walk the line of the Force, but with poor instruction on what that means. In my opinion, Duty is the best, on a read, unless you are Smuggler-types, and Morality is mostly for Force-users. Be that my feelings, I'd say everyone might have Duty, and then either Obligation, or Morality, depending on who they were prior to joining an organization that gifted them with responsibilities (Duty). If no such organization exists for them, say they are the smugglers, dodging the Empire, before the Rebellion rises, Obligation, and Morality, if it matters.

Keep in mind that the owner of a lightsaber has a much easier time modding a lightsaber crystal than anyone else would have modding a rifle attachment or whatever. I think you downgrade the difficulty twice or something, but that's me not consulting the book.

Keep in mind that the owner of a lightsaber has a much easier time modding a lightsaber crystal than anyone else would have modding a rifle attachment or whatever. I think you downgrade the difficulty twice or something, but that's me not consulting the book.

Close. You decrease the difficulty twice when modifying attachments on a lightsaber that you've personally constructed. And if you're modifying the lightsaber crystal, you also get to add Force dice equal to Force Rating to the check as well.

Oh, yeah, that awesome Force Die rule as well. Yeah, a PC who just got their saber shouldn't have a real problem getting it up to Dam 9 or 10 and getting Vicious and Crit Rating 1.

I am planning on running a mixed campaign (using PC's from all 3 books, yay) in the next few week and the workaround for the obligation/duty/morality kerfuffle is just not to roll to trigger at the start of the session.

I probably should say that our campaign is more a series of one-shots tied together by recurring characters and long-ish story arcs. Instead of mechanically rolling to trigger, PC's can take centre stage and play out their characters motivations for a bit. EG the players come across a cache of weapons on a smuggling run for the debt-laden pilot/smuggler, the rebel spy decides that he will try and get it back to the Alliance... and so on. we can still track and gain/lose in these areas, but its much less of a cf.

I'm super lucky I have a great bunch of players who really drive the story along too. That helps to no end.

While Duty, Morality and Obligation are designed to work together, I think all three under one game is really clunky and unwieldy. I would go with two at most - and one of those two would be Morality + something.

If you think about it, the Obligation and Duty more or less do the same thing. One is "Have this cool thing and you will do something for it in the future" while the other is "Do this something and you will get this cool in thing in the future". Having both in play, doubling down on "Have this cool thing" seems counter to what the Game Engine seems to be supporting - at least in my opinion.

This was touched upon in the latest Order 66 podcast, which focused primarily on Duty.

One very salient point that GM Chris brought up is that Obligation and Duty both function as an in-game mechanic to provide the PCs with free stuff. With Obligation, it's "I increase my Obligation to get neato thing that I really want or need for this adventure!" where Duty is a bit more gradual but equates to "We increase our group duty high enough so that every so often, we get neato stuff that helps the group, and with no inherent strings attached!"

You really are better off picking either Obligation or Duty, and using that for your campaign. Otherwise, they wind up combining in ways that the system really wasn't meant to deal with, and it can become a tracking headache for the GM, when one of the major selling points of this system is how much less of a headache GM prep is for this system.

Thank you all for your replies! I pufchased the rulebooks without any prior experience with the game or FFG. The number of replies in just one day is phenomenal and all relevant. The responsive, helpful community and the answers to my questions make me stoked to GM it and if I get a chance, be a player

This was touched upon in the latest Order 66 podcast, which focused primarily on Duty.

Really? I knew talking about Duty was in the cards sometime soon, but I hadn't seen the show get posted yet.

*scurries off to itunes*

This was touched upon in the latest Order 66 podcast, which focused primarily on Duty.

Really? I knew talking about Duty was in the cards sometime soon, but I hadn't seen the show get posted yet.

*scurries off to itunes*

Yeah, they dropped that load just this past Sunday. It's a pretty substantial one to boot.

Edited by Donovan Morningfire

It was a big load they dropped, so much Duty talk.

Main difference bwtwen EotE, AoR and FaD is the "mood" of the campaign

i personally started a mini campaign in AoR; i'm using all the books (species, classes, etc) but ultimately is Rebels vs Empire, so i used Duty as main rule, and adding Morality to them for the Force User