force power Bind discrepancy

By GroggyGolem, in Star Wars: Force and Destiny RPG

Bind base power allows you to Immobilize a target (stop maneuvers). Some of the upgrades allow you to Disorient (add setback) targets as well. The in-depth descriptions of some of the upgrades talk about Staggering (stop actions) or Immobilizing, as if Staggering is an option. Staggering, however, is not listed anywhere in the force power tree, so I am unsure whether this is supposed to be an either/or choice or if the base power allows you to both Stagger and Immobilize.

The description of the base power seems to hint that you both Immobilize and Stagger but other descriptions talk about them as if they were a choice.

As Stagger isn't really stated as an option but is referenced as one, I am quite confused how exactly this should work. I sent a tweet over to Sam Stewart about this but have not received any word back yet.

What are your thoughts on this? Has someone asked this question before? I didn't find any clarifications for it but did I miss something?

Edited by GroggyGolem

Mastery allows you to Stagger the target.

Darn. I'm disappointed I missed that. So until you get mastery, you can only stop them from taking maneuvers... but they can still attack. Kind of strange but alright.

Darn. I'm disappointed I missed that. So until you get mastery, you can only stop them from taking maneuvers... but they can still attack. Kind of strange but alright.

Well Staggered is pretty powerful, besides if you play your cards right you can disarm them too, so they couldn't draw or retrieve the weapon essentially giving you the result you want anyway.

I guess Kylo Ren has the mastery upgrade then cuz he stopped people in their tracks with weapons already drawn. Such a cool power.

Well, one of the early upgrades allows you to inflict strain for every action the target takes. Rivals and minions can't voluntarily take strain, so depending how the GM looks at it, Bind may have the same effect as Staggering such characters. I probably wouldn't rule it that way, but I would also have my mooks think twice about opening fire in such a situation.

Well, one of the early upgrades allows you to inflict strain for every action the target takes. Rivals and minions can't voluntarily take strain, so depending how the GM looks at it, Bind may have the same effect as Staggering such characters. I probably wouldn't rule it that way, but I would also have my mooks think twice about opening fire in such a situation.

Good point, though if you want to get technical, it's more that the Control Upgrade causes the target to suffer strain if they take an action while affected by Bind. Plus, Rivals can voluntarily suffer strain, though they still take that damage as wounds.

So the GM could very well opt to have the target not take their action to avoid suffering damage, and simply narrate it as the target not able to move for that round.

And to the OP, if that seems unfairly "weak," also remember that many of these powers were written with the idea of having the bad guys make use of them as well.

I've had a couple NPCs in the past make pretty good use of Bind to hamper the PCs, including some instances of them having to decide if taking their action was worth suffering strain, especially those PCs that need their strain to full their defensive talents, namely Parry and Reflect.

Nah that's great, I was just looking at it from the wrong perspective. Taking strain for actions is tough and most of my players tend to *not* voluntarily take strain.

Hm, I actually expected to be able to disarm a delicate sittuations. Like if someone has a character hostage, I could just bind them and release the hostage.

How dissapointing indeed. :/

...but atleast it helps in chase sittuations. Maybe I'll upgrade it to Mastery at some point. :)

Edited by SuperArppis

Well, one of the early upgrades allows you to inflict strain for every action the target takes. Rivals and minions can't voluntarily take strain, so depending how the GM looks at it, Bind may have the same effect as Staggering such characters. I probably wouldn't rule it that way, but I would also have my mooks think twice about opening fire in such a situation.

Rivals CAN voluntary take strain (even though if they don't have a strainpool theire wounds will go up)

Second: Bind just inflicts strain when ever the target takes an action (like the crit roll): It has nothing to do with VOLUNTARY suffer strain. So on a minion or rival it would work like a "moving poison" inflicting damage to them when ever they take an action. IT doesn't stop them from taking the action itself.

Edited by Nightone

Hm, I actually expected to be able to disarm a delicate sittuations. Like if someone has a character hostage, I could just bind them and release the hostage.

How dissapointing indeed. :/

...but atleast it helps in chase sittuations. Maybe I'll upgrade it to Mastery at some point. :)

I'm actually glad that FFG set up Bind so that being able to prevent someone from using Action takes a hefty investment in the power.

There'd been no shortage of issues that came up with the Force Grip power, which could very easily lock down the target on top of doing damage, making boss fights rather dull. And with the way the power was written, it had a number of players trying to whine their way out of earning dark side points for effectively strangling a living being across multiple rounds.

I am very, very leery of anything that can take a character out of action completely for a prolonged period of time. It's not such a huge deal when used on a NPC, but once it hits a PC things turn unpleasant. Few things are more boring than for a player to have to sit out a whole encounter doing nothing because in round 1 he was hit by something that paralyzes him for 15 minutes. So yes, you should have to spend considerable time and XP to get anything capable of doing that.

Second: Bind just inflicts strain when ever the target takes an action (like the crit roll): It has nothing to do with VOLUNTARY suffer strain. So on a minion or rival it would work like a "moving poison" inflicting damage to them when ever they take an action. IT doesn't stop them from taking the action itself.

I have a doubt, does the target suffer her proper Willpower in Strain, or the Willpower of the Force-sensitive using the Force power?

I would say her proper Willpower, but i'm not sure finally...

Nah that's great, I was just looking at it from the wrong perspective. Taking strain for actions is tough and most of my players tend to *not* voluntarily take strain.

Most in our group take two strain per turn, every turn. Spending two advantages to recover strain is usually totally worth it. Except when the enemies deal strain damage as well.

Second: Bind just inflicts strain when ever the target takes an action (like the crit roll): It has nothing to do with VOLUNTARY suffer strain. So on a minion or rival it would work like a "moving poison" inflicting damage to them when ever they take an action. IT doesn't stop them from taking the action itself.

I have a doubt, does the target suffer her proper Willpower in Strain, or the Willpower of the Force-sensitive using the Force power?

I would say her proper Willpower, but i'm not sure finally...

It's based on the Willpower of the Force user.

So of we presume Kylo Ren has a Willpower of 3, anytime he uses Bind on a target, if they take an action, the target suffers 3 strain if they opt to take an action. In the case of Poe or Rey, they could very well be close to their respective strain thresholds when Kylo hits them with Bind, and so opt to not take their action so as to avoid passing out from being pushed over their strain threshold.

I am very, very leery of anything that can take a character out of action completely for a prolonged period of time. It's not such a huge deal when used on a NPC, but once it hits a PC things turn unpleasant. Few things are more boring than for a player to have to sit out a whole encounter doing nothing because in round 1 he was hit by something that paralyzes him for 15 minutes. So yes, you should have to spend considerable time and XP to get anything capable of doing that.

I am very, very leery of anything that can take a character out of action completely for a prolonged period of time. It's not such a huge deal when used on a NPC, but once it hits a PC things turn unpleasant. Few things are more boring than for a player to have to sit out a whole encounter doing nothing because in round 1 he was hit by something that paralyzes him for 15 minutes. So yes, you should have to spend considerable time and XP to get anything capable of doing that.

Players can alway test their strengh or resilience or willpower to try to break the bind effect. Force powers alway working are only for the minions and lesser vilains.