Using a saber from afar

By baterax, in Star Wars: Force and Destiny RPG

Part of the problem is that people still don't read the section in the box about sustaining Move between turns.

The rules allow for it by commiting a force die and strain based on the sil of the object being used with move. A lightsaber is a sil 0 object meaning at most it would require 1 die and 1 strain to continue to smack people around with a lightsaber without using your own hands.

I would allow it, but upgrade the dice pool because of the difficulty it poses.

You don't fight with JUST your hands. You fight using your whole body. From far away, he'll be less able to read his opponents stance and movement, miss slight cues from eyes and muscle twitches, and essentially just risk having someone slice or blast the hilt.

To look at it another way: can he use Move to read a book from across the room? I mean, he can turn the pages, sure, but is reading a book just turning pages?

I see this as RAW vs. Fluff. I don't think I'd allow it simply because I can't think of a single case in the movies where a jedi uses his sabre in this matter. Throw, yes. Retrieval, yes. Actual remote fighting? Nah.

Yes, I'm cool with GM feat however frequently some things come about with good intention.

I've used this example before, I was GM and quite new to the system and a player asked if he could knockdown someone as he had rolled a triumph , at the time he was using a ranged weapon, and I thought, that since you could knockdown someone with a despair that it was a reasonable request.

What I had effectively done, was cheapen all those weapons with the knockdown quality and also slapped down any fringer who had now wasted 25 xp getting a talent that allows them to knockdown someone with a melee weapon provided they rolled a triumph. I'd house ruled that anyone could do it.

What this move tactic in effect is doing is sticking 2 fingers at those players who choose either Ataru striker or Shien Expert and working their way another 50 xp into the tree to get a technique that is inferior to what is suggested here. We are talking highly trained Jedi who throw their weapon and where possible want it to return to their hands at the and of the attack.

Along comes someone with less training in saber use and they effectively turn it into the Star Wars equivalent of the DnD dancing sword, which is an ability never seen once in any canon material. I know this is the yes and system and I'm all for someone trying this, but in no way am I going to make it better than a talent that someone trained to fight with a saber and had to buy it deep in that tree. I'm not talking about trying to balance the different specs in any way, but I'm talking about being fair to the players. An Ataru striker or Shien Expert have to work hard to get to do a throw attack, and yes a player has to work hard to get the pinnacle of move. The saber expert trains to be able use a saber telekinetically, at this point this is all he can move, is it fair that someone else has a superior ability with significantly more application on top of it with a similar xp expenditure.

Edit - flip it round the other way would you allow a player with FR 1 and the talent saber throw the ability to move a silhouette 1 object to medium range and allow him to cause damage with it because he had the saber throw talent just because he could do it with a lightsaber already even if he had no move power,

I know the object is bigger but in the situation that the OP has described the character with move has more control with the weapon than the lightsaber fighter.

Edited by syrath

1. Not sure how a triumph being used for knockdown cheapens weapons that can do it for 2 advantage. Furthermore not sure how Knockdown is cheapened by the use of a triumph to knock someone down unless there is a Fringer in the party who has the talent which is a terrible talent by the way since any weapon with knockdown is much cheaper to get.

2. By your logic all the poor Guardian Armorers are being given the two finger salute by Ataru and Shien players, because they only have to spend 50 xp for a talent that Armorers have to spend 105 for. I mean its not like Anything else in those talent trees along the way is useful right? They got nothing for that xp other then the ability to use a lightsaber as a ranged weapon using the lightsaber skill at medium range right?

3. Not sure what your point there is. Does Lightsaber throw let you toss objects other then lightsabers? No.

Does it give access to move ? No Would anyone with 1 force die actually use Lightsaber toss? Probably not its likely to end with them not having a lightsaber. Does lightsaber throw still let you reflect and parry in the same round you threw the lightsaber? YES. So does Lightsaber throw have an actual advantage over what the person is planning on doing? Yes.

4. God forbid a player without a lightsaber tree who doesn't want to use a blaster or throw starships and giant rocks has a way with significant disadvantages of making cool use of a light saber. Or worse yet a player with a light saber tree and move comes up with an awesome way of wielding multiple lightsabers at once without having enough hands to use them all.

5. This ability is actually used twice Mace Windu uses it while fighting a droid in clone wars with a single lightsaber and Kreia a Miraluka along with the Main Character both use it in Kotor 2. Kreia actually fights with 3 lightsabers at once all three being controlled with move. Its also a talent in Saga edition.

Part of the problem is that people still don't read the section in the box about sustaining Move between turns.

The rules allow for it by commiting a force die and strain based on the sil of the object being used with move. A lightsaber is a sil 0 object meaning at most it would require 1 die and 1 strain to continue to smack people around with a lightsaber without using your own hands.

You mean that OPTIONAL rule that a GM may decide to allow? In the same side bar where it's explicitly called out in the first sentence that Move does not have a duration as written, and the effects of the power end once the character's turn is over.

A lot of the reason people in this thread are shooting the idea down is as syreth noted, allowing it not only tramples all over an existing talent (Saber Throw) but 9 times out of 10 when a player is asking for this sort of thing, they want to have their cake and eat it too. Specially, be able to attack at a long distance at an easier difficulty while getting all the perks of using a lightsaber, such as a Breach 1 attack that has a higher base damage than your typical Silhouette 0 object, and still be able to use Parry and Reflect against incoming attacks, simply for investing XP into Move, which is already a very powerful and versatile Force power as written.

This may be a "Yes and..." system, but even Jay Little (the leading mind behind the fundamental rules) has said there are limits to what a player should be able to accomplish. A solid rule of thumb, for this or any other RPG is that if there already exists a way to do something the player is asking to do, then they should stick with the already existing method as opposed to trying to weasel their way around it. Want to hit somebody at a distance with your lightsaber and deal damage as though it were a normal lightsaber attack? Buy the Saber Throw talent, as it's designed to do exactly that.

As a point of interest, the idea of using Move's "fine manipulation" Control upgrade to mimic Brawl attacks (generally to inflict strain ala Vader's Force choke) was shot down by Sam Stewart as being outside the scope of the rules during an early Order 66 podcast, which was aired during the early days of EotE and long before the FaD Beta was even hinted at being a thing.

Now the second half of this as far as I am concerned is the only thing you need. You are busy concentrating on welding you saber you are not concentrating on the rest of the fight or any potential reinforcements.

The first part however I have a problem with. If you are my GM and I come up with an idea, if the only reason you have for it not happening is "I'm the GM and I say so" then sorry you stuck as a GM!! I can understand "don't work with the feel of the game, can we alter it", but throwing up walls is just antagonistic. I have BTW specifically gone out of my way to put reasonable thing in front of GMs that I know will put there back up if they start acting like this.

At the end of the day, as a GM, the power is yours but so is the planning. Work within the story to make this kind of thing the epic fight shtick that for practicality cannot be used often, rather than bringing the ban hammer. After all a floating combat glowstick in my game would lock down the city and attract the inquisitors.

As a side note not only has one of my players thought of this but also the fact he can have 6 with a maxed out move tree! I already have an epic fight planned for him solo in an old temple. Him with 6 old Jedi guard sabers vs. a kick ass Inquisitor. The old sabers will have the crystals shatter from the strain @ the end of the fight to stop him keeping them

Meh, you can claim I suck as a GM if you want for using that logic but I've never had problems at my table nor have my players ever really complained. So at the end of the day my players are happy and we are having fun and my style works for the kind of people I game with.

But at the most basic level a GM doesn't have to justify his no. Sure it's nice to give justification but ultimately there are times when a GM by every right should just simple say no and move on. Sometimes what the player wants to do is just stupid and absurd and a GM should not be obligated to jump through hopes to shoot down a bad idea. I think people would have fewer problems with their groups if they just came to terms with that idea.

Edited by Kael

1/ I had given an option to a player that another player would normally have to buy a tier 5 talent , still spend the triumph and be limited to melee only. Essentially I gave the group at the time a less limited version of the talent for free, whether you think this is a bad talent or not, this would not be fair on anyone who had bought the talent.

2/ I am aware some talents cost more for other players , the armorer is not a lightsaber duelist at its base , some specs get toughened earlier. Your point about the xp is not really relevant here. My point is that the 2 lightsaber specialist specs who you would nexpect to be better at using a lightsaber, telkineticallty or otherwise, would be bettered by someone with just the move ability, and likewise the person with the move ability has significantly more uses for their ability than the lightsaber specialist. I don't see the point of making someone better in using a lightsaber , even telekinetically than a specialist. Given his ability you dont see Yoda and the rest of the gang fighting opponents with a dancing sword, it would be the exception a d as I've said I personally would allow it of the move action could be used as a maneuver, it certainly would be more difficult to do than saber throw so I would be using that as my starting point.

3/ When you see anyone using move to move something with any finesse its taking concentration. , which is why most of the time in combat things are thrown not moved with precision, combat at close range takes a lot more than just directing a weapon in a direction,this to me would mean the difficulty would be increased for attacks because your not paying attention to your opponent as much because you are concentrating on moving the item. So its not entirely risk free for you and could cause you to lose a lightsaber.

4/ Again I haven't said I would say no to someone doing because if they pulled it off it would be one of those awesolmely cool moments.

5/ Yes but although you see Mace Windu do it, its hardly his default mode of combat, he was also perhaps the strongest lightsaber fighter of his generation, and he was hitting a droid. This in itself should tell you something, it it was that easy then you would see them using this technique more often. KOTOR is not canon

Again I'm stating I'm not against it, I just don't like the idea of someone using an improved version of saber throw easier than those that have access to saber throw, hence why I say I would make it that need to be able to use force move as a maneuver to manipulate it for your turn and then use an upgraded difficulty lightsaber check for the combat, with at least one red in the difficulty.

As well as the saber throw aspect of using suxh a technique one of balancing factors in the game for preventing lightsabers from being all powerful is the fact that it is not easy to use them at range, this to me is another reason against just handing it to a player and saying have at.

Ultimate though this is , of course my own viewpoint, I certainly wouldn't say its impossible, because I dont see why not, just extremely difficult.

Edited by syrath

Its called Telekinetic Lightsaber Combat

Which means it should be a Talent. Since it's not, we can say no.

The principle here is "precedence."

Think about it: if Saber Throw were NOT a talent, this forum would be full of threads asking "How do I Saber Throw?" and all of us here would be providing houserules that would allow any lightsaber wielder with sufficient Move talents to take this action.

But Saber Throw is a talent, and it only exists in a couple of specs. So a GM has every right to tell someone they can't Saber Throw because they don't have the talent, period.

So a GM can say "no" to Telekinetic Combat because the precedence established by Saber Throw dictates that, at a minimum, Telekinetic Combat should be a talent.

---

Having said that, if you want someone to do Telekinetic Combat, my suggestion for a houserule would be to design a Telekinetic Combat Signature Ability that attaches to Move. The precedence set by other Signature Abilities means you can go all out on it, so long as the power has a significant limitation in duration, and likely costs a Destiny Point just to activate. You can then add talents to this ability such as "Reflect can now be used while Telekinetic Combat remains active." to flesh out the ability as a fully-developed fighting style.

This. I like it a lot! You could just call the add-on ability "Move Mastery."

Ha! Reading through the comments here, I was going to suggest it being a sort of Signature Ability for the Move power, and then I got to Radon's comment that suggests exactly the same thing.

Alternatively, make a whole new Force power called Telekinetic Lightsaber Combat. Make it a "unique" Force power not available to the general public, like Warde's Foresight from Chronicles of the Gatekeeper. It has to be found - or taken from the bad guy's holocron who uses it against the PCs. Give it a Force power 4+ prerequisite. Make the basic power 25xp to buy...

As is, Move doesn't really accomplish what is being wished for here. I like the idea of it, I really do, but I'd want to approach it as like signature ability for Move, or have it be its own Force power tree.

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Just like Force Choke doesn't exist in the game so we totally need to make a seperate talent for it right. Or Force Slam right?

Yeah the claim that light saber throw is a talent so all other force related attacks as a precedent of light saber throw should be talents just got tossed out the window by the developers when they made Bind and Move and then said yeap you force choke with bind and force slam with move. So yes a control upgrade that lets you manipulate things as if you were using your hands would include swinging a lightsaber at a distance thanks to the Force Choke and Force Slam precendents..

Oh my god suddenly magically a power that lets you use move to do the exact same things as your hands can normally do can't let you weild a lightsaber, because stupid and I really do mean stupid reasons.

It makes light saber combat trees inferior?

Seriously how does it suddenly make them better at using a lightsaber then an entire tree?

It gives you zero ranks in actual skill, no ranks in parry or reflect. Hell your going to be using your light saber skill to make attacks. So how is it better? I'm not seeing this massive improvement that invalidates entire trees. Maybe there is this magic loophole in the system that suddenly allows Move to become super combat technique that renders entire combat trees invalid. Hell you won't even be able to use the best moves in a light saber tree like draw closer or Hawkbat swoop.

Seriously it costs 40 xp to get oh no thats so unfair to people who have to spend 50 xp or 70 xp or 110 xp to get light saber throw.

Just like Force Choke doesn't exist in the game so we totally need to make a seperate talent for it right. Or Force Slam right?

Yeah the claim that light saber throw is a talent so all other force related attacks as a precedent of light saber throw should be talents just got tossed out the window by the developers when they made Bind and Move and then said yeap you force choke with bind and force slam with move. So yes a control upgrade that lets you manipulate things as if you were using your hands would include swinging a lightsaber at a distance thanks to the Force Choke and Force Slam precendents..

Oh my god suddenly magically a power that lets you use move to do the exact same things as your hands can normally do can't let you weild a lightsaber, because stupid and I really do mean stupid reasons.

It makes light saber combat trees inferior?

Seriously how does it suddenly make them better at using a lightsaber then an entire tree?

It gives you zero ranks in actual skill, no ranks in parry or reflect. Hell your going to be using your light saber skill to make attacks. So how is it better? I'm not seeing this massive improvement that invalidates entire trees. Maybe there is this magic loophole in the system that suddenly allows Move to become super combat technique that renders entire combat trees invalid. Hell you won't even be able to use the best moves in a light saber tree like draw closer or Hawkbat swoop.

Seriously it costs 40 xp to get oh no thats so unfair to people who have to spend 50 xp or 70 xp or 110 xp to get light saber throw.

What the original poster wants to do is take one of the iconic moves that is limited to only 3 specialisations , make it available to all 24 specs to date, by allowing them to take it through an already useful force power , that in the films the power takes concentration to use (as defined by the films ,Yoda has to even stop fighting Dooku to use it to save Obiwan and Anakim as a result of using it), and then improve upon that already niche and powerful talent.

The devs have already been quoted as saying you couldn't force choke someone with the move power with mastery, why is this? It's because it already exists in the game under another power, however if you read the mastery description this is still something you can do with your hands. So I'm fairly sure they didn't mean that part of the talent to be able to be used to cause damage, or to replicate or improve upon things that already exist in the game.

I mean take another iconic talents from another tree, for example, baleful gaze, from the Warden tree, its another cool ability, one such that a person may think that it sounds so cool that they take the Warden tree especially for this talent. In this regard it is similar to saber throw. Now, you could argue that it is possible to replicate this talent using just a coercion check. A player could argue that using a simple coercion check sgsainst an opponent in combat would be enough to upgrade an attack against them from the same opponent until next round. It sounds like a reasonable request until you realise it's already in the game and it's called Baleful Gaze. So if I let a simple Coercion check (perhaps backed with influence) be able to replicate Baleful Gazes results even partially? What if I let it improve upon it?

This is what the original poster wants to do, they want to take the move mastery power and allow them to use it as an even more cool and more powerful version of saber throw. Not only are we letting them use the power to throw the saber at an opponent we are letting them leave the saber out their, fighting all the while and nkot returning. Even using saber throw there is the risk of you throwing it and it not returning (ala the attack Yoda did that I mentioned earlier).

Rules as written it is obvious it takes concentration to use the move power as active as this. This is shown repeatedly in the films, eg she. Yoda saves obiwan and anakin, or moves thre x wing etc, this is one of the reasons I would say that it takes an action to use. Being able to coordinate it fighting would take an equal level of concentration ,this is why in canon it takes years of practice to learn hkow to fight, never mind with a lightsaber.

So if we go by the devs who have already ruled that you cannot use move mastery to perform brawl checks, so rules as written its not possible neither is it rules as intended, because brawling would be much easier to replicate than fighting with a lightsaber. So my suggestion was that if you wanted to house rule it I would make it either more difficult than using saber throw and work from their. Others have said no it's not possible as per the rules , technically they are the ones that are right. My suggestion was to make it hard, firstly you need the ability to turn force move into a maneuver (which exists) , so that you canu use your action f to attack. This way you dont make it better than saber throw.

If you want to check back the order66 episodes it was one of the Q&A sessions with Jay Little where they said you couldnt make a combat check with move. Of course a GM can house rule it any way they want but RAW (because move is an action)and RAI (asp per Jay Little) its not possible to fight remotely this way.

Edited by syrath

The intent of Move's Control upgrade for fine manipulation of objects at distance was to do things like flipping switches or pushing buttons or using tools for fine detail work (repairs, slicing, lockpicking). Going by Jay Little's comments as syrath noted above, it was NOT meant to be able to make melee attacks from a distance, primarily due to game balance concerns.

Being able to attack with a Damage 10, Crit 1, Breach 1 lightsaber at Long Range (easy to do with 10 XP) with a base difficulty of Simple (no purple dice) and only needing two Force Points is an incredibly powerful effect, and only gets worse as Magnitude Upgrades are applied to let you then attack multiple people at once or one person multiple times, and even that just changes that base difficulty from Simple to Easy as per the rules for autofire. Start adding in other hilts like the double-bladed lightsaber (adding Linked 1 to the mix), and the potential for abuse increases.

That, and we're talking about an ability that's been used by Jedi Masters and Sith Lords, i.e. individuals that have attained a high degree of mastery of the Force. In Force and Destiny, the PCs don't have the luxury of that kind of training or understanding, and most likely won't for a very long time. Enabling Move to make melee attacks (especially lightsaber attacks) at a distance puts what is a master-level ability into the hands of someone that's a rank amateur (Force Rating 1)

***headache***

First, please remember to be kind. This is a game. Read my signature.

Secondly, I respectfully disagree about Baleful Gaze comments, as they apply to the lightsaber tree invalidity. In life (real life, or sci-fi/fantasy), I might expect traditional apprenticeship, focused study, or independent interest or aptitude to steer career choices. Few people, I suspect, merely wake-up one day and proclaim they are an architect without some passable professional knowledge or innate skill. Likewise, I see brief, governable, dips into a creative use of Coercion during combat (or Moving lightsabers) as precursors of on-the-job training. If a PC uses the skill once, for dramatic effect, we can see ways of making it work...once. Perhaps flip a Destiny Point to allow it. As a GM, I would be more interested in my PC's intent. Imagine this scenario, using the Baleful Gaze example (and substitute whatever lightsaber tree desired, probably one with Saber Throw talent):

PC: My Zabrak Warleader, with an unusually-high Presence characteristic, tries to intimidate my non-droid combat opponent IN COMBAT. We have to win this fight!

GM: Okay...(looks at Baleful Gaze)...I'll let you do it IF you flip a Destiny Point, suffer 1 Conflict, and suffer two strain. Agreed? Good, and now build your dice pool.

...

After the play session, the GM takes said player aside with the Keeping the Peace sourcebook. He turns to the pages about the Warden specialization, specifically pointing to Baleful Gaze. "You know, if you enjoyed how well your combat action helped today, there's an easier way to do it and similar things more often. You get 20 XP, today, which is just enough to buy into the Warden specialization...*cough cough* Since we know this talent exists, if you continue to try it without the talent buys, I'll impose more Conflict and Destiny Point costs to be fair to other players' XP investments."

I understand the RAW and even RAI arguments. I present a way to sustain a healthy campaign, because players won't return happily if their ideas are dismissed with inflexibility about rules. As GMs, we have to present some of the most creative aspects of the game before play begins. Why punish creativity from players who may not have all of the rules resources we do in the moment of their choice actions?

Edited by cimmerianthief

***headache***

First, please remember to be kind. This is a game. Read my signature.

Secondly, I respectfully disagree about Baleful Gaze comments, as they apply to the lightsaber tree invalidity. In life (real life, or sci-fi/fantasy), I might expect traditional apprenticeship, focused study, or independent interest or aptitude to steer career choices. Few people, I suspect, merely wake-up one day and proclaim they are an architect without some passable professional knowledge or innate skill. Likewise, I see brief, governable, dips into a creative use of Coercion during combat (or Moving lightsabers) as precursors of on-the-job training. If a PC uses the skill once, for dramatic effect, we can see ways of making it work...once. Perhaps flip a Destiny Point to allow it. As a GM, I would be more interested in my PC's intent. Imagine this scenario, using the Baleful Gaze example (and substitute whatever lightsaber tree desired, probably one with Saber Throw talent):

PC: My Zabrak Warleader, with an unusually-high Presence characteristic, tries to intimidate my non-droid combat opponent IN COMBAT. We have to win this fight!

GM: Okay...(looks at Baleful Gaze)...I'll let you do it IF you flip a Destiny Point, suffer 1 Conflict, and suffer two strain. Agreed? Good, and now build your dice pool.

...

After the play session, the GM takes said player aside with the Keeping the Peace sourcebook. He turns to the pages about the Warden specialization, specifically pointing to Baleful Gaze. "You know, if you enjoyed how well your combat action helped today, there's an easier way to do it and similar things more often. You get 20 XP, today, which is just enough to buy into the Warden specialization...*cough cough* Since we know this talent exists, if you continue to try it without the talent buys, I'll impose more Conflict and Destiny Point costs to be fair to other players' XP investments."

I understand the RAW and even RAI arguments. I present a way to sustain a healthy campaign, because players won't return happily if their ideas are dismissed with inflexibility about rules. As GMs, we have to present some of the most creative aspects of the game before play begins. Why punish creativity from players who may not have all of the rules resources we do in the moment of their choice actions?

Edited by syrath

I don't see thee move power being used for lightsaber combat as cheapening the saber throw talent. There are similarities, but there is still added utility to the throw talent. For a medium range target, both would require 2 force pips to effectively use. Throw could get away with one pip for the attack, but the saber is not returned. Move requires 2 pips to make the attack. On its face they look pretty even now. Lets assume we had 2 pips achieved, now the problem with move becomes apparent. The Move saber is still out at medium range engaged with a bad guy. This provides no benefit from parry or reflect if the bad guy has friends who now happen to be flanking. This is not the case with the thrown saber. Even costs are similar (Shien vs. Move) with Ataru being more expensive, but arguably with more utility talents on the path to saber throw. Ultimately, throw for medium range is still the superior choice, short range for either is kinda silly when it would make more sense to maneuver into engaged anyway.

Where move can shine would be with longer distances, and multiple sabers, but this is no easy task. If I wanted to attack someone at long range with 3 sabers I would need 5 force pips, on top of that the three attacks would still need to roll to hit (hard for long range). This is ridiculously difficult. Personally, I would also require force dice be committed to maintain the effect, the amount equal to the pips needed for the talent (ex. 5 dice committed for 3 sabers at long range) plus 2 strain.

Remember, skill checks with penalties can be required. Lightsaber skill, one dificulty upgrade for wrong perspective, then one setback die per range up grade. Multiple sabers treated multi weapon use, dificulty increased for each extra saber. Extra hits require using advantage or triumph.

I've allowed my player to do this and I've had no balance issues with this myself. Throw is great for guaranteeing you'll see your saber again. Using move to telekinetically duel is riskier but has greater reward.

For anyone thinking of using or allowing this trick, You should listen to the most recent order66 podcast. One of the things that struck me though that one of the reasons I felt that you would have difficulty using weapons was that using brawl was discounted by a dev in the early order66 podcast , however this fails to take into consideration that mastery wasnt arounf at that time.

I still feel though that maintaing manipulation on a round to round basis takes concentration, and that using a lightsaber does still risk losing it (Id definitely use upgraded checks and roll enough threat or a despair and you just lost a lightsaber.

This is an interesting topic and I have to say as a gm, I am on the side that the Move power should not be used to perform lightsaber combat.

My arguments for why not are:

Move is made for short durations, lightsaber combat, while short is not that short.

The control upgrade allows fine manipulations of an object he could normally do with his hands. A Jedi uses his whole body (and the force) to use a lightsaber, even though he does hold it in a hand. If a Jedi were only using his hands in a fight they would likely be dead.

Move is it's own Action.

Over complicates the fighting.

Creates imbalance among power levels of other players and NPC's.

I would allow however, allow move to be use with a lightsaber during a heroic moment in the story with a Destiny point use and a special role. Yes, under the right (rare) conditions I might allow it once. But anyone arguing that this should be allowed regularly is setting up their game to fail. (in my own opinion).

Edited by Silverfox13

Uhm … move is an action. You have one action per turn. Making a lightsaber attack is another action. Does this even work out in raw without the saber throw talent?

I would say it is possible, but would incur penalties for fighting telekinetically:

base difficulty +1 because youre not actually holding the saber, +1 per range bracket. So fighting at short range would be diff 3, medium 4, long 5, extreme 6. Good luck :)

The more I think about it, the more this sounds less like a Force power, and more like a signature ability. I'm quite tempted to write one up.