Help me understanding how Force works

By arunwe2012, in Star Wars: Edge of the Empire RPG

When rules say in an upgrade (for example, range upgrade in Move force power): "spend force point to increase the maximum range at which the force user can move objects by a number of range bands equal to the number of range upgrades purchased", I understand that if you have purchased a single upgrade, with one FP you can extend it to medium. But if you have purchased all the upgrades, are you able to extend it to extreme with just 1 FP?

If you purchase all the magnitude upgrades, can you affect 5 targets with a single FP? If you spend a second FP will it be nine, then?

I understand that the only way to gain more Force Rating is to purchase it via talents (I don't have Force and Destiny so I don't know if rules are different there)

Edited by arunwe2012

I'm AFB.. but yep that's how I see it from your description. The more XP invested in a Force Power means more bang for your buck... or more power for your pip ;)

I've not read F&D as much as Edge coz we're still zipping across the galaxy trying to earn a living

Edited by ExpandingUniverse

With the range upgrades remember to watch for being able to apply multiple times.

So a range upgrade that allows multiple uses could he applied thus.

Basic power usable at short range. Range upgrade inceases rank for an FP spend. So lets say you roll 4 pips. You can use 1 for the basic power. Then apply 1 to upgrade range once, then do it again so for 3 FP you can use the basic power out to long range , for 4 FP out to extreme.

Now if you buy a second range upgrade 1 FP gets you to short, 2 Fp gets you to long 3 to extreme.

Get another range upgrade and you are 1 for short, and 2 Fp gets to extreme.

As those before have said, your correct, think of it like this:

XP in a Talent Tree (to get to the Force Rating Talent) will get you more Force muscle to brute force your way through any Power.

XP in a Force Power will get you more efficiency and a broader range of uses for that power.

Ok! Just to clarify the range upgrades...obviously once you have 3 upgrades investing more FP won't give you any benefit since Extreme is the top-far range band...correct? Would you allow to extend this power to planetary range bands, spending more force points?

That idea could be a House Rule... or another Force Signature Ability.

...and actually now that I have the book in front of me the way I read the upgrades is this: Basic power costs 1 pip for engaged/close range. The first upgrade takes it to medium, still only costing 1 pip. So... say you a FR of 2.. you roll 4 pips, you can put 1 pip into Range (medium), 1 in Magnitude (Rank 2) and 1 in Strength (Rank 2) leaving an unused pip.

Otherwise you need 4 pips to use Magnitude at Rank 4, before you even think about Extreme Range, another 4 pips equalling 8 pips... i reckon my lack of experience playing F&D results in how I read it. I see it as I stated before... more power for your pip :)

Is there a FAQ on this?

(I'm gonna take a lie down and ponder this, I have Manflu and feel like s*** :lol: )

Edited by ExpandingUniverse

Ok! Just to clarify the range upgrades...obviously once you have 3 upgrades investing more FP won't give you any benefit since Extreme is the top-far range band...correct? Would you allow to extend this power to planetary range bands, spending more force points?

Why not? It might not be RAW or even RAI, but doesn't look OP to me.

Ok! Just to clarify the range upgrades...obviously once you have 3 upgrades investing more FP won't give you any benefit since Extreme is the top-far range band...correct? Would you allow to extend this power to planetary range bands, spending more force points?

Why not? It might not be RAW or even RAI, but doesn't look OP to me.

Until players start throwing Sil 4 and 5 ships into ISDs..... or dropping fighters onto ground targets as Inertial Penetraters....

That idea could be a House Rule... or another Force Signature Ability.

...and actually now that I have the book in front of me the way I read the upgrades is this: Basic power costs 1 pip for engaged/close range. The first upgrade takes it to medium, still only costing 1 pip. So... say you a FR of 2.. you roll 4 pips, you can put 1 pip into Range (medium), 1 in Magnitude (Rank 2) and 1 in Strength (Rank 2) leaving an unused pip.

Otherwise you need 4 pips to use Magnitude at Rank 4, before you even think about Extreme Range, another 4 pips equalling 8 pips... i reckon my lack of experience playing F&D results in how I read it. I see it as I stated before... more power for your pip :)

Is there a FAQ on this?

(I'm gonna take a lie down and ponder this, I have Manflu and feel like s*** :lol: )

Edited by syrath

Ok! Just to clarify the range upgrades...obviously once you have 3 upgrades investing more FP won't give you any benefit since Extreme is the top-far range band...correct? Would you allow to extend this power to planetary range bands, spending more force points?

Why not? It might not be RAW or even RAI, but doesn't look OP to me.

Until players start throwing Sil 4 and 5 ships into ISDs..... or dropping fighters onto ground targets as Inertial Penetraters....

I remember Luke putting down an AT-AT in Dark Empire comics. The amount of XP to reach that level would be insane tho xD

Re: planetary range - the Battle Meditation power specifically has a Control upgrade to allow this so I wouldn't let it happen simply by throwing force pips at the Move upgrade. Enabling it through a Control talent might be appropriate for some other powers, but keep in mind that they weren't balanced around that possibility.

That idea could be a House Rule... or another Force Signature Ability.

...and actually now that I have the book in front of me the way I read the upgrades is this: Basic power costs 1 pip for engaged/close range. The first upgrade takes it to medium, still only costing 1 pip. So... say you a FR of 2.. you roll 4 pips, you can put 1 pip into Range (medium), 1 in Magnitude (Rank 2) and 1 in Strength (Rank 2) leaving an unused pip.

Otherwise you need 4 pips to use Magnitude at Rank 4, before you even think about Extreme Range, another 4 pips equalling 8 pips... i reckon my lack of experience playing F&D results in how I read it. I see it as I stated before... more power for your pip :)

Is there a FAQ on this?

(I'm gonna take a lie down and ponder this, I have Manflu and feel like s*** :lol: )

This is incorrect. You need 1 pip (normally but not always as it is sometimes more) to activate the basic power and then if you have thse range upgrade you need ANOTHER pip to activate that. So if you roll only 1 pip then you are stuck at the minimum range no matter how many range upgrades you have. If you have the range upgrade and roll 2 pips , you can use 1 to activate the basic power and the second to improve the range ( a number of times equal to the number of range upgrades) range usually is able to be activated multiple times.

Cheers... now it makes sense. Manflu sucks

As a houserule, I do allow personal-scale powers to reach into planetary-scale bands with enough Force points and range upgrades.

Planetary - Close is one range band beyond Personal - Extreme. From there, every other Planetary range band requires five extra personal range bands to get to (thus, counting Engaged as "0," every Planetary band counts as five personal bands).

So with Move, then, if you have all three Range upgrades, 9 Force points gets you a Sil 0 object at Planetary - Extreme range. Possible? Yes. Do you need to be an utter BAMF to do it? Yup.

Edited by Absol197

I remember Luke putting down an AT-AT in Dark Empire comics. The amount of XP to reach that level would be insane tho xD

Yeah, but holding up Dork Empire as an example for anything (well, other than "This is how you write a bad comic") is a terrible idea.

#thankgodforthecannonpurge

I remember Luke putting down an AT-AT in Dark Empire comics. The amount of XP to reach that level would be insane tho xD

Yeah, but holding up Dork Empire as an example for anything (well, other than "This is how you write a bad comic") is a terrible idea.

#thankgodforthecannonpurge

Also, as I recall, that was only after he reflected the AT-AT's blaster bolts back at it. Then he simply used TK (or move) to just knock it over. Also, as it currently stands in game, a PC with enough points sunk into Move (to get the required Silhouette upgrades in Move) and enough of a Force pool to move activate all the upgrades can do that anyhow.

Mind you, who needs the force when you can just have Randy Orton RKO a walker. . . .

gITh4I.gif

I remember Luke putting down an AT-AT in Dark Empire comics. The amount of XP to reach that level would be insane tho xD

Yeah, but holding up Dork Empire as an example for anything (well, other than "This is how you write a bad comic") is a terrible idea.

#thankgodforthecannonpurge

"Cannon" instead of "canon?" Haven't most people wrapped their head around this yet?

And I'll admit I quite liked "Dark Empire." First of all, it came out at a time when there was a serious drought of Star Wars material, which made it seem a lot more important than it ended up becoming. Second, the art by Cam Kennedy - and his accompanying colorist - was gorgeous. Third, the story was appropriately epic for a Star Wars tale and involved a light side/dark side struggle and the destruction of yet another massive weapon of mass destruction.

On top of that, we got our first look at the E-Wings, holocrons, Nar Shadaa, etc. Plus, the first hint that Fett was linked to the Empire's stormtroopers.

Anyway, I realize a lot of younger fans cannot tolerate the idea of the "Emperor clone"... But for those of us who grew up in the 80s? Read the old Marvel comics? And eagerly pulled those issues of "Dark Empire" off the stands in the early 90s? (While also picking up the first installment of Zahn's Thrawn trilogy?) Really good memories.

"Dark Empire" is one of the very few pieces of the old EU I'll always hang onto...

(...along with the aforementioned Thrawn trilogy, both Han Solo trilogies, Shadows of the Empire, the Tales of the Jedi comics, the Ostrander-penned Quinlan Vos/Clone Wars comics, and the 70s-80s Marvel run.)