Force Push and your ending battle only going 3 Rounds

By zhentil, in Star Wars: Force and Destiny RPG

One thing that needs to be mentioned that hasn't been brought up yet is that Harm is not used for Force Lightning. Harm is used for sucking the life energy out of someone like an energy leech or Vampire (without the blood sucking). The power used for Force Lightning is Unleash.

Also, technically, the true Force Push and Force Pull abilities are represented by the Control upgrade for the Bind power which allows you to move a target one range band closer or father away.

I noticed this as well and thats how I play it but one could describe Harm as a lightning like effect if they want.

One thing that needs to be mentioned that hasn't been brought up yet is that Harm is not used for Force Lightning. Harm is used for sucking the life energy out of someone like an energy leech or Vampire (without the blood sucking). The power used for Force Lightning is Unleash.

Also, technically, the true Force Push and Force Pull abilities are represented by the Control upgrade for the Bind power which allows you to move a target one range band closer or father away.

I noticed this as well and thats how I play it but one could describe Harm as a lightning like effect if they want.

Not really. First off, Harm isn't a ranged attack. Without the range upgrades, you need to be engaged with the target to use it. The actual power that most closely resembles Harm's basic power is the Force Choke, (as opposed to Bind which just immobilizes and may cause strain to a target). The "life sucking" aspect comes from the Control upgrade which allows the user to heal his own wounds by sucking the life energy from his target. In fact the book text for Harm specifically says:

The base power for Harm lets a character drain the life from a target with a touch.

The Mastery upgrade for Unleash specifically calls out that it is Force Lightning. to quote:

Mastery:

Unleash: This upgrade represents mastering he ultimate dark side technique, the dreaded Force lightning.

Edited by Tramp Graphics

When you're making an attack with Move your magnitude upgrades do not let you throw additional object at the same target, they let you throw things at additional targets using the autofire rule. (Magnitude increases the number of targets, when you use it to attack the target is what you're attacking, not what you're throwing) You also have to make a ranged attack roll (Discipline) to actually hit someone with move, which has the difficulty of the silhouette of object you're throwing, and has to contend with all ranged defenses including adversary ranks the target has.

Also, letting players simply use enemies as ammunition without penalty is kind of a bad idea. Using force powers on someone against their will compels an opposed check as per the rules on page 283, so if you try to grab one enemy and throw him at another enemy you should have to make an opposed check against their best defense (coordination or athletics for non force targets trying to hold on to something) on top of the attack roll to hit the target, so the chance of failure for that attack should go up significantly, especially when you're dealing with powerful enemies.

Autofire can be applied multiple times against the same target, each time soak is applied, parry could apply as well. Furthermore droidekas are sil 1, which means it is just 10+range attack check amount successes damage. Furthermore autofire means that you need to have the right amount of advantages and increase difficulty once.

And iirc droideka are anchored to the ground when their shields are active, which should be always the case when they are in position to actually do something. Ancored objects require the second control upgrade of the move power. Just checking here to be sure that all the necessary xp has been spend. Lastly important NPCs can resist force powers with discipline or resilience. Droideka have brawn 5 and resilience 3, which alone should make them pretty resilient against getting pushed around. This naturally only applies to the Droids who get abused as ammunition and not the the targets you throw them at, which is a regular combat check

And yes, if you want to use move as a trick to manipulate more targets than the regular range attack would effect than you certainly have to roll twice … or better roll once. Autofire specifies that the highest difficulty of the targets is used anyway, which would be in this case the discipline check against CCCDDD to actually lift the destroyer droids … at least if that is the hardest of the targets … a few setbacks might apply as well, at least if I remember that Destroyer anchor themselves to the ground.

edit: And with all that said, move is a deadly power if you spend all the xp for it and have a decent willpower rating and discipline skill. It is a fantastic, mainly because it scales with larger objects, force dice, skill, characteristic and autofire. I once tried to build a character around unleash and planned to use move as stepping stone … turned out that actually just using move made unleash mostly useless … now protect is still great. ;-)

Edited by SEApocalypse

So do you suggest, that two checks are involved? First an opposed check, then the combat check? This I really don't like. 1 action should require 1 dice throw.

In my game, yes — trying to pick up a sentient being and use them as a projectile weapon against someone else will require two dice rolls.

If you want to make it a single dice roll, I guess you could make the difficulty based on the opposed check plus additional upgrades or difficulty or setback from the ranged attack. I’m not sure how that would work out, though.

Also, if the attacker uses a sil 1 object instead (e.g. a barrel that previously provided cover) and throws this at the person, the damage to the person would be exactly the same, but there wouldn't be an opposed check to pick up the lifeless barrel…

Correct. In this case, the projectile-to-be is not unwilling to be used in that manner, and therefore is not resisting your attempt to pick them up.

In canon we just don’t see sentient beings used as projectiles against other sentient beings, and I have to believe that there’s a reason for that — doing so turns out to be surprisingly hard and the overall result is generally not worth the effort.

I think we see sil 1 beings being used as a weapon quite often in the clone wars series where Jedis push battle droids around.

They push the battle droids around. They don’t pick one up to use it as a weapon against the others.

So do you suggest, that two checks are involved? First an opposed check, then the combat check? This I really don't like. 1 action should require 1 dice throw.

In my game, yes — trying to pick up a sentient being and use them as a projectile weapon against someone else will require two dice rolls.

If you want to make it a single dice roll, I guess you could make the difficulty based on the opposed check plus additional upgrades or difficulty or setback from the ranged attack. I’m not sure how that would work out, though.

My understanding is that pretty much everything in this system is supposed to require a single roll for a single action. Yes, this can make things get wonky, but let's see how it might play out. We'll assume he has all the necessary Move upgrades and generates the Force Pips he needs.

Let's say he's trying to throw a Sil 1 crate at one of the Droidekas. That's pretty simple, as the crate isn't fighting back. Difficulty 1, but we'll add two setback dice for the Droideka's deflector shield. If he wants to throw two crates, he'll need to roll against Difficulty 2 (Side note: If he doesn't quite generate enough pips to activate his Magnitude upgrade, he can only throw one object, but he's already rolled against the higher difficulty. Bummer, but deal with it, buddy).

Now let's say he wants to throw one Droideka at another. Neither droid will be happy about that, and the droid being thrown get to try to resist using Resilience. Let's say he has Brawn 3, Resilience 1. That will be 1 red, 2 purple, which is much harder than the 1 purple for trying tho throw a crate, so we use the higher difficulty. The deflector shield will still be at work, so we can add the 2 setback dice (you could argue 4 setback, since they both have shields, but I'm being nice). So, if the check fails because of those setback, you can easily say that the Droideka went flying, but bounced rather harmlessly against the shield of the other.

Okay, now let's get weird: Throwing a Droideka at an Adversary 2 Force Adept. We're rolling against Resilience again, 1 Red, 2 Purple. However, Adversary 2 upgrades the check twice, for 3 red, which makes things a little odd, because near as I can tell, you either fail to move the Droideka at all, or you clobber the Adept. No throwing and missing. So just the fact that you're trying to hit the Adept makes it harder even to lift the droid. If the roll is close, you could have the droid get tossed and miss, or you can just get a little narrative with it. "You reach out with the Force, and the Droid begins to slide violently across the floor, his metal feet scraping desperately for purchase. After a few feet, it stops suddenly. The Dark Adept glares at you, his hand raised, countering your attack with his own will."

Trying to throw two Droidekas... I suppose you would just bump that difficulty up by 1, so 3 red, 1 purple, and you must roll 2 advantage to hit with both of them. Hey, if you pull that off, I think you've earned yourself a smashed apprentice.

Sounds like an ok solution Falloon. Just that destroyer droids have brawn 5 and resilience 3 (CotG 69). If you manage to throw those, you really deserve it. :)

Just wondering how you guys who have played and GM'd a lot more than i have, work these types of scenarios.

The thing you have to remember - 3 turns of combat isn't that extraordinary. Check out this thread where I breakdown the lightsaber fights from the movie. Even a monster slugfest like E3 wont last all that long.

I love the set up you used! I might have added the well timed pneumatic doors shutting to save the sighs behind. Then as the group mops up the surviving defenders then turn back and see the reinforcements blast there ship at the nicks or a pissy Force push for the villain escaping!

Remember when fighting droid venting the air (or adding knock out gas) is a valid tactic to help them out too!

I agree shorting out his saber was super cheesy!

It gets tough to continue to challenge players after about 300 exp If their focused one one aspect.

Honestly throwing a Silhouette 3 object at a target is far worse than 3 or 4 Silhouette 1 objects, because it requires less Advantage and Soak is only subtracted once. It's basically instadeath for most NPC's

I don't mind if someone drops a silhouette 3/4 object on a droid or NEAR living creatures to block a way / scare them away, but doing it to sentients, even Sith/Dark Jedi, is conflict in my book. Using the Force to KILL is against the Jedi code. Yoda: "A Jedi uses the Force for knowledge and defense, never for attack."

Which means each swing of a lightsaber would generate conflict.

Throwing people is no more conflict worthy then hurling objects at people or slicing off limbs with a lightsaber.

Honestly people they are no more afraid of being hurled through the air then they are at being shot to death.

Jedi do not generate conflict when they are defending themselves be it by tossing a person into a wall or chopping off his limbs or choking them until they sleep. Unleash and harm generate conflict, because they are using the darkside of the force. Move is force neutral.

How ever a better way to handle it is picking up and throwing the droid is not a problem how ever the Dark Jedi/Sith can resist it with his discipline as they enter into a contest of wills a battle of move if you will. With a despair meaning the player may get hit with the droid instead.

Edited by Decorus