How to maximize the frequency of triggering overbalance talent?

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

OK character concept is shaolin monk meets jedi who mixes space-kung-fu, lightsaber, and telekinesis... i'm figuring on the warden and niman-disciple specs so far warden for the overbalance talent (for mixing in martial arts whenever an oponente rolls 3 threat or despair) and niman-disciple for a bunch of reasons among them force assault so that I could refluff move hurl as an open palm strike that sends the oponente flying (or sliding while stand up) in the stereotypical of kung-fu movies fashion. Niman-disciple also has 2 ranks of defensive training which means defensive 2 (2 black dice) as long as he's armed with a lightsaber/melee/brawl weapon, which is always because the character has a repulse fist. Note that this is a conversion of an d20 RCR character who had a cybernetic forearm with a built-in heavy blaster pistol that fired through the palm of the hand iron man style and I was trying to use the palm blaster as part of a touch attach punch so a repulse fist is actually a better fit than built in blaster.

Now the overbalance talent on triggers on 3 threat or 1 despair, and the point of the thread is to ask how I can maximize the frequency of the overbalance talent triggering, what I have so far (as a character starting with 225 xp) is the sense force power upgrading attack difficulty twice and two ranks of the defensive stance talent (one from the repulse fist, one as a "bleeding out" scar talent from the last page of "forged in battle", i.e. the AoR soldier book, for the injury that required him to get the repulse fist to replace his right forearm). So as a 225 xp starting character, and the expenditure of 2 strain per round and comitting the force die, that means incoming melee attacks face 3 red (not to shabby), and the GM has given his approval for this.

For future advancement I figure on collecting another copy of defensive stance as a scar talent, to make that 3 red and a purple for 3 strain per round (3 per round is the most I am willing to devote) and a committed force die, and the consular has 2 copies of defensive training which means putting 2 black dice into the mix.

So I'm asking how I can stack the proverbial deck even more in favor of triggering overbalance? Right now i'm thinking either force sensitive emergent (force of will which would let his high willpower Stat be used for anything once per session to increase his all around utility, another force rating, a dedication, balance, 2 toughened, 2 grit, 2 indistinguishable, 2 rapid reaction) or shi-Cho knight as a third spec (shi-Cho nets a third copy of defensive training, improved parry and a bunch of parry, dedication)

But I am wondering about what other options for lots of black dice (or more red or purple) there are... armorer could get 3 black with defective armor template and a force die and a dedication and mechanics as a career skill.

But what would you do for the long term (3 spec) build plan, and I am interested in thoughts besides just boosting his defense, i.e. thoughts about all around utility would also be appreciated.

On top of the gorgeous Defensive Training talent, which you already mention, why not drop 50 XP on the Sense power? Just commit your Force die, and you can double-upgrade the difficulty two incoming attacks per turn. Two red dice and a couple black dice are sure to net you the Threat/Despair that you require on a regular basis :)

On top of the gorgeous Defensive Training talent, which you already mention, why not drop 50 XP on the Sense power? Just commit your Force die, and you can double-upgrade the difficulty two incoming attacks per turn. Two red dice and a couple black dice are sure to net you the Threat/Despair that you require on a regular basis :)

Yeah, not only was that in the build plan I will already have that when the campaign starts

what I have so far (as a character starting with 225 xp) is the sense force power upgrading attack difficulty twice and two ranks of the defensive stance talent (one from the repulse fist, one as a "bleeding out" scar talent from the last page of "forged in battle", i.e. the AoR soldier book, for the injury that required him to get the repulse fist to replace his right forearm). So as a 225 xp starting character, and the expenditure of 2 strain per round and comitting the force die, that means incoming melee attacks face 3 red (not to shabby), and the GM has given his approval for this.

For future advancement I figure on collecting another copy of defensive stance as a scar talent, to make that 3 red and a purple for 3 strain per round (3 per round is the most I am willing to devote) and a committed force die, and the consular has 2 copies of defensive training which means putting 2 black dice into the mix.

BTW auto mis-correct changes "repulsor" to repulse and that's 225 earned xp as in 75xp more than "knight level", 225 xp = 75 per level up x3 level ups (4th level rcr character, 4-1=3 because first level is free, 1 attribute increase every 4 levels = 1 dedication per specialization and it costing 300 xp to take every talent in a specialization tree)

Edited by EliasWindrider

Foresee can give 2 setback dice on the first turn of combat if you use it's ability. It's not terribly essential, but it's a good force ability that can help the party go first/ gain cool narrative clues.

Misdirect can generate threat on checks, which means more likely o trigger.

Armour will help out, not much I can recommend on that front. Possible to go into armourer for jury rig and all that goodness.

Weapons are ruled out because the way that defensive talent works. Not sure whether repulsor fists count as weapon.

Dodge can be situationally useful for those attacks that must be avoided; plus on turn s where one really has to move, having a out of turn buff is decent.

Iron-Man Talisman is the king.

Edited by Lordbiscuit

Coercion ramped up and overbalances partner Baleful Gaze is your friend here , for a reasonable spend of 15 xp you can increase coercion to 2 (you could always do a race with coercion free rank and start with 2 free ranks. Adding a third rank only costs 15 xp and since you already have overbalance gaze costs 20 xp, as you increase coercion you increase your Gaze. I know you need a destiny point but warden already has a talent that let's you consistently flip dark side points back to light

Edited by syrath

IIRC, Foresee grants Defense, which I believe wouldn't stack with Defensive Training's Melee Defense . But I'm AFB.

Yeah, I dunno man. Different armors can get you Defense, but then you're playing a heavily armored monk. Something don't feel just right about that. Also same stacking problem with Defensive Training.

What about Fearsome? Setback dice from fear stack with Defense.

For frightening path start with Baleful Gaze, but it's Aggressor 3 more ranks of Fearsome that would be great. That allows you to force a target who engages you make a Formidable (5 difficulty) fear check.

Makashi Dualist has 2 ranks of the Feint talent, that could be useful for those times when you missed your attack.

The Marshal Artist Specialisation in the Bounty Hunter book could have helpful talents too.

For frightening path start with Baleful Gaze, but it's Aggressor 3 more ranks of Fearsome that would be great. That allows you to force a target who engages you make a Formidable (5 difficulty) fear check.

Makashi Dualist has 2 ranks of the Feint talent, that could be useful for those times when you missed your attack.

The Marshal Artist Specialisation in the Bounty Hunter book could have helpful talents too.

Aggressor also let's you pile on the disorients if you are unarmed or can hit with melee weapons that can disorient (for example through the disorient talent.)

IIRC, Foresee grants Defense, which I believe wouldn't stack with Defensive Training's Melee Defense . But I'm AFB.

Yeah, I dunno man. Different armors can get you Defense, but then you're playing a heavily armored monk. Something don't feel just right about that. Also same stacking problem with Defensive Training.

What about Fearsome? Setback dice from fear stack with Defense.

awesome, I forgot about the setback dice from fear, (or does it upgrade the difficulty?) and warden has 2 ranks of fearsome.

For frightening path start with Baleful Gaze, but it's Aggressor 3 more ranks of Fearsome that would be great. That allows you to force a target who engages you make a Formidable (5 difficulty) fear check.

Makashi Dualist has 2 ranks of the Feint talent, that could be useful for those times when you missed your attack.

The Marshal Artist Specialisation in the Bounty Hunter book could have helpful talents too.

I had never considered aggressor, thanks!

While aggressor was a new insight i'm wondering what else I might have missed. So as long as you can think of other approaches i'd like to hear about them too.

The only thing is that gunning for improved parry and overbalance is kind of counterintuitive. If you go for improved parry, you want them to be attacking you so that it triggers. With improved parry your offense doesn't matter , your raw base damage does, because you automatically hit. With overbalance your enemy is staggered and loses his action thereby starving you of those attack attempts. Overbalance you are still looking for a solid offense.

The only thing is that gunning for improved parry and overbalance is kind of counterintuitive. If you go for improved parry, you want them to be attacking you so that it triggers. With improved parry your offense doesn't matter , your raw base damage does, because you automatically hit. With overbalance your enemy is staggered and loses his action thereby starving you of those attack attempts. Overbalance you are still looking for a solid offense.

The character's highest attribute will be willpower (for force powers) which thanks to niman-technique talent also means that he'should pretty handy with a light saber so he'll have a significantlty better than decent offense essentially for free. Also by having the force assault talent and a crazy high discipline (and willpower) he'll have any even more likely to hit attack (that eventually will be able to target multiple opponents) as back up/second chance at the cost of a maneuver so I'm not worried about his offense being too weak.

The idea/goal for this character in 1 on 1 melee (as opposed to ranged not brawl/lightsaber) combat would be to get between 1 and 4 *opportunities* to attack (as opposed to 1 to 4 attacks) for every one attack the opponent has. Draw closer plus force assault means this character has a lot of control over an opponent's position, the idea would be to try to keep them at short range so the opponent would have to spend maneuvers for movement to either attack or get away (and if they start their turn at short range and don't have force leap, or a jet pack, etc

I think that means that they can't escape because they can't get from short to long range with 2 maneuvers).

And improved parry isn't a priority for this character, but occasionally getting a free extra attack in would be gravy