Making a Shaolin Monk

By KungFuFerret, in Star Wars: Force and Destiny RPG

Also for an in-universe group that sort of gels/matches with what you want to play, you could be one of the Matukai Adepts .

27 minutes ago, syrath said:

The Warden's Baleful Gaze is good for triggering overbalance as is sense advantage , also fearsome , if the fear chexk is successful they get an encounter long setback, finally if you buy into aggressor terrify can help trigger disorient whick stacks wjth all of that. Given that between Warden and Aggressor you can get 5 ranks of fearsome , not particularly Shaolin, but can work as some martial art forms are designed to scare your opponent before you even start fighting, or you can narrate that their very presence is frightening , or their reputation precedes them. Adding 4 or 5 setback to the roll and upgrading the check 7 times ( between Baleful Gaze and sense) that should be more than enough.

The destiny point requirement is less of an issue since you have access to precision strike, if you roll a crit you dont like you can just spend 1 strain and choose the crit that flips a DP your way and as long as you roll enough advantage for the crit.(vibroknucklers are handy for that,)

Lords of nal Hutta contains the Nikto species, the green Nikto subspecies make the best martial artists... claws mean they get +1 damaged to unarmed attacks and start with a critical rating of 3, and 2 ranks of the iron body talent means they can get their unarmed crit rating to 1. They get a free rank in coordination (crazy useful to a martial artist), they have a 3 in brawn, 1 in presence and 100 xp.

Edited by EliasWindrider

That's frighteningly good

I chose red Nikto warden, but if I had to do it over it would have been a green nikto martial artist for that reason, there was a thread back when the Martial Artist spec was released in ND where I figured it was actually quite easy to get to over 20 dmg with fists before adding success. Using improved precision strike you can even get two hits in on the same round. didn't take a massive amount of do either. Gadgeteer / Marauder / Martial Artist .

7 hours ago, syrath said:

I chose red Nikto warden, but if I had to do it over it would have been a green nikto martial artist for that reason, there was a thread back when the Martial Artist spec was released in ND where I figured it was actually quite easy to get to over 20 dmg with fists before adding success. Using improved precision strike you can even get two hits in on the same round. didn't take a massive amount of do either. Gadgeteer / Marauder / Martial Artist .

If I had to choose a 2 spec kick @$$ martial artist in an FaD game I would go green nikto, consular:niman-disciple/martial artist with a repulse fist and the sense force power (all the way down to the bottom, left side of the tree)

Now the reason for this is that lights abres are expected to be common means you either need a lot of parry or the talisman of the iron fist, or armor with the cortosis quality, and I wouldn't count on the gm letting me get that gear. The consular provides 3 ranks of parry (plus the 2 from martial artist makes 5), 2 ranks of defensive training (2 black dice to incoming melee attacks if you are armed with a lightsaber, melee or brawl weapon and having the repulse fist means you always have a brawl weapon), and a rank of force training and a dedication. Force rating 2 means you can comit your 2 force die to sense defense and combat check upgrades meaning you upgrade the incoming difficulty twice and upgrade your attacks twice. Now since the op said he was willing to use melee weapons but not lightsabers, if I recall correctly there's an FaD rule that let's you use an "ancient sword" in place of a lightsaber which makes niman-technique, draw closer, and force assault useful again (but for draw closer and force assault you wouldn't be able to commit force dice and would need the move force power) By taking the 10 extra xp, this build could start with 4's in both brawn and wiilpower, a 1 in presence and 2's in everything else. High willpower is useful to the martial artist for the mind over matter talent.

For an eventual third spec i'd be looking at force sensitive emergent or executioner for the willpower talents, force rating, and dedication. Or a spec that provides 2 force ratings, or gadgeteer (deadly accuracy, armor talents, dedication), or sharpshooter (2 deadly accuracy, dedication), or doctor (pressure point, and dedication, and dodge, 2 resolve, a toughened, 3 grit are nice too)

OP's question sorta lines up with an idea I've been playing with. Namely, how to build a good, non-Brawn-based melee character without relying on lightsaber talents.

I've never actually played a character like this, but I did fiddle around with talent trees for a while, trying to build an AGI/CUN-based brawler in the vein of a D&D monk.

Presuming a lengthy campaign where you'll end up with a few hundred XP to burn, I think the two best specs to target are Martial Artist and Infiltrator. With Martial Artist, you'd pick up ranks in Parry and especially Unarmed Parry, pick up Martial Grace (-2 strain, increase damage by ranks in Coordination), and pick up the Martial Artist's chain of crit-swapping talents, which are a good way of compensating for spotty damage output. Then, dipping into Infiltrator, you'd pick up the early ranks in Dodge, Defensive Stance and Frenzied Attack, along with Soft Spot (though I don't know that I'd spend the XP to reach Natural Brawler, since this character will have high Brawl skill to begin with and shouldn't have huge issues with whiffing on attacks).

Not sure what the best option would be for a third spec. Either something that adds additional offensive options synergized with AGI and CUN skills (Trailblazer? Big Game Hunter?) or something with good Strain management options, since this build would be very heavy on active abilities.

Use the Dedications to pump AGI and CUN, invest in Brawl, Coordination and Stealth (since you can't wade through damage like a Marauder, Armorer, or, god forbid, an Armorer/Marauder crossclass, and should be trying to avoid unnecessary fights)

When all's said and done, you have two good ways to approach a fight. Whenever your Strain and Wound Threshold situation is good, you can maintain good Brawl damage output by stacking Soft Spot, Martial Grace and whatever else you subsequently pick up (the Trailblazer's Ambush and Prey on the Weak talents, for instance). Whenever the character is fatigued or wounded, you can switch it up and try using the Precision Strike chain to quickly debilitate your opponent.

Edited by PupsOfWar

I've always wanted to play a noghri martial artist, was thinking trailblazer and assassin for alternative specs but maybe I'll have to look at infiltrator!

On 04/05/2017 at 1:50 PM, EliasWindrider said:

If I had to choose a 2 spec kick @$$ martial artist in an FaD game I would go green nikto, consular:niman-disciple/martial artist with a repulse fist and the sense force power (all the way down to the bottom, left side of the tree)

Now the reason for this is that lights abres are expected to be common means you either need a lot of parry or the talisman of the iron fist, or armor with the cortosis quality, and I wouldn't count on the gm letting me get that gear. The consular provides 3 ranks of parry (plus the 2 from martial artist makes 5), 2 ranks of defensive training (2 black dice to incoming melee attacks if you are armed with a lightsaber, melee or brawl weapon and having the repulse fist means you always have a brawl weapon), and a rank of force training and a dedication. Force rating 2 means you can comit your 2 force die to sense defense and combat check upgrades meaning you upgrade the incoming difficulty twice and upgrade your attacks twice. Now since the op said he was willing to use melee weapons but not lightsabers, if I recall correctly there's an FaD rule that let's you use an "ancient sword" in place of a lightsaber which makes niman-technique, draw closer, and force assault useful again (but for draw closer and force assault you wouldn't be able to commit force dice and would need the move force power) By taking the 10 extra xp, this build could start with 4's in both brawn and wiilpower, a 1 in presence and 2's in everything else. High willpower is useful to the martial artist for the mind over matter talent.

For an eventual third spec i'd be looking at force sensitive emergent or executioner for the willpower talents, force rating, and dedication. Or a spec that provides 2 force ratings, or gadgeteer (deadly accuracy, armor talents, dedication), or sharpshooter (2 deadly accuracy, dedication), or doctor (pressure point, and dedication, and dodge, 2 resolve, a toughened, 3 grit are nice too)

Why would you want to commit sense to upgrade your attacks when enhance :brawl gives you your force dice (without comitting) onto your brawl attacks which you can add success or advantage and as long as you have dp you can ensure you have 2-4 advantage or success(your choice) for fr2. The fact that you can choose makes it better than sense to me This just keeps getting better the more FR you get. I play a FS brawler and I regularly pull off 15+ dmg on 1 hit with FR3 , and a set of vibroknucklers. The beauty of it , is that I can switch the damage to criticals by pouring those force points into advantages, or knockdown, or disorient etc. Give me enhance over sense, the only problem is you can whiff the force dice and get all black with no destiny points to spend, but you can also help the destiny pool using precision strike to keep it stocked up. Ive even used the force dice to ensure I epically knocked down a silhouette 3 opponent to buy the group time to re-group once and that took a bucket load of advantage and triumph to do.

Not that sense is a bad idea, but I can keep my dice uncommitted to use other force powers (namely protect at FR3, for me)

Edited by syrath
On 11/05/2017 at 11:34 PM, PupsOfWar said:

OP's question sorta lines up with an idea I've been playing with. Namely, how to build a good, non-Brawn-based melee character without relying on lightsaber talents.

I've never actually played a character like this, but I did fiddle around with talent trees for a while, trying to build an AGI/CUN-based brawler in the vein of a D&D monk.

Presuming a lengthy campaign where you'll end up with a few hundred XP to burn, I think the two best specs to target are Martial Artist and Infiltrator. With Martial Artist, you'd pick up ranks in Parry and especially Unarmed Parry, pick up Martial Grace (-2 strain, increase damage by ranks in Coordination), and pick up the Martial Artist's chain of crit-swapping talents, which are a good way of compensating for spotty damage output. Then, dipping into Infiltrator, you'd pick up the early ranks in Dodge, Defensive Stance and Frenzied Attack, along with Soft Spot (though I don't know that I'd spend the XP to reach Natural Brawler, since this character will have high Brawl skill to begin with and shouldn't have huge issues with whiffing on attacks).

Not sure what the best option would be for a third spec. Either something that adds additional offensive options synergized with AGI and CUN skills (Trailblazer? Big Game Hunter?) or something with good Strain management options, since this build would be very heavy on active abilities.

Use the Dedications to pump AGI and CUN, invest in Brawl, Coordination and Stealth (since you can't wade through damage like a Marauder, Armorer, or, god forbid, an Armorer/Marauder crossclass, and should be trying to avoid unnecessary fights)

When all's said and done, you have two good ways to approach a fight. Whenever your Strain and Wound Threshold situation is good, you can maintain good Brawl damage output by stacking Soft Spot, Martial Grace and whatever else you subsequently pick up (the Trailblazer's Ambush and Prey on the Weak talents, for instance). Whenever the character is fatigued or wounded, you can switch it up and try using the Precision Strike chain to quickly debilitate your opponent.

Strain management is covered by Mind over matter and a decent willpower. Something you can pick up for 20 xp in Martial Artist. Precision Strike (as mentioned previously) can be used to manipulate the crit roll to 26-30 discouraging wound - Flip one lightside point to a dark side point (reverse id npc)

So attack trigger improved precision strike for - Overpowered , cost 2 strain, hit again with the same dice pool and trigger precision strike for discouraging wound to flip a DP your way, spend it on Mind over Matter for a net strain gain of 1(on a not unreasonable 4 willpower) , each 2nd round spend this on Martial Grace to boost the damage of your first attack, rinse and repeat . Now if you are FS and have enhance you may want to occasionally use the DP to use dark side pips on your enhanced roll. With these enhanced rolls you vastly increase your chance of landing a crit, and if you are a green nikto with ironbody 2 the you will crit on 1 advantage anyway.

Edited by syrath

When using Enhance Force Dice often have a Pip come up that will require Strain to use and only 3/12 sides have 2 pips on them. The big bonus with this method is you can tailor the results to your needs and it scales with your Force Rating.

Proficiency dice on the other hand have more faces with multiple results, including the Triumph. With a balanced Skill/Characteristic the sense power will add a Proficiency to the pool. There is also Strain no cost to the Sense power. Additionally Sense applies to all combat checks, not just Brawl, which can be very handy. The downside is obviously that it requires Force Dice to be committed and that you're not going to control the outcome of the roll as easily.

To me the balance is fairly neutral, neither wins overall while both are better in some areas. Sense offers a big bang for your buck, but is limited to only using a single Force Dice. Enhance scales well as your FR goes up, but regularly requires at least Strain and often Conflict as well.

22 minutes ago, Richardbuxton said:

When using Enhance Force Dice often have a Pip come up that will require Strain to use and only 3/12 sides have 2 pips on them. The big bonus with this method is you can tailor the results to your needs and it scales with your Force Rating.

Proficiency dice on the other hand have more faces with multiple results, including the Triumph. With a balanced Skill/Characteristic the sense power will add a Proficiency to the pool. There is also Strain no cost to the Sense power. Additionally Sense applies to all combat checks, not just Brawl, which can be very handy. The downside is obviously that it requires Force Dice to be committed and that you're not going to control the outcome of the roll as easily.

To me the balance is fairly neutral, neither wins overall while both are better in some areas. Sense offers a big bang for your buck, but is limited to only using a single Force Dice. Enhance scales well as your FR goes up, but regularly requires at least Strain and often Conflict as well.

Agreed, however try out this in a dice app, or a chance calculator, upgrading to a yellow or add extra dice. Extra dice wins out everytime, and if you so choose and you have a less than 5 brawn, you can spend 10 more xp to buy enhance:brawn to use those 2 FR to add 2 green dice to the pool . 2 additional dice outweigh a double upgrade every time (except on triumph) you then have a lot of flexibility and if you do commit to enhance brawn you also up your soak by 2 , your damage by 2 , your brawn skill checks by 2, IMO enhance trumps sense in so many ways when it comes to brawling. (even better is to get enough FR to do both but you need the actions to commit), this does not require strain or destiny points or conflcit.

Edited by syrath

I do agree that Enhance is excellent, but the application differs between Sense and Enhance. Sense offers a defensive option but Enhance functions on many other skills. Personally I would be aiming for both. FR 3, 2 dice committed to Brawn, 1 committed to Sense, your adding 2 extra dice, and making 2 more of your pool Proficiency.

To me the increase in chance for Triumph is important, so is the increase in multiple results from each individual dice.

Mind you, if I wanted a flexible build I would stick with the Brawl so I could keep my Force Dice free for other powers or talents.

2 hours ago, Richardbuxton said:

Mind you, if I wanted a flexible build I would stick with the Brawl so I could keep my Force Dice free for other powers or talents.

This is ultimately what I do although I took protector in the game im playing I rarely commit to force protection (handy to do since it is a maneuver), I prefer not to tie up my dice. I have to say though that the addition to soak makes up for the loss of the defensive side of sense when using enhance brawn.

7 hours ago, syrath said:

Why would you want to commit sense to upgrade your attacks when enhance :brawl gives you your force dice (without comitting) onto your brawl attacks which you can add success or advantage and as long as you have dp you can ensure you have 2-4 advantage or success(your choice) for fr2. The fact that you can choose makes it better than sense to me This just keeps getting better the more FR you get. I play a FS brawler and I regularly pull off 15+ dmg on 1 hit with FR3 , and a set of vibroknucklers. The beauty of it , is that I can switch the damage to criticals by pouring those force points into advantages, or knockdown, or disorient etc. Give me enhance over sense, the only problem is you can whiff the force dice and get all black with no destiny points to spend, but you can also help the destiny pool using precision strike to keep it stocked up. Ive even used the force dice to ensure I epically knocked down a silhouette 3 opponent to buy the group time to re-group once and that took a bucket load of advantage and triumph to do.

Not that sense is a bad idea, but I can keep my dice uncommitted to use other force powers (namely protect at FR3, for me)

If you only have 2 force dice and you're committing 1 to the defense upgrade for 2 difficulty upgrades (and it's pretty much the best way to reliably increase the difficulty of them hitting you) , that leaves you once force die left to do something with, you can't do much with 1 force die and nothing as good as comitting 1 force die to get a double upgrade to whatever attacks you make. If you had force rating 3, that starts to change the math and maybe keeping 2 force die uncommitted becomes the better option, but if you're shooting for paragon then maybe conflict is the reason you don't want to be flipping destiny points to use dark side pips

7 hours ago, syrath said:

Agreed, however try out this in a dice app, or a chance calculator, upgrading to a yellow or add extra dice. Extra dice wins out everytime, and if you so choose and you have a less than 5 brawn, you can spend 10 more xp to buy enhance:brawn to use those 2 FR to add 2 green dice to the pool . 2 additional dice outweigh a double upgrade every time (except on triumph) you then have a lot of flexibility and if you do commit to enhance brawn you also up your soak by 2 , your damage by 2 , your brawn skill checks by 2, IMO enhance trumps sense in so many ways when it comes to brawling. (even better is to get enough FR to do both but you need the actions to commit), this does not require strain or destiny points or conflcit.

You appear to be assuming that as a martial artist you don't have all yellow or all yellow except for 1 green in your brawl check.. given that maxing out a primary attack skill early in the game is the easiest/cheapest way to get more dice in the pool, I don't think that's a valid assumption.

Only 3 of my 8 (now six players, since 2 left the game do to getting married and a changing work schedule) didn't max out their primary combat skill as soon as possible, 2 were non combat characters, 1 was a Droid who started with 4 in agility and was 1 talent away from getting a dedication when we started at knight level... so he had 5 dice 1 yellow (a free rank in ranged light from gadgeteer) the rest green starting in the second session. And he eventually did max out his skill ranks.

Point is in my experience a double upgrade to attack usually *ADDS* 1 yellow die to the pool (as opposed to converting 2 green to yellow)

And the double upgrade to defense is worth it because it'll add a die to short range ranged attacks difficulty (and convert a purple to a red), and after converting the melee 2 purple to red, allow you to spend 1 strain on dodge as an incidental to add a purple... and dodge is incredibly easy to get (as a scar talent, last 2 pages of forged in battle)

Ultimately if you want to compare the Enhance:Brawl to Sense

If sense gives an additional 1 yellow dice then it gives you a 66% chance of getting at least one successs and a 50% chance of getting 1 advantage, generally you will favor one over the other. Adding a force dice gives you a 66%(82%) chance of getting at least one result you can choose (of which 45%(49%) are at least double results. - note the number in brackets is for darksiders.

So the chance of whiffing the roll (assuming you dont use the opposite pips) is 34% (18%) for enhance and 8.3% for sense.

If the roll you made , has you needing a success though, the chances are 66%(82%) for enhance vs 66% for sense

If you needed advantage the chances are 66%(82%) for enhance vs 50% for sense

The chances for triumph are 0% for enhance and 8% for brawl

the chances of getting a triple result are 8%(8%) for enhance , 0% for sense

the chances of a quadruple result are 6% (1%) for enhance, 0% for sense.

For enhance though you have the added benefit of being able to enhance athletics and resilience checks, but if you choose to commit your dice with FR2 you can either upgrade all your Brawn or Agility checks twice or at the very least add 2 green (assuming 4 or less in stat) or 1 in each if you can spare two actions.

Enhance works on brawl without spending two actions to commit and requires one action to commit to enhance brawn. Enhance -brawn even helps you defensively but in a different way to sense

So enhance brawl doesnt require two actions to commit gives you identical or better chances of getting the result you need at the expense of a higher chance of perhaps getting no result (for FR2 thia decreases as you gain FR), has a chance of getting double the amount of results for fr2 or triple for fr3, can guarantee a result of 2-4 additional results if you accept the penalty and also applies to resilience and athletics (if you buy only those)

Enhance Brawn essentially upgrades 2 dice(identical to sense offense) or adds 2 green (assuming brawn of 4 or less) , but it not only applies to combat but to all brawn checks. Defensively it gives you 2 additonal soak against every non breach attack compared with changing 2 purple to two red for your opponents check (8% less chance to hit), but giving a 16% chance of a despair. (or a purple to red-purple which gives 15% less chance to hit and 8% chance of despair).

Sense also has the advantage of being able to work with all combat checks, not just brawl and is one of the few ways to upgrade lightsaber checks.

For brawl, offensively there is very little advantage in using sense beyond the fact you increase the chances of rolling a triumph (essentially an 8% chance). For flexibility enhance is better, although an argument can be made if your brawn is 6, even then through 8 dice for FR2 ,2 force dice is going to be able to give you a higher chance of giving you the result you need rather than just adding another yellow without needing 2 maneuvers to turn on the power.

Apologies for being maths heavy but it was important to show that enhance Brawn can do the same thing as sense-offense combined with force protection 2 ,without the strain cost and also letting you upgrade all your brawn checks at the same time, and also has the added benefit of adding force dice to your brawl checks even if you dont have time to commit)

Edited by syrath

What calculator do you use?

41 minutes ago, syrath said:

If sense gives an additional 1 yellow dice then it gives you a 66% chance of getting at least one successs and a 50% chance of getting 1 advantage, generally you will favor one over the other. Adding a force dice gives you a 66%(82%) chance of getting at least one result you can choose (of which 45%(49%) are at least double results. - note the number in brackets is for darksiders.

How does a Light Side character have a 66% chance of rolling LS pips on a single Force Dice? Isn't it a 5/12 chance?

Your also not including the chance of double results from the Proficiency dice.

Also Enhance Brawn only increases your Brawn to 6, not beyond, which is still awesome but you can't get a dice pool beyond that.

I also think your underplaying the Strain/Conflict cost from Enhance Brawl, 7/12 times on that die your spending Strain to get the result you want, the Proficiency dice gives you a cost free result 11/12 times.

But again, I agree the flexibility of not having to use an Action to commit, and being able to use those Dice for other things, is exceptionally useful... but only if you have other things to use them on. Enhance Force Leap is the obvious choice. Heal is another great choice, as is Bind if you want to catch rather than kill. Then there are the multitude of force talents that can benefit a Brawl character.

I must point to One With The Universe as being an incredibly powerful talent when paired with Enhance.

37 minutes ago, Richardbuxton said:

What calculator do you use?

How does a Light Side character have a 66% chance of rolling LS pips on a single Force Dice? Isn't it a 5/12 chance?

Your also not including the chance of double results from the Proficiency dice.

Also Enhance Brawn only increases your Brawn to 6, not beyond, which is still awesome but you can't get a dice pool beyond that.

1/ I am comparing an FR 2 charafter since originally we were looking at someone able to both enhance defense and offense which requires two committed force die.

2/ I did compare the double results for sense if you look at the percentage chances they are in there otherwise 50% chance of rolling and advantage and 66% chance of a success, I originally listed them seperately but the post was massive , the best that sense can get is a double result the best enhance can get is 4. The point is that enhance gives you the choice which means that you have a 66% chance to roll at least a single white pip on 2 force dice, which is the same chance as rolling a success on an additional proficiency and the proficiency has a 50% chance of rolling an advantage. sense has a better chance of giving you a result, it has a better chance of rolling a double result, but when you roll at higher levels you frequently find yourself either not rolling enough success because you rolled too many advantage or not needing more success but having less advantage. Adding 2 force dice helps alleviate that as you can add successif you need it or advantage if you need it, plus you have the potential for triple or quadruple results as I listed. Finally if you absolutely need to use the dark pips to make the roll and you have the DP you can guarentee results from your force dice eliminating all chance from it, and you can know this before the role. Enhance is way more flexible , can guarantee a better result, dp permitting, and even restricting to white pips at 2 Fr has an identical chance of adding success (also has a higher chance of adding 2)

Lastly I did say that enhance brawn helps only if your brawn was 4 or less, again assuming FR2.

Sorry I didnt mention Fr2 till half way down in that post but in my previous I did mention it.

Edited by syrath

Ok, so looking at a pure attack focus your comparison is between a single Force Dice in Sense and 2 in Enhance... of course Enhance looks better!

So then what is the outcome for a character who commits 1 dice to Sense offence and uses the second die for either of Enhances options? You could gain 2 upgrades and an increase to Brawn, or 2 upgrades and the option of additional Success/Advantage.

My point is that Sense is a very efficient use of 1 Force Dice if defence is less important

9 minutes ago, Richardbuxton said:

Ok, so looking at a pure attack focus your comparison is between a single Force Dice in Sense and 2 in Enhance... of course Enhance looks better!

So then what is the outcome for a character who commits 1 dice to Sense offence and uses the second die for either of Enhances options? You could gain 2 upgrades and an increase to Brawn, or 2 upgrades and the option of additional Success/Advantage.

My point is that Sense is a very efficient use of 1 Force Dice if defence is less important

Strangely though even then at FR1 , you actually have an better chance of rolling a double success. and an equal of rolling a double advantage (but less chance of a double anything). FR2 is not that undoable for any non lightsaber spec, the one quoted was niman which still can. Also the poster also said the people have maxed out skills so assuming FR 2 or more is a reasonable assumption.

Edit - I suppose the point im trying to make is that sense doesnt scale as well as enhance, but even at FR1 enhance is always on, sense needs a commit action and two if you want both benefits, and if you accept that when you need to have the force dice give you a result that the option is always there as long as you have the DP , personally I havent found the strain to be a problem and with precision strike the destiny points arent either, if my own roll is good enough that I dont need them I dont use them then I dont, the flexibility is its power.If I had two more force dice to commit on sense id still use enhance.

Edited by syrath

So let's see what the absolute best outcome you can get from that FR2 in an offence focused build assuming Brawl is the skill. The possible ways to use the dice includes:

Enhance Brawn (Commit)

Enhance Brawl (combined)

Sense Offence (commit)

Marked For Death (Commit)

Essential Kill (combined)

My guess is that 1 dice committed to Sense and another to Enhance Brawn gives the highest additional chance of success without using Strain (ignoring Conflict here).

1 dice committed to Marked for Death and the other used on Enhance Brawl has the highest increase in Advantage.

But what has the total highest increases in chance for everything? That's where I think 1 in Sense and the other combined with Enhance Brawl would be the best. You get the biggest increase from a single dice in Sense but maintain some flexibility with Enhance.

Edit: I don't know a calculator that can do this hence I'm completely guessing here.

Edited by Richardbuxton
16 minutes ago, Richardbuxton said:

So let's see what the absolute best outcome you can get from that FR2 in an offence focused build assuming Brawl is the skill. The possible ways to use the dice includes:

Enhance Brawn (Commit)

Enhance Brawl (combined)

Sense Offence (commit)

Marked For Death (Commit)

Essential Kill (combined)

My guess is that 1 dice committed to Sense and another to Enhance Brawn gives the highest additional chance of success without using Strain (ignoring Conflict here).

1 dice committed to Marked for Death and the other used on Enhance Brawl has the highest increase in Advantage.

But what has the total highest increases in chance for everything? That's where I think 1 in Sense and the other combined with Enhance Brawl would be the best. You get the biggest increase from a single dice in Sense but maintain some flexibility with Enhance.

If you want your dice to come up with success only (advantage is harder and favors enhance) Sense gives you a 50% chance of 1 success 16% of 2, compared with 16% and 25% for a lightsider using enhance. So if you wanted to compare DPS over 100 rolls the sense does 82 more dmg compared with 66 on double enhance. So sense and enhance would get 148 additional damage over 100 rolls compared with 132.

This however doesnt factor in the loss due to using an action to commit, but if you always used enhace to increase damage and never used a darkside pip and you were a lightsider you would do, on average, 16 more damage over 100 combat checks. So 0.16 dmg per check if you use sense and enhance compared with double enhance.

edit my wording the last few days has been shoddy and for that , forgive me, its been a crazy week for me and I dont mind sharing that my father was taken into hospital with septicemia , and that strangely wasnt the worst thing to happen.

Edited by syrath

Thank you.

Out of interest what is the increase in chance of success/Advantage/Triumph/multiple when you go from 2 Ability dice to 2 Proficiency?

Im wondering if Enhance is better than Sense if you don't have a starting pool full of Proficiency.

By the way what calculator are you using? Or are you just far better at maths than me?

Edited by Richardbuxton