Enhance as a maneuver

By Ender07, in Game Masters

One of the final control upgrades to the Enhance Force Power, it states "The user only needs to use a maneuver to perform a Force Leap, instead of an action." I initially thought that meant you would no longer need to roll an athletics check because normally when you roll some dice that is your action. However after thinking about it further, I figured you probably need to still roll the athletics check (as you would have before unlocking that upgrade), it would just count as a maneuver instead then you get to roll your action.

What do you think is the proper way to roll it?

There's no Athletics check when doing a Force Leap. Just Force dice = current force rating and spend 1 or 2 force points to move to a point within short/medium range. Should be pretty quick, even through it's a maneuver.

53 minutes ago, Ender07 said:

However after thinking about it further, I figured you probably need to still roll the athletics check (as you would have before unlocking that upgrade), it would just count as a maneuver instead then you get to roll your action.

That control upgrade only works on the Force Leap portion of the power, which is only a Force Power check—you only roll your Force dice for the Force Leap; you don't roll an Athletics check.

All the other applications of the power are either a combined check (which means you roll a Force power check along with your Athletics/Coordination/Piloting/etc action), which can't be reduced to a maneuver via the aforementioned Control upgrade, or ongoing effects, which also require actions and also cannot be reduced to maneuvers.

Edited by awayputurwpn

That makes a lot more sense. Thanks guys!

Of course, you do have to figure out where you stand on your player activating the power two or three times in a round. Once as an Action, twice as a Maneuver? I know it's just movement, but that can get crazy. Or when their FR is up a bit, should they really be able to Leap into combat from Long range, attack, then Leap back to Long range?

I would consider either restricting the Leap to once per round, or ruling that you can't Leap to engaged, but it's not something I've had to deal with.

4 minutes ago, The Grand Falloon said:

Of course, you do have to figure out where you stand on your player activating the power two or three times in a round. Once as an Action, twice as a Maneuver? I know it's just movement, but that can get crazy. Or when their FR is up a bit, should they really be able to Leap into combat from Long range, attack, then Leap back to Long range?

I would consider either restricting the Leap to once per round, or ruling that you can't Leap to engaged, but it's not something I've had to deal with.

I agree, you should only be able to leap to short range then move into engaged, same goes with getting out of combat...you have to disengage to short then leap away. I have had this happen a few times now and it makes melee combat against the individual very difficult with them leaping around like in the scene with Yoda vs. Count Dooku! lol

The caveat is that you can't Force Leap into an engagement. You still have to spend the maneuver to engage.

So you can cover a lot of ground in one turn with Force Leaps, or a lot of vertical distance, but for leaping directly into combat, Yoda-style, you'll need the Hawk Bat Swoop talent.

Edit: didn't see your reply @Ender07 . Yes, that is the case, you do still need to engage with a maneuver per the RAW (according to Sam Stewart).

I usually rule that you can disengage using the Force Leap, but that's my own rule.

Edited by awayputurwpn

An example of Athletics used with Enhance would be when Qui Gon and Obi Wan go Flash and Kid Flash running from the droidekas in the opening of TPM. They're in a chase essentially and wanna really burn rubber gettin away.

Also note the range upgrade explicitly calls out it can only be activated once (or rather, cannot be activated multiple times) in its long text. The furthest anyone will be leaping at once is medium range.

yep no combined check for "force leap" only a force check

the main benefit of a full upgraded "force leap" is the fact that you can move one rangeband up amd far without having to care about the terrain.
the second is that a player can use it to get three "movements" out of it, two times as a maneuver one time as a action. one of the few way one can reach a long distance in one round. first to medium, second to "half long", third to long (engagement or disengaments not included since you can't use it for this) it will cost (at least) 2 strain and you'll need three times to roll up two pips to start this feat but it is possible (more reliant at FR 3). Oh and the player needs to have a possibility to "land" between the jumps (no super-ultra-hyperjump in one go!)

the rest of the enchance tree (basis and left side) use the combined check to increase the capabilitys of the charackter on different fields of expertise.