Willpower/discipline talents

By Luahk, in Star Wars: Force and Destiny RPG

Just interested to know what skills you can use to enhance these. Like to gain blue dice or take advantage of a high rating.

What talents are you thinking of, specifically?

Like duelist training and multiple foes helps saber welders. If I'm a force user what skills should I be aiming for.

Discipline is the go-to skill for most Force powers. So that's a good place to start.

I'm wondering if I'm understanding your question, because the answer is in the thread title.

So far, the only Discipline-specific talent is Confidence, which reduces the check difficulty, and then only for fear check.

The main reason for the lack of Discipline-boosting skills is likely because of Discipline's heavy use with the Force. I suspect that FFG didn't want to boost Discipline too much out of fear of making the Force overpowered, which has been a massive problem in previous Star Wars RPGs.

Oh...are you asking about talents that works with the Discipline skill?

3 hours ago, awayputurwpn said:

Oh...are you asking about talents that works with the Discipline skill?

Yes. Apologies if that wasn't clear.

3 hours ago, Absol197 said:

So far, the only Discipline-specific talent is Confidence, which reduces the check difficulty, and then only for fear check.

The main reason for the lack of Discipline-boosting skills is likely because of Discipline's heavy use with the Force. I suspect that FFG didn't want to boost Discipline too much out of fear of making the Force overpowered, which has been a massive problem in previous Star Wars RPGs.

I thought so but wanted to double check.

8 hours ago, Absol197 said:

So far, the only Discipline-specific talent is Confidence, which reduces the check difficulty, and then only for fear check.

The main reason for the lack of Discipline-boosting skills is likely because of Discipline's heavy use with the Force. I suspect that FFG didn't want to boost Discipline too much out of fear of making the Force overpowered, which has been a massive problem in previous Star Wars RPGs.

Interestingly, they could've easily made Discipline more useful in other, non-Forcey ways. I can't think of a single career concept that couldn't benefit from a talent that lets you do something better, because you have had training and Discipline to continue despite outside influences to the contrary.

If it is true, that they nerfed Discipline overall, because they thought it would make the Force too OP, then I think they missed the mark entirely. Really easy fix here, don't make the stuff Discipline can help be Force related. :D

On 10/29/2017 at 8:39 PM, Luahk said:

Just interested to know what skills you can use to enhance these. Like to gain blue dice or take advantage of a high rating.

Mind Over Matter in the Executioner and Martial Artist specs allows you to flip a Destiny point and recover strain equal to Willpower. Deathblow, also in Executioner, lets you add damage to a successful attack equal to Willpower. Those are the only talents I can think of outside of Force powers that take advantage of high Willpower/Discipline ranks.

Edit: actually there are a couple of other talents I found after a quick search. Force of Will in Force-Sensitive Emergent lets a player use Willpower for a check instead of the normal characteristic once per session. Hard-headed and Improved Hard-headed use Discipline to resist status effects or prevent passing out from exceeding strain. Master Instructor and That's how it's done in the Instructor spec also take advantage of high Discipline and Willpower. I think Master Instructor is also in the Consular Teacher spec too. And finally, Command allows a Leader to boost his allies' Discipline for 24 hours with a Leadership check.

Edited by AeroEng42

Hard Headed, in the Archaeologist and Marshal trees and perhaps elsewhere, lets you make a PPPP Discipline check to ignore the Staggered and Disoriented status effects.

Edited by SavageBob
1 hour ago, AeroEng42 said:

Mind Over Matter in the Executioner and Martial Artist specs allows you to flip a Destiny point and recover strain equal to Willpower. Deathblow, also in Executioner, lets you add damage to a successful attack equal to Willpower. Those are the only talents I can think of outside of Force powers that take advantage of high Willpower/Discipline ranks.

Edit: actually there are a couple of other talents I found after a quick search. Force of Will in Force-Sensitive Emergent lets a player use Willpower for a check instead of the normal characteristic once per session. Hard-headed and Improved Hard-headed use Discipline to resist status effects or prevent passing out from exceeding strain. Master Instructor and That's how it's done in the Instructor spec also take advantage of high Discipline and Willpower. I think Master Instructor is also in the Consular Teacher spec too. And finally, Command allows a Leader to boost his allies' Discipline for 24 hours with a Leadership check.

I discovered executioner. I skimmed it initially and assumed it was a range only thing.

Nope, the Executioner gets both Ranged (Heavy) and Melee, and all of its talents work for both ranged and melee combat and boost your and/or your party's combat prowess. Basically, the name says it all. And thankfully it has Willpower and Discipline as a secondary characteristic/career skill to flexibly fuel its crazy damage output.

Sort of on topic, since it's very obvious that Discipline, and Willpower in general, are very under utilized for anyone that doesn't use the Force, what are some other ways you can think of to make it more of a universally desirable skill? Because IRL, I can think of few things that can't benefit from some Discipline being sprinkled into them.

Types of actions that could benefit from Discipline, ways to use it as the "action" skill for people not using the Force, etc etc.

Thoughts?

10 minutes ago, KungFuFerret said:

Sort of on topic, since it's very obvious that Discipline, and Willpower in general, are very under utilized for anyone that doesn't use the Force, what are some other ways you can think of to make it more of a universally desirable skill? Because IRL, I can think of few things that can't benefit from some Discipline being sprinkled into them.

Types of actions that could benefit from Discipline, ways to use it as the "action" skill for people not using the Force, etc etc.

Thoughts?

Off the top of my head, I can't think of generic actions, but one thing does come to mind: an Improved Brace talent that allows you to test Discipline and apply Brace for the remainder of the encounter. Basically, rather than spending a maneuver every round to manage environmental effects, a successful Discipline check once applies Brace for the rest of the encounter. Could be an action, or a maneuver like Improved Hunters Quarry.

24 minutes ago, KungFuFerret said:

Sort of on topic, since it's very obvious that Discipline, and Willpower in general, are very under utilized for anyone that doesn't use the Force, what are some other ways you can think of to make it more of a universally desirable skill? Because IRL, I can think of few things that can't benefit from some Discipline being sprinkled into them.

Types of actions that could benefit from Discipline, ways to use it as the "action" skill for people not using the Force, etc etc.

Thoughts?

Hmm. Like a blue when using discipline to oppose a check?

2 minutes ago, Luahk said:

Hmm. Like a blue when using discipline to oppose a check?

No, I meant more along the lines of other ways that you could have a non-Force user utilize the Discipline skill. Since I can't, off the top of my head anyway, think of any real examples of times in the books, where someone would roll Discipline, that isn't in relation to a Force thingy.

51 minutes ago, Luahk said:

Hmm. Like a blue when using discipline to oppose a check?

"Conviction": add setback die per rank of talent to incoming checks when resisting outside influences.

Edited for better wording per the rules for opposed checks and to follow similar mechanics and balance of Nobody's Fool.

Edited by AeroEng42
Just now, KungFuFerret said:

No, I meant more along the lines of other ways that you could have a non-Force user utilize the Discipline skill. Since I can't, off the top of my head anyway, think of any real examples of times in the books, where someone would roll Discipline, that isn't in relation to a Force thingy.

Luahk's idea would be useful for non-Force users resisting hostile Force powers, so I can see its benefits.

3 minutes ago, AeroEng42 said:

Luahk's idea would be useful for non-Force users resisting hostile Force powers, so I can see its benefits.

That was my thinking. Someone very well conditioned to resisting mental Assualts and the like.

5 minutes ago, AeroEng42 said:

"Conviction": add boost die per rank of talent to Discipline checks to resist outside influences

Someone get this guy a job.

Willpower and Discipline are both important to resist the effects of fear checks, which I think most GMs forget about most of the time. But arguably fear checks should be called for several times a session: when encountering a new type of foe for the first time, when exploring an abandoned warehouse, when three more minion groups of stormtroopers show up to reinforce the ones you've been fighting, when you see your buddy take a major crit, etc.

Likewise, I don't think many GMs use social skills against their players, but Discipline is the go-to to resist Coercion, Deception, and Leadership. There are also a bunch of talents that only come into play if a GM uses social skills against the players.

2 minutes ago, SavageBob said:

Likewise, I don't think many GMs use social skills against their players, but Discipline is the go-to to resist Coercion, Deception, and Leadership. There are also a bunch of talents that only come into play if a GM uses social skills against the players.

So more reason to have it no? As it would help in more situations than one.

I let my players roll Discipline when recovering Strain after encounters.

45 minutes ago, Luahk said:

So more reason to have it no? As it would help in more situations than one.

You'd probably need to remind your GM that you want him or her to roll social skills against you, but yeah.

45 minutes ago, rogue_09 said:

I let my players roll Discipline when recovering Strain after encounters.

I thought that was the rules anyway? That or cool?