Committing force dice

By damnkid3, in Star Wars: Force and Destiny RPG

We are starting a new Jedi Adventure so I'm looking at new Jedi powers and ran in to questions about committing dice to force powers:

1. I heard you can commit multiple dice to a power to gain the benefit multiple times, unless the power specifically says so. Is that true, Example Enhance raising Agility twice.

2. Committing force dice to powers with Upgrades. Most power when you commit a dice you get a flat benefit. How does it work if you use the dice to commit on a power with strength upgrades, like Bind or suppress. Do you keep all of the upgrades you rolled before you had committed your dice to keep the power ongoing?

Thanks for any answers, I don't have my book with me to try to look this up.

1 hour ago, damnkid3 said:

1. I heard you can commit multiple dice to a power to gain the benefit multiple times, unless the power specifically says so. Is that true, Example Enhance raising Agility twice.

Yes, that is absolutely correct. Imagine being able to increase your Agility twice, maybe thrice. That would be overkill, right?

1 hour ago, damnkid3 said:

2. Committing force dice to powers with Upgrades. Most power when you commit a dice you get a flat benefit. How does it work if you use the dice to commit on a power with strength upgrades, like Bind or suppress. Do you keep all of the upgrades you rolled before you had committed your dice to keep the power ongoing?

Looking at the Bind Duration upgrade, which specifically mentions staggering (which you can only do with the Mastery upgrade), you successfully roll the basic Force power, may use all other upgrades to add additional effects, and then commit Force dice to make all ongoing effects of the Force power permanent while committed.

Thanks, so when you get a really good roll you should then lock it in place.

To start committing force die you need a pretty high rating of 3-4 or else you won't be able to use other powers. It just depends on your play style.

3 hours ago, damnkid3 said:

Thanks, so when you get a really good roll you should then lock it in place.

Hold on.

Committing and rolling are two different things. You don't commit rolled dice or even roll at all when committing.

Committing a Force die is effectively lowering your Force Rating by 1 and activating an ongoing special effect. For the duration of that effect that die can't be used in rolls.

You don't commit black or white pips from a Force die result, you commit the die itself.

Edited by Stan Fresh

To explain a little further. There are force powers where you have to make force power rolls , example enhance leap requires you to roll dice equal to your current force rating and use at least one of the pips rolled to activate an effect.

Enhance: brawl is slightly different in that it boosts an existing check (it uses a combined force check and which means you roll a normal skill check and get to add your force dice equal to your current force rating and use those pips for an effect, in this case to add success or advantage to the roll)

Enhance:Brawn and Enhance:Agility (note both are separate powers here) allow you to commit a force dice to get a bonus while that dice is committed. while this dice is committed your current force rating is reduced. You only need to take an action to commit, so someone with FR1 can commit a die to raise their Agility from 4 to 5 this takes only an action, however if they then attempt to force leap they will fail as they wont roll any dice on that check as it is currently comitted on enhance-agility. So first they would have to uncommit , which is only done at the end of their own turn. If they had FR2 they could attempt a force leap but instead of rolling 2 force dice they would roll only one.

Edited by syrath

There are also some powers where you can *both* roll and commit, and where the effect of the committed die depends to some extent on the result of the roll, like Suppress and Bind. Which may be what was meant by "locking in a good roll."

Yes, I was looking for more of how it works with Bind and Suppress since those don't have fixed values when you commit a dice.

When using the bind power say I have a force rating of 4. I roll and get 6 pips, so I use the pips like this

1 pip - activate Bind

2 pips - activate Magnitude

2 pips - activate Range twice

1 pip to activate Mastery.

Do I have to commit my dice right now to continue the power reducing me to FR1. Also when I commit at this point will all of my activations continue to be included as long as the Force dice remain committed.

Thanks!

48 minutes ago, damnkid3 said:

Yes, I was looking for more of how it works with Bind and Suppress since those don't have fixed values when you commit a dice.

When using the bind power say I have a force rating of 4. I roll and get 6 pips, so I use the pips like this

1 pip - activate Bind

2 pips - activate Magnitude

2 pips - activate Range twice

1 pip to activate Mastery.

Do I have to commit my dice right now to continue the power reducing me to FR1. Also when I commit at this point will all of my activations continue to be included as long as the Force dice remain committed.

Thanks!

I believe how it works is: (1) Yes, you do have to commit your dice right after making the roll. (2) The full description of the Duration upgrade says that it applies to the Immobilized and Staggered effects of the power (so not to damage, crits or disorientation).

Still pretty brutal, since a light side user can take a single enemy 100% out of the match with this power.