Hey all! You may have seen my thread on the Edge board about a tweak to the Linked quality; long story short, it's a bad idea
! But I do love to tinker, so I've taken a look at a couple other abilities that might benefit from a tiny change: the Feint talent, and the ever popular Move power.
Let's start with Move. So, I feel the general consensus is that Move is a fairly potent Force power, to the degree that it might actually be broken. My classic fix was to change the difficulty of Move attacks, so that they're built like skills: take the Silhouette of the object being thrown, and the range of the attack. The larger number is the Difficulty, the smaller is number of upgrades. So far, this has worked well for me in game: of you're close up, you can drop a starship on an enemy without much worry, but once you're tossing that ship across half a kilometer, the chance of it rolling and causing some collateral damage you maybe don't want becomes not-insignificant. So characters tend to throw smaller objects, which keeps the damage from getting too ridiculous.
But I was thinking: what about a simpler fix? What would people say if we have the Hurl upgrade of Move a cost of 1 Force point to use? That would mean you can still throw telekinetic projectiles at Force rating 1, but you'd be limited to Silhouette 0 at short range. And at bigger Force ratings it gets easier, but you'll still need to invest some spiritual energy into enough "oomph!" to get the object moving fast enough to cause damage. It should help reduce the crazy amount of flying YT-1300s out there, no? What do you folks think? By itself? Combined with my Difficulty change? Or neither?
The second thing I want to look at is Feint, one of the (currently) unique talents for the Makashi Duelist. Now, on the surface Feint looks good: of you miss a melee attack but have three Advantage to spare, you were actually feinting the whole time! The target upgrades their next attack against you a number of times equal to your ranks. Coolio!
But the issue comes in with that first stipulation: the attack has to miss. Now, "miss" isn't very clearly defined in this game, but generally it means the same as "failed" for combat checks. If you cancel Successes and Failures and net 0 or fewer Successes, you've missed. But especially for Lightsaber combatants (and those are really the only ones who can get the talent currently), failed Lightsaber checks are fairly rare. Typically you'll hit, but your opponent will reduce the damage with Parry. So if you never miss, the talent is worthless.
I mean, the general answer would probably be "Great! I never need it because I always hit and am awesome!" But a hit with 1 Success could potentially be entirely cancelled out by your opponent's Parry, or at least to such a degree that you would have been better off getting the double defensive upgrade rather than the 2 wounds and the Discouraging Wound crit you got. So my idea was to make Feint work as follows:
"You may spend [AAA] or [R] on a melee combat check to upgrade the difficulty of the next combat check the target makes against you once per rank of Feint. If you do, your combat check deals no wounds."
Thoughts? Giving you the choice might make the talent more useful. I was considering making the use of Feint come after the target chooses whether or not to use Parry, but that seemed a bit too good.
Okay, thanks for humoring me, everyone!