Thematic Force Thread

By Hoarder of Garlic Bread, in X-Wing

Hate gives force on damage, Maul crew does the same with stress and damage, and the Senate regens a friend's force should he stress them. Grand Inky crew stresses himself to react, whilst 7th sister crew turns a situational bad condition into a worse one. The Senate could stress the attacker while using the force. Obviously the Dark Side (in the game) is defined by force being correlated to negative effects. (Is this, given Windu's tapping into the dark in combat, why his ability is so?) And would you look at that, the only Kylo build that spams his ability is the one that regens force on damage to show people the dark side.

When can we get a light side-specific card? Perhaps in the new Y wing, for it seems that a theme is rising. After all, much of the light side abilities are spending the force to distance one or others from a negative effect. Kanan and Luminara decrease the intensity of enemy attacks on friends. Kanan crew increases the blue on your dial. Luke gunner means no losing a target. Obi wan makes sure that you won't be caught tokenless unless you have to, Ahsoka lets you act even when stressed, and Anakin removes stress. Sassee can correct your trajectory. And Plo of course, looks out for his bros. Battle meditation is, like many of these abilities, purely supportive, but also faction-locked.

And Luke pilot ensures you always have at least 1 force charge when he defends.

"The Force will be with you, always"

To me Battle Meditation is like a light side card, doesn't benefit one's own self but helps a few others. I am sure the Republic and perhaps the Resistance will be sources of future light side force powers.

Its cool and interesting design space, I'm just hoping that the Light Side will get a Hate style card that allows a ship to regain force relatively regularly.

19 hours ago, Animewarsdude said:

Its cool and interesting design space, I'm just hoping that the Light Side will get a Hate style card that allows a ship to regain force relatively regularly.

For humor's sake I decided to imagine a polar opposite:

Hate: After you suffer 1 or more damage, recover that many force.

Love: Before you deal 0 or less damage, lose that many force.

But then it got me thinking. What if we had something like this:

Mercy: When you engage, if you do not perform any attacks, you may recover all your force.

or

Tranquility: When you attack or defend, you may cancel all your dice to recover the same number of force.

Maybe it's dumb but I think it would be fun to play with.

Edited by ClassicalMoser

Tranquility to make use of a whiff sounds awesome. Precedent already exists for that concept a la Cody and Rose Tico. I'd also pay good points for mercy.

Edited by player3010587

I really like the charge mechanic that ffg used for regen, afterburners, and other similar upgrades.

Calm: At the start of the end phase, you may spend one charge to recover a force charge.

I would give 2 or 3 charges. This would be great and thematic for the Jedi pilots.

I think something like getting an additional force back at the end of the round if you don't have a red token might be interesting or even having it be a choice of having a ship at 0-1 to regain a force or a ship at range 1 to remove 1 stress might work too with the theme.

5 hours ago, ClassicalMoser said:

T  ranquility  : When you attack or defend, you may cancel all your dice to recover the same number of fo  rce. 

4 hours ago, player3010587 said:

Tranquility  to  make use of a whiff sounds awesome.

How about something to capitalise on your opponents bad rolls?

Battle Tranquility: While you are the target of an attack, after the enemy rolls attack dice, you may cancel one of their blank results to recover one force.

Hate is in an interesting design space, since it only works if you're dying.

And being keyed to HP means the aces (Kylo/Vader) don't exactly get many uses out if it before they're in extreme danger.

Force charges are a powerful passive mod and anything that regens them faster is dangerous. Resource management becomes easier, modifying your dice becomes more automatic, pinning down an acey Jedi and burning through their force reserves becomes more difficult.

Every time a Vader or Luke has just used green dice + lots of force to stay alive annoyingly long, imagine them with one of these upgrades and consider that's the Luke or Anakin you now have to chase down.

I see a lot of ideas in this thread that are mirrors of Hate (upside for a bad thing happening) but tied to a far more inconsequential event than losing 1/5th or more of your HP. A kind of cool idea might be while attacking, you can cancel one of your hit results to regain a force... but anything that lets you cancel blanks or bad rolls, or generally just gives it for free, would be tremendous power creep for Jedi.

3 hours ago, svelok said:

Hate is in an interesting design space, since it only works if you're dying.

And being keyed to HP means the aces (Kylo/Vader) don't exactly get many uses out if it before they're in extreme danger.

Force charges are a powerful passive mod and anything that regens them faster is dangerous. Resource management becomes easier, modifying your dice becomes more automatic, pinning down an acey Jedi and burning through their force reserves becomes more difficult.

Every time a Vader or Luke has just used green dice + lots of force to stay alive annoyingly long, imagine them with one of these upgrades and consider that's the Luke or Anakin you now have to chase down.

I see a lot of ideas in this thread that are mirrors of Hate (upside for a bad thing happening) but tied to a far more inconsequential event than losing 1/5th or more of your HP. A kind of cool idea might be while attacking, you can cancel one of your hit results to regain a force... but anything that lets you cancel blanks or bad rolls, or generally just gives it for free, would be tremendous power creep for Jedi.

This is all very fair and I think you're right here. Force regen is very powerful, especially on 3-force aces who can use a lot of force every turn. This is why I really hope that Hate stays super cheap and/or scales with base size. I definitely don't want it costing more than 3-5 to put on Inqy/Vader because they're not getting that much out of it anyway.

Of course, these force upgrades wouldn't help Luke very much since his ability is basically just force regen anyway so he's just looking for more things to blow his excess force points on, but I guess that's pretty much anecdotal.

Perhaps it would be better to make it a much more limited effect and/or come with a higher opportunity cost. This is a little tricky to do without making it unplayable, but maybe:

Mercy: While attacking, before you roll attack dice you may cancel your attack to recover all your force charges.

So basically this is like taking a voluntary 1E blinded pilot to get force back. But this would be terribly situational, because as ISYTDS showed in 1st edition, losing out on a whole attack is just huge . I can see cases where I would use it, but only for 3-force aces that were totally depleted and if the shot wasn't going to be a good one anyway and/or if I accidentally got caught in a crossfire. Make it cheap and it might be great on Mace or Anakin with CLT when they miss that bullseye.

Tranquility: While attacking or defending, you may cancel any number of hit/crit/evade results to recover that many force charges.

Probably more useful than the above, but you'd really want to be careful here. Would probably be used mainly on defensive rolls where you got way more evades than you needed, so it would have to be pretty expensive as it has potential to be very strong on 3 agility aces. It's better because you're definitely not capitalizing on a whiff, just making something out of an overkill or super-dodge. I kind of like it.

12 hours ago, ClassicalMoser said:

For humor's sake I decided to imagine a polar opposite:

Hate: After you suffer 1 or more damage, recover that many force.

Love: Before you deal 0 or less damage, lose that many force.

But then it got me thinking. What if we had something like this:

Mercy: When you engage, if you do not perform any attacks, you may recover all your force.

or

Tranquility: When you attack or defend, you may cancel all your dice to recover the same number of force.

Maybe it's dumb but I think it would be fun to play with.

Tranquility sounds awesome, i'd second that!