Thoughts on the Suppress force power?

By Desslok, in Star Wars: Force and Destiny RPG

My accidental character is my first real honest to goodness Jedi under FFG rules. I've played a character with just a little bit of Force and a power - move - but this is my first, full on, sword swinging, robe wearing Jedi. To start with, I figured I'd try a force power that nobody else in the group has taken before, one that's a bit more defensive (as she's kind of a bookworm Jedi, not a In Your Face combat monster) - Suppress.

No real question for you guys, beyond simply asking what did you think of it? How useful was it? How fun was it?

It seems like a cool enough power and something a bit up her alley. I think my only point of concern is the Mastery tier, that it seems a bit weaksauce. In all the times running an NPC, I cant think of the last time I committed a die to keeping one of their force powers up. Is it really that lackluster or does it play much better than it reads?

If I was your GM and you purchased that power, then eventually got the Mastery, you can be assured I would have regular encounters with Force Users using commited dice. There’s so many different ways that they can be used it would become a fun challenge to drop clues without revealing to you what exactly was happening.

Alter or Battle Meditation could perform pivotal roles in so many different encounters, negating their effects would become vital in achieving victory yet identifying their use would be extremely difficult. Endure would be another fantastic Force Power for an NPC to use, and Suppress Mastery would be an absolute game changer against them.

13 hours ago, Desslok said:

. In all the times running an NPC, I cant think of the last time I committed a die to keeping one of their force powers up. Is it really that lackluster or does it play much better than it reads?

I would hazard a guess that this is because most of the powers used were combat related, which don't usually have a commitment requirement. Enhance is the only direct combat oriented that comes to mind, that has a committed effect (that I can recall, it's been a while since I looked at it). Most of the others are things that are more...atmospheric in nature. Battle Meditation would also qualify, but it's still one that I doubt actually gets used much by GMs. Nemesis usually end up being directly lethal characters, the Darth Vaders and Mauls of the world. Who will happily shove a lightsaber down your throat. For enemies like that, yeah the Mastery isn't much use. But if you have a scene, say, a Sith Lord, who is using Battle Meditation on a planetary scale to influence a big space battle, while also mocking an uppity little Padawan who thinks he's a Jedi, trying to stop his plans....well, having a PC that can sever that bond would be pretty darn handy.

I think the kind of scene it would be most useful in, is one that doesn't actually play out as much. The "my actual objective is X, but all I'm doing with the PC's is delaying them so X can happen. And they are too combat hungry to actually realize this is all a delaying tactic."

But yes, I made a Force user for a PBP game who was going to focus mostly on Suppress and Battle Meditation for his utility in combat, and I had thought of multiple situations where that Mastery would be very handy. Of course it depended on my GM actually using those situations. But a good GM would take that Mastery purchase into consideration, and provide opportunities for it to be used by the player.

So it sound like at the end of the day, the usefulness of the mastery is GM dependent. Or in short, just like how the rest of the game suppose to play out, the GM giving the players awesome stuff to do with their tools.

Okiedokie!

Pretty much yeah. :D

On 7/29/2019 at 9:43 PM, Desslok said:

My accidental character is my first real honest to goodness Jedi under FFG rules. I've played a character with just a little bit of Force and a power - move - but this is my first, full on, sword swinging, robe wearing Jedi. To start with, I figured I'd try a force power that nobody else in the group has taken before, one that's a bit more defensive (as she's kind of a bookworm Jedi, not a In Your Face combat monster) - Suppress.

No real question for you guys, beyond simply asking what did you think of it? How useful was it? How fun was it?

It seems like a cool enough power and something a bit up her alley. I think my only point of concern is the Mastery tier, that it seems a bit weaksauce. In all the times running an NPC, I cant think of the last time I committed a die to keeping one of their force powers up. Is it really that lackluster or does it play much better than it reads?

I can tell you for a fact that some of the other players often commit force dice for the defensive abilities in sense. I think one already has the ability in the new game. We just need some bad guys to do it. I think that can be arranged.

Edited by Split Light