How does a player make an Influence power check? I can't figure it out.
It's part of a Discipline vs. Discipline check, but is it a normal check? If so, against what difficulty?
Help is appreciated.
How does a player make an Influence power check? I can't figure it out.
It's part of a Discipline vs. Discipline check, but is it a normal check? If so, against what difficulty?
Help is appreciated.
Contested with the Victim, I would believe. So use their Skill/Characteristics as difficulty and upgrades as normal.
Contested with the Victim, I would believe. So use their Skill/Characteristics as difficulty and upgrades as normal.
Thanks. But I am still none the wiser.
There is no Influence skill to use, therefore no characteristic. The Discipline vs. Discipline makes sense, no problem.
But how does one make an Influence check as a part of that? I can't find an explanation, and I am at a total loss.
Yeah, the 'affect thoughts' Control Upgrade for Influence could have been worded a little better.
I'm reading the "Discipline vs. Discipline" as being an opposed check, so the target's Discipline would be converted to Difficulty/Challenge dice for the PC's dice pool.
The PC would also roll their Force Die/Dice along with their Discipline. If they don't generate the necessary number of Force Points (either no LS pips rolled or they're unable/unwilling to spend a Destiny Point & suffer Strain to convert any DS pips), then the power fails to have any effect.
So by way of example, a F/S Exile with Willpower 3, Discipline 2, and Force Rating 1 wants to mind-whammy an Imperial customs agent (Willpower 3) into believing there's no contraband aboard the smuggler's ship after the agent finds the poorly hidden contraband that actually is aboard the ship. Prior to making the check, the Exile moves up to be within arms' reach of the customs inspector, putting them effectively at Engaged (so no need for a Range Upgrade).
The Exile's dice pool would be 1 Force die (from his Force Rating), 2 Proficiency dice (ranks in Discipline), 1 Ability die (remaining point of Willpower), and 3 Difficulty dice (the inspector's Willpower rating).
Rolling the dice, I got the following result:
4 successes, 1 advantage, 1 failure, 3 threat, 1 Light Side Force Point
So our Exile got the required 1 Force Point to activate the power, and succeeded on the opposed Discipline check. Customs inspector has been mind-whammied into thinking there's no contraband... but only for the next few minutes, meaning the party better hustle. As for that lingering 2 Threat, the GM decides that once the customs inspector realizes he'd been hood-winked, he's going to go looking for the PCs with a couple of stormtroopers in tow...
Yeah, the 'affect thoughts' Control Upgrade for Influence could have been worded a little better.
I'm reading the "Discipline vs. Discipline" as being an opposed check, so the target's Discipline would be converted to Difficulty/Challenge dice for the PC's dice pool.
The PC would also roll their Force Die/Dice along with their Discipline. If they don't generate the necessary number of Force Points (either no LS pips rolled or they're unable/unwilling to spend a Destiny Point & suffer Strain to convert any DS pips), then the power fails to have any effect.
So by way of example, a F/S Exile with Willpower 3, Discipline 2, and Force Rating 1 wants to mind-whammy an Imperial customs agent (Willpower 3) into believing there's no contraband aboard the smuggler's ship after the agent finds the poorly hidden contraband that actually is aboard the ship. Prior to making the check, the Exile moves up to be within arms' reach of the customs inspector, putting them effectively at Engaged (so no need for a Range Upgrade).
The Exile's dice pool would be 1 Force die (from his Force Rating), 2 Proficiency dice (ranks in Discipline), 1 Ability die (remaining point of Willpower), and 3 Difficulty dice (the inspector's Willpower rating).
Rolling the dice, I got the following result:
4 successes, 1 advantage, 1 failure, 3 threat, 1 Light Side Force Point
So our Exile got the required 1 Force Point to activate the power, and succeeded on the opposed Discipline check. Customs inspector has been mind-whammied into thinking there's no contraband... but only for the next few minutes, meaning the party better hustle. As for that lingering 2 Threat, the GM decides that once the customs inspector realizes he'd been hood-winked, he's going to go looking for the PCs with a couple of stormtroopers in tow...
Thanks for the assist. I thought he just needed a nudge in the right direction. ![]()
Also, in case it wasn't clear, an "Influence power check" is pretty much the same as a Force Power check, wherein you roll a number of dice equal to your Force Rating. Just in the case of an opposed check like this (or the Discipline check to attack using Move), you simply add the Force Die to the Discipline dice pool instead of making two separate rolls, mostly as a means to speed things up at the table.
Thanks a lot! Both of you.
Never underestimate the power of this forum!
I am still struggling with force powers and the influence power in general. My group has been playing EOTE for the entire year but none of us have attempted a force sensitive character.
I decided to give it a go it a go with my character. I am still confused on how to use/activate force powers. In the above example in this thread wouldnt you need 2 white pips to activate both the base power and then another to activate the control upgrade?
In the example he only rolls 1 white pip, not 2.
Also I believe there is a difference between "Force Point" and the pips on the die. The white and black pips, if I am correct, DO NOT represent a "force point". Force points only equate to the number of force die you roll. The pips are what are used to trigger the force powers.
Seems extremely difficult to trigger anything other than the base power... unless I am completely wrong.
Force pips are the black and white dots on the dice. If a power is referring to a die it will either explicitly state that or the icon will be of a 12 sided die.
Edited by 2P51Thanks 2P51, that is my understanding as well. I was just commenting on the fact that I see the terms "force points" and "pips" be used interchangeably which is not correct and could be confusing.
Yeah, the 'affect thoughts' Control Upgrade for Influence could have been worded a little better.
I'm reading the "Discipline vs. Discipline" as being an opposed check, so the target's Discipline would be converted to Difficulty/Challenge dice for the PC's dice pool.
The PC would also roll their Force Die/Dice along with their Discipline. If they don't generate the necessary number of Force Points (either no LS pips rolled or they're unable/unwilling to spend a Destiny Point & suffer Strain to convert any DS pips), then the power fails to have any effect.
So by way of example, a F/S Exile with Willpower 3, Discipline 2, and Force Rating 1 wants to mind-whammy an Imperial customs agent (Willpower 3) into believing there's no contraband aboard the smuggler's ship after the agent finds the poorly hidden contraband that actually is aboard the ship. Prior to making the check, the Exile moves up to be within arms' reach of the customs inspector, putting them effectively at Engaged (so no need for a Range Upgrade).
The Exile's dice pool would be 1 Force die (from his Force Rating), 2 Proficiency dice (ranks in Discipline), 1 Ability die (remaining point of Willpower), and 3 Difficulty dice (the inspector's Willpower rating).
Rolling the dice, I got the following result:
4 successes, 1 advantage, 1 failure, 3 threat, 1 Light Side Force Point
So our Exile got the required 1 Force Point to activate the power, and succeeded on the opposed Discipline check. Customs inspector has been mind-whammied into thinking there's no contraband... but only for the next few minutes, meaning the party better hustle. As for that lingering 2 Threat, the GM decides that once the customs inspector realizes he'd been hood-winked, he's going to go looking for the PCs with a couple of stormtroopers in tow...
My question was around this scenario... wouldn't he need 2 Light Side Pips to do this? One for activating the base power and one for trying to use the control upgrade?
CaptFunNugz,
The PC would only need one Force Point to activate the "affect thoughts" effect of Influence, since the Control Upgrade makes it an alternate effect of the base Influence power, much as how the Basic Power for Sense has two separate effects (detect all life forms or sense the emotions of an engaged target).
This is based of an answer I got from one of the designers a while back regarding the Sense Control Upgrade back during the Beta, namely does the PC have to spend 2 Force Points to activate the "sense target's surface thoughts" effect (1 for the base power, 1 for the Control Upgrade) or just the 1. Answer was "just the 1 for that specific effect."
Okay I think that makes sense to me, I guess I am kind of confused on when I would need to roll 1 vs 2 white pips to activate force powers. I selected Influence as my very first power.
I will check the CRB when I get home and see if I can make sense of it. The DM and myself are kind of learning this together since my character is the first character we have ever had trying to be a FS character.
We may need to do some test rolls to make sure him and I are on the same page.
Also I believe there is a difference between "Force Point" and the pips on the die. The white and black pips, if I am correct, DO NOT represent a "force point". Force points only equate to the number of force die you roll. The pips are what are used to trigger the force powers.
Points and pips are interchangeable as far as I know. The number of dice you roll is based on your Force Rating, not Force Points.
This is how I understand the rules:
*These costs are spelled out fairly plainly, but still I can appreciate that it's a difficulty concept to get one's head around...it took me a few reads through the rules.