Utility Belt Talent and Destiny Points

By newbiedm, in Star Wars: Edge of the Empire RPG

It seems there's some overlap here. Destiny Points allow you to find things out of the blue, etc... much like the Utility Belt talent.

How are you guys playing this? I'ma little confused. Why take the talent if the Destiny Point mechanic already allows for this more or less....

This talent is basically the Destiny Point "Deus ex Machina" mechanic on stims. And it removes GM fiat from the equation and fully empowers the player. It's not a bad thing; it's very flavorful and cool.

And I'm sOoo glad they fixed it from the way it was written in the Beta :) I gave the talent to my homebrewed Jedi Sentinel tree (for a KotOR game I was running), hoping against hope that the devs would fix the talent. And they did. And it was good.

This talent is basically the Destiny Point "Deus ex Machina" mechanic on stims. And it removes GM fiat from the equation and fully empowers the player. It's not a bad thing; it's very flavorful and cool.

The bold & underlined part is the important one.

With a regular Destiny Point expenditure, a GM can step in and say "sorry, not going to happen" if he thinks you're trying for too much, such as a fully-stocked repair bay when you're in the middle of a desert and your landspeeder breaks down, or other highly unlikely situations. If you've got an overly generous GM, then it's not a problem, but even a generous GM can cut back on what exactly you find; maybe not a full-blown repair bay and landspeeder, but perhaps a few tools and a derelict hulk of a landspeeder that's going to need a lot of work before it works.

With the Utility Belt talent, the PC can spend the Destiny Point for that particular item (within the talent's restrictions) and the GM can't veto it. So you can spend the Destiny Point, and while it won't get you the fully-stocked repair bay, it will get you a full-blown tool kit ("good thing I had those stowed in the trunk!"), which is good enough to probably get you a boost die on any Mechanics checks you'd make to repair that broken-down landspeeder.

got it

I think also the talent also acts as a guideline that acts to show how generous/often characters can use the tactic to get items. Example,one week players forget to bring atmosphere masks, next week they try the same thing ,as a GM I would be inclined to turn them down second time. However as stated with this talent that removes the decision from theGM, its only restriction is 'previously undocumented -but essential- small tool......with rarity less than 4 and cannot be a weapon unless the weapon has limited ammo 1(ie at the time of eote that includes a stun grenade)

I don't have anyone with the talent at the moment but this week we did use the deus ex machina. One of the PC's needed a breath mask and hadn't bought one (the other PC is a droid so it didn't matter for him). I pointed out that mechanic and he decided to use it.

In this case they weren't in a position to say they "found" one so I had it where the destiny point was used to modify the past basically. The player said that his character had bought one before they left the planet they had been on. I had him add it to his inventory and subtract the cost from his credits.

I am glad they added the "essential" wording for Utility Belt. Its a really useful talent but that one word definitely gives the GM a way to stop abuse of it.