Force Rating

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

Sorry if this was covered already, but I can't find a search funtion. I was wondering if there was a way that I can "purchase" force rating (with XP). I know that there is the +1 force rating talent at the bottom of the force sensitive exile tree. The force sensitve exile specialization does say that it increases the force rating to 1 if it is not already when you purchase the specialization. How do you get force rating other than by purchasing the specialization (and the talent at the bottom of the tree)?

You dont.

Sorry if this was covered already, but I can't find a search funtion.

top of the screen in the banner that has the menus. Even says "Search..." in it.

If you were using the Age of Rebellion (Beta) book, you could have gotten a Force Rating from their Force Sensitive career (I think it's called Emergent?).

Sorry if this was covered already, but I can't find a search funtion.

top of the screen in the banner that has the menus. Even says "Search..." in it.

Thank you! Now that you point it out, I see it there. I probably scrolled down before I even saw it since I didn't think most of that banner pertained to these threads. I thought it would be near the sorting options, and it wasn't.

If you were using the Age of Rebellion (Beta) book, you could have gotten a Force Rating from their Force Sensitive career (I think it's called Emergent?).

I guess they put it in the first book in case you bought the first book second?

They were open about releasing three related games right from the start. Knowing that, it'd be easy to foresee and plan against making Force Sensitive characters too powerful. (And I imagine most groups here will be buying all three core books at some point. :) )

Sorry if this was covered already, but I can't find a search funtion.

top of the screen in the banner that has the menus. Even says "Search..." in it.

Thank you! Now that you point it out, I see it there. I probably scrolled down before I even saw it since I didn't think most of that banner pertained to these threads. I thought it would be near the sorting options, and it wasn't.

If you were using the Age of Rebellion (Beta) book, you could have gotten a Force Rating from their Force Sensitive career (I think it's called Emergent?).

I guess they put it in the first book in case you bought the first book second?

It's worth noting that the Force Sensitive specializations in Edge of the Empire and Age of Rebellion are two different specializations. Both with their own unique feel. So as Dremaa pointed out, you could purchase Force Sensitive: Exile in Edge of the Empire CRB for the Force Rating: 1, then go down the talent tree to get the Force Rating +1 talent for a total of Force Rating 2, then purchase the Force Sensitive: Emergent specialization from the Age of Rebellion beta book and begin going down that talent tree to get the second Force Rating +1 talent. That would give you a total of Force Rating 3. Which is the maximum force rating available between the two games.

Edited by kaosoe

I wonder what the maximum will be when F&D (trying to avoid the FaD acronym :ph34r:) comes out. Will it be the alluded to max of 7 that was in the EotE beta book (I think that table was removed for the CRB and is not present in the AoR beta), or will we need to wait for supplements?

I also wonder about how they will try to limit the Force Rating increases, while still not having to cross-specialise too much. I suddenly got real excited about the F&D beta! :ph34r:

I wonder what the maximum will be when F&D (trying to avoid the FaD acronym :ph34r:) comes out. Will it be the alluded to max of 7 that was in the EotE beta book (I think that table was removed for the CRB and is not present in the AoR beta), or will we need to wait for supplements?

I also wonder about how they will try to limit the Force Rating increases, while still not having to cross-specialise too much. I suddenly got real excited about the F&D beta! :ph34r:

Hard to say at this point whether or not they will keep the max at 7. They may be re-evaluating that table, or saving it for the F&D book. Personally I think specs will be the only way to increase Force Rating, except when you choose a career. I think choosing a Force career will net you an initial Force Rating of 2 to start. Most Force users have dipped into different "specs" in their careers, so I don't think it goes against the genre. Universal Lightsaber spec trees may be the way they go, so they may also include the Force Rating talent in them as well. Characters traversing all three games will have to opportunity to pick up multiple Force specs. Although I think someone will have to be very dedicated to achieve a Force Rating of 7.

I certainly hope so. I'd hate a group of all FR 7 players jumping about... I mean, the force is cool, but I think that once you get to 3 or 4... well I might house rule something at that point. going above that is pretty beard, even with committed force dice for ongoing powers... suddenly you got both upgraded defence, upgraded attacks, and then you go roll two dice for throwing a YT at the enemy... :ph34r:

As far as prospective Force Careers, I'd be very surprised if the PCs do start off at FR 2.

If anything, I'd imagine it'd be FR 1, but the Force Rating talent would be available earlier in the spec, such as being a third row talent as well as a fifth row talent, particularly for the "trained Force-user" specializations, a contrast to the "mostly self-taught" specs that are the F/S Exile and F/S Emergent.

I think they need to do this really carefully, and FFG seem to realise this, which is why they are doing this one last.

I've really liked the glimpses of the Force they have given us thus far. Exiles and Emergents are cool, but not so unbalancing that they make everyone else redundant.

I much prefer the EoE feeling for my games, to be honest. One of the reasons I dislike the Clone Wars era is that it's 'Jedi Town', where every character of importance and his droid have lightsabers. I like the idea of Han Solo and Mal Reynolds types being important, too. In an EoE game, Force sensitives are rare and special, as they should be.

Don't get me wrong, SW needs the Force, it's what really makes it unique. But in a game system, they need to make sure it's balanced to some degree. I know we'll have to see some degree of 'power creep' (an entire party starting with lightsabers!) but I hope they can keep it to a minimum.

And the problem with basing a game off a movie is that a game has to be balanced, while in a book or film, some options are empirically better. Realistically, a jedi will always be more powerful than a smuggler. And keeping jedi to being NPCs won't encourage players to get involved in your game.

It's similar to other games based on books or films. In LotR, done properly, elves are so much better than the other races. But if you tone them down and make them like D&D elves, it feels wrong in the setting.

And this can lead to silly situations. FFG's Warhammer 3 game allows you to play High Elves or Wood Elves, but it doesn't let you play elf mages... because they would be 'too powerful' apparently. So you have a situation where you can play a race, but not in the class that suits them best mechanically and thematically!

My SWAG (scientific wild-arse guess) is that they might just recapitulate the FSEs with a spec that is very similar (e.g.: Jedi Apprentice (please call it that and not "padawn"...thanks)) but then introduce more advanced specializations (like, oh, to use some random words, "jedi knight" and "jedi master") with slightly accelerated force rating acquisition, knowing that characters are already paying a steep XP surcharge to get those additional specs. That would be consistent with their apparent design philosophy that the balance against the power of the Force is its substantial xp cost.

My SWAG (scientific wild-arse guess) is that they might just recapitulate the FSEs with a spec that is very similar (e.g.: Jedi Apprentice (please call it that and not "padawn"...thanks)) but then introduce more advanced specializations (like, oh, to use some random words, "jedi knight" and "jedi master") with slightly accelerated force rating acquisition, knowing that characters are already paying a steep XP surcharge to get those additional specs. That would be consistent with their apparent design philosophy that the balance against the power of the Force is its substantial xp cost.

Seems likely. Although they will probably call it Force Apprentice so it could work for Jedi and Sith alike.

I just hope that they include a career/specialisation for Sith. :)

My SWAG (scientific wild-arse guess) is that they might just recapitulate the FSEs with a spec that is very similar (e.g.: Jedi Apprentice (please call it that and not "padawn"...thanks)) but then introduce more advanced specializations (like, oh, to use some random words, "jedi knight" and "jedi master") with slightly accelerated force rating acquisition, knowing that characters are already paying a steep XP surcharge to get those additional specs. That would be consistent with their apparent design philosophy that the balance against the power of the Force is its substantial xp cost.

Seems likely. Although they will probably call it Force Apprentice so it could work for Jedi and Sith alike.

Even betta'! I'd rather they not duplicate effort and just let the table determine what color the lightsabers are, so to speak(type). About the only thing that Darksiders dig into uniquely is sorcery which might be reserved for its own sourcebook (a cheap an easy sell because "OMG! darkdarkdark!")

For these (Jedi vs. Sith), I'd kind of like to see a talent tree system where some choices lock off others.

Like, if you took a Talent from the far-right, you had to cross out the talent on the far-left of the same row.

Or perhaps if some boxes were formated like this:

Feral Strength

(blah blah blah)

OR

Defensive Stance

(blah blah blah)

Just something to mechanically represent that these are two different paths, each of which prevent you learning what the other has to teach.

(A Jedi's serenity can't be channeled at the same time as a Sith's passion.)

Edited by Col. Orange

While I think it would be interesting, I can't see them doing support for dark-side PCs at all.

I think they'll just leave that in a sidebar or something, as with EoE. I'm quite happy with the 'flip a Destiny point to use the DS' we have at the moment, anyway.

They've said in the past that there will be mechanical repercussions to using the dark side, I'd imagine that would also include more concrete rules on when one becomes a darksider, or at least more on what that really means in game terms.

They've said in the past that there will be mechanical repercussions to using the dark side, I'd imagine that would also include more concrete rules on when one becomes a darksider, or at least more on what that really means in game terms.

I'm really hoping they do not, or of they must, do so in a way that does not subordinate narrative consquences for evil. To wit,

Player1: I dunno -- should we kill these people? They don't seem like much of a threat now.

GM: (tempting) They support the man who murdered your family -- don't you want revenge? Destroy his power base...do it!

Player1: Yeah, but if I do, I might go Darkside and lose stat points.

Player2: Oh, don't do it man. Those stat points are way too valuble!

Player3: *belches*

GM: ...

They've said in the past that there will be mechanical repercussions to using the dark side, I'd imagine that would also include more concrete rules on when one becomes a darksider, or at least more on what that really means in game terms.

I'm really hoping they do not, or of they must, do so in a way that does not subordinate narrative consquences for evil. To wit,

Player1: I dunno -- should we kill these people? They don't seem like much of a threat now.

GM: (tempting) They support the man who murdered your family -- don't you want revenge? Destroy his power base...do it!

Player1: Yeah, but if I do, I might go Darkside and lose stat points.

Player2: Oh, don't do it man. Those stat points are way too valuble!

Player3: *belches*

GM: ...

I kinda hope they use the FATE concept of Compels instead of stat losses. In FATE, the GM can compel an aspect (In this case the dark side points accumulated) to require the character to act in accordance with his new nature (evil). That way it will still show the narrative consequences and not gimp a character.

Drain them off in some way, and perhaps even allow for the possibility of redemption.

...and then how many Dark Side Points does it take to earn a negative aspect that the GM can then invoke Fate-style? You see, there's no escaping it...forever will it dominate the narrative, consume it, it will.

...and then how many Dark Side Points does it take to earn a negative aspect that the GM can then invoke Fate-style? You see, there's no escaping it...forever will it dominate the narrative, consume it, it will.

One for one. Similar to Sponsored magic in FATE.

Don't get me wrong, SW needs the Force, it's what really makes it unique. But in a game system, they need to make sure it's balanced to some degree. I know we'll have to see some degree of 'power creep' (an entire party starting with lightsabers!) but I hope they can keep it to a minimum.

Yeah, that's something I've tried to keep in mind when developing and revising the Force-Sensitive specs for my Ways of the Force supplement., especially the Jedi since that tends to involve lightsabers showing up eventually, and lightsabers in this game are ridiculously powerful.

As you've said, they've been saving this one for last, so if nothing else the design team has acknowledged that they need to get this one right. And now that the core system is in place and has been proven to work (something that wasn't a given when the EotE Beta was released), they can now move forward with the knowledge they've got a secure base mechanic to work from. I'd have hated to see Jedi and other full-blown Force-users under the way Force powers initially worked in the EotE Beta, because dear gods was the Force broken.

But at the same time, with the three core rulebook approach, FFG is effectively telling GMs "only use the books you want for your game and put the rest aside." So for those GMs such as yourself that don't want a strong presence of Force-users in your group, you can simply tell your players "sorry folks, but I'm not allowing Force & Destiny characters in this particular campaign." Those GMs want to keep the Force as something rare and unusual will have two core rulebooks that do exactly that, with the option to bring as much or as little of the Force-specific stuff as they desire.

And for those GMs that do prefer a Force-heavy campaign (I've run an all-Jedi campaign in the d6 system, set during the Tales of the Jedi era) or simply run campaigns outside the time frame of the GCW where Force-users were more plentiful, the Force & Destiny will permit that without having to rely on a bunch of homebrewed or kit-bashed Force careers/specializations. To say nothing of lightsaber-wielding Jedi being an iconic part of Star Wars, especially in the wake of the prequels and the Clone Wars series, and some players wanting at least the option to play a character of a similar mold.