Force usage limitations?

By bboi018, in Star Wars: Edge of the Empire RPG

I tried searching the forum but couldn't find an answer.

Is there any limitation on how many times a character can tap into the Force to use powers?

(ie: Force Throw people/things every single round in an encounter, all day, everyday)

Nope, no limits.

Thank you!

Seems a bit too strong...

Edited by bboi018

Not really. You see them using it for hours or longer in the movies throughout battles without fatigue. Soldiers don't have a limit on how many times they can shoot a rifle in a day (other than actual ammo limits). Realize that this is with relatively weak Force users (1 - 3 Force dice).

1 Force Die

Light Prob Cumulative
2 25.0% 25.0%
1 16.7% 41.7%

0 58.3%

2 Force Dice
Light Prob Cumulative

4 6.3% 6.3%
3 8.3% 14.6%
2 31.9% 46.5%

1 19.4% 66.0%

0 34.0%

3 Force Dice
Light Prob Cumulative

6 1.6% 1.6%
5 3.1% 4.7%
4 13.0% 17.7%
3 15.0% 32.8%

2 30.4% 63.1%
1 17.0% 80.2%

0 19.8%

Yeah, Force Sensitives have a hard enough time getting their powers to work even once. Best not to restrict how often they can try.

Edited by Col. Orange

This is one of the most appealing mechanics in the game. Counting force points or having a "card deck" suite of powers are terrible and arbitrary solutions. I think what the OP hasn't grokked yet is that you really have to commit dice or pips to begin getting anything useful out of the force.

Oddly, nobody has built a FS character in our group but I was thinking of playing one soonish. I see how EotE deals with the Force - mechanically, at least - but how does it play? Any bumps I should be aware of?

The only bump I see is the integration with rest of the group and their characters. I have two possibly very dodgy operators with selfish motivations and a force exile, trying to right wrongs.

These bumps are getting bigger.

I have two Force users. One has Sense, the other Enhance. No issues as yet.

Edited by mouthymerc

The only bump I see is the integration with rest of the group and their characters. I have two possibly very dodgy operators with selfish motivations and a force exile, trying to right wrongs.

These bumps are getting bigger.

I can empathise. I played someone with healing powers in a 1960's game of Champions. Spent half of each fight trying to keep the bad guys out of the morgue. Still one of the best campaigns I've ever played in. Good times.

Our Smuggler (Scoundrel) gunslinger picked up FS Exile and has enjoyed the basic tree (Uncanny Reactions, Uncanny Senses, Sense Danger, Touch of Fate). Sadly, she's looking likely to lean to the Dark Side.

I'm playing a Force-user (a Jedi Initiate to be precise) in a Skype game, and mechanically the character plays fine. Though to be fair, much of his Force focus has been on the Sense power and the combat upgrades (1st Control Upgrade and Duration Upgrade) and on purchasing talents (just got the second Uncanny Reactions, and currently 65 XP away from the Force Rating talent), so his "Force usage" is mostly on the subtle side of things. We also added another F/S, this one an Exile that's mostly focused on Move, but we've only had one session with this character and not really enough time to see what they can accomplish just yet.

Was in another Skype game where someone else was playing a F/S Exile with the Influence and Sense (leaning towards emotion/mind reading) powers, and she operated about the same, though she either did really well (double LS pips) or got nothing (dark side). Sadly, the game didn't last very long so the character didn't get a lot of chance to develop.

I've got a Force Sensitive Exile in one campaign, the powers don't get used that often when a blaster pistol is more reliable. He only goes for it at desperate moments. The other campaign had to fight a Force Sensitive, which shocked them, but they still overcame him, if not easily.

The system works pretty well at low levels (Force Rating 1-2, no more than two or three advances on any given Power). Haven't tried anything higher.

In my game I have a Force Sensitive: Exile and a Force Sensitive: Emergent. The 2 characters handle their force sensitivity in drastically different ways.

The exile only has a few talents and primarily sticks to the passive defense portion of the Sense tree. The character focuses mainly on his career (Hired Gun). The Emergent on the other hand, is entirely focused on the his force sensitivity. He already has Force Rating 2, and is quickly consuming all the upgrades for the Move power. By and large, this doesn't affect the dynamic of the group. Neither are wanting to make a full-fledged Jedi, complete with strict code of conduct. EotE is all about the fringe of society and my players want to play the questionable character types.

If we continue to play the current campaign into Force and Destiny, the FS:Em will likely want to go full robes and glowstick jedi. But for right now, he's happy being a smart-mouthed jerk that can yank blasters out of peoples hands.

I'm playing a Force-user (a Jedi Initiate to be precise) in a Skype game, and mechanically the character plays fine. Though to be fair, much of his Force focus has been on the Sense power and the combat upgrades (1st Control Upgrade and Duration Upgrade) and on purchasing talents (just got the second Uncanny Reactions, and currently 65 XP away from the Force Rating talent), so his "Force usage" is mostly on the subtle side of things. We also added another F/S, this one an Exile that's mostly focused on Move, but we've only had one session with this character and not really enough time to see what they can accomplish just yet.

Was in another Skype game where someone else was playing a F/S Exile with the Influence and Sense (leaning towards emotion/mind reading) powers, and she operated about the same, though she either did really well (double LS pips) or got nothing (dark side). Sadly, the game didn't last very long so the character didn't get a lot of chance to develop.

Yeah especially since our chracters decided to keep their abilities secret from the rest of the group force move will rarely be used to begin with however the force dice i feel are very unforgiving to anyone trying to use force powers since you could potetialy have worst dice luck in the world.

IF my campaign lasts to the point where I get all the talents I want out of the assassin and gadgeteer trees, I'm tempted to pick up Force Sensitive Exile. Looking at it though, it doesn't seem like you can do a lot with only 1 force die when comes to actually rolling it, as you have less than a 50% chance of getting white pips. I do however like powers such as those on the sense tree that allow you to commit a force die to have a passive power going.

the force power is however limited to on demand power so in combat it would technically need a role but if you were sitting all day eventully you would be able to move it.

Col. Orange my maths are pretty limitated XD

Can you explain and develop a bit more your table ratio please?

IF my campaign lasts to the point where I get all the talents I want out of the assassin and gadgeteer trees, I'm tempted to pick up Force Sensitive Exile. Looking at it though, it doesn't seem like you can do a lot with only 1 force die when comes to actually rolling it, as you have less than a 50% chance of getting white pips. I do however like powers such as those on the sense tree that allow you to commit a force die to have a passive power going.

Personally I kind of like that with only a single Force die, the PC can't become over-reliant on the Force to do things, particularly in regards to the Move power, as "telekinesis as means of attack" has generally been problematic in Star Wars RPGs, with Saga Editions' move object power being the biggest offender in terms of powers that didn't have the [dark side] descriptor attached (Force grip frequently resulted in BBEG action denial, particularly if maintained, and Force lightning was just brutal in terms of damage output).

If you want to get to Force Rating 2 quicker than the Exile path, check out the Force Sensitive Emergent from the Age of Rebellion Beta. It's got a direct line from Row 1 to Force Rating at Row 5, costing you only 75 XP to reach (in addition to the XP cost of buying the specialization in the first place). Although, by opting to focus on purchasing talents and not raising skills, I'm coming within spitting distance of Force Rating 2 for my PC in the Skype game that Tassedar and I are in. Of course, we need to actually play first, which seems to have become an issue of late due to various scheduling conflicts.

Col. Orange my maths are pretty limitated XD

Can you explain and develop a bit more your table ratio please?

With one force die, you have a 42% chance to be able to activate a 1 pip ability and 25% chance to activate a 2 pip ability.

With two force dice, you have a 66% chance to be able to activate a 1 pip ability and 47% chance to active a 2 pip ability. You also have a chance to activate 3 pips (15%) or even 4 pips (6%).

With three force dice, you have an 80% chance to activate 1 pip, 63% to activate 2 pips, 33% to activate 3 pips, 18% chance to activate 4 pips, 5% chance to activate 5 pips and 2% chance to activate 6 pips.

You can then use those pips to activate abilities as you see fit. The probability is the chance to activate exactly that many pips, the cumulitive is the chance to activate at least that many pips.

Light Prob Cumulative

2 25.0% 25.0%

1 16.7% 41.7%

0 58.3%

2 Force Dice

Light Prob Cumulative

4 6.3% 6.3%

3 8.3% 14.6%

2 31.9% 46.5%

1 19.4% 66.0%

0 34.0%

3 Force Dice

Light Prob Cumulative

6 1.6% 1.6%

5 3.1% 4.7%

4 13.0% 17.7%

3 15.0% 32.8%

2 30.4% 63.1%

1 17.0% 80.2%

0 19.8%

Yeah, Force Sensitives have a hard enough time getting their powers to work even once. Best not to restrict how often they can try.

Thank you so much!

What dremma said. :)

(Have been sleeping. My greatest wish is that I still were.)

Re-opening post with a doubt.

Anyone of you has any reference that the Force fatigues its users? In movies or TV Shows users run, jump and even lift objects and there isn't any evidence of fatigue.

I readed in the Wookie that a few powers (usually linked to Dark Side) like Force Destruction, uses to fatigue its users but even that power can be mastered to reduce the fatigue it causes. Also the lightsaber forms (The Ataru itself) but I supose that its more physical than Force skill.

High-Grade Padawan or Young Knights like Asoka run and jump continously with the Force without any single evidence of fatigue (or Strain). So, there is any reference that "common powers" fatigue users?

Thanks!

Edited by Josep Maria

Re-opening post with a doubt.

Anyone of you has any reference that the Force fatigues its users? In movies or TV Shows users run, jump and even lift objects and there isn't any evidence of fatigue.

I readed in the Wookie that a few powers (usually linked to Dark Side) like Force Destruction, uses to fatigue its users but even that power can be mastered to reduce the fatigue it causes. Also the lightsaber forms (The Ataru itself) but I supose that its more physical than Force skill.

High-Grade Padawan or Young Knights like Asoka run and jump continously with the Force without any single evidence of fatigue (or Strain). So, there is any reference that "common powers" fatigue users?

Thanks!

Absolutely. Any Force power that requires a Discipline check has the potential to produce to Threat results, which can and often do cause strain.

Honestly, I think the biggest hurdle for integrating Force sensitive characters comes in adding the right flavor. During this era it's particularly hard, because there are almost no Jedi left and members of other traditions tend to stay in hiding. That said, organizations like the Jensaraai, the Blackguards, the Witches of Dathomir (including Nightbrothers for you Darth Maul fans), the Baran Do Sages, and others remain active -- albeit secretly -- during this time.

Of course some PCs might simply be discovering their powers on their own, which doesn't necessarily require much exposition. That said, integrating such a character into the bloodline of a Jedi or Sith family (or any other family, for that matter) of historical significance can do wonders to root such a character in the Star Wars universe (the Valley of the Jedi can be an extremely useful tool for this).

Most important of all, GMs need to think long and hard about the consequences of using Force powers or -- worse -- swinging lightsabers around openly. Such activities are sure to draw the attention of the Empire, and when that happens if that happens any number of opponents might close in; Imperial Intelligence, the Navy, and the Inquisition itself are only a handful of possibilities.

All of this becomes all the more important the more you try to keep things canon. So while the mechanics for using the Force are great, story-wise it can be somewhat cumbersome at times.

The "fatigue" aspect can be covered by a Force-user spending Strain to convert a Dark Side pip to a Light Side pip in this system, since Strain covers both mental and physical "exhaustion" rather than being purely mental.

The only reason "fatigue" really exists is due to ESB when Yoda exhales, looking tired after he floated Luke's X-Wing out of the swamp. In just about every Star Wars RPG, there's no mechanical reason why a Jedi Master would be "fatigued" after doing such a thing. Personally, I viewed Yoda's reaction in that scene as being more exasperation with Luke's "that's impossible" complaints and that he needed a big display of power to break through Luke's preconceived notions.