What will 'Force & Destiny' look like?

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

It is indeed, sir!

Why on Tatooine/Coruscant/Nal Hutta would I want to use my imagination? If it's not done the way I want it, it's all a bunch of bantha doo doo.

mouthymerc has a point. This is about ME ME ME, after all. >=/ And **** to the sarlacc anyone who says otherwise!

Im looking forward to lightsaber modification options. Triumph & Despair has a good start using crystals and thats what I'm expecting. Does anyone else see something different coming?

I'd rather they not have variant crystals at all. It's too much of a d20 holdover, and really only came about because the KOTOR video game needed some way to let players have the sort of advanced weapons that are standard in video game RPGs. It was a horrible kludge in Saga Edition, and frankly it reeks of the powergamer D&D mindset of "your gear is more important than your character."

Frankly, I think the Triumph & Despair stuff was a load of crap, though I at least tried to remain civil about my dislike. Too bad the site's owner didn't return the favor and decided to be a close-minded ass about it.

Now that's not to say I wouldn't mind some kind of minor perk for a Jedi having constructed their own lightsaber (beyond the perk of actually having a lightsaber), as well as a small selection of variant lightsabers (short 'sabers and double-bladed lightsabers for instance), but that's about it, at least for the initial rulebook. If there's a purely Jedi sourcebook, that would be a good place to introduce the various other designs, such as the dual-phase, the great 'saber, and the curved-hilt 'saber.

But sure as hell there should not the "mix and match for the best bonuses" nonsense that variant lightsaber crystals introduced. There should be ZERO mechanical difference between using an Adegan crystal, a Corusca gem, a Krayt dragon pearl, or synthetic crystals for a ligthsaber in a narrative-based system.

And if you go by the movies and even the EU, we don't see a plethora of Jedi focusing on having tricked-out lightsabers, as I'm actually good with them having zero hard points, as it also reflects the lack of knowledge in the galaxy in the default time frame this game is set in regarding those "ancient weapons" that only a small group of semi-reclusive monks really paid attention to; after all, what goods a laser sword that's notoriously difficult to wield when you can just shoot the other guy from a much safer distance?

I really enjoy the customization of the lightsaber. I don't want it to be mechanically ridiculous, but having something to spend advantage on OTHER than critical hits would be nice. As a GM you certainly wouldn't have to introduce them (and I agree that they would make a far better impact as a supplement) but I would like the options. I think FFGs system lends itself well to more story and less power as it is. Once I read Kevin J. Anderson's Young Jedi Knights series, I had a deep love of "alternate" crystals. I also enjoy the idea of a Sith "trapping" their lightsaber (Blade style). The best game I have ever ran was where the group found a "lost" chamber of "abomination" lightsabers. Basically a cache of incredibly customized lightsabers.

As it is, the system doesn't lend itself to the PERSONAL nature of a lightsaber. The new Imperial Knights all have silver blades, they are simply extensions of the uniform. The EU Jedi had a very personal bent on their sabers and it was full of flavor! The Jedi of the Prequels at best had the "Mass Effect' Red, Green, Blue. I hope that FFG does make a splat book that includes ways to customize the Jedi's personal weapon using crystals, but makes it more about flavor than a mechanical upgrade.

Edited by Gigerstreak

I BEG FFG to use Daniel Wallace's Amazing source books! If they don't have them they can contact me and I will send their team a copy of each! Book of the Sith and The Jedi Path are simply incredible and would definitely shape exactly what I desire in Force and Destiny!

Gigerstreak,

About the lightsabers that we see, while the casing may have personal style tweaks and blade colors may vary, for the most part they all function the same as any other lightsaber.

I'm fine with a character having the option to describe what their PC's lightsaber looks like. I just don't think that there needs to be any sort of mechanical customization system for lightsabers, at least not in the core rulebook. As far as core rules go, a lightsaber with a mostly wooden hilt and an Adegan crystal should have the same game stats as a lighsaber with a metallic hilt and a Corusca gem or a lightsaber made from a Rancor's tooth and an Ilum crystal.

In so far as spending Advantages, aside from the Sunder quality, the only limit is really the player's imagination. Sure, a critical injury is a nice easy option due to the weapon's low Crit Rating, but a creative player can find other things to spend their Advantage on, such as increasing their melee defense if in a duel, taking an extra maneuver to get closer to the bad guys shooting at them, or narrating how their action is drawing the enemies' attention and thus enabling the Jedi's allies to better concentrate on their actions without as much fear of being blasted (in game terms, generating some boost dice).

I think that Force and Destiny is the perfect opportunity to showcase the vast universe of Force Potential. I see a lot of discussion about how there are games that focus on things other than the Force and it brings up an interesting point. Each game broke down the individual subject matter under a microscope and "defined generalities" really well.

Edge of the Empire showed the Fringe of Society - everything needed in a struggle to survive day to day

Age of Rebellion appears to be showing the Soldier's Life - what you need to be to win a war

When I look at this, I see they took a lot of general ideas (Smugglers, Bounty Hunters, Explorers) and expanded them into different roles when they created the trees. I think they'll do the same with Force Users. I would imagine them touching on the Force traditions that we have all heard of and making them blossom into something more; The Dathomir Witches, Jedi, Baran-Do Sages, Jensaari, Zelson Sha, and Force Adepts or many others.

I imagine them taking these and breaking them into specializations such as (for Jedi) Guardian, Sentinel, Consular - giving you many ways to play the different traditions.

I would imagine that Destiny would be the pick binding thing in this one, like Duty or Obligation. I could even see it being a little of both too; something that ties you to it and forces your actions, but yet something that you could draw on for great reserves of power when all else looks bleak.

I'm sure that I'm not the only one but... I'm nervous!

I REALLY want that book, or a beta or else! I feel like in the day before Christmas when I was (not so) young! XD

Gigerstreak,

About the lightsabers that we see, while the casing may have personal style tweaks and blade colors may vary, for the most part they all function the same as any other lightsaber.

I'm fine with a character having the option to describe what their PC's lightsaber looks like. I just don't think that there needs to be any sort of mechanical customization system for lightsabers, at least not in the core rulebook. As far as core rules go, a lightsaber with a mostly wooden hilt and an Adegan crystal should have the same game stats as a lighsaber with a metallic hilt and a Corusca gem or a lightsaber made from a Rancor's tooth and an Ilum crystal.

In so far as spending Advantages, aside from the Sunder quality, the only limit is really the player's imagination. Sure, a critical injury is a nice easy option due to the weapon's low Crit Rating, but a creative player can find other things to spend their Advantage on, such as increasing their melee defense if in a duel, taking an extra maneuver to get closer to the bad guys shooting at them, or narrating how their action is drawing the enemies' attention and thus enabling the Jedi's allies to better concentrate on their actions without as much fear of being blasted (in game terms, generating some boost dice).

The Kaiburr crystal is a pretty strong example of Jedi using crystals to enhance themselves. The movies only barely addressed the crystals (deleted scene) but I felt it was still iconic. The EU has a lot on its own, but the video games do add a lot of flavor. Compressed, unstable, synthetic... Even if it's just a 1 point difference in damage or a +10 to the crit (and I would expect balance here) it would fit the fun system that is already established with mods (a system I love btw). If you don't enjoy the equipment side of things for your games I won't knock you for it, but I certainly would like an official option. Regular advantage spending is just fine, but more options couldn't hurt. A Bondar crystal that allows for Disorient 1 or the ankarries granting a boost die to whatever the force healing power will be (or the discipline/cool check made to recover strain) aren't exactly game breaking. Sure if they make the Kaiburr grant an extra Force Die then everyone will want one, but I don't foresee FFG going too crazy with it.

I guess this is what I am trying to say. FFG powers (Sam!) that be. I would very much like lightsaber crystals (maybe something cool expanding on the soul diamonds in suns of fortune?), hilt mods, force ghosts, lightsaber forms, and night sisters. Splat book, core rules, I don't care because I am patient. I trust FFG. They haven't let me down yet!

I guess this is what I am trying to say. FFG powers (Sam!) that be. I would very much like lightsaber crystals (maybe something cool expanding on the soul diamonds in suns of fortune?), hilt mods, force ghosts, lightsaber forms, and night sisters. Splat book, core rules, I don't care because I am patient. I trust FFG. They haven't let me down yet!

I don't think any of that is strictly necessary, but if they wanted to put it in a source book -- or even a separate section in the core rulebook -- I'd be okay with that.

I guess this is what I am trying to say. FFG powers (Sam!) that be. I would very much like lightsaber crystals (maybe something cool expanding on the soul diamonds in suns of fortune?), hilt mods, force ghosts, lightsaber forms, and night sisters. Splat book, core rules, I don't care because I am patient. I trust FFG. They haven't let me down yet!

I don't think any of that is strictly necessary, but if they wanted to put it in a source book -- or even a separate section in the core rulebook -- I'd be okay with that.

For a core rulebook that's set in an era when huge chunks of Jedi lore was lost or simply not available, none of that stuff is really needed for a game set in the Rebellion Era. Which is the default setting that FFG is using for their product line.

Force ghosts are really just plot device NPCs, so stats really aren't needed for those.

The only thing out of Giger's list that probably could be in the Beta would be Night Sisters, though more likely as an NPC or simply by way of a specialization if allowing the option for dark side Force-user PCs.

I just hope it allows us to play n the prequel era when Jedi are supreme

You'll be able to play in whatever era you like once it releases giving us a more comprehensive view of Force use.

I just hope it allows us to play n the prequel era when Jedi are supreme

From an official stance, it's most likely going to be geared towards the Rebellion Era. There was a video on the EotE main page around the time the core rulebook was hitting shelves where three of the main designers (Jay Little, Sam Stewart, and I think Andy Fischer) were discussing how the three books would all be part of the "Star Wars RPG experience," but also how the games were set in one of the more iconic eras of Star Wars, that of the Original Trilogy aka the Rebellion Era.

As for playing in other eras, folks are already doing that with just the EotE core rulebook, and doing just fine without any official support that pertains to their chosen era of play. Same with folks running Alternative Universe campaigns (such as Maelora who pretty much deep-sixed the original NPCs of the era). They've simply dealt with the lack of official rules for Jedi by either putting Jedi off to the side as "strictly NPC territory" or creating/using homebrewed material, of which there's at least a couple to choose from, to fill in some of the gaps.

I just hope it allows us to play n the prequel era when Jedi are supreme

With the new film trilogy and the filler movies in between, I would imagine there will be opportunity aplenty for FFG to release a series of era source books.

I kinda hope FFG doesn't do the Sentinel, Consular, Gaurdian Tree, cuz I'd love to see what FFG can come up with.

Something like Jedi Scholar, Jedi Swordmaster, Jedi Defender or something (I suppose those are just analogies to the aforementioned classes, but that's why I'm not making the game, FFG are :P)

Edited by Rookhelm

Agree with Donovan. Playing in different eras is pure fluff anyway. A soldier is a soldier no matter who he fights for and in whatever era.

Heck, things don't seem to change much in SW anyway, considering the Mos Eisley in KotOR looked pretty much the same as the one in the movies.

Seeing as how the FFG games are fixed on the movie era, I'd be very surprised if we saw sourcebooks for any other time period. Maybe really late in the end of the cycle, if at all.

I just hope it allows us to play n the prequel era when Jedi are supreme

FFG have expressly stated they are looking for Force-users to be balanced against other types of characters, so I'm betting we won't see anything like the godlike Jedi of Clone Wars/Force Unleashed where every man and his womp rat has telekinesis and a glowstick. .

Jedi are super characters though. Otherwise folks wouldn't fear them. Nerfing them is as bad as munchkin players.

In Star Wars, the Force is either Light or Dark, with no shades of grey in which to hide. Count Dooku believed himself to something of a "grey Jedi", using Light and Dark in equal measure, but it's pretty clear how that turned out. Jacen Solo believed that there was no dark side, only dark intent, and he ended becoming just as reviled a Sith Lord as Vader or the Emperor, to the point his own father Han disowned his only son when he'd otherwise been quite proud of his kids.

I agree with this. I've hated the idea of "grey" - there's only two sides to the Force, and those who try to juggle it will inevitably fall to the dark.

I kinda hope FFG doesn't do the Sentinel, Consular, Gaurdian Tree, cuz I'd love to see what FFG can come up with.

Something like Jedi Scholar, Jedi Swordmaster, Jedi Defender or something (I suppose those are just analogies to the aforementioned classes, but that's why I'm not making the game, FFG are :P)

I would like to see Guardian, Sentinel and Consular as three specialisations linked to a Jedi Career, or Careers in their own right that have three talent trees representing "areas of focus" or "training emphasis". These would fit because they're identifiable with fans of the game, and give FFG more area to work with Jedi than simply one specialisation.

That said, I don't mind what FFG do with this, because of how well they've done so far. The point is that FFG have earned a little trust and faith - and I think they'll do right by us.

Jedi are super characters though. Otherwise folks wouldn't fear them. Nerfing them is as bad as munchkin players.

The Jedi we see on the screen would all equate to experienced PCs, likely with several hundred XP under their belt.

A few nights ago, after watching Return of the Jedi, I did a skim-thru of the FFG Force Powers to see how much XP it would take to build a Force-user that pulled off the various Force stunts that Luke did during ESB and RotJ. I came up with around 180 XP on just Force Powers alone, and Luke's generally deemed to have had only a crash-course in being a Jedi. Contrast that to Obi-Wan or Anakin, who've pretty much grown up being taught how to use the Force. So naturally a Jedi that was trained from birth is going to be quite powerful by the time we see them on the movie and TV screens.

Same is true with Han Solo and Boba Fett, or even Wedge, Lando, or Chewbacca. None of those guys are freshly-made PCs, each having a lot of XP under their respective belts by the time we're introduced to them.

Much as I love Saga Edition (especially as it gave me an opportunity to contribute a few elements to Star Wars lore and EU canon), one of the problems with Saga Edition was that Jedi (and Force-users in general) were too far ahead of the power curve in comparison to most other PCs, with the way the skills vs. defenses at lower levels being the primary reason for that imbalance. The FFG design team have done a fantastic job with keeping characters of various types on a fairly even keel with one another (there's no huge power imbalance between EotE or AoR PCs at all), so I really hope they don't piss that away by making F&D PCs be leaps and bounds more powerful than PCs from the other two games.

That's not to say you won't be able to have a Jedi PC that's badass enough to replicate Luke pretty much curb-stomping Jabba's hired thugs during RotJ, or Obi-Wan & Qui-Gon's ripping thru all those battle droids in the early part of TPM. You'll just have to earn that badass status, the same as any other PC.

Well put, Donovan Morningfire.

And on the other side of it, characters like Cad Bane in The Clone Wars manage to hold their own with Jedi really well. Even the Mandalorian who fought Darth Maul made a pretty good show of it for quite a while.

Bane is a bounty hunter who's made considerable effort to being able to fight Jedi, so he's got the gear and the talents to do it.

I like the idea that this is possible, and I feel like in FFG's system it will be.

One of the things I've always thought of when it comes to Jedi is the reputation aspect of it.

The Jedi were patterned off of Samurai, and, in a great many ways, their legacy and reputation is the same. Samurai were normal men that dedicated their entire lives to an art, and that made them scary, scary, men. Jedi are the same, the reason they can wade through battle droids or take on a bajillion normal soldiers is that the normal soldier is no where near as experienced or dedicated as they are. Even if you look at Obi-Wan and Qui-Gon, they've focused on their skills and trained to the exclusion of all else to achieve their prowess. Jango and Cad did the same - and for it they were feared just as a Jedi (why do you think Dooku hired them?).

I like how FFG has brought this feeling to the games. For giggles, I took a Jedi NPC (a blnaket Mentor type) I've had recur in every version and made him for this version and I can honestly say that this version has him more balanced than any previous version has. He's just as off the cuff as he used to be, but anyone of like experience to him would push him to his limits - Force User or not.