Is it legal to purchase both the FS Exile and Emergent? If so, it's possible to get a +2 Force Rating at character creation, which seems a tad overpowered.
Quick way to get Force Rating of +2
No, because you only get the first rank starting once. Once you grab one you get your rank one, the next rank won't come until you get to it at the bottom of a Force user talent tree.
Ahh I understand now. Thank you very much.
Roger dodger, np.
Have you considered cheating?
Or treating them the same as characteristics?
So purchase Force Sensitive for 20xp to gain Force Rating of 1 and then spend another 20 to increase it to 2.
That method limits you to a maximum of 3 if you don't want to spend on talents and extra force powers so a rating of 2 should be fine.
Still depends on your players treating it properly though.
Is it legal to purchase both the FS Exile and Emergent? If so, it's possible to get a +2 Force Rating at character creation, which seems a tad overpowered.
Yes and no. They are different specs, so can be purchased. However, if you read both of them carefully, it says you "gain Force Rating 1." It doesn't say "increase Force Rating by 1." So if you have a FR of 0, you now have FR 1. If you have FR 1, you…still have FR 1.
To increase the FR you need to take the Force Rating talent at the bottom of both spec trees.
-EF
Is it legal to purchase both the FS Exile and Emergent? If so, it's possible to get a +2 Force Rating at character creation, which seems a tad overpowered.
As the old gamer rule of thumb goes, if it sounds too good to be true, it usually is.
In this case, while you can purchase both the FS Exile and FS Emergent, you don't get Force Rating 2 for doing so, since as 2P51 and EldritchFire have noted, both specs state "Gain Force Rating 1." This is deliberate on FFG's part, so as to prevent Force-users from getting a very cheap and sudden boost in power.
So until Force & Destiny comes out (Beta allegedly this August, core rulebook next year), the maximum Force Rating your character can get using official material is 3 (Force Rating 1 from either Exile or Emergent and the two Force Rating talents that those specializations have at the bottom).
In spite of what a few folks were claiming/demanding/insisting back during the EotE Beta, Force Rating is specifically not a Characteristic, and thus cannot be increased either by starting XP or via the Dedication talent. Most of the folks that were of that school of thought during the EotE Beta simply wanted to have Jedi Master-tier PCs as quickly as possible instead of having to slog through multiple specializations or accept that for EotE, high-powered Force-users aren't a part of the setting.
Or treating them the same as characteristics?
So purchase Force Sensitive for 20xp to gain Force Rating of 1 and then spend another 20 to increase it to 2.
That method limits you to a maximum of 3 if you don't want to spend on talents and extra force powers so a rating of 2 should be fine.
Still depends on your players treating it properly though.
I agree with this and am considering it for my game...Force 1 means your character will almost never be able to ramp up his powers since he will never get two force points...at least not until 70 xp have gone by and been spent on nothing else...and even then it will be a hard roll. Of course if allowing this, any GM should seriously pay attention to the player's use of dark side pips...
In spite of what a few folks were claiming/demanding/insisting back during the EotE Beta, Force Rating is specifically not a Characteristic, and thus cannot be increased either by starting XP or via the Dedication talent. Most of the folks that were of that school of thought during the EotE Beta simply wanted to have Jedi Master-tier PCs as quickly as possible instead of having to slog through multiple specializations or accept that for EotE, high-powered Force-users aren't a part of the setting.
I agree with this in theory, but the force powers as written seem utterly unuseable without at least force 2...how do you spend extra force points on increased range or power if you only get to roll one die...and even with two dice it seems unlikely when each die barely gives a 50% chance of rolling a pip? Yes players can use dark pips, but the rules as is are encouraging them to use them all the time just to avoid having wasted xp...I would rather have them be tempted to use them occasionally when the dice really just screw them (or when trying something hard)...then they might cave.
The last thing I want is overpowered force users (cough...d6...cough) but as written I find it woefully underpowered since any xp spent on advancing a power tree is really wasted.
Or treating them the same as characteristics?
So purchase Force Sensitive for 20xp to gain Force Rating of 1 and then spend another 20 to increase it to 2.
That method limits you to a maximum of 3 if you don't want to spend on talents and extra force powers so a rating of 2 should be fine.
Still depends on your players treating it properly though.
I agree with this and am considering it for my game...Force 1 means your character will almost never be able to ramp up his powers since he will never get two force points...at least not until 70 xp have gone by and been spent on nothing else...and even then it will be a hard roll. Of course if allowing this, any GM should seriously pay attention to the player's use of dark side pips...
That's a pretty pessimistic take on the game. It should also be noted that high-powered Force users aren't a theme of Edge or AoR. Not saying you shouldn't or can't explore it, you just shouldn't expect the system to necessarily support it in the setting that the game takes place in by default.
If you're expecting Move to be an uber-power, you may be mistaken. Influence and Sense are both very potent with just FR 1. Especially Sense when you commit a die.
In my game I give to my player a higher starting Force Rating value without paying anything just because he have a really strong potential with the Force.
Feel free to do things like this if GM and player agree with that
We just had our first force-heavy encounter a few weeks ago. The Force Senstive: Emergent in our group was pinned down by an Inquisitor when a "Jedi" NPC (in name only), showed up. both the NPCs had a force rating of 3 and only the inquisitor was of any use because they were mostly rolling darkside pips. Even the FS:Em PC was rolling mostly darkside pips.
So far I am liking the balance of force users verses the muggles. On paper Move sounds broken, but in practice it hasn't been an issue. Though, it's only come up in one encounter so I can't jump to conclusions just yet.
In my game I give to my player a higher starting Force Rating value without paying anything just because he have a really strong potential with the Force.
Feel free to do things like this if GM and player agree with that
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Did you give stuff of equal value to the other players?
I don't use to. I have the luck (actually, not a few years ago XD) that my players aren't jelous.
I ask them if want something to compensate but I use to focus more on "plot/story developement" than anything. If anyone asks for something that can add smomething fresh or interesiting to story (advantage or disavantage) I let them take it.
If its a cool thing then, let it be
In spite of what a few folks were claiming/demanding/insisting back during the EotE Beta, Force Rating is specifically not a Characteristic, and thus cannot be increased either by starting XP or via the Dedication talent. Most of the folks that were of that school of thought during the EotE Beta simply wanted to have Jedi Master-tier PCs as quickly as possible instead of having to slog through multiple specializations or accept that for EotE, high-powered Force-users aren't a part of the setting.
I agree with this in theory, but the force powers as written seem utterly unuseable without at least force 2...how do you spend extra force points on increased range or power if you only get to roll one die...and even with two dice it seems unlikely when each die barely gives a 50% chance of rolling a pip? Yes players can use dark pips, but the rules as is are encouraging them to use them all the time just to avoid having wasted xp...I would rather have them be tempted to use them occasionally when the dice really just screw them (or when trying something hard)...then they might cave.
The last thing I want is overpowered force users (cough...d6...cough) but as written I find it woefully underpowered since any xp spent on advancing a power tree is really wasted.
You can get 2 FPs with one die. While Move may not be completely buffed out without more points, 2 is doable. Not to mention on the way to the Force Rating buff at the bottom of the trees there are some awfully good talents along the way.
Edited by 2P51If its a cool thing then, let it be
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Just a question. Don't read into it too much.
Yep don't worry, I don't use to get or think in second intentional things... If you want to say something say directly "JOSEP, YOU SUCK!" or I won't get it XDD
But yep, at my first sessions, be GM was AWFUL, if you give a +5 Bastard Sword to a player the other one just wanted the same or better XD
If anyone here had those terrible days at the beginning put a like on this XD (Just a joke).
Backing again to the post, if anyone want to compensate something like "extra starting Force Rating" Edge gives a simple and good option that is increase player Obligation or increase other players XP. Lots of thins can be done maybe
PS: Y would consider that if you want that a player of your wants to become Skywalker 2, consider that every extra FR is about +25 XP to other players if do you want to balance anything.
PS: I don't use to get offended unless you say something bad about my super awesome sheep avatar... beware Desslok... Sheeps will rule, penguins shall fall... (just ignore me please XDDD)
Edited by Josep MariaWhile part of me enjoys the thought of actually being able to rely on the force and not have to pray for two white pips on one force die FS Exile and Emergent do not add to each other as the rules read.
Also, for my two cents, I think making it a characteristic score that can be increased like any other at character creation is a bit too powerful. I can make a human who has a force rating of 3 (50xp) and a maxed out strength (40xp) for force move. That means I can throw a silhouette 4 (i.e. 'falcon sized) at character creation for 40 wound damage with a 63% chance. Instant blood smear.
Or even better just do two strength upgrades (20xp) 20 damage and some magnitude and range just in case I am not right next to them. Not alot going to survive 20 damage plus the magnitude upgrade means I can throw more than one object at once with a 32% chance. I know I still have to make a discipline check to hit but I can upgrade that for cheap, either pick a core class and specilization with discipline and put one or two ranks in it for free, then buy as many as you have left for. Think it works out around 110xp or 115xp, not bad for a starting character build if you`re looking for sheer power. So for me and my games I would have to have it as the exception rather than the rule to be able to increase force rating like anyone increase characterisitics at creation.
In regards to force powers in general, there have been several discussions so far about this and force powers while on paper seem very powerful, especially the force move damage, the percentages are much lower than grabbing say a heavy blaster rifle and a couple of ranks in heavy weapons. You roll poorly with the force powers you don`t even get to activate it, you roll poorly with a blaster rifle you have a good chance of generating some advantage atleast. And even after you activate your force powers you then have to have a secondary check to attack with it. Don`t believe it? Ask Col. Orange, he did a table breakdown of force pip chances.
On a side note; I forget and if someone could remind me, you can flip a destiny token to add 1 white pip or roll another force die?
Now one thing I haven`t heard suggested is being able to increase your force rating with the ability score increases at the end of each specilization. Each tree has an ability to increase an ability score (any ability) by one costs 25xp and I think it could cost 50-70xp to get there. Seems okay to me if a player spends that on their force rating because by the time they get there other players will be just as powerful.
The force exile specilization was never designed as a core class, more to dabble in and invest in once your comfortable with your characters progression in other classes. If you`re going to get hard on the rules, then in the core EotE rulebook I have not seen a legal way to get above force rating of 2. Makes it a very 'epic or nothing' sort of build. I would definately take it however if I wanted to up my power as a colonist or tech, they have some good meshing abilities and are not required to be the primary whooping stick. Also least likely to be shot at first.
I do apologize if I haven`t gotten the XP amounts right, it's been two months since I played and my book is elsewhere.
Force Rating is a talent, not an attribute, and can not (by RAW) be increased through the Dedication talent. Maximum Force Rating achievable at this point is 3 if using both Force specs. You can increase Force Ratings through house rules if you so choose, but I would be leery of letting anyone start with more than a rating of 2 as they will quickly outshine the other players. Maybe let everyone start with more XP so that the Force-user can purchase the extra Force Rating right off.