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Darkvalkyrie

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  1. Then that brings me back to my original issue...to use the basic power (1 Force Die), the range upgrade (1 Force Die), and the Duration (Committing 3 Force Dice, I will need a Force Rating of 5 to use this power. Again is this correct? It just bothers me that you can master the entire talent tree of the Battle Meditation before reach Force Rating 3 and not be able to use Duration upgrade. Sorry but I'm still confused on this rule of committing Force Dice and the awful low ratings of Force Dice use in this game. I think this committing Force Dice rule is a terrible rule.
  2. So it is better to say Basic power trumps then the upgrades follow, rather than all aspects at once. I'm understanding the use of Battle Meditation and the Range Aspect as follows... Turn 1 - Roll Force Dice as normal (Basic Power & Range Upgrade) Turn 2 - I commit the Force Dice to use the Duration aspect (Basic Power & Range Upgrade is still active based on the rolls made on Turn 1?) Turn 3 - I cannot use any Force Dice on any Force Powers as I am still using them to keep the duration going (Basic Power & Range Upgrade is still active based on the rolls made on Turn 1?)
  3. Sent this through yesterday through my phone, but for some reason it is not showing. I am having a hard time understanding Force Dice Commitment rule. In theory I understand it, but in practice I do not. Lets say John made a Jedi Consular character and starts with a Force Rating of 1 - meaning any Force Powers he uses, he rolls 1 Force Die to generate the effects. After playing several games he finally reaches the +1 Force Rating upgrade. He's happy because now he has a Force Rating of 2. He wants to purchase Battlemind as it has a pre-req of FR:2 and plays a few more games finally reaching the Duration Upgrade. This is where things do not make sense. According to the duration upgrade, he has to commit 3 Force Dice, but he only has a rating of 2. He could in essence master the entire Battlemind power and never be able to use Duration upgrade until he has at least a FR:3. Am I missing something? To effectively use this power he actually would need a Force Rating of 4, because the rules state when you commit Force Dice, your rating lowers. If you have a Force Rating of 3 and commit 3 Force Dice, you do not have any Force dice left to even use the basic power. Can someone please clarify the Force Commitment rule?
  4. Looking to join a group or help create a group to play this game. Been a GM for a long time and willing to be the GM if needed, but would also like to play. I currently reside in Ansonia, CT and there are a few places that I know of that we can place this game, besides hosting it at my place. Please contact me at MLundeq74ATgmail.com. Mark
  5. Looking to join a group or help create a group to play this game. Been a GM for a long time and willing to be the GM if needed, but would also like to play. I currently reside in Ansonia, CT and there are a few places that I know of that we can place this game, besides hosting it at my place. Please contact me at MLundeq74ATgmail.com. Mark
  6. Looking to join a group or help create a group to play this game. Been a GM for a long time and willing to be the GM if needed, but would also like to play. I currently reside in Ansonia, CT and there are a few places that I know of that we can place this game, besides hosting it at my place. Please contact me at MLundeq74ATgmail.com. Mark
  7. I noticed some talents like Researcher and some knowledge based talents from the Consular: Sage and other trees say to remove 1 setback die per rank. When would a setback die be put into a Knowledge based roll as it is not normally an opposition based skill? The rules mostly show a setback die is used in combat, not in other situations. I would think such a talent would give a boost to add to a roll. We were playing the scenario in the Force and Destiny book and as my Jedi Consular: Sage was checking out the artefacts, my Researcher Talent seemed to be useless. Just not understanding the setback die rule in non-combat situations.
  8. In our stories, we figured it was like school. The Jedi came to the family's when the child was say between the ages of 5 or 6. If the child showed a desire and the ability of the force within was beneficial for training, the family was then given options as if the child was being accepted into an academy of sorts. The child was then brought to the temple for training and regular family visits were still allowed to keep the child from being homesick. as the child grew older, the visits lessened as the child was given more thorough training. by the time the trials came (thus say age 16 - 20), contact with the family was usually by holovids as the child was an adult making their own choices. It was entirely up the child at this point to make decisions on their own regarding aspects of life outside the Jedi Training. The Jedi kidnapping the child at a young age is no their way. If the child is not accepted to develop his force ability, it just lives with that child through life as "pure luck." Those who are able to exercise their Force ability just seem to be stronger in it (Hence Luke Skywalker and those PC's in the game without Jedi Masters.). If the parents said no, then the Jedi would leave and the child would grow up normal, never honing those skills. Though the Jedi have been around for a 1000 generations, the parents were most likely to say yes due to the prestige of their child having such an ability and the traditions that Jedi have had for so long. The feeling of prestige and tradition, perhaps. I would think most parents would say yes if an Ivy League college came to them and said they see their child making an academic level equal to acceptance in their college and tuition was free. "My baby was 6 and was able to read Homer when this Harvard Professor came to us and made sure his future was secure to enter an academy to lead him on a path to being a Harvard Grad." We always basically stated Jedi Younglings were prodigies and the Jedi picked them for that reason. Think the professional sports world. If a child plays football all his life in the Pee Wee leagues and High School, as well as college doesn't mean he is going to be an NFL star. If a child is found to be exceptional at playing and reaches High School catching the eye of a College or NFL scout is more likely going to make the NFL. The Jedi did the same. If a child has an exceptional way of using the Force, that child is more likely going to be a Jedi Knight. ...And of course if they fail, they can always work in the Jedi Temple Library or maintenance dock working on the Delta-7 Aethersprite fighters, etc.
  9. OK this question has come up in our game. According to the rules (Pg 38 FaD Beginners Game rulebook, Pg 280 FaD rule book), If you have a Force Rating of a 2, you can only commit up to 2 Force Dice at a time. Now if a PC wants Battle Meditation, he needs a Force Rating 2 minimum. Lets say that PC reached that Force Rating and then bought Battle Meditation. As s/he is advancing with XP points, s/he decides to buy duration (Cost 25). Not sure if it is a misprint, but it says to Commit 3 Force Dice to to sustain ongoing effects of the power on each affected target while they remain within range. Question - How does one do this if they only have a FR 2 to get that far? Can they not buy that duration and have to make it to the end of the Battle Meditation tree then go back to buy it? I'm a little confused on how to use that "Duration aspect" at this point of XP purchases in game play.
  10. We played first game Aftermath this afternoon. Rebels won, however we lost Mak. They were able to take out the last 2 terminals on round 6. Very bloody game. Strategy = the rebels went in guns blazing and never stopped moving. Rebel Dice rolls were heavily in their favor. Imperial reinforcements took Mak out on round 3.
  11. I watched the video and its hard to understand with background noise. Answer this last question, Fenn attacks imperial officer in hand to hand combat, what do I roll?
  12. So I would use strength attribute in melee if I do not have a melee weapon as it says use strength to overcome physical obstacles or resisting a physical threat? Sorry for questions, pkayed first time last night and these came up.
  13. Hth combat = hand to hand combat...used to writing that way for other games, personal habit.
  14. According to the Learn to play manual... 1. A hero with the gun symbol can not engage in hth combat? 2. Hero cards have attack colors and yet the rules say they must use thier weapon card attack colors only? 3. Why have ranged attack colors on the hero cards if they can not use them and if they can then why would Fenn Segris ever take a weapon card when his hero card attack skill is better than most of the weapon cards in the game so far? Im confused on this rule, but so far everything else is pretty simple.
  15. I had trouble too. I just used elbow grease and forced it. After several tries, it finally snapped in.
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