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Ahrimon

A few force power questions

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Thanks for the input and discussion everyone and sorry about taking a while to respond.  I'll definitely put this in my pocket for when I get to play F&D and check with the GM to see if they'll let me use move to target people directly rather that only being able to target objects.

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Hi all. I've just started playing a Force & Destiny character and have a question about activating Force Powers, specifically Heal/Harm. Does Heal Harm require a skill roll to activate, as many of the other Force powers do? My understanding from what I read is that if it lists a skill check in the basic power, then it's required, otherwise not. Heal/Harm does not have a basic skill check listed, so to my mind, you activate it, it happens. This seems quite potent. Heal is one thing, it shares the "heals per day" limit with stimpacks. Harm, on the other hand, is a potent attack that ignores armor and would require no to hit roll, the only limiting consequence being the conflict generated. 

 

On the topic of conflict, I have another question regarding it. The Force and Destiny mechanic is geared towards Light side users. My current character is from a very different tradition that uses both Dark and Light with equal facility, and instead is worried about maintaining Balance between the two. The current game mechanic makes it hard for me to use Dark side pips, since I have to flip Destiny points to use them. What I was wondering is that would using the conflict system for both Dark and Light work? In game terms, could I use both Dark and Light pips without restriction, but generate conflict for both? To my character, "rising" to the Light is just as bad as falling to the Dark.

 

Thanks in advance for your responses. :-)

Edited by CanBatMan

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Heal/Harm does not have a basic skill check listed, so to my mind, you activate it, it happens. This seems quite potent.

You make a Force Power check (F&D, page 280), which consists of rolling Force dice equal to your Force rating (minus any Force dice you have committed). You have to roll pips and use them to activate the power.

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Sorry, I should have clarified. I know you have to roll the Force dice, but do you have to roll a Discipline check? Another player in my campaign seems to think so.

By default, there's no Discipline check required.

 

The only time a Discipline check might be required is if the target is actively resisting the effects of the power.  Though bear in mind that option is generally limited to PCs, important Rivals, and Nemeses.  Your average run-of-the-mill minion isn't going to get to resist a Force power unless an opposed check is already called for in the power's description, as is the case with Influence and the affect thoughts Control Upgrade.

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And there is a reason as well:

So let's say an opposed Discipline check was required, on one side is an NPC or group of NPC's who likely have a 2 in willpower, possibly 3. That target is also unlikely to have any skill ranks in discipline. So the dice pool is probably going to be Normal or Hard.

But now let's look at the Force User PC; this character is wanting to do this, so has probably invested in willpower and discipline, so at least a 3, probably a 4 in Willpower, then at least 2 probably 3 ranks in Discipline.

You end up with something like GYYPP for a starting character, and a possible GYYYPP. The PC isn't going to fail! But more importantly is going to get a fist full of Advantage and Triumph to use... And that's why there should not be a roll, the Force Power is already good, giving the PC a chance to make it great is too much.

Added to that is the reduced need for Darkside pips if lots of Ad/Tr are rolled, that PC may say "I'll just sctivate the basic power, but I can change the scene with the triumph"

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