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Force power activation
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Tupteq
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PostPosted: Thu Jun 06, 2013 9:47 am    Post subject: Force power activation Reply with quote

When exactly, during combat round, force power is activated? Rules say:
Quote:
The "Time to Use" listing indicates how long it takes for the effect to occur. If there is no "Time to Use" listing, the power requires one round to take effect.


Does it mean that telekinesis activated in one round starts working in next round? It doesn't make much sense to me, IMO effect should be instantaneous. Also, description of kept "up" says:
Quote:
If the power can be kept "up", the power description will state this; otherwise the power drops at the end of the round in which it was activated.

Which suggests that power works right after it's activated.

But if so, what about powers that may be kept "up"? If power was activated right after last force skill roll, then MAP for keeping "up" should be added after the last roll?
Example: Jedi rolls LSC in one round, he has MAP (two activation rolls), but what after then, he should have additional -2D for keeping power "up" (giving total -4D for i.e. defense)?

The MAP could be not added in the first round, but the what if user activated a power in few rounds? He may end up with power kept "up", but with smaller MAP (in first round).
Example: Jedi rolls LSC in subsequent rounds, so he has no MAP when power is finally activated. And then he rolls defense with only -1D (in first round).

I see two solutions:
One (I saw it on forum) assumes that rolls in subsequent rounds take into account penalties for keeping "up" already rolled skills. But it's obviously a house rule and collides with RAW:
Quote:
The Jedi may roll each skill in consecutive rounds at no penalty, or may attempt to fully activate the power in one round, incurring normal multiple action penalties.

Also notes about keeping power "up" (p.142 R&E) say that: "character [...] is using the power's Force skills as long as the power is operating".

Other solution is to assume that once power is activated (last force skill roll is made) user has to start keeping "up" all force skills not rolled in that round (so final MAP will be always the same).

Also, if activation was instantaneous, then what about powers working for specific time. Especially with enhance attribute? If round counting included the round of activation, then effect +3D/1 round is worse than +2D/2 rounds. First one gives effectively +2D in one round (due to MAP caused by activation), second gives +1D in first round and +2D in second round. Of course I'm simplifying here, I'm not taking into account situations when attribute itself provides bonus (soak, initiative etc.).
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Darth Ginzain
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PostPosted: Thu Jun 06, 2013 2:21 pm    Post subject: Reply with quote

I've always done it as soon as the final roll to activate the power is made, the power is now on. So if you declare you're activating LCS and attacking once in the first round during phase one you roll control, phase two roll sense, and phase three you swing your lightsaber. That's 3 actions and thus 2 maps. When you declare actions for round two say you declare you're keeping up LCS and attacking once. LCS is kept up and requires no rolls, but is still two actions. Your lightsaber attack is one more action for a total MAP of 2d. But you'll attack on phase one now since LCS doesn't require any rolls.
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garhkal
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PostPosted: Thu Jun 06, 2013 3:26 pm    Post subject: Reply with quote

same here. For Enhance attribue (and like powers) once its up, its up. The power is active, and does not need to be maintained.
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Tupteq
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PostPosted: Fri Jun 07, 2013 5:41 am    Post subject: Reply with quote

garhkal wrote:
same here. For Enhance attribue (and like powers) once its up, its up. The power is active, and does not need to be maintained.


Right, but it's up only for certain time. If you have bonus +3D/1 round (difficulty beaten by 26+), then when exactly it wears off? At the end of the round it's activated or at the end of next round?
Assuming the power activates right after roll is made, then for the rest of the round of activation attribute is enhanced. And my question is if this first round count when calculating when power effect ends.
If it count's then attribute drops at the end of the round of activation (there's not much time to use it and for sure you have AP), if it doesn't count then you have attribute enhanced in the first round "for free".

Rules are not clean here, I lean toward delaying enhance attribute effect to the beginning of the next round.
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Tupteq
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PostPosted: Fri Jun 07, 2013 5:47 am    Post subject: Reply with quote

Darth Ginzain wrote:
I've always done it as soon as the final roll to activate the power is made, the power is now on. So if you declare you're activating LCS and attacking once in the first round during phase one you roll control, phase two roll sense, and phase three you swing your lightsaber. That's 3 actions and thus 2 maps. When you declare actions for round two say you declare you're keeping up LCS and attacking once. LCS is kept up and requires no rolls, but is still two actions. Your lightsaber attack is one more action for a total MAP of 2d. But you'll attack on phase one now since LCS doesn't require any rolls.


What if LSC is activated in two rounds? In first round control roll with no penalties, in second round two actions: sense roll and attack. Attack is only at -1D (two actions), but starting from next round you need to maintain power (2 actions) and attack would be at -2D.

RAW say precisely that you can make all force power rolls in one round (taking MAP) or "roll each skill in consecutive rounds at no penalty".
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Darth Ginzain
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PostPosted: Fri Jun 07, 2013 2:23 pm    Post subject: Reply with quote

That is technically correct. First round would have zero Map's, second round would have 1 Map since you're attacking after the power is activated, and the third round two Map's. Remember though that LCS is going to add, one would hope, more then two dice to your lightsaber skill so it's still a positive gain even with the Map's.

Too the Enhanced Attribute question. I've always not counted the round the power was activated in as the first round. So in the +3d/1 round example the attribute would be increased by 3d for the remainder of the current round and all of the next round. But that's kind of a GM call. If you want to limit the power then you could rule that the round the power is activated is the first round. Then the player could burn character points to extend the power for another round or more.
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Tupteq
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PostPosted: Mon Jun 10, 2013 6:05 am    Post subject: Reply with quote

Darth Ginzain wrote:
That is technically correct. First round would have zero Map's, second round would have 1 Map since you're attacking after the power is activated, and the third round two Map's. Remember though that LCS is going to add, one would hope, more then two dice to your lightsaber skill so it's still a positive gain even with the Map's.


Yes, I'm aware of it, my concern was that it's a bit strange that in first round you have smaller MAP than in next rounds. I think I'll interpret rules like that:
Jedi rolls LSC in subsequent rounds (to avoid MAPs). Rolls control in first round, then sense in second roll (both without any penalties). Right after sense roll is done, power has to be kept "up", but one action for sense roll was already used, so only control action needs to be added (for total two actions). This way Jedi has always two actions taken by LSC. If Jedi declared two actions in second round (sense activation and attack), then sense roll would be at -1D and attack at -2D (-1D sense, -1D control "up").

Darth Ginzain wrote:
Too the Enhanced Attribute question. I've always not counted the round the power was activated in as the first round. So in the +3d/1 round example the attribute would be increased by 3d for the remainder of the current round and all of the next round.


This makes sense to me although official rules aren't clear in that matter.
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vanir
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PostPosted: Mon Oct 07, 2013 9:23 am    Post subject: Reply with quote

I believe the reason the Jedi would roll force skills in separate rounds during initial activation isn't directly to avoid MAP, but to accomplish difficulty ratings without being penalized by MAP to make the difficulties for the power activation. Then once the power is up you no longer have to worry about rolling difficulties and simply have MAP for the power on your actions.

It's the only benefit to powers being "kept up" when you think about it, you get the same MAP as if you re-activate it every consecutive round, the key point is you don't have to reroll difficulties.

So you're right, you do have less MAP in the 1st round if you choose to avoid them for power activation, than you do during rounds in which the power is 'kept up' but that's the whole purpose. It's not to have less MAP for other actions, it's to accomplish the difficulty rating if you have low skill dice so you can still use the power. Even if you're not any better with it up in skill dice due to MAP you're still using the Force and that changes things a bit.

My suggested skill uses during power activation are not combat skills but parlay ones. You should be trying to stall an enemy combatant during activation of a Force power so you can hit them with it in the 1st round of actual combat fully activated.
eg. 1st round MAP a sense roll and an intimidation or persuasion roll telling the enemy he stands no chance in this fight. If he fails his willpower he might hesitate and wait until you attack first, giving you the opportunity to fully activate the power during a verbal exchange over two rounds, let you accomplish the difficulties at reduced MAP and then attack first without having to worry about rolling higher power difficulties at MAPs (the control is moderate in LSC, sense is easy).

Another option is a House Rule modification to RAW, which many GMs do with LSC in particular. You might use it so you only MAP the Force skill actually being used specific to the action as a reaction skill if the power is 'kept up', ie. with LSC each attack you roll you MAP a reactionary Sense skill use, if you hit you incur a reactionary Control MAP on the damage. Means less MAP on attack then damage incurs only reactionary MAP. But you do accumulate lots of MAP if you do multiple attacks, which may help tone down Jedi a bit and may not be a bad thing (makes it harder to take down whole platoons in a couple of rounds, but still makes them uber tough to attack just one or two opponents once or twice each in a round).

Or some other method of Jedi lightsabre duelling, like say 1e rules (lightsabre skill attack, sense skill parry and control skill adds to damage for free, no MAP except for declared attacks and parries).
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