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Recommended Force Powers
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yomama360
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Joined: 26 Oct 2016
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PostPosted: Wed Jun 28, 2017 2:00 am    Post subject: Recommended Force Powers Reply with quote

Still new with force users in this game.

What force powers would you recommend for starting characters? Not sure which ones are more useful, or unlock other things in the future, etc...

I know the answer will be "it depends," but a shorter list of powers to look through and consider from experienced players would be helpful.

Thanks.
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Zarn
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Joined: 17 Jun 2014
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PostPosted: Wed Jun 28, 2017 4:49 am    Post subject: Reply with quote

Depends on the starting Force allocation.

However, for Sense:

* Life Detection
* Life Sense
* Sense Force

Control:

* Absorb / Dissipate Energy
* Accelerate Healing
* Concentration

Alter:

* Telekinesis

Then, there's the hybrid powers, but this might be a nice shortlist for a starting Force user.
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Wajeb Deb Kaadeb
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PostPosted: Wed Jun 28, 2017 8:48 am    Post subject: Reply with quote

i recommend the stuff that you see them do in the movies, because that's what the players are used to. Telekenisis for Force Push and grabbing a light saber. Some Sense powers. Some enhanced Strength for jumps and such.
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garhkal
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PostPosted: Wed Jun 28, 2017 3:30 pm    Post subject: Reply with quote

Though i wouldn't recommend concentration, it becomes a crutch...
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Naaman
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PostPosted: Wed Jun 28, 2017 7:25 pm    Post subject: Reply with quote

LIGHTSABER COMBAAAAAAAAAAAAAAAAAT!!!!!!!

It will be 99% of the player's force use.
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Bren
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PostPosted: Wed Jun 28, 2017 8:52 pm    Post subject: Reply with quote

I like to include Dark Side powers as well. Maybe not at the very beginning, but pretty soon after a Force User starts increasing their power. These don't have to be powers that the teacher teaches or that the student decides to research, they just realize that they could do that thing.

It provides a temptation for the Force User and it gives them an idea of what the bad guys can and will do.
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Naaman
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PostPosted: Wed Jun 28, 2017 11:57 pm    Post subject: Reply with quote

It makes sense: even Yoda knows Injure/Kill and Telekinetic Kill, etc.
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Wajeb Deb Kaadeb
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PostPosted: Thu Jun 29, 2017 12:05 am    Post subject: Reply with quote

Naaman wrote:
It makes sense: even Yoda knows Injure/Kill and Telekinetic Kill, etc.


And, Luke used Choke on the Gamoreans when he entered Jabba's palace.
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Naaman
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PostPosted: Thu Jun 29, 2017 12:17 am    Post subject: Reply with quote

Yes: the films certainly suggest that "using the force" is more a matter of individual creativity than a matter of what can and cannot be done within the context of the films.

Anakin also seems to have come up with the choke on his own, though he could hve copied it from Dooku...

There is no reason to believe that anyone taught Luke the choke. And we certainly know that Rei was not taught the mind trick.

There is also the assumption that force use can occur at the subconscious level, users not knowing what they are doing, but getting it done nonetheless.
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Zarn
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PostPosted: Thu Jun 29, 2017 2:58 am    Post subject: Reply with quote

Lightsaber Combat is irrelevant for starting characters. The ones I suggested all have low difficulties, at least under certain circumstances, so that they can actually be used by someone with 1D - 2D in Sense, Control, and Alter.
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Wajeb Deb Kaadeb
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PostPosted: Thu Jun 29, 2017 9:07 am    Post subject: Reply with quote

Naaman wrote:
There is also the assumption that force use can occur at the subconscious level, users not knowing what they are doing, but getting it done nonetheless.


Now, that's a cool idea. A rogue force user. Sleep walking and using the force, remember it as if it were a dream. In pieces.
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Bren
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PostPosted: Thu Jun 29, 2017 9:18 am    Post subject: Reply with quote

As far as an actual example, I started a new Star Wars campaign on June 18th. The Young Jedi PC started with the following skills and powers.

Control 2D
* Control Pain
* Concentration

Sense 3D
* Life Detection
* Life Sense
* Magnify Senses

Alter 1D
*Telekinesis

It's not too dissimilar to what Zarn suggested.
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garhkal
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PostPosted: Thu Jun 29, 2017 3:42 pm    Post subject: Reply with quote

Wajeb Deb Kaadeb wrote:
Naaman wrote:
There is also the assumption that force use can occur at the subconscious level, users not knowing what they are doing, but getting it done nonetheless.


Now, that's a cool idea. A rogue force user. Sleep walking and using the force, remember it as if it were a dream. In pieces.


I can't remember where our group got the rule from, but there was a book that had rules for 'spontaneous force power activation. If you didn't Know a power, but had withnessed it used, then you could spend a force point to try and spontaneously activate it..
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yomama360
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PostPosted: Thu Jun 29, 2017 4:24 pm    Post subject: Reply with quote

Thanks for all the suggestions.

How many force powers do you usually start a beginning character out with?

Bren's example above is good, but seems more fully loaded than the Young Jedi template. Is this common? Or did you intentionally start him out a little beefed up?
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Bren
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PostPosted: Thu Jun 29, 2017 5:12 pm    Post subject: Reply with quote

Good catch. The Second Edition template for the Young Jedi says:
Quote:
You start with nine Force powers.
But I think that is too many to start with. In contrast in the 2E Revised & Expanded Edition version of the template it says:
Quote:
You may select three Force powers.
This seems OK to me if the Jedi is only 1D in each skill. Cassanha spent 3D of her 7D bonus skills to improve Control and Sense. It seems reasonable to me that she should also get some additional Force powers for that skill dice expenditure (or if you look at it from an in-game perspective for the extra training or ability that Cassanha possesses).

In fact we see that in the Revise & Expanded rules section "The Force" on page 141 it says:
Quote:
Note: A character may be taught a new power each time a Force skill is improved one pip.
Cassanha, the PC in my campaign, has Control 2D, Sense 3D, and Alter 1D. Applying this mechanic to the additional skill dice she would get 1 power for each initial die and then one extra power for each pip increased for Control (1+3 powers) and Sense (1+6 powers). That still seems like a few too many powers for a starting PC, especially since this is a player new to the D6 rules.

So the number of powers I gave is more or less a compromise between the 2E and 2R&E rules if we ignore page 141 of the 2R&E rules. The number of powers I have also happens to be 1 power for every D in a Force skill. This seems fair and not too overpowered.
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