Thanks for the video, preparing an EotE-Session and one player really wanted to play a force user, so this helps a lot to understand the additional rules.
In the interest of "check the comments, maybe somebody else knows," I'd like to say the video is correct that committing a Force die/dice is an action. The confusion, I imagine, stems from a "can't see the forest for the trees" situation. There's no information about what type of action committing a Force die is because it's only one of the two ways Force powers/talents work (F&D p. 280, top left corner). Basically, using a Force power is an action (F&D p. 282, in bold under "Force Powers") and one of the ways some Force powers are used is by committing Force dice. Therefore, committing dice to a Force power is using the power, which takes an action in structured play. Note: You're only using a single power each action. So to commit a Force die to increase Brawn via Enhance and commit a die to upgrade relevant attacks with Sense would be two separate actions, one for each power, even though they're both commit uses.
Great stuff! I ran this system quite a while ago and loved it. I'm a huge fan of Edge of the Empire games. Do you have any plans to stream some actual campaigns or playthroughs of Star Wars? That'd be some good content that I would definitely watch since I'll be starting another Star Wars campaign later this summer when I am done with D&D....
Yes! Channel campaigns will be a core pillar of the channel.... once my wife and I find a house with an internet provider 😅😂 Currently using a cellular Hotspot Mifi since there is no ISP here 🙃
I think it would have been beneficial to mention that the Force Powers you covered may have been the Core Rulebook force powers but there are other force powers from each F&D Sourcebook. Just a thought given that new players may look at your list and think that's all that exists.
Don't know if it has already been released as a video in this series but... Knight-level or, more properly, Heroic Tier play is an additional 150xp on top of the base XP you start the game with. Unlike the starting XP, which you must spend before spending the heroic XP, the heroic XP cannot be used to directly purchase characteristic increases. In most cases this will make characters who are able to handle tougher challenges since the XP investment into career skills, talents and Force Powers... If applicable... Will directly scale up PC survivability. From ranks of Grit or Toughened to ranks of combat or interaction skills, most PCs will be able to handle rival-tier NPCs with less challenge than starting characters. This is dependent on the types of gear PCs select for their characters as well. Non force-sensitive PCs will start with 9,000 extra starting credits, which can get a lot of powerful gear, and Force-users will have the option of starting with a Kyber Crystal and functioning lightsaber hilt. I've not played too many games at Heroic Tier and most of what i have run has mostly functioned off of me using some generous interpretations of challenges outside of direct confrontation because of how fragile PCs always feel in this game.
Using a force power being an action, commiting a force dice using a force power is an action unless the power says otherwise. However, about what you said about not being able to commit to the same power twice in the same time, I disagree because : - There is clear case where force powers tells to commit multiple force dice to trigger the ongoing effet (for example the ongoing effect of bind) or to commit one or more dice to get an effect per dice commited (for example the control upgrade of misdirect which explicitely requires to commit one or more dice to add a number of threat equal to the number of dice commited to all combat checks targeting the force user) - The question of commiting multiple force dice for the force power "enhance" was asked to the dev, and Sam Stewart (one of the dev) answered in that direction. FYI, the question was : "The ongoing force powers allow characters to commit force dice to activate benefits. Is it possible to commit more force dice than is listed to receive the a greater benefit from the power? This, of course, provided the power does not explicitly forbid it. Example: A Jedi has Agi 2, Force rating 3, and Enhance with all of it’s upgrades. Is it allowed for the Jedi, with a single activation of enhance’s Agi control upgrade, to commit 2 (or all 3) of his force dice to said upgrade, increasing his Agi from 2 to 4 (or to 5, if all force dice are used). If not, is there any way for the Jedi to use Enhance’s ongoing effects to increase either Brawn or Agility by more than one point." Sam Stewart answered : "Unless the upgrade states otherwise, you may commit additional Force dice to increase the power. Thus, in your example, you may increase your Agility by as much as plus three, in the scenario you describe."
There is no such thing as rolling zero force points. A cursory glance of the dice results table could have confirmed that in case of doubt (which shouldn't be there in the first place as they're used for destiny rolls and you've never seen a player roll zero destiny !). You could find yourself in the situation of only having rolled light side points while being a darksider (or vice versa) and not wanting or being able to use the opposite-side points, but that's quite something else. Your example at 3:40 doesn't make sense : Foresee's base power and its first control upgrade work differently and cannot coexist. The former is a regular action you could choose to take at any time, the second only comes into play with initiative checks. A clarification : you suffer one conflict per dark side point used regardless of alignment. Nothing anywhere says you can't commit more than one force die to a single commit check ergo you may. A character with Brawn 2, the relevant upgrade to Enhance and FR4+ could commit themselves into Brawn 6. If that somehow failed to convince you, cf narrative precedent : Yoda patently does not have high Agility in his day to day life yet is extremely spry in his fights in Episodes II and III, this is explained by an Enhance commit to his Agility characteristic to fuel his Ataru lightsaber style some more. Apologies for any perceived aggression in tone, I'm a grognard :) Videos like these are good and help get newcomers interested in the system.
Hey, thanks for the clarification. I was super sleep deprived when I scripted the video 😅 With there being 2 mistakes in the video I'll probably re-upload it at some point haha
Re: Force die committing Both are correct. You are correct that commit upgrades/powers can have multiple dice committed to them (unless they say "Cannot be activated multiple times" or whatnot). If I'm right about what the video is trying to say, then it is correct in summarizing the last sentence of the "Committing Force Dice" section on F&D p. 282; you cannot have multiple copies of the same commit effect active. There's not a lot of examples of this, but at least one is the Seek power and the Duration upgrade in the bottom left corner. If you've used Seek on something and Duration committed to tracking it while it moves then the user can use Seek on a different target, but *cannot* commit another Force die to also tracking it while it moves.
Great video. I'm finally running the game next week, and doing my research. lol Question though, the character spends a force point to activate the base power, then additional points to upgrade it. Do they have to spend points moving down the tree, or is it just one point for base power, then one point for an upgrade anywhere on the tree as long as they have that upgrade? (For that Forsee tree for instance, would they have to spend a point on strength in order to activate Duration? One of my players is going with a force user and I just want to make sure he'll even be able to use all his powers given that he has a force rating of 1. lol
Anywhere on the tree, you can use any upgrade you have purchased. No need to use strength before duration If a power is ranked then you only pay the additional force points once. So if base power is 1 cost, and range is 2 point cost to increase range by every rank of range, then you only pay 3 total, even if you have 2 ranks of range.
So if I grab the first range upgrade for move, I need to spend 2 force points to use it, one to activate the base power, and then one to upgrade the range. But lets say I have 2 range upgrades to move, do I need to spend 3 force points to do my new max range (1 for base power, 2 for my new max range) or is it still just two force points?
You only need 2 Force pips to activate the power and then use the Range. Taking extra ranks in Range, Strength, and similar are there so you can do more things with fewer results. One result can make the silhouette 0 object move from Short range to Long range.
@@chriscunningham6401 Thanks! will have to apologize to my player for running this wrong in our past few sessions lol. Good thing they are fairly low xp, so it hasn't mattered too much.
You would only need 2 pips to active. 1 pip for base powr. 1 pip for range upgrade(and because you have 2 upgrades this would now get the power out to long range.) This is the same with strength and magnitude upgrades. Ex- If you bought 4 strength upgrades you could pick up a silhouette 4 object with only 2 pips (1- activate base power, 1- activate strength upgrade). And you may activate these upgrades multiple times. Take the above example, you could now pick up a silhouette 12 object if you spend 4 pips. 1 for base power, and 3 to activate the strength upgrade(of which you have purchased 4) to get to silhouette 12.
One thing that has been a confusing discussion for me is how spending the points work for upgrades if you have more ranks. One of my old players told me that if a character has 4 ranks in Strength upgrade in move, for example, the user spends 1 Lightside to upgrade to silhouette 4, and then can use another point to upgrade to silhouette 8, and so on. Is this how that works?
@@TheTabletopEmpire And depending that can be activated multiple times. So if I had 3 pips, I can use 1 to activate, 1 additional force point to use all ranks in Strength for... Move, let's say. And the last one if I was within range, could use another one to activate all ranks of Strength again?
Im not 100% sure, but the ability move says you can move 1 target, so I imagine, you would just discard the 3rd pip. Same as if you had rolled 2 pips and only had the base move unlocked (The reason you wouldn't be able to move 2 people in that scenario is it takes 1 action to activate the force power once). I would just read through each power and determine for yourself what makes the most sense with the rules though, and ultimately it is up to the GM to decide on the final interpretation. For some of these super specific, more difficult questions though, the r/swrpg subreddit has a weekly Tuesday thread for questions like this, where you can get a few other opinions as well.
@@TheTabletopEmpire I mean for doing silhouette. So if I have max silhouette increases, (I think 4 ranks) and I have 3 pips, could I use that third pip to increase that to silhouette 8? So in theory, rolling 5 pips would allow me to move a vehicle of silhouette 16?
Whoa! Hold up! At 2:03, you state that purchasing the UNIVERSAL: Force Sensitive Emergent or UNIVERSAL: Force Sensitive Exile as your THIRD specialization costs (10 x 3) +10 .... this is WRONG!!!! Any and all UNIVERSAL specialization DOES NOT COST the "extra" +10 penalty or cost or whatever. Otherwise, I enjoy your content.
Hmm ok,I didnt know that about Force powers.The rules are so unclear.Thats the whole reason why I rewrote some of the rules.👉🏻Like character creation:👈🏻Rewrote that whole thing made it easier.Specially for the ship thing. But I left some of it intact. 👇🏻Personal note:didnt find it fair for the player(s).To select the ship.Where ur givin 120,000 credits to buy the ship under the amount of money you have in the game.Which also buy the attachment,upgrade/improvement You need.👈🏻So thats was changed.Why should anyone have a clean dinky freighter/patrol boat.When ur npcs have a really good ship that could be a battleship,cruiser/frigate that from the days of clone wars. So I leveled the playing field. 👆🏻Thats my only concern or problem.
@@TheTabletopEmpire of course. If ur playing in the civil war era. Then u can pick from group A ships: Old Republic Venator class destroyer or clone wars class frigate. Group B ships: freighter or patrol boats. Venator class destroyers&Clone Wars frigate class. Get $120,000 credits for repairs&etc. freighter or patrol boat No money the mercy of the GM. To name a few there.
The species too. That’s 200xp for all species and careers. So it makes it fair. Also, I allowed the player to have up to two free careers and specials. W/skills included. That’s only if the player is only in the force and destiny system/only edge of the empire/age of rebellion. Including, after the two free careers. Player can still cross class but only in the System they are in. I like to call them career systems: Jedi classes,Rebel Classes&Freelance classes. I think I remember in civil war. Han Solo was a smuggler pilot. But he became a soldier commando w/the rank of general. So he crossed class. So in that situation player wants to be a Jedi Guardian(Jedi protector)and then also be a rebel engineer mechanic. Well the second career&special(20xp&talent 10xp=30xp in total).👈🏻.Now that’s ok. But let’s say the player is a Jedi Guardian Jedi Protector. Then want to be a Jedi Sentinel with a special Shein Expert. That would cost the player zero xp.
**CORRECTION**
Buying the Force Exile or Emergent specialization tree only costs 10 x # of tree, as it is a "Universal Tree". There is no +10 cost.
Thanks for another great video! Great to see resources for new players when it comes to my favorite RPG system.
Glad to help!
As always, your videos help me be a better GM for my players. Your explanations help me understand the books material
Glad to hear it 😄
Thanks for the video, preparing an EotE-Session and one player really wanted to play a force user, so this helps a lot to understand the additional rules.
In the interest of "check the comments, maybe somebody else knows," I'd like to say the video is correct that committing a Force die/dice is an action.
The confusion, I imagine, stems from a "can't see the forest for the trees" situation. There's no information about what type of action committing a Force die is because it's only one of the two ways Force powers/talents work (F&D p. 280, top left corner).
Basically, using a Force power is an action (F&D p. 282, in bold under "Force Powers") and one of the ways some Force powers are used is by committing Force dice. Therefore, committing dice to a Force power is using the power, which takes an action in structured play.
Note: You're only using a single power each action. So to commit a Force die to increase Brawn via Enhance and commit a die to upgrade relevant attacks with Sense would be two separate actions, one for each power, even though they're both commit uses.
Ahhh yeah that makes sense
Thanks for this. Very well explained. 👍🏻
Simple great video. Really effective at getting the points across. Love the force in this system
Much appreciated!
Great stuff! I ran this system quite a while ago and loved it. I'm a huge fan of Edge of the Empire games. Do you have any plans to stream some actual campaigns or playthroughs of Star Wars? That'd be some good content that I would definitely watch since I'll be starting another Star Wars campaign later this summer when I am done with D&D....
Yes! Channel campaigns will be a core pillar of the channel.... once my wife and I find a house with an internet provider 😅😂
Currently using a cellular Hotspot Mifi since there is no ISP here 🙃
This system looks awesome!
It does look awesome
I think it would have been beneficial to mention that the Force Powers you covered may have been the Core Rulebook force powers but there are other force powers from each F&D Sourcebook. Just a thought given that new players may look at your list and think that's all that exists.
Yeah the series is for core rulebooks. I probably should have said there are others that exist. Either way it'll probably be a future video!
Don't know if it has already been released as a video in this series but...
Knight-level or, more properly, Heroic Tier play is an additional 150xp on top of the base XP you start the game with. Unlike the starting XP, which you must spend before spending the heroic XP, the heroic XP cannot be used to directly purchase characteristic increases.
In most cases this will make characters who are able to handle tougher challenges since the XP investment into career skills, talents and Force Powers... If applicable... Will directly scale up PC survivability.
From ranks of Grit or Toughened to ranks of combat or interaction skills, most PCs will be able to handle rival-tier NPCs with less challenge than starting characters. This is dependent on the types of gear PCs select for their characters as well. Non force-sensitive PCs will start with 9,000 extra starting credits, which can get a lot of powerful gear, and Force-users will have the option of starting with a Kyber Crystal and functioning lightsaber hilt.
I've not played too many games at Heroic Tier and most of what i have run has mostly functioned off of me using some generous interpretations of challenges outside of direct confrontation because of how fragile PCs always feel in this game.
Really appreciate all these videos!
Glad you like them!
Thank you, Tabletop Empire
Happy to help!
Using a force power being an action, commiting a force dice using a force power is an action unless the power says otherwise.
However, about what you said about not being able to commit to the same power twice in the same time, I disagree because :
- There is clear case where force powers tells to commit multiple force dice to trigger the ongoing effet (for example the ongoing effect of bind) or to commit one or more dice to get an effect per dice commited (for example the control upgrade of misdirect which explicitely requires to commit one or more dice to add a number of threat equal to the number of dice commited to all combat checks targeting the force user)
- The question of commiting multiple force dice for the force power "enhance" was asked to the dev, and Sam Stewart (one of the dev) answered in that direction.
FYI, the question was :
"The ongoing force powers allow characters to commit force dice to activate benefits. Is it possible to commit more force dice than is listed to receive the a greater benefit from the power? This, of course, provided the power does not explicitly forbid it. Example: A Jedi has Agi 2, Force rating 3, and Enhance with all of it’s upgrades. Is it allowed for the Jedi, with a single activation of enhance’s Agi control upgrade, to commit 2 (or all 3) of his force dice to said upgrade, increasing his Agi from 2 to 4 (or to 5, if all force dice are used). If not, is there any way for the Jedi to use Enhance’s ongoing effects to increase either Brawn or Agility by more than one point."
Sam Stewart answered :
"Unless the upgrade states otherwise, you may commit additional Force dice to increase the power. Thus, in your example, you may increase your Agility by as much as plus three, in the scenario you describe."
There is no such thing as rolling zero force points. A cursory glance of the dice results table could have confirmed that in case of doubt (which shouldn't be there in the first place as they're used for destiny rolls and you've never seen a player roll zero destiny !). You could find yourself in the situation of only having rolled light side points while being a darksider (or vice versa) and not wanting or being able to use the opposite-side points, but that's quite something else.
Your example at 3:40 doesn't make sense : Foresee's base power and its first control upgrade work differently and cannot coexist. The former is a regular action you could choose to take at any time, the second only comes into play with initiative checks.
A clarification : you suffer one conflict per dark side point used regardless of alignment.
Nothing anywhere says you can't commit more than one force die to a single commit check ergo you may. A character with Brawn 2, the relevant upgrade to Enhance and FR4+ could commit themselves into Brawn 6. If that somehow failed to convince you, cf narrative precedent : Yoda patently does not have high Agility in his day to day life yet is extremely spry in his fights in Episodes II and III, this is explained by an Enhance commit to his Agility characteristic to fuel his Ataru lightsaber style some more.
Apologies for any perceived aggression in tone, I'm a grognard :)
Videos like these are good and help get newcomers interested in the system.
Hey, thanks for the clarification. I was super sleep deprived when I scripted the video 😅 With there being 2 mistakes in the video I'll probably re-upload it at some point haha
Re: Force die committing
Both are correct. You are correct that commit upgrades/powers can have multiple dice committed to them (unless they say "Cannot be activated multiple times" or whatnot).
If I'm right about what the video is trying to say, then it is correct in summarizing the last sentence of the "Committing Force Dice" section on F&D p. 282; you cannot have multiple copies of the same commit effect active.
There's not a lot of examples of this, but at least one is the Seek power and the Duration upgrade in the bottom left corner. If you've used Seek on something and Duration committed to tracking it while it moves then the user can use Seek on a different target, but *cannot* commit another Force die to also tracking it while it moves.
@@Durskut Right, some powers require you commit multiple force dice, but you can't commit to the same power twice.
Hmm
Great video. I'm finally running the game next week, and doing my research. lol Question though, the character spends a force point to activate the base power, then additional points to upgrade it. Do they have to spend points moving down the tree, or is it just one point for base power, then one point for an upgrade anywhere on the tree as long as they have that upgrade? (For that Forsee tree for instance, would they have to spend a point on strength in order to activate Duration?
One of my players is going with a force user and I just want to make sure he'll even be able to use all his powers given that he has a force rating of 1. lol
Anywhere on the tree, you can use any upgrade you have purchased. No need to use strength before duration
If a power is ranked then you only pay the additional force points once. So if base power is 1 cost, and range is 2 point cost to increase range by every rank of range, then you only pay 3 total, even if you have 2 ranks of range.
So if I grab the first range upgrade for move, I need to spend 2 force points to use it, one to activate the base power, and then one to upgrade the range. But lets say I have 2 range upgrades to move, do I need to spend 3 force points to do my new max range (1 for base power, 2 for my new max range) or is it still just two force points?
You would need 3 force points generated to use 2 range upgrades and the base power.
You only need 2 Force pips to activate the power and then use the Range. Taking extra ranks in Range, Strength, and similar are there so you can do more things with fewer results. One result can make the silhouette 0 object move from Short range to Long range.
@@chriscunningham6401 Thanks! will have to apologize to my player for running this wrong in our past few sessions lol. Good thing they are fairly low xp, so it hasn't mattered too much.
You would only need 2 pips to active.
1 pip for base powr. 1 pip for range upgrade(and because you have 2 upgrades this would now get the power out to long range.)
This is the same with strength and magnitude upgrades. Ex- If you bought 4 strength upgrades you could pick up a silhouette 4 object with only 2 pips (1- activate base power, 1- activate strength upgrade).
And you may activate these upgrades multiple times. Take the above example, you could now pick up a silhouette 12 object if you spend 4 pips. 1 for base power, and 3 to activate the strength upgrade(of which you have purchased 4) to get to silhouette 12.
@@Molten-Throne Thanks for elaborating on how the multiple activations work! Thats a lot more powerful than I was interpreting it when I first read it
One thing that has been a confusing discussion for me is how spending the points work for upgrades if you have more ranks. One of my old players told me that if a character has 4 ranks in Strength upgrade in move, for example, the user spends 1 Lightside to upgrade to silhouette 4, and then can use another point to upgrade to silhouette 8, and so on. Is this how that works?
You spend 1 additional force point to use all your ranks in "Strength" (or whatever the upgrade is)
Sorry for late response, just saw the comment.
@@TheTabletopEmpire And depending that can be activated multiple times. So if I had 3 pips, I can use 1 to activate, 1 additional force point to use all ranks in Strength for... Move, let's say. And the last one if I was within range, could use another one to activate all ranks of Strength again?
Im not 100% sure, but the ability move says you can move 1 target, so I imagine, you would just discard the 3rd pip. Same as if you had rolled 2 pips and only had the base move unlocked (The reason you wouldn't be able to move 2 people in that scenario is it takes 1 action to activate the force power once).
I would just read through each power and determine for yourself what makes the most sense with the rules though, and ultimately it is up to the GM to decide on the final interpretation.
For some of these super specific, more difficult questions though, the r/swrpg subreddit has a weekly Tuesday thread for questions like this, where you can get a few other opinions as well.
@@TheTabletopEmpire I mean for doing silhouette. So if I have max silhouette increases, (I think 4 ranks) and I have 3 pips, could I use that third pip to increase that to silhouette 8? So in theory, rolling 5 pips would allow me to move a vehicle of silhouette 16?
I thought all force powers required a Discipline check. Is that not the case?
Only opposed force powers, and sometimes. I'll be covering force powers more in depth very soon
Whoa! Hold up!
At 2:03, you state that purchasing the UNIVERSAL: Force Sensitive Emergent or UNIVERSAL: Force Sensitive Exile as your THIRD specialization costs (10 x 3) +10 .... this is WRONG!!!!
Any and all UNIVERSAL specialization DOES NOT COST the "extra" +10 penalty or cost or whatever.
Otherwise, I enjoy your content.
Oh, that's neat, I must have missed that part in the book. Ill make a correction in the description, and pinned comment.
Hmm ok,I didnt know that about Force powers.The rules are so unclear.Thats the whole reason why I rewrote some of the rules.👉🏻Like character creation:👈🏻Rewrote that whole thing made it easier.Specially for the ship thing. But I left some of it intact.
👇🏻Personal note:didnt find it fair for the player(s).To select the ship.Where ur givin 120,000 credits to buy the ship under the amount of money you have in the game.Which also buy the attachment,upgrade/improvement You need.👈🏻So thats was changed.Why should anyone have a clean dinky freighter/patrol boat.When ur npcs have a really good ship that could be a battleship,cruiser/frigate that from the days of clone wars. So I leveled the playing field.
👆🏻Thats my only concern or problem.
Nothing wrong with a little homebrew rules 🙂
@@TheTabletopEmpire of course. If ur playing in the civil war era. Then u can pick from group A ships: Old Republic Venator class destroyer or clone wars class frigate. Group B ships: freighter or patrol boats.
Venator class destroyers&Clone Wars frigate class. Get $120,000 credits for repairs&etc. freighter or patrol boat No money the mercy of the GM. To name a few there.
The species too. That’s 200xp for all species and careers. So it makes it fair. Also, I allowed the player to have up to two free careers and specials. W/skills included. That’s only if the player is only in the force and destiny system/only edge of the empire/age of rebellion. Including, after the two free careers. Player can still cross class but only in the System they are in. I like to call them career systems: Jedi classes,Rebel Classes&Freelance classes.
I think I remember in civil war. Han Solo was a smuggler pilot. But he became a soldier commando w/the rank of general. So he crossed class. So in that situation player wants to be a Jedi Guardian(Jedi protector)and then also be a rebel engineer mechanic. Well the second career&special(20xp&talent 10xp=30xp in total).👈🏻.Now that’s ok.
But let’s say the player is a Jedi Guardian Jedi Protector. Then want to be a Jedi Sentinel with a special Shein Expert. That would cost the player zero xp.