May 25, 2018

Some Force & Destiny rules tweaks (Star Wars RPG)

Yeah, yeah, I missed "May the Fourth" in terms of posting something relating to the wide world of Star Wars geekdom.  Still, given that Solo is officially released today here in the U.S., I figure a Star Wars themed RPG post is acceptable.

Far warning, this post is going to be a bit on the lengthy side, not due to the volume of things being tweaked, but more due to explanations of the reasoning behind why the tweaks were made in the first place.  That and the matter that the bulk of what I'd consider my rules tweaks for Fantasy Flight Games' Star Wars Force and Destiny RPG is covered in version 2.0 of my old Ways of the Force fan supplement.

Now to be clear, I consider the FFG Star Wars RPG to be a pretty solid system, one that can be run very well without a single house rule needing to be made or implemented.  I've played and run a number of games, from one-shots at conventions to campaigns of varying lengths, and not once have I been disappointed beyond a rare string of crappy dice rolls, but that's more an issue with the Star Wars dice roller apps generally not liking me than any sort of fault of the system.

That's not to say there's elements that I don't think could be tweaked a bit, such as the revised talent trees that I posted a while back for the Ataru Striker, Shii-Cho Knight, and Soresu Defender specializations (you can check them out here), or things that could be added such as the inclusion of synthetic lightsaber crystals (much as I like Dave Filoni's work on Star Wars Rebels, I disagree on the notion that synthetic 'saber crystals are emphatically not a thing in the new canon).

I've been working on most of these for a while, running a series of test combats as well as using them in live game sessions where possible.  Some of what I'm posting below is fairly minor, some of it less so.  But, enough prattling, on to the house rules...

Skills
Deception checks are now opposed by Vigilance instead of Discipline
Okay, so this isn't so much a house rule as adopting a rules element from FFG's Genesys RPG, one that I happen to like.  This change/update/tweak takes some of the value off of Discipline, which is already pretty solid since it's used to resist Coercion and fear, is the default skill for Force powers when a skill check is required, and can be used to recover strain.  As a result, Vigilance becomes a bit more than the "roll initiative" or "resist an ambush" skill.

Talents
Feint
So like I posted last year when discussing the various Lightsaber Form specializations, the Feint talent for a Makashi Duelist is problematic because given how the game's combat system works, said talent is likely to be become less and less useful.  Reason being that combat is skewed towards making it harder to avoid getting hit than it is to be able to hit your opponent.  And since as written Feint requires you to miss on a melee-based combat check, that means that the talent is going to see less and less use as your character gets better at using a lightsaber, which is bad since Feint is the Makashi Duelist's primary defensive talent.

So my suggested tweak is to re-word the talent's effects to read as follows:

F&D pg82 (short description)
Spend Triumph or 3 Advantage when making a melee combat check against an opponent to upgrade the difficulty of the opponent's next melee combat check targeting the character during this encounter by the character's ranks in Feint.


F&D pg142 (full description)
When making a Lightsaber, Brawl, or Melee combat check against an opponent, the character may spend Triumph or 3 Advantage to upgrade the difficulty of the opponent's next Lightsaber, Brawl, or Melee combat check targeting the character during this encounter by the character's ranks in Feint.

In short, make it so that Feint can be spent whether you hit or miss, but as a trade-off the effects only apply if the opponent themselves is making a melee-based attack, which makes sense for a combat form that is built entirely around dueling; Feint should be zero help if the other guy decides to draw a blaster or throw a grenade at you.

Defensive Circle
So after some pondering based upon observations of the Soresu Defender PC in my current F&D campaign, I've decided that this talent needs a bit of a tweak to make it more viable as a tactic.  While on paper it looks pretty good as written, the stumbling block comes when you've got a party where most everyone is wearing armor that provides defense or routinely takes cover when the blaster bolts start flying.  Even more so is the fact that you're rolling against a Hard difficulty, meaning you're probably not going to be getting a lot of Advantage to spend if you succeed on the Lightsaber (Intellect) check that the talent requires.  This is a rules tweak that I've tested in live play sessions, and it's worked out pretty well as it lets the PC be a "defender" for the party without having to min-max his Lightsaber skill or Intellect in order for the talent to be worth the XP.  So for this tweak, the rules text would be re-worded as follows:

F&D pg77 (short description)
Make a Hard difficulty Lightsaber (Intellect) check as an action.  The character plus one ally within short range per uncancelled success increases their defense by 1 until the beginning of next turn.  Increase defense bonus by 1 per 2 Advantage.

F&D pg141 (full description)
Force Talent: While wielding a lightsaber, the character may take the Defensive Circle action, making a Hard difficulty Lightsaber (Intellect) check.  If successful, the character plus one ally within short range per uncancelled success increases their current ranged and melee defense by 1 until the beginning of the character's next turn.  Increase the bonus to defense by 1 for every 2 Advantage.

With the most recent FAQ adding some needed clarification on defense stacking as well as a hard cap on how high a character's defense can get, the rewording of Defensive Circle now allows for the character to help out his party members who are benefiting from armor defense or cover, but not to such an extreme degree that enemy dice pools are loaded with setback dice thanks to the hard cap that's now in place.

Strategic Form
So another Soresu Defender talent, this one caught my eye as at a later date I will be entering into a friend's F&D-themed campaign using a character that has this as his starting specialization.  While he's only at Knight Level in terms of XP, I did take a look at other talents in the tree, especially since the GM is keeping things fairly close to RAW with regards to specializations.  For me, the problem with this talent is there's an entire Signature Ability called Fated Duel, which is for the Guardian career, that does a lot of what Strategic Form does (forces an enemy to attack you and only you), but does it in such a way that the Soresu PC isn't suddenly overwhelmed.  Which, given my experiences with Feint above as well as general play regarding the strain cost of Parry and Reflect, means that a Soresu Defender using Strategic Form as written is pretty much drawing aggro like crazy and more likely than not will be taken out of action before they get another chance to act, either from burning strain to fuel Parry and especially Reflect or from the sheer volume of wounds taken.

Now, as I mentioned under Defensive Circle above, one of the key tenets of Soresu is don't get hit, but is also to use those defensive motions to create opportunities for the Soresu user to make their own attacks while weathering the storm of their opponents' offense.  As written, Strategic Form does neither of these, and instead it really just paints a huge bullseye on the character's chest, making it more of a desperation tactic than something the player would want to use.  Yeah, the talent's tucked into the top corner of the spec, so the player doesn't have to purchase Strategic Form if they don't want to, but it's location does mean that you'd either need to buy it anyway or purchase and go through a second Guardian specialization if you wanted the previously mentioned Fated Duel Signature Ability.  So, my proposed revision to the talent is such:

F&D pg77 (short description)
Make a Hard difficulty Lightsaber (Intellect) check as an action, rolling Force dice no greater than Force rating.  Add 1 Threat to results of combat checks targeting the character until the beginning of next turn; add additional Threat per 2 Success.  Spend Force point to recover one strain.

F&D pg152 (full description)
Force Talent: While wielding a Lightsaber weapon, the character may take the Strategic Form action, making a Hard difficulty Lightsaber (Intellect) check and rolling Force dice no greater than Force rating as part of the check.  If the check is successful, add 1 Threat to results of any combat checks targeting the character until the beginning of the character's next turn, adding additional Threat per 2 Success generated on the check.  The character may spend Force point to recover one strain.

So with this revamp of the talent, Soresu Defender now has a tactic that lets them "weather the storm" (recoup strain used to fuel Parry and Reflect) while creating openings for them to exploit by making it more likely they'll be able to trigger Improved Parry and/or Improved Reflect, which is going to be the main way a Soresu Defender PC is able to make attacks seeing as how using this talent causes them to forfeit their action, and thus pass on attacking with what is probably one of the most devastating close-quarters weapons in the game, especially if they're using a highly-modded Ilum or Mephite crystal (which given Intellect is one of their key characteristics is fairly likely).

Equipment
Most of this is actually tweaks to some of the previous homebrew material I previously published in Ways of the Force rather than tweaks to officially published FFG material.

Adegan Crystal (Lightsaber Attachment)
Okay, so this originally began as a "starter crystal" option for GMs that were hesitant about handing out some of the potentially more potent crystals early in the campaign.  However, given the lore behind Adegan crystals over in Legends, and how they were standard for the Jedi prior to the discovery of Ilum, I felt I was underselling them.  Now granted there are a number of varieties of Adegan crystals, from the Pontite and Mephite to the lowly Katharcite, but I ultimately wanted to keep things more on the simpler side rather than have several different types of Adegan crystals.  I also wanted something that had a bit more punching power than the Athiss Cave crystals from the F&D Beta adventure Lost Knowledge, which are themselves excellent starter crystals for a group of aspiring 'saber monkeys.

So here's an updated version of the Adegan crystal, one that's more potent than the WotF version, but not as potentially potent as a fully-modded Ilum crystal:

Adegan Crystal Base Modifiers: Installing this crystal changes a lightsaber's base damage to 6 and critical rating to 2, and the lightsaber gains the Breach 1 and Sunder qualities.  If the crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating. Modifications: 3 Damage +1 Mods, 1 Decrease the weapon's critical rating by 1 to a minimum of 1 Mod, 1 Item Quality (Vicious +1) Mods. Hard Points Required: 2 Cost: 8,000 credits Rarity: 10 (R)

So main changes are an extra damage mod, one less rank of Vicious, a mod to get the crit rating down to 1 as well as an increase in both price and rarity owing to the increased power of the crystal.

Now, having pretty much removed Adegan crystals as a lower-end "starter crystal," that left me with something of a blank space in that regard.  I still wanted something that a player whose character was designed to be a lightsaber wielder could have that wasn't as timid as the training emitter but wouldn't give novice GMs pause by providing the Breach 1 quality.  The answer was found in the lore for the Tapani lightfoil, in particular the modern versions of the weapon, which per Legends are effectively novelty store knock-offs of a proper lightsabers, not being nearly as well made and employing sub-standard or synthetic focusing lenses.  And so was born...

Synthetic Focusing Lens Base Modifiers: Installing this crystal changes a lightsaber's base damage to 6 and critical rating to 3, and the lightsaber gains the Pierce 1 quality.  If the crystal is ever removed, the lightsaber loses these qualities and reverts to its previous base damage and critical rating. Modifications: 1 Damage +1 Mod, 1 Decrease the weapon's critical rating by 1 to a minimum of 1 Mod, 1 Item Quality (Pierce +1) Mod, 1 Item Quality (Vicious +1) Mod. Hard Points Required: 2 Cost: 500 credits Rarity: 8 (R)

So yeah, definitely a good deal more heft than the training emitter, given the potential to make this a Damage 7 with Pierce 2 weapon, but not as potent as a full kyber crystal, making a nice midpoint between the two.  I'm not 100% settled on the price, as a part of me thinks 500 credits is too cheap, but I still want this to be something a starting character could begin play with.

And much like building a training emitter as detailed in the sidebar of the Lightsaber crafting rules from Endless Vigil, it'd take an Average difficulty Mechanics check and 150 credits' worth of parts to build a synthetic focusing lens.

Force Powers
And this is the part where I'm likely due to irk some folks, as one of the powers that I've been working on tweaking is the Move power.  However, unlike a number of folks that have sought to water down the power based solely upon their presumptions of how potent Move is (9.9 times out of 10, the naysayers are using hypothetical examples of PCs with either awesome dice luck to be constantly rolling double light side pips or a few hundred XP invested in both Move and getting to Force Rating 3 or higher), what I've been testing over the past several months probably makes this most contentious of Force powers a bit more powerful, at least in the early going.  But more on that in a moment.

Enhance
Okay, full disclosure, there's been two things with Enhance as written that have irked me.  The first is that leaping horizontally and vertically are split into two separate Control upgrades.  The second is that as the effect is written (and was confirmed by Sam Stewart during one of his guest appearances on the Order 66 podcast), you can't use a Force leap to engage or disengage with an opponent, meaning that you'd have to spend at least one maneuver to either disengage and then Force leap away, or Force leap in and spend a maneuver to engage.

So, my tweak to Enhance is to address both of those points, first by rolling the "leap horizontal" and "leap vertical" Control upgrades into a single Control upgrade that reads as follows:

Control Upgrade: Take a Force Leap action to make an Enhance power check.  The user may spend Force point to jump to any location with short range, ignoring obstacles and difficult or impassible terrain.  The user may not activate this multiple times.
(if using OggDude's awesome character generator, you can label this as Control: Force Leap)

Now, that leaves an empty slot where the "leap vertical" Control upgrade used to sit.  This is easily filled in with the following:

Control Upgrade: When taking the Force Leap action, the user may disengage from or engage with another character as part of the action.  Cost = 10XP

I've not really tested this outside of a few test combats, but given that for the longest time I'd been allowing a character to use this power to engage/disengage without problem, I don't foresee any major issues with implementing this revision.

Move
And here we go, the tweak regarding the one Force power that's drawn all sorts of concern and consternation from many folks who are going on pure speculation of how "overpowered" this power is compared to the reality where it's not nearly as potent as it looks on paper.

Now way back in the EotE Beta days, I had toyed with the notion of incorporating an inherent "attack" ability into the base Move power, much like a character trained in Use the Force could do in WotC's Saga Edition game.  That never made it past the concept phase, until last year when I was working on a bunch of Force user pre-gens for the Star Wars module I ran at this past April's GamerNationCon, when it struck me that none of the PCs (who were originally Padawans of the Jedi Order) had the ability to make ranged attacks.  Yes, most of them had lightsabers, but nobody could really attack at a distance if the situation called for it, something that I recalled happened to Chris "GM Chris" Witt of Order 66 podcast fame during one of his initial Saga Edition games, which resulted in a frustrating experience for players and GM alike. Of course, the tricky part was "how do I balance this without making Move too powerful?"  The answer proved to be deceptively simple once I stopped obsessing over it.

So, my tweak to the Move basic power is as follows:

Basic Power: The user may spend Force point to move or hurl one object of Silhouette 0 that is within short range up to his maximum range.  Hurling an object is a ranged attack using an Easy difficulty Discipline check combined with a Move power check, and deals 5 damage if successful.  The default range is short range.  May not be activated multiple times.

So, the offset is that while you can now use Move to attack as part of the basic power, it's no longer a Discipline check with no difficulty dice, meaning the attack is generally going to do less damage or not generate as much Advantage as said attack would under the rules as written.  And this change has actually seen play at the table, both in the con session I ran (though most of the players were too eager to use their lightsabers to attack than hurl small objects) and in a recent campaign a friend of mine is running.  Thus far, it's not proved to be unbalanced in the slightest, and the increased difficulty actually helps address a point of concern with throwing bigger objects (see below).

Now, with removing the "hurl objects" Control upgrade, that leaves a blank spot in the power tree, which similar to Enhance is rather easily patched with the following:

Control: The target of an attack mad with a hurled object is disoriented for a number of rounds equal to the number of Force points spent on the power check.  Cost = 10XP

I took this idea from the Bind power in that any damage the base Bind power inflicts is determined by the number of Force points spent on fueling the power, so long as at least one of them came from a dark side pip.  Yes, there is potential for a target to be disoriented for several rounds by a powerful Force user, but as being disoriented only adds a setback die to checks, and can itself be overcome with various talents or even equipment upgrades (such as the custom hilt attachment), that's not too big of a concern.

Now, by rolling the "hurl objects to deal damage" Control upgrade into the basic power, this necessitates some rewording of the Magnitude and Strength upgrades, such as:

Magnitude (add the following sentence): If hurling multiple objects or attacking multiple targets, the attack uses the rules for the Auto-fire quality.

Strength (add the following sentence): When hurled, damage is equal to ten times the object's silhouette and the base difficulty is increased by the object's silhouette.

Magnitude isn't really changed so much as relocating verbiage from the "hurl objects" Control upgrade regarding attacking multiple objects or attacking multiple targets.

Now with the Strength upgrade, this actually addresses one of the concerns with the difficulty (or lack thereof) for hurling around larger objects and doing considerably more damage.  As one of my friends put it, the increased difficulty made it so that the tactic of hurling multiple silhouette 1 objects (base damage of 10 each per hit) at only 2 difficulty is no longer an easily accomplished thing.  This change also happens to make it so that hurling anything above silhouette 4 falls under the purview of "impossible tasks" and can only be attempted by flipping a Destiny Point, which since you're limited to one Destiny Point expenditure per skill check means that you'd be stuck with whatever pips your Force dice rolled, meaning you'd be unable to convert them if the wrong flavor comes up.  This puts tossing around truly colossal objects is the realm of the very powerful among Force users, and won't be the sort of thing that player-characters will be able to pull off until they've invested a whole lot of XP into both increasing their Force rating and investing in the Move power.

Okay, that's enough of my rambling on about what my more recent bouts of incessant tinker-monkeying have wrought.

I'm off to go what Solo, which if nothing else I expect to be a fun romp in the Star Wars universe.  To be fair, I was never a huge fan of Han Solo as a kid, so I don't have any sort of emotional investment in the character for the film to trample on, and thus no real expectations for how things are going to turn out beyond Han and Chewing taking ownership of the Falcon and Lando being ticked off about them making off with "his" ship.