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Star Wars WEG D6 - The Force Point - "Is it a good thing?"
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<blockquote data-quote="Celebrim" data-source="post: 9768214" data-attributes="member: 4937"><p>You only start with one of them and they must be used for a heroic task. If they are used for a heroic task in a dramatic way, you not only get one back, but your pool grows by one. If you use them for a non-heroic task, then you lose them permanently. The trouble of course is that they are heroes, more or less, and as long as they stay on task most anything you do to stop a terrorist or a gang of cannibals or help find a cure for a rogue bioweapon killing people by the millions or whatever they are up against is arguably heroic. If they do it at the climax of the story, and especially when they do it to save the lives of an innocent or a colleague, then it's also dramatically appropriate. </p><p></p><p>We're 9 long adventures and 2 short adventures into the campaign and I've been pretty stingy about awarding Force Points. As of the most recent session, I think 4 of the 5 bounty hunters have two. No one has more than two. But still, they are really potent and having at least two is a really potent thing because you can spend one while saving one back in case you need a 'saving throw' in a tight spot. One adventure took a shortcut when a character used a Force Point to persuade a separatist sympathizer to put them in contact with a holdout Separatist Admiral, something they were doing on behalf of the nascent rebellion. There was nothing conceptually wrong about when or why the Force Point was used (the conclusion of a dramatic gambling scene between a hunter and the smuggler) but also meant that they didn't have to slowly build up reputation amongst the smugglers by doing side quests before someone would decide to trust them (DC 26 roll was nearly impossible without earning some bonus dice, unless the force is with you). </p><p></p><p>They are making really hard to design for what is already a fairly hard to design for system. I can counter and have countered by giving major villains a couple of Dark Side points to spend, but offense beats defense and a villain using the points aggressively is likely to kill a PC outright. I'm just curious if anyone with more experience than I have has some insight into how this plays out and how you keep the dramatic tension going without doing a lot of fudging and illusionism.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9768214, member: 4937"] You only start with one of them and they must be used for a heroic task. If they are used for a heroic task in a dramatic way, you not only get one back, but your pool grows by one. If you use them for a non-heroic task, then you lose them permanently. The trouble of course is that they are heroes, more or less, and as long as they stay on task most anything you do to stop a terrorist or a gang of cannibals or help find a cure for a rogue bioweapon killing people by the millions or whatever they are up against is arguably heroic. If they do it at the climax of the story, and especially when they do it to save the lives of an innocent or a colleague, then it's also dramatically appropriate. We're 9 long adventures and 2 short adventures into the campaign and I've been pretty stingy about awarding Force Points. As of the most recent session, I think 4 of the 5 bounty hunters have two. No one has more than two. But still, they are really potent and having at least two is a really potent thing because you can spend one while saving one back in case you need a 'saving throw' in a tight spot. One adventure took a shortcut when a character used a Force Point to persuade a separatist sympathizer to put them in contact with a holdout Separatist Admiral, something they were doing on behalf of the nascent rebellion. There was nothing conceptually wrong about when or why the Force Point was used (the conclusion of a dramatic gambling scene between a hunter and the smuggler) but also meant that they didn't have to slowly build up reputation amongst the smugglers by doing side quests before someone would decide to trust them (DC 26 roll was nearly impossible without earning some bonus dice, unless the force is with you). They are making really hard to design for what is already a fairly hard to design for system. I can counter and have countered by giving major villains a couple of Dark Side points to spend, but offense beats defense and a villain using the points aggressively is likely to kill a PC outright. I'm just curious if anyone with more experience than I have has some insight into how this plays out and how you keep the dramatic tension going without doing a lot of fudging and illusionism. [/QUOTE]
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Star Wars WEG D6 - The Force Point - "Is it a good thing?"
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