![]() ![]() Negative dice have failure symbols and threat symbols. Positive dice have success symbols and advantage symbols. ![]() The higher of those two numbers dictates how many dice are rolled and the lower dictates how many of those dice are upgraded from normal green d8 “ability dice” to superior yellow d12 “proficiency dice.” Inherent difficulty or opposition adds purple d8 “difficulty dice” or (if hard enough) red d12 “challenge dice.” Circumstances may also add light blue d6 “boost dice” or black d6 “setback dice.” Character talents, equipment, and such can alter the composition of this dice pool – adding boost dice or removing setback dice, reducing difficulty, upgrading dice (for example, from a green d8 to a yellow d12), and so forth.Īll of the dice are custom, with four different symbols. ![]() For any skill roll, players will have a characteristic and a skill. The mechanics for Force and Destiny are virtually identical to those for Edge of the Empire and Age of Rebellion. Alternatively, a group can choose to engage in Knight level player, which essentially translates to getting extra XP to spend right away, plus a lightsaber right off the bat.īasic Mechanics (~25 pages) (I may just be mostly copying this section from my Edge of the Empire and Age of Rebellion reviews) They also don’t start with lightsabers or equivalents. These characters are, in this time frame, required to hide their activities and abilities for fear of Imperial retribution.Ĭharacters in Force and Destiny start with limited Force ability, and only whatever Force powers they use up their standard allotment of starting XP for. While Edge of the Empire focused on characters like fringers and smugglers, and Age of Rebellion focused on more organized rebel agents, Force and Destiny more loosely focuses on (shock) force users. You may see, however, a decent amount of older-era ships and such appear as out of date equipment. I do not believe that this has any effect on the content of this review, but I note it in the event that it’s the sort of thing you think might.įorce and Destiny is, like its fellow books, set exclusively in the Rebellion Era, and specifically immediately after the end of Episode IV. Good chunks of this review will be old hat for you, but you will likely want to visit the Morality section (the last part of the Basic Mechanics), the Characters section (to see what the careers and specializations are), the Force section (because Jedi), the Gear section (to see what vehicles and starships are included), and then all of the sections at the very end to see what planets, concepts, and adversaries are included, plus any opinions I may happen to have.ĭisclaimer: Although I did not work on this particular book, I have done playtesting for Fantasy Flight on other Star Wars RPG books. Note: I imagine that many of you who will be reading this have, or are familiar with, Edge of the Empire and Age of Rebellion, and will need no introduction to the basic concepts and mechanics of Force and Destiny, which are almost identical. Force and Destiny is a 450-page, full-color hardback that retails for about $60. Like its predecessors Edge of the Empire and Age of Rebellion, it made its beta debut at GenCon, and received its full release a little less than a year later. Force and Destiny is the third of three Star Wars RPG product lines from Fantasy Flight Games (the three they’ve announced, anyway). ![]()
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