I didn't think about it in these terms back when I was playing the game in the early 90s, but now it comes to me as coming down to players choosing to embrace or ignore the conventions of the genre.
Limiting the discussion to what is seen in the films, we see Luke quite able to fool with his light sabre the instant it is handed to him, and we see Han able to use one to slice open a Tauntaun on Hoth. The actual use of the weapon is one of manual dexterity. Its use will be somewhat mundane, however, as the user will not be able to do the cool tricks they have seen in the movies.
To use one like a Jedi uses one (prediction, telekinetic throwing, blocking blaster bolts, etc) requires the ability to use the Force.
With these assumptions in place it is hard to say that a character cannot just pick up a light sabre and go. However, in the groups I played the game with, no one did this who was not a Jedi.
Being in Tune with the Living Force (Trust your genre, Luke)
The reason was simply that we felt it was a weapon tied to the Jedi. We felt they were not available on the open market, and we preferred to use weapons we could get better use of. In other words having my Outlaw and the other non-Jedi characters wander around with light sabres did not fit the genre. Sure it was possible, it just wasn't something that was done.
If this is enough of a problem for you that you want to create house rules to prevent it, I would recommend speaking to the players about that directly, and citing how it is not really in the spirit of the franchise. Just because a thing can be done, does not mean it will be done. This is a part of the roleplaying aspect of the game.
Not for sale at any price (Made by hand, custom orders only)
Going beyond what is explicit in the films (although it is referred to by the Emperor), we agreed with the idea that a Jedi makes their own light sabre. Unless they were to lose one in combat, have it stolen, or be defeated and the weapon taken, there was simply no way for one to come into someone else's hands. If this idea is a part of your saga, then it really reduces the likelihood of non-Jedi having them at any point.
This is just a reduction, as if a player wants one badly enough they will go out of their way to nuke the first Jedi or Sith they come across.
Everyone gets cut (Hokey religions and ancient weapons)
If you are not above a little realism in your Star Wars, then the concept familiar to blade students everywhere that 'everyone gets cut' can help limit the field of potential light sabre users to just those who have the courage and the dexterity to do it with a reasonable chance of success.
This also is a means to reduce their use, through fear of personal injury. Although the rules do not support a lot of detail in the death and dismemberment department, this roleplaying aid can greatly enhance the mystique of light sabres and make playing a Jedi worth the hassle.
Guilt by Association (Isn't that a Jedi weapon?)
As the weapon itself is an iconic representation of the Jedi Order, who are outlawed and under an execution order (death by Vader) by the Galactic Empire, drawing attention to oneself through the use of such a weapon can be a great hook to get the story moving into high gear with detention cells, torture, escapes, chases, and other Star Warsian fun~
Consequences for action are nice as they put choice in the hands of the player. Rather than getting into a "I don't want you to do that" situation if that would be a problem in your group, you can limit the use of light sabres simply by making them logically, and socially problematic to use. Luke was willing to draw attention, live away from society, and fight the Empire head on. Plus, he was a Jedi. Are you?
When diplomacy fails (Shut up, Goldenrod)
As with any discord at the table where interests, enjoyments, intentions, and the like come into conflict communication is always the first step in resolving it. The suggestions above are intended to be used in conjunction with establishing what the genre of the saga is, which aspects of Star Wars the whole group wants to explore and which aspects they do not, how much realism there should be in terms of consequence (Luke lost a hand, Ben died, Lando got kissed by that lippy pilot, Chewie never got any pants, every custodian in both death stars was atomized, Jabba was strangled in his own ride, etc), and what play style (mission oriented, sandbox, scenario-based, campaign-based, etc) is to be used.
Each person should contribute ideas about what they do and do not want to be a part of the game - this includes the GM. If non-Jedi using light sabres bothers you to a great degree, express that clearly in the simple terms that it impinges on your ability to have a good time with the setting.
If they counter with 'just wanting to have a cool imaginary toy' and 'what's the big deal, anyway?' you have an impasse.
If the players do not care or think you are going too far in feeling that using an elegant weapon from a more civilized age when not a Force Sensitive is a problem, it might be a good idea to consider their point of view. Their lack of consideration for yours notwithstanding it never hurts to reevaluate your own position.
If you are the GM and you still want to stick to your guns on the issue, then I recommend choosing to continue the game, choosing to keep quiet about them using light sabres unsafely, and follow through on sensible reactions from the universe: NOT vengeful ones; that leads to the dark side. The dark side has no retirement plan.
- Do not allow cool Jedi sabre tricks without the Force. The rules
support you on this.
- If they operate where there are troops or other law enforcement
personnel, and get spotted using light sabres, have them be
investigated within the normal abilities of the NPCs assigned to the
case.
- Do not offer the devices for sale, and put them in the hands of those
who should have them. What happens after that is Story, not Problem.
- If they demonstrate to violent people that light sabres are cool and
they get a reputation for using them effectively, they should come to
expect reasonable counter-measures from the groups who hunt them
(Boba Fett's wrist grappling hook attack) and for the devices to be
looted if they get captured.
If you are not the GM then your options are more limited. If you want to play a by the book Jedi, and you are outclassed by the other characters the traditional approach is to just suck it up (Watch Luke get his butt handed to him by life, the universe and everything in Empire) until they finally get in tune with the living Force. If this does not sound like fun (being the slow starter with a big finish is not everyone's cup of Jawa Juice) then you are really asking yourself if the fun of the game outweighs the frustrations. If no, then don't play. If you are gaming at a con as you say, there is a lot of other stuff to do with fewer hassles.
Closing Music (In this case, the Sandcrawler theme)
In a certain sense, if the group is wanting to build a Star Wars saga of their own, with you in the GM's seat, you have an equal right to contribute to the saga which unfolds as they do. Sometimes that means saying "No" and sometimes that means making compromises. In any event, fun is the name of the game. Star Wars came to us as 'A New Hope' so it doesn't do to let it get you down~
If you are a fellow traveler on a wild ride in a galaxy, far, far away then try to connect with them and appeal to the sense of shared fun. If that fails, consider other options.
The basic response I would give is that it depends on the style and length of the campaign you intend to play. What does the group want their Force users to be able to do during the bulk of the campaign, and how quickly should they reach that point? The game itself can support a very loose or a very strict style of play.
In my campaign game, for example, I work in concert with the players to assess what is needed to justify each increase in a Trait. We accept that in-game justifications are appropriate for the type and length of play we want for these characters. Sometimes, it makes sense for a trait to improve 'on its own.' Most of the time, it does not. In my recurring one-shot game, however, improvement from episode to episode of play is desirable, so there are no restrictions placed on XP spending other than 1 level increase per trait. It is related to the style of play desired.
The Rules
Rules for Improving Traits are found in Edge of the Empire on pages 29, 30 and 92. In Age of Rebellion this information is found on page 36, 102, and 317. In Force & Destiny, they are on page 37, 102, 103, and 320. The rules cover buying traits in character generation and afterward. The section entitled Awarding and Spending Experience Points in Chapter 9 of each core book makes reference to the material given in earlier chapters, so it can handle questions of basic XP use.
"Training, you need!"
The Force section in EotE and AoR both contend that the Force Sensitive Exile and the Force Sensitive Emergent templates are the extent of Force Ability which can reasonably be learned without a teacher. While it does not provide a firm, "No, you may not improve beyond this without a teacher edict," it does state:
"Most Force sensitives would not be able to achieve the degree of skill necessary to become a fully fledged Jedi Knight, and in the modern age the Jedi have been so thoroughly expunged that finding a qualified teacher in their techniques is a practical impossibility."
Age of Rebellion, Chapter 8: The Force, page 291
It does not put a firm or specific freedom to learn the powers in EotE and AoR without a teacher either. The game is written in a manner which supports and approves of creative control by each group. In contrast, a relationship with a mentor, or access to training materials such as a holocron, ancient temple, or the like is given more emphasis in Force & Destiny. As the latter game is specifically about the experience of being a force-sensitive, this makes good sense.
Narrative Focus
The Fantasy Flight Games Star Wars RPG takes a very narrative stance on many elements of game play, including how experience is spent. This is mirrored across the three main extensions of the line (Edge of the Empire, Age of Rebellion, and Force & Destiny).
A hard line on training, time, and mentors is not clearly spelled out for any Career, Skill, Specialization, Talent, or Force Ability (yet), but the implication may be felt as one reads through the material. This is being left in the hands of the play group to determine what is and is not appropriate for development at each specific juncture where experience is spent.
Overall Implications
Time
One could gather from the text that as awards are to be doled out after each session in increments of 10 or so XP, that players might be free to spend these XP on their characters' traits at any point. There are some situations where this makes sense, such as a story line which involves a lot of repeated uses of certain skills over an extended period of time. There are others where it does not, like an action-packed set of sessions involving a lot of conflict, but relatively little time. The text does indicate, however, that periods of downtime should be given for characters to learn new Skills and Talents.
Assessing if enough time and specific experience has been gained to make an improvement make sense within the ongoing campaign. The implication of in-game justifications for improvement is present, but not stressed as a rule, leaving the group free to adjust as needed, or to suit a specific situation.
It may make good sense to require XP awards to be held until specifically designated improvement points, wherein time can be allotted to cover aspects of mundane life such as training, networking, and development.
Relevance
As descriptions of the source of XP awards are recommended to be shared, by both sides of the screen, it could be understood that the idea of relevant experience is an aspect of the game. What have the characters been doing to warrant subsequent improvement. Does this practice or development occur solely in downtime with a trainer, mentor, or information source, and/or are they actively demonstrating training in play? These things are shown in the source material, and implied in the core book, but again - not set into a rule. The group is again, free to adjust as necessary to suit the ongoing tale.
Assessing how the character learned to improve a specific trait, Force or otherwise, may be good for supporting nuanced play, which generates more hooks and potential paths to explore as a result of the requirement to have in-game justifications for improvement.
Speed of Development
Characters who have received in the neighborhood of 200 XP are quite accomplished and while they still have gaps in their knowledge, are extremely capable in their core proficiencies. They are not to be trifled with, and can overcome significant obstacles. Simply spending XP as it arrives may push the group into a rate of progression it does not enjoy, or which is not sustainable for the long-term.
Again, setting a habit of providing in-game justification for development can allow characters to build a pool of XP which the player is then able to spend as need and opportunity arises, rather than seeking places to stick spare points.
The Force
Force Abilities as presented in Edge of the Empire and Age of Rebellion are potent, and the Talents which accompany the Force User Templates add to that. That said, the Templates and Abilities shown in Force & Destiny demonstrate that much more potency awaits. Rate of progression may still become an issue in a group, but if the character is restricted to the Abilities provided in EoTE or AoR, potential concerns about overall power for the character can be lessened. The Force specialists in F&D will still seem very special and different, regardless.
How are these abilities learned? Again, the implication would seem to be from a combination of things which make sense in the ongoing campaign. Trial and error, trusting one's feelings, finding information such as Holocron Cubes, or bitter Force Users with a bit more knowledge and a willingness or a weakness which will convince them to share. Again, by following the opportunity to limit development to specific training sources and opportunities in the game, richness of play can be bolstered. Rate of development can also follow a speed the group finds comfortable.
In contrast, a group slated to play for a short time may desire a faster rate of development with the need to seek a teacher or source of insight hand-waved into the background.
Thoughts
Experimentation may be required or desired. In my first campaign of Edge of the Empire, our Force User in Exile was allowed to develop Move through trial and error to a fairly capable level. The powers manifested after our first 'story' ended. He chose to improve it after each 'story break for XP use' thereafter. Seeing how this rate of expenditure affected his overall competency with that power, guided me in assessing how his second power would progress, and I slowly applied in-game reasons to tie that progression to other sources of development than mere trial and error.
I found that this approach mirrored what we see Luke go through in the films, and after his time with Yoda, we can imagine a drift back toward a greater need for trial and error, but also a greater capacity to receive tutelage from his ghostly allies. For characters without help from 'the living Force,' a reliance on sharing progress with one's friends, allies, and mentors will help a long-term group deepen the experience of play, and control the rate at which characters improve in order to maximize the time spent in whatever sweet spot they perceive and enjoy in the system. The game supports this through strong implication, but leaves room for other approaches.
Best Answer
RAW there is nothing you can do to resist being disarmed with the Move power. But if the players start abusing it, you can house rule to be resisted by Discipline or even rule that they need the same number of advantages that they need on attack rolls (3). Keep in mind that when attacking, you can spend 3 advantages to disarm someone and they cant do anything about it. But then, the "resistance" is the difficult dice being rolled.