I think, based on this article and the points being made, that I need to sit down with my force using PC and help her rework it a bit. She's not really using it like one would, and she's disinterested in the force powers because she wants to be evil and can't use them to kill and blow stuff up. (Yes, she's going full-blown Sith. I've given up trying to dissuade her as long as she's not overly distracting from the game.) I think she'd be more interested in move and heal and the like if she knew how to use them, but she's not read the rules and just goes "Can I make that guy walk into a laser blast?" "Can i steal that thing from the guy?" etc.
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I think, based on this article and the points being made, that I need to sit down with my force using PC and help her rework it a bit. She's not really using it like one would, and she's disinterested in the force powers because she wants to be evil and can't use them to kill and blow stuff up. (Yes, she's going full-blown Sith. I've given up trying to dissuade her as long as she's not overly distracting from the game.) I think she'd be more interested in move and heal and the like if she knew how to use them, but she's not read the rules and just goes "Can I make that guy walk into a laser blast?" "Can i steal that thing from the guy?" etc.
Certainly, in which case she would probably be a Darksider, but probably never aknowledged as a sith without the temperment for self advancement. After all Sith, at least the ones in the movies; often run pretty tight ships. Dooku is a full on poltical figure, Palpatine was a poltical megaforce, Vader was extremely efficent at motivating and elimating the various clutter in high command e.c.t. Essentially, it might be worth trying to give her a an objective to aim for.
My PC, Tobin Stryder has been in the pocession of a Sith Lightsaber for around 2 years in character. He was a gadgetter machanic looking for revenge and never wasn't aware of his force senstivity for over 9 months. As such until recently he hadn't developed his force powers that much until very recently. (He had sense a year into the campiagn, maxed out the left side. Took a single talent of seek and after using touch of fate on an NPC to manipulate his thoughts, took influence.). However once he became aware of the object, his own personal destiny and being a target for the empire; he set a goal to climb up the ranks of the allience. After all, it's absolutely pointless having the force without having followers to command.
This is inline with the PC's general agenda, but supports his own quite nicely since he seeks himself as a continuation of an accient tradiction, and passionately hates the few Jedi he has met (Ezia caused him to lose the jewel of Yavin on two seperate occations, and she manipulated quite nicely due to his lack of disapline.). This caused a bit of playful conflict with the party Jedi, but as his morality is still fairly high (56) and he hasn't acted against the other's detriment(actually, he's extremely productive and helpful. An favourate with rebellion pilots; at least before he starts gambling.), but with his masters instructions hissing in his ear and a desire to discover the secerts of Sith Alchemy to lift the brainwashing from an old friend, things are about to get very interesting to one day bring the plotline to a head. The fact that he's a die hard patriot of the allience also paints the old story in a new light; the fact that he sees the Jedi themselves as detrimental to the Rebel's success; unaware that he's subtly been made dillusional at this point.
Of course as much as the lightsaber is whispering in his ear to kill the Jedi; Tobin is very much aware that it's view on the universe is extremely dated. On several occations has reminded the thing that "just waving a glow rod arn't gonna get an army behind my back like those days" and "I still haven't met an Inquistor that I haven't fallen with a blaster at my side".
Well, if you use Lightning as a Lightsider, it's called 'Electric Judgment.' Notably used by EU/Legends Luke Skywalker.
And if you are Eddie Grant, it's called Electric Avenue.
. . . I'll get my coat.
Edited by DesslokIf you converted two dark side pips to use Move to lift your ally up a cliffside and out of danger, [...]
Wait, is this even possible? The rule was, and I thought it still is, "one destiny point use per roll (by each the GM and Player). No exceptions". Hence, a player could, at most, flip one and only one dark side pip to a light side pip due to that restriction.
Did this change at some point? I've been away a bit, so I could have missed something, but that's a big something.
Edited by LethalDose
If you converted two dark side pips to use Move to lift your ally up a cliffside and out of danger, [...]
Wait, is this even possible? The rule was, and I thought it still is, "one destiny point use per roll (by each the GM and Player). No exceptions". Hence, a player could, at most, flip one and only one dark side pip to a light side pip due to that restriction.
Did this change at some point? I've been away a bit, so I could have missed something, but that's a big something.
You only have to flip one Destiny point to convert any number of dark side pips. It's the strain and conflict that are per pip.
Force Power Checks, beta page 195:
"A Force-sensitive character in FORCE AND DESTINY who wishes to use one or more [Dark Side] to provide Force points for a power must flip one Destiny Point from light to darkā¦He then suffers strain equal to the number of [Dark Side] results he wishes to use, and suffers one Conflict per [Dark Side] results he uses to generate [Force points]. A character may always choose to have a [Light Side] result or [Dark Side] result not generate [Force points]."
As Deadstop said, one destiny point flipped allows you to take conflict/spend strain to convert as many DS results as you want to Force points.
-EF
Ah, stuff I glanced over during my F&D read-throughs because I assumed I knew how it worked. Thanks for the clarifications, guys.
If you converted two dark side pips to use Move to lift your ally up a cliffside and out of danger, [...]
Wait, is this even possible? The rule was, and I thought it still is, "one destiny point use per roll (by each the GM and Player). No exceptions". Hence, a player could, at most, flip one and only one dark side pip to a light side pip due to that restriction.
Did this change at some point? I've been away a bit, so I could have missed something, but that's a big something.
No, that's always been there, even from the EotE Beta days, that it's one Destiny Point no matter how many dark side pips you convert to Force Points. It's a bit buried in the rules text, and more than a few GMs have missed it (including GM Chris of Order 66 fame), but it's been there since the beginning.
Far as I know, it's still a single Destiny Point per roll, and I believe this actually came up in a battle royale game run at this year's GamerNationCon overseen by Sam Stewart, as this rule wound up costing DarthGM the match since he'd used a Destiny Point to upgrade his Force user's Discipline check and thus couldn't spend one to convert any of the dark side pips he'd rolled to generate enough Force points for the effect he was after.