Destiny points

By Wetaas, in Star Wars: Edge of the Empire RPG

So we played a while, and somehow we dont like the destiny point thing/rules.
So we dont use it anymore when we play. And everyone is happy about that.
Are there others out there that feel the same. Do you skip it or use it ?

If so how do you deal with all the specializations that have destiny points.

You skip them when they buy or come up with something new for them.

Interesting to hear your view points.

Well lets start with what do you object to about it? They work fine for the games we use them in.

We love them, it's the ability for a Player to change the narrative that's the best

It is great to share your opinion, but to start a whole new thread to say "meh, I don't like them" is rather pointless.

I guess I can only counter point with:

I like Destiny Points.

Well, thanks for letting us know you don't like them.

Big Gulps, arright, well see you later!

How do you work out the talents that require the flipping of a destiny point?

Actually that is not what the post appears to be about, the OP is asking if anyone else feels the same and how they have gotten around Destiny Points for those Talents which require DP's.

So far, they seem to have minimal use, but none of my players have any talents that utilize them yet.

They mostly just serve to throw a bit of tension into the mix. When one side upgrades, the other side upgrades back, giving a better chance at a Triumph, and adding the chance for a Despair. Only once in 5 sessions has one been flipped for a "hey, I've got one of those" moment.

Edited by Lifer4700

I like them, as the GM. I flip them whenever I have something particularly good that can happen to the PCs on a despair (in combat). I also like to have them on hand for whenever the PCs are feeling cocky, suddenly the local Imperial Garrison arrives in force. Or a Nemesis shows up on scene (bounty Hunter, Inquisitor, Local Retired Veteran, whatever).

My PCs use them whenever they Really don't want to fail a check, or are particularly unskilled in what they are trying to roll. Occasionally I will allow them to flip a point if they forgot to purchase something important, or left something on their ship instead of in their inventory. That's in addition to whatever narrative boosts they want to interject.

I have noticed that puting them in the middle of the table works a charm. Especially since I ask my players to flip them for me when I use a dark side point, in that way they are the ones flipping them and it puts it top of mind for them.

I also actively suggest using them during gameplay.

"Is there a ... in the ...?"

<Points to destiny pool> "I don't know. Is there?"

I only care so much that I want my PCs to use them so I can. How am I supposed to have fun deciding what a Despair does if I can't make some red dice occasionally? As DR pointed out, there are a number of very powerful Talents requiring the use of a DP. They are a rather central aspect in use of the Force at times as well. Not saying you have to use them, but there are a lot of workarounds you have to come up with in the rules if you don't, seems easier to just use them honestly.

Thanks for the feedback from those of you that made a useful comment.

My group may have to look one more time on rules of using them , and may consider to try them out little bit more.

I also actively suggest using them during gameplay.

"Is there a ... in the ...?"

<Points to destiny pool> "I don't know. Is there?"

My Knowing GM Nod to the destiny cups is plentiful indeed. Why ask me if something is there or you have something relevant in your bag! TELL me!

As a player, I use them all the time. A couple of weeks ago my Princess and her sister were running away from assassins when we burst through into another street, and I reach for the pool. "Thank goodness there's a public transport JUST about to pull away from the bus stop, doors just closing as we slip onboard."

Or come on - you want to sit there are tell me THIS isnt a use of a Destiny Point:

Why the hell does Bond have a parachute instead of, you know, mountain climbing gear? because his player told the GM "Russian Assassins to the left and right, huh? Fine - I ski off the cliff. Fortunately, I remembered to bring a parachute and I glide away to safety!"

Edited by Desslok

^ This! Keep it cinematic, y'all. Think bigger and bolder. On both sides. As a GM, I love it when the player does something really creative with a destiny point... and executes a plan at the last second. I also like being able to bring in despair potential to rolls and generally increase tension. I admit, sometimes I have to make sure I'm not popping them like candy, because it is easy to start wanting to use them for everything. Moderation is the key to storytelling success!

EDIT: At first I was like... "Yeah... exactly! Bond ski scenes!"... and then I was like... "Oohh... do they even know Bond? James... Bond?"

Edited by Grayfax

It does get significantly harder if your players are not creative. I've encouraged my players to watch one of their favorite movies and get some good ideas for DP uses.

I was unsure about destiny points at first only because of players I've gamed with in the past (you know the "meta-gamer" types.) I felt like they would make the game a competition between GM and player. For the first few games I ran I didn't use them, mostly because I had a first time RPG player. I have since used them and they are fine I like them now. Although to be honest we tend to forget them a lot

It does get significantly harder if your players are not creative. I've encouraged my players to watch one of their favorite movies and get some good ideas for DP uses.

That doesn't preclude the players using them to upgrade dice pools. If you don't use them, then as the GM you have no opportunity to insert the chance of a Despair, and as the player you have no opportunity to up your chances. The players don't need to be creative to make use of that facet.

I wonder if the issue for the OP is they don't have a good handle on dealing with Despair and Triumph. The rule book makes it sound far more game-changing than it is, while the combat suggestions in the rules are actually pretty tame.

I am all about the story. In addition to the whole flip-a-destiny-point-for-convenint-plot-point, in my games I only let players use them (and only use them myself) to upgrade dice rolls if you can explain what story based occurrence has made that roll easier/harder than it would normally be. Can't just use them to arbitrarily effect dice with no story based explanation.

I am all about the story. In addition to the whole flip-a-destiny-point-for-convenint-plot-point, in my games I only let players use them (and only use them myself) to upgrade dice rolls if you can explain what story based occurrence has made that roll easier/harder than it would normally be. Can't just use them to arbitrarily effect dice with no story based explanation.

That sounds like they should be adding boost die, not flipping destiny points to be honest....

Maybe I'm explaining that wrong, because you're right, if there is an existing reason a task should be easier they get a boost. But if they want something convenient to happen in order to make something easier that costs a Destiny Point. So if I want to make it harder for the players to shoot my escaping Nemesis I don't just throw in a Dark Side point and upgrade the dice, I say "just as you line up your shot he dives behind a group of tourists that happen to be passing by and it's harder to shoot him without hitting them". If the tourists had already been established earlier in the scene however that would be a black die as a pre-exsisting difficulty.

I let the players use a DP whenever they want, they don't need a reason. Part of it is, whenever they do, my pool is bigger :)

Boost dice can come from the environment (rarely in my case), but usually they have to earn them, either through great roleplaying or just making the table laugh.

As a GM I use destiny points all the time, particularly when the party is getting cocky because things are going smoothly. I usually just reach out ominously, slowly flip one and smile, while the party all growns, followed by me saying "And then..."

As a GM I use destiny points all the time, particularly when the party is getting cocky because things are going smoothly. I usually just reach out ominously, slowly flip one and smile, while the party all growns, followed by me saying "And then..."

As a GM I use destiny points all the time, particularly when the party is getting cocky because things are going smoothly. I usually just reach out ominously, slowly flip one and smile, while the party all growns, followed by me saying "And then..."

Yes, yes yes. This.

As a GM I use destiny points all the time, particularly when the party is getting cocky because things are going smoothly. I usually just reach out ominously, slowly flip one and smile, while the party all growns, followed by me saying "And then..."

Are there others out there that feel the same. .. ?

No, not at all, my group loves them! :) Obligation, narrative dice and Destiny points are the three mechanics that really defines the game and the gameplay feeling for me. If we took one of them away, it wouldn`t feel like Edge of the Empire anymore.

But mainly I love systems that have tools for giving the players more narrative control mixed in with the tools that make the game and story random. The game experience feels more free and improvised but at the same time focused and structured.

Edited by RodianClone