So I was curious what house rules others have introduced into their FFG games.
Personally, I removed the "Must flip a Destiny Point to use the Dark Side" rule, as it's just not very practical with my group.
I have 2 players, and we consistantly have very small Destiny pools, which seriously limits using them regularly in game. I even started having the GM (me), roll as well, just to try and actually increase the volume of points to play with. Which has helped a bit, but I found that they will sometimes be unable to use the Dark Side, because I just simply haven't flipped any Destiny Points for them recently. I've already made various scenes hard as it is, with setback dice and other factors, and I'm reluctant to upgrade the check as often as I would have to, in order to keep them in a constant supply of Light Side Destiny Points. This was mostly spurred on by last weeks session, where I had them finally meet the BBEG, complete with Adversary 2, and lots of setback dice because they encountered the BBEG in a Dark Side site, and thus had failed some fear checks. The fight was already meant to be tough, to show them how outclassed they were. And one of the players, couldn't use the Dark Side. I was momentarily confused, and he said "I don't have a Light Side DP to flip". Which annoyed me, because if there was ever a time to channel the Dark Side in a moment of fear and tension, it's fighting a BBEG in a Dark Side site. ![]()
So, I've done away with it entirely, because it feels very limiting, and the Dark Side is supposed to be the "quicker, easier, more seductive" path. So now, it's even easier for them to be tempted by the Dark, and it allows them to use their DP for other things, like triggering talents, or influencing the structure of the scene by introducing new elements. I've boosted the strain cost by +1, so they run an increased risk of overtaxing their character, and I think it will work out going forward.
So what about you? What house rules have you incorporated for your game, and why?