So I've run into a problem running Force and Destiny when my group tries to actually use the Force. The group I'm running is just getting started, and one person in particular is trying to use the Force in various ways and almost always fails to do so, but in general so far, the group has been pretty underwhelmed by the whole experience.
I'll start with the Force Die. There are two design intentions as I understand it:
Vary the amount of Force points that can be spent on an action
Make the dark side an ever present temptation
In my group, it doesn't really succeed in either of these because to a group of people who don't want to give in to the dark side, or don't want to pay the (arguably high) cost for dark side points, they view black pips as failure. They do not continue. This means that for them, a Force check has a ~60% chance of failure. That means it doesn't really vary the amount of Force points (the number is almost always 0, i.e., no light), and it doesn't really make the dark side a temptation because despite how bad it feels to lose your turn, it seems better mechanically than taking straight and flipping destiny to do something that might not work anyway. (After all, at some point, unless a Force power has a straight up mechanical benefit - deal X damage - I might not be able to give them what they want out of it.)
So far in my game, for every time someone's tried to use the Force it's like, "Lets try to use the Force!", then roll, dark pip, welp, you can be a horrible dark side nazi or ... pass your turn.
Your choice buddy!
They choose 'Pass the turn' pretty much every time unless they think it's super important. This feels bad, because nobody likes playing a game where "not playing" is the right choice.
I'd like to point out too that by "feels bad" I'm not referring to just like, well they didn't succeed and that sucks, I'm referring to the specific sensation where you feel like you're playing against the game instead of against your opponents. That specific feel bad is what I'm referring to.
So, I have an idea - Dark Side Point Conversion.
If you roll a dark side pip, you can have two choices:
1) Use it as a dark side force point. This requires flipping a Destiny Point, and costs you 1 Conflict + 1 Strain per Dark Side pip you use. (RAW)
Or 2) Use it as a light side force point, which requires 2 Strain per dark side pip you convert. The GM must flip a Destiny Point.
The reason for the GM being forced to flip a Destiny Point is that if he can't, then you can't convert. This is the same as a player being unable to use a dark side pip if they can't flip a Destiny Point. Also, I've felt like I have so many dark side destiny points I can't spend 'em fast enough and this would help with that.
It's an unusual route to take, forcing an action on the GM, but I feel like it might be the least intrusive way to allow players to actually play light side Jedi that, while maybe sacrificing some of themselves to do it, avoid going down the dark path. (And that sacrifice then benefits the party through increased Light Side Destiny Points.)
The powers wouldn't change because after converting a pip, it is, for all intents and purposes, a light side point. There is no residual dark side.
I'd like to point out that I understand mechanically that while players should probably be using dark side points, it's antithetical to Jedi characters to do this. And I'd rather they sacrifice strain than a whole turn, or be forced out of the Star Wars experience because, well, the game's needs are more important than the players.
Thoughts? Does anyone think this would imbalance things too much? (I'll be watching as Force Ratings, and therefore dice, increase to see if this becomes too easy access to light side points.)