Destiny Points, how do we use them?

By Zakain, in Star Wars: Force and Destiny RPG

I've been gming for a few sessions now and I think my group and I are using the destiny Points wrong.

Destiny point pool: 4 Dark side, 3 Light side

Whenever i spend a dark side point to upgrade the difficulty on their check to make the scene more challenging or to show that the tension is building up to something, they in turn spend a point, almost in retaliation to my own to upgrade their check in the positive. Is this intended? It seems they only spend destiny points whenever I do, like I said in retaliation to me spending one. If I dont spend them, they rarely do, and I'm tired of spending them in checks if it really doesnt add much.

Is there a way to get around this or to promote them using destiny points for themselves more instead of only when I use them?

Use them for more than upgrading dice pools.

For GM's when you want to make something happen that would seem like you just being difficult then flip a DP; eg the BBEG is getting hammered in an encounter and you want them to escape then flip a DP (any time not just during their initiative slot) and have them reveal some clever escape plan and disappear. Also handy for reinforcements and introducing complications to a scene that where not expected previously by the Players.

For Players when they ask if something exists ("is there a library or university I can research at?") then the GM looks at the Destiny Pool and replies "I don't know... is there?".

When a player forgot to get a piece of equipment that's required or would be super handy I let them flip a DP and spend the credits to have "remembered" to get that something. (Different to the Utility Belt talent since I still make them pay for it).

Letting PC's change a particular scene is good too; "Is there a terminal for that blast door?" or even "is there a blast door I can close?"

Some times you can push them into using them too, the NPC they are chasing just jumped in a waiting speeder and raced away, the other speeder the PC's could steal needs to be started before taking off, slowing them down "Can I flip a DP for it to be running and ready?" "Sure thing".

Finally be aware that as PC's gain experience they will learn talents that require Destiny Points to activate, as that happens this will become less of a problem.

I personally think that using DP's for dice pool upgrades is one of the most boring and least useful ways to spend them. It sounds like you should have a little chat with your group at the start of the next session, bring these points and what other people have to say up, let them know you don't think the group is getting the most out of them. Encourage change.

Try using them for effects other than just difficulty upgrades.Things the players can't just counter with a Dpoint themselves.

- a squad of Stormtroopers arrive and *flip* the Sgt has a grenade launcher.

- the computer security is breached, but *flip* there's an active counter intrusion droid brain hard wired into the system. You have one turn before it notices and starts back hacking you.

- the door slides open and *flip* the hallway beyond is COVERED IN BEES!

- you've got the Stormtroopers pretty locked down *flip* and then you notice one with a large backpack with an antenna crouched down and holding a hand to his ear. A moment later a TIE fighter screams overhead, circles your position for a minute... then angles toward you for a strafing run...

I've never had this problem in FaD because so many times the players will want to flip the point so they can use dark side pips on their Force dice.

I've had similar problems in the past.

I got round it by pointing out that I, as the GM, do not need Destiny Points to make their lives harder. So if there are no Destiny Points being used, I'll just upgrade the difficulties and they'll get nothing in return. But, if they actively use Destiny Points, then so will I, which means they'll still get the upgraded difficulties, BUT in return they'll get to do awesome things.

My players did this in the beginning too until they figured out their upgrade didn't cancel mine...Despair isn't cancelled by Triumph. Their next tactic was to stop using them entirely in order to lock me out so I wouldn't have anything to work with...until I informed them that the pool was meant to be used continuously, and if they locked me for too long I was just going to flip them all over and start again. Now they finally use them when they need them.

It's useful to encourage using them for more than dice upgrades, as already well explained above.

My group mainly uses them for upgrading dice (which is disappointing). I've tried to implement more usage for them, especially from my end. For example, I got sick of the party disarming my big bad guys, so I started spending a Destiny Point to prevent it if the Nemesis is important enough.

I'm tired of spending them in checks if it really doesnt add much.

The potential for a despair and an extra triumph doesn't add much?

That a common Problem, my players use them also most likly to upgrade theire rolls, but its ok for me, I still can use them for different thinks.

My Favourite is the "Ups it seems this BBG is getting really angry... he now will use his his full potenial/ arsenal/ mcguffinsuperpowerwhateveryoucallit"

Directly follow by: "Seems you didn´t noticed those reinforcements"

But also for things like: "While you walk down the street, the driver of a speeder lost control of it and will hit you... you may try an athletic RRP to escaipe before beeing hit..."

And of course for all the thinks the players could use them for:

The evil guy wants a create to cover behind but I didn´t mentioned one? *flip* Ah yes somehow you didn´t realized it due to the circumstances that it has the same color as the floor...

Oh nice you used that despair so the evil BH is out of ammo...*flip* but it seems he has a spare ammo with him.

or

*flip* you didn´t realized that Blastdoor before but thanks to the stormies advantages it is closing right between you and your healer...

Don't forget the rules on using destiny in the book tho.

The active player has a chance to flip destiny to upgrade their ability, then the opposite side has a chance to upgrade the difficulty.

If a player chooses not to upgrade their ability but when it comes to the GM, they upgrade the difficulty, the players cannot retroactively flip a point to upgrade their ability.

Also, check out my link, it should be a handy reference for your players.

https://community.fantasyflightgames.com/topic/222901-destiny-point-sheet/

This is a good topic! :)

We always FORGET to use the Destiny Points. Haha.

I've never had this problem in FaD because so many times the players will want to flip the point so they can use dark side pips on their Force dice.

Wait, so if they wanna use a power, and they roll dark side pips, using a light destiny will negate the conflict they'd gain?

I've never had this problem in FaD because so many times the players will want to flip the point so they can use dark side pips on their Force dice.

Wait, so if they wanna use a power, and they roll dark side pips, using a light destiny will negate the conflict they'd gain?

No, in order to use dark side pips you flip a Destiny Point. There is no way to negate the earning of Conflict.

I've never had this problem in FaD because so many times the players will want to flip the point so they can use dark side pips on their Force dice.

Wait, so if they wanna use a power, and they roll dark side pips, using a light destiny will negate the conflict they'd gain?

No, in order to use dark side pips you flip a Destiny Point. There is no way to negate the earning of Conflict.

Wait, so if they get black pips they can't call on the Dark Side unless they flip a Destiny???

I've never had this problem in FaD because so many times the players will want to flip the point so they can use dark side pips on their Force dice.

Wait, so if they wanna use a power, and they roll dark side pips, using a light destiny will negate the conflict they'd gain?

No, in order to use dark side pips you flip a Destiny Point. There is no way to negate the earning of Conflict.

Wait, so if they get black pips they can't call on the Dark Side unless they flip a Destiny???

Correct.

And if its a combined check (eg Enhance Basic power) and the player fliped a DP to upgrade the original dice pool for the check then they are not able to flip a DP to use Dark Side Force points after the dice are rolled, its part of the "only 1 DP per check " rule

FaD p280 & 281 is where all these rules are covered.

Light Side Force users:

  • May use Light Side pips without restriction
  • May use Dark Side pips by flipping 1 Destiny Point (PC flips light to dark, NPC flips dark to light), suffering strain equal to the number used and suffering conflict equal to the number used

Dark Side Force Users:

  • May use Light Side pips by flipping 1 Destiny Point (PC flips light to dark, NPC flips dark to light), suffering strain equal to the number of pips used
  • May use Dark Side pips by suffering a number of conflict equal to the number of pips used.

Lesson: Redemption is HARD.

Hmmmm. Thanks guys!