Now that my players are starting to poke around the edges of the Force, I'm liking the mechanics a little less. One glaring hole that is missing: to active a Force power you just roll your Force dice, and often that is all you need. There are vague rules about how and when and by what these powers can be resisted, but it's a bit willy nilly.
Here's why it's a glaring hole: the rules have tossed aside the narrative dice and gone back to a binary result. This seems like a missed opportunity.
What I'm considering that every roll of Force dice be accompanied by some skill test. This will often be Discipline, but can easily be other skills. By default the check is a Simple check, meaning no negative dice. This retains the default of success (unless you blank out, in which case I'd allow it, but cause Strain or some other effect), but opens up the door to other possibilities.
1. the GM can now apply setback dice to any situation.
2. the GM can flip a DP and "upgrade" zero difficulty to 1 purple
3. the GM can apply other difficulties if necessary, and the situations can be more consistently codified
4. narrative results can now be applied. Threat might cause Strain; Advantages might trigger extra effects; Triumphs might even allow a temporary upgrade to be used, or convert the Action to a Maneuver, or...
For my own use, it also means I can more easily adapt my own Morality framework and get rid of that **** Conflict system. Dark pips might be more interesting if they created complications rather than causing Strain.
This does mean reviewing the powers and making a lot of notes. But as a general concept: shouldn't the Force roll have included a default skill test?