35 minutes ago, Garran said:As has been suggested elsewhere, a far simpler solution to the underlying pips problem is to drop the requirement to spend a destiny point. The strain and conflict cost is sufficient by itself.
That doesn't solve the problem in any way. Destiny points are not meant to be a limited resource the GM makes you run out of, they are supposed to be a fluid resource that the GM tries to keep in balance. If you're actually running out of Destiny points at your table your GM is abusing the system to disable some of the player's powers instead of applying the cost of those powers correctly as the negative results of a fluid Destiny pool. Destiny points are supposed to be kicked back and forth all the time, not hoarded away or made scarce.
Strain and Conflict on the other hand pile up pretty quick if you're trying to play a character who actually fights with force powers at a low force rating, and the only real way to get to the point where you can feasibly do it is to just rush force ratings.
Edited by Aetrion