7 hours ago, JinFaram said:Forgive me if this has been mentioned elsewhere but what is the developer's stance on using dark side pips? Are players expected to use them occasionally?
It's pretty much assumed that PCs will on average be using dark side pips to fuel their Force powers roughly half of the time, especially at Force Rating 1 where you're more likely to wind up with a dark side pip. After all, the PC can certainly feel the Force, but they cannot yet control it.
Once you get to Force Rating 2, it becomes less of an occurrence, while at Force Rating 3 it leans more towards the uncommon.
This is part of the assumption by the writers that most PCs are going earn at least a few points of Conflict each session.
Naturally this all depends on your luck with the dice. I've got a PC with Force Rating 3 in my campaign that frequently makes use of dark side pips because that's mostly what she rolls, but the player makes up for it by generally avoiding undertaking actions that would generate Conflict (PC is a Jedi initiate that survived Order 66, and in my games I don't warn the PCs ahead of time if they're going to earn Conflict from an action, a fact of which I've informed them at the start of the campaign). On the flip side, I've played a PC that frequently rolled double light side pips on his single Force die, making him seem more powerful than he really is. Both of these characters buck the expected trend with regards to the usage of dark side pips.
And like EliasWindrider said, using a dark side pip doesn't automatically mean you're falling to the dark side or doing evil. It just means that you're letting your emotions get the better of you in that moment. How you as the player choose to narrate it is up to you, but usually the emotions in question aren't of the beneficial variety.
Prime example is using Move to save an ally in immediate peril of falling to their death and is currently at short range from you. You need 2 Force pips (one for the base power, one for the Strength upgrade), but with Force Rating 2 you happen to roll a total of 2 dark side pips (1 on each die). The Force user taps into both the fear of loosing their friend and their fondness for that friend to quickly yank them to safety, which in game terms is reflected by suffering strain/Conflict and converting those 2 dark side pips into Force points.