New Uses for SW Force Dice?

By Popdart, in Genesys

Force dice appear to have been completely dropped in the transition from SW to Genesys. I'm inclined to hold onto them and continue using destiny points in Genesys if only to stop them gathering dust. Does anyone have any other ideas on what Force dice could be used for under the revised system?

Nothing comes to mind off hand, but I do believe I read somewhere that genesys is going to have something akin to destiny points, just that the initial allotment each session will be determined differently.

They call them Storypoints if my memory don't deceives me.

Yep. GM Phil has confirmed that Story Points have replaced Destiny Points and behave exactly the same.

I'm sure glad they removed the Force Die.

Didn't like its mechanic (and the whole force using mechanics in gneral).

It was just so random and, imo, not really well worked through.

For story points, I'll just add 1 positive per player, and 1 negative per GM.

No need to arbitrarily roll some dice.

23 minutes ago, Hugh Salamando Filth said:

For story points, I'll just add 1 positive per player, and 1 negative per GM.

No need to arbitrarily roll some dice.

Convenient, because that's exactly how they were generated for the Runebound con-mod. ;)

Surely you're not going to just stop playing Star Wars?!?

Like ppl already said, they'll keep it, but now is called Story Points. No need to roll dices to chek. I guess everyone already start with 1 per session.

The dice per se can be used in your game as:

-A dice game inside your game. Could be a game like tons of others where every player rolls the same number of dices (1 per player? 2? idk) and they need to guess the future number of blacks and/or whites
-To hit the trouble maker player in the head
-To use as tokens in the battle grid

IDK, I kinda like the rolling story/destiny points. both as player and gm. Especially in star wars, it sets the feeling of the force being with you for that game

5 hours ago, Hugh Salamando Filth said:

I'm sure glad they removed the Force Die.

Didn't like its mechanic (and the whole force using mechanics in gneral).

It was just so random and, imo, not really well worked through.

For story points, I'll just add 1 positive per player, and 1 negative per GM.

No need to arbitrarily roll some dice.

How many GMs do you have?

4 hours ago, fjw70 said:

How many GMs do you have?

Me, myself, and I. xD

Random weather:

1 black pip = bad weather (wind, light rain) = 1 setback on checks

2 black pips = very bad weather (stormy, snow, heavy rain) = 2 setback

1 white = good weather = no penalties

2 whites = double rainbow = regenerate strain or something idunno

On 11/15/2017 at 4:01 PM, themensch said:

Surely you're not going to just stop playing Star Wars?!?

There's no reason to stop playing Star Wars. I don't know about everyone else, but any new players I introduce I will be using the Genesys dice just so I don't have to get people to learn two different sets of symbols.

5 hours ago, Klort said:

Random weather:

1 black pip = bad weather (wind, light rain) = 1 setback on checks

2 black pips = very bad weather (stormy, snow, heavy rain) = 2 setback

1 white = good weather = no penalties

2 whites = double rainbow = regenerate strain or something idunno

I like the weather thing.

13 hours ago, Klort said:

Random weather:

1 black pip = bad weather (wind, light rain) = 1 setback on checks

2 black pips = very bad weather (stormy, snow, heavy rain) = 2 setback

1 white = good weather = no penalties

2 whites = double rainbow = regenerate strain or something idunno

That's a great idea.

Might even have it depend on the remaining Story Points to create an ever-changing environment/weather.

I'll steal that.

Edited by Hugh Salamando Filth

Similar to Klort's answer,

I've been thinking about using the force die as a "Winds of Magic" type die. Magic is Chaotic, sometimes its beneficial, other times... malevolent. No hard guidelines yet, just an idea.

On 11/16/2017 at 11:07 PM, Klort said:

Random weather:

1 black pip = bad weather (wind, light rain) = 1 setback on checks

2 black pips = very bad weather (stormy, snow, heavy rain) = 2 setback

1 white = good weather = no penalties

2 whites = double rainbow = regenerate strain or something idunno

I would switch the pips around a little though - 1 black pip is the most common roll, while 2 whites are more common than 1 white. (unless you're going for a campaign where it's rainy most of the time ^_^ )

So I don’t know how likely it is I’ll actually make a Destiny setting since to make it how I’d like it seems like a lot of work, but I had a use for the Force die in that.

So in the video game all your special abilities are on a cooldown. To simulate that in Genesys I would have players be able to roll the Force die each round, and either use the points they generate right then, or pool them between rounds. Weaker abilities would only need a few points to activate, while something major like using your Super would require many.

No biggy. I import fate points and aspects from Fate into everything these days :P

I've imported the "countdown pool" from WOIN into a number of mine. You have an event that you don't know exactly how long until it happens, but want to have a timer on, and want to keep tension high. So you grab a pool of D6 - the bigger the pool, the longer the time, and at the start of each round, you roll them all. Any that have a 6, you remove. When all dice are gone, times up.