14 minutes ago, Tramp Graphics said:But what you’re seeing as a “problem” is not really an inherent in problem with the system itself. Just the opposite. It was the solution to one of the biggest problems with the previous systems. That random element is a deliberate feature of the Morality system and, if removed, would result in the same problem the old systems had: a punitive Darkside Point accumulation that guarantees a decrease in Morality for even the slightest infraction, basically ensuring a character falling to the Dark Side unless he or she is a perfect “boyscout”/“girlscout” and absolute paragon of virtue.
I guess we will have to agree to disagree on this point then. A random element does need to be added I do agree but it could have been done way better so it didn't feel so arbitrary or such a pain on the GMs or the Players. The system's flaw is that the randomness makes it very swingy and highly unpredictable. In MOST play sessions it should work as intended because cumulative die rolls fall around a bell curve, but in the case of our campaign it is very swingy just because every now and again that will happen by randomness alone and one person is getting lots of high numbers when he feels he doesn't deserve them and I'm getting a lot of low numbers when I don't feel I don't deserve them. The numbers are mismatched from our character's actions The randomness needs to be able to be played around, mitigated (and not just a binary do or do not style especially when i'm trying to play a force wizard type character, I understand the destiny point and strain cost, that feels great to play with but the conflict becomes burdensome to even spend one of them out of the risk of getting that really low die roll). or dealt with if you are going to anchor a somewhat crucial part of a character to a random die roll. That is just good game design when it comes to making a system feel rewarding or fun to play. I'm trying really hard to understand the system, i really am but as I peruse the forums i usually get the same responses to the morality problem rather than insightful ways of how to get the most out of the system without requiring huge amounts of work from the GM or players.
I guess you could say our group found the edge case that the morality system doesn't seem to work for.
Thanks for listening to my venting, I hope you took none of this personally. I will continue to look out for other solutions though.