when rolling for destiny is it 1 destiny token per player with affiliation determined by force dice
or
force dice equal to players with tokens and affiliation determined by the roll
when rolling for destiny is it 1 destiny token per player with affiliation determined by force dice
or
force dice equal to players with tokens and affiliation determined by the roll
Pretty sure it's option 2.
It's option 2. Light side paragons add a light side destiny token to the pool. Dark side merely flip a light side one to the dark.
As others say it is #2. Remember that players will always use lightside destiny points regardless of their affiliation and the opposite is true for the GM.
4 minutes ago, kaosoe said:As others say it is #2. Remember that players will always use lightside destiny points regardless of their affiliation and the opposite is true for the GM.
i think my GM would have my character draw for the dark side token since they are actually part of the inquisition for story reasons
6 hours ago, Stormbourne said:i think my GM would have my character draw for the dark side token since they are actually part of the inquisition for story reasons
The point of having all the players use one type of destiny point is that otherwise you could create a scenario where one player is constantly flipping darkside points to light just to give the other players lightside destiny points to use.
Edited by kaosoeYeah, the Light/Dark sides of the Destiny tokens are somewhat misleading. They don't represent the ACTUAL Light/Dark sides of the Force, but rather the potential for the Force to help or hinder your party and their goals. If you're at odds with a Light-sider opponent, they still flip Dark Side Destiny Points, not because they're drawing on the Dark side, but because they're opposing your group's goals.
This construct was created because the assumption was that the players would almost always be Light-siders fighting against Dark-siders, like in the movies. But that's not exactly what it means.
And speaking of the Paragon/Dark-Side Paragon bonuses, I've always felt they were backwards - a Light-side Paragon should flip one of the already-generated points to Light, to show the calming, subtle guidance of the Light without making more power available. The Dark-side paragons, on the other hand should ADD a Dark Side token, showing the turmoil that simmers within, that constant need for struggle and conflict, but increasing the amount of actual power available to the group (by increasing the number of tokens available).
In my opinion, at least .
Edited by Absol1973 hours ago, Absol197 said:And speaking of the Paragon/Dark-Side Paragon bonuses, I've always felt they were backwards - a Light-side Paragon should flip one of the already-generated points to Light, to show the calming, subtle guidance of the Light without making more power available. The Dark-side paragons, on the other hand should ADD a Dark Side token, showing the turmoil that simmers within, that constant need for struggle and conflict, but increasing the amount of actual power available to the group (by increasing the number of tokens available).
In my opinion, at least .
That's something i thought of being lightside gets add/flip a token to lightside (in case all tokens are lightside already) while darkside can only add a darkside to the pool
Speaking of which, my interpretation of the "quicker, easier more seductive" explanation of the force is that the darkside has more presence on the force dice while the lightside has better paragon perks