Greetings everyone.
I've tried to create a force point generation system that tries to mimic the force distribution of the force side dice, a system that is more in lieu of the already established dice pool system thats based on the character's abilities and skill, which in my opinion makes it possible to much better reflect a situation where various circumstances affects a force user is trying to use the force. The force dice, always ensures a success in manifesting the force, whether it be light or dark, there is always force points generated, which means a force user can always succeed as long as there are destiny point and strain available. However, from what I've experienced with SW, there are lots of cases where the force user is not able to "feel" or sense the force, which in my opinion would translate into a blank side on the dice, but a force dice does not have a blank side, nor is it ideal to use in my opinion as it in no way reflects the users actual capability in manifesting the force based on the character actual abilities, skills and experience. In short it means that one check can now specifically reflect the amount of points that can successfully be generated based on a character's abilities, skills, force rating and circumstance, where there is actually no other way of doing it, because doing seperate checks wouldn't affect the outcome of the force dice - it would always result in a positive amount of force points.
This may seem like a complex and time consuming system, but I don't really think so once one understands it and has learned to use it, and since it uses the game's dice pool system and mechanics, it should be fairly easy and straight forward to understand. Considering that this system tries to much better reflect the force user's abilities, skills, experience and actual circumstances, it opens up for a lot more avenues and depth, that the current system in my opinion isn't able to.
As the system isn't complely finished, it may need to be adjusted and tweaked, so I would very much like your constructive feedback.
I'll try to outline it as short, concise and to the point as possible, with a few examples along the way.
The system is as follows:
Force Power Manifestation - Force point generation:
Attempting to manifesting force points is to attempting to access the force, whether to feel, sense, control, alter or manipulate reality or the force through ones connection to the force.
Committing manifested force points to a force power means using the force.
- The user is free to choose if it's light or dark side that is manifested.
- The user can manifest up to x2 it's force rating, any points generated that exceeds the maximum are ignored when resolved.
- The user is free to use either side, but is limited to use only ONE side of the force points generated.
- The user suffers sided conflict points when commiting sided force points.
- Force power is considered to be of the same side as the sided force points commited.
- Dice pool is always without negative dices unless circumstances apply.
GM Specific:
- Force power manifestation checks can be combined with other checks where appropriate - adding dice to the dice pool based on relevant circumstances - difficulty, challenge and setback dice where appropriate.
- Decides on how any threats and failures are used, whenever possible - this effectively means in step 4.
IF ENFORCING USE OF DESTINY POINTS TO FLIP FORCE POINTS TO DESIRED SIDE, then user is not free to use either side and does not suffer sided conflict points:
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The user is limited by force affiliation and morality.
Light side users can only light side points.
Grey side users can use both force sides, but always suffer sided conflict points.
Dark side users can only use dark side points.
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Add this to step 2's options to pick from:
Convert all failures to successes; 1 - 1 ratio.
User gains 1 conflict for each failure converted.
User gains 1 strain for each success achieved.
Force power is considered to be of the opposite side of the intended force points to be generated.
Note on sided conflict points:
Sided conflict uses a mechanic called force alignment to track sided force alignment.
When committing force points the force user gains sided conflict points and thus moves the force alignment in
the respective direction and respective amount, based on the amount and side used. The force alignment represents inner conflict progression during the session.
All sided conflict points are kept track of for mechanical purposes when resolving sided force alignment conflict, after the session resolve sided conflict points - see resolving the sided force alignment conflict.
STEPS 1-6 Summarized:
- Initial Step
- Assemble Force power check dice pool.
- Roll dice pool, assess the results and consider spending a destiny point if the character has spent one already.
- Resolve successes, advantages and threats.
- Resolve any failures.
- Resolve failure or success of the force power manifestation check.
STEP 1 - Initial Step
- Force user declares action and which side of the force is to be manifested.
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Force users declares if focus is used - Focus costs ONE maneauver and grants an additional boost dice.
Note: Focus can only be done once per turn . -
Force Power Compensation Dice:
When force user can achieve less than the maximum amount of force points with ability + skill than with the force dice:
Add two boost dices for every two force points the force user would be short of under the normal system. - GM determines if the check needs to be a combined check and if is a circumstancial check.
STEP 2 - Assemble Force power check dice pool.
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Appropritate Ability + Skill + Any force power compensation dice.
Note: Default is Willpower + Discipline + Any force power compensation dice.
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Add circumstancial dices.
Add any difficulty or challenge dice as needed.
Add any boost or setback dice as needed.
(for instance setback dice for disorientation)
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Add difficulty dice when
In combat.
User has taken 50% or more WT damage (in total).
User has taken 50% or more strain damage (in total).
IF user is afraid, then add fear difficulty dice.
Step 3 - Assemble Force power check dice pool:
Roll dice pool, assess the results and consider spending a destiny point if one hasn't been already, to do either of the following:
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Convert advantage points to successes - 1 to 1 ratio.
User gains 1 conflict for each advantage converted to a success
User gains strain equal to the amount of advantage converted.
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Remove all threats!
User gains 1 conflict for each threat converted to an advantage.
User gains 1 strain equal to the amount threat converted converted.
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Remove all failures!
User gains 2 conflict for each failure removed.
User gains 1 strain for each failure removed.
Step 4 - Resolve successes, advantages and threats:
Successes: 1 success converts to 1 INTENDED side force point generated.
Triumph and dispair automatically cancel each other out.
Advantage and threat automatically cancel each other out, any remaining can be used for the following:
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Advantage:
2 Points converts to 1 sided force point.
2 Points to recover 1 strain.
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Threat:
2 points to cause 1 strain.
2 points convert to 1 failure.
Step 5 - Resolve any failures:
- 1 failure converts one INTENDED sided force point to the opposite.
Step 6 - Resolve failure or success of the force power manifestation check:
Cancel any remaining force with failures - 1 to 1 ratio.
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The check is considered failed if any failures remain after cancelling remaining force points:
The user suffers an amount of sided conflict equal to the number of failures that remain when the roll has been resolved.
1 strain for each failure.
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The check is considered a successful if any sided force points that remain AFTER all failures has been resolved, and remaining sided force points can be committed to a force power.
The user gains sided conflict based on the amount of sided force points committed.
If the force user has a force side affiliation (light or dark), then the double amount of sided conflict is suffered when the force affiliation side force points are committed.
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Adjust values:
All conflict, sided conflict and strain suffered during this check.
Example #1
User has Willpower 2, no relevant skill and a force rating of 1.
This means that a maximum of 2 force points can be generated.
The user is conducting a practice session and is in no danger immediate danger, but isn't specifically focusing.
The user is attempting to manifest light side points.
User has a base dice pool of 2 ability dice:
User gets 2 successes - which means two light side points have been generated.
Example #2 - This example assumes that it's enforced that it requires use of destiny points to flip force points to desired side, as that is how it's handled in the core rules.
The same user as above, though this time the user is more trained and disciplined, willpower of 3, discipline of 1, a force rating of 4.
This means that a maximum of 6 force points can be generated - this means that the user is 2 two point short when compared to the normal system (2 boost dices are added to the dice pool).
The user is trying to save his allies who're in a collapsing cave, fearing their loss of life - counts as moderately afraid. (two difficulty dice are added to the dice pool.)
The user is spending a manveuer to focus (1 boost dice is added to the dice pool)
The user is also disoriented and at 50% WT. (1 difficulty and 1 setback dice is added)
The GM decideds to upgrade 1 difficulty dice to a challenge dice.
The user is attempting to manifest light side points
User has a base dice pool of 2 ability + 1 proficiency + 2 difficulty + 1 challenge + 3 boost + 1 setback dice:
User gets:
- 4 successes
- 2 advantage
- 3 failures
- 4 threats
The user considers the situation, and decides to spend a destiny point, and opts to convert all failures to successes and suffers 3 strain and 3 conflict. (Step 3)
This converts all 3 failures to 3 successes, for total 7 successes (force power is now considered the opposite of the intended: light -> dark).
2 Threat points automatically cancels 2 advantage points (2 advantage points left.)
2 Threat points is used to cause 1 strain in user.
7 successes converts to 7 light side force points.
This means the user can commit 7 light side points, and has suffered 4 strain and 3 conflict, but the force power is considered dark.
.: NOTES :.
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Force Power Compensation Dice / Boost Mechanic
When force user can achieve less than maximum with ability/skill check than with force point dice:
Add two boost dice for every two force points the force user would be short of under the normal system.
Generic examples:
FR 4 can achieve 8 FP, Ability 2 can only achieve 4, so 4 boost dice are added to the dice pool.
FR 4 can achieve 8 FP, Ability 3 can only achieve 6, so 2 boost dice are added to the dice pool.
FR 4 can achieve 8 FP, Ability 3 + skill 1 can achieve 8, so 0 boost dice are added to the dice pool.
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Sided force points belong to the specific side of the force used.
A very important, there is a important difference conflict and sided conflict:
Conflict is resolved as normal after the session.
Sided conflict is specifically used to resolve sided force alignment conflict.
- Destiny points can also affect the dices in the dicepool, positively and negatively - Dice can be upgraded or downgraded, which includes, ability and difficulty dice.
Force alignment:
Sided force alignment conflict happens when at least one side of the force alignment has points.
Light is considered to be positive, dark is considered to be negative, as such they affect morality respectively.
Normal conflict is resolved immediately after sided conflict has been resolved.
Resolving sided force alignment conflict:
Roll a d10 for both sides and add the results respective, then substract the two results from each other (lowest from the highest), the resultning number will be the morality adjustment value.
Example #3
5 light sided conflict points vs. 1 dark side conflict points.
Light side rolls a 1, which is a total of 6.
Dark side rolls a 5, which is a total of 6.
The morality adjustment in this case is 0, no adjustment takes place.
Example #4
5 light sided conflict points vs. 1 dark side conflict points.
Light side rolls a 3, which is a total of 8.
Dark side rolls a 10, which is a total of 11.
The morality adjustment in this case is 3, in favor of the dark side, which means the morality score is decreased by 3.
In conclusion
I feel this is a much more capable system of reflecting a force user attempting to use the force in any situation with a variable amount of circumstance than just using the force dice. Furthermore, the system is also much more tied to reflecting how the character's abilities, skills, experience and force rating affect the outcome of the user attempting to use the force, than just using the force dice will reflect. It also gives the player and gm a chance to more directly affect the outcome, it terms of deciding on what to convert the various points into, like converting threat into strain or failure, or advantage into recovering strain. It actually makes it uncertain to use when there are circumstances affecting the force users situation, even with higher levels of force rating, because the circumstances tends to scale as well - like one whos more powerful usually meet tougher, more dangerous or more difficult situations to deal with. It also reflects that one needs to actually train various aspects of the user, ability, skill and force rating, not to mention the actual force powers as well. Furthermore, this system can also fairly easy handle the issue with force users who falls in the grey area of morality and force use, as the system doesn't discriminate as it's neutral and other mechanics can be handled to specifically handle the key elements of those types of users, and already inherently is able to handle them quite well, as it has moved away from being able to always use the force without any negative side effects, as there will be inherently when using this system, and more can be added to better suit or reflect the those types of force users. For one, it's actually possible to fail, secondly if one fails there are actual consequences for failing, but it also adds the possibility of the force user being able regain strain as a result of using the force, but at the same time, in can also become more costly to attempt use the force, even when one succeeds it's possible to suffer strain, conflict and it directly affecting morality. And as far as I understand, conflict and morality are very important mechanics for force users, which is why I tried to add mechanics in this system that support this and work with whats already in the game - namely conflict and morality.
I'm looking forward to your constructive feedback.
PS. Absol197, you're more than welcome to do some numbers on this one if you feel like it, it would be appreciated, especially since I tried making this mimic the force dice, well at least when it's without any circumstancial dices being added. So it would be good with some comparative numbers in relation to the force dice probabilities. Thanks in advance.
Edited by InfinityIncarnate
Formatting + wording.