16 minutes ago, Donovan Morningfire said:From my read, his proposed change does two things:
One, it gets rid of the Force dice entirely, due to being too "unreliable" (i.e. can't always get the result he wants)
Two, it effectively doubles the amount of Force points that a PC would have available to use without necessarily having to suffer Conflict than they'd get just from rolling Force dice, which ultimately makes using Force powers far more reliable as there's only a very slim chance that any reasonably competent Force user (Willpower 3, Discipline 1) isn't going to be able to succeed at most low-end uses of the Force.
As KungFuFerret said, there's already the chance of "failure" in the current system, as you can roll only black pips (or only white pips if you're a dark sider) and thus choose not to spend resources (destiny point/strain) to convert them into Force points. The power does "activate," but nothing actually happens (beyond the PC perhaps looking a bit silly waving their hand around like they think they're a some kind of Jedi).
With just using the Genesys magic system, one thing that's quite likely tripping up a number of folks is that you largely have to sacrifice having several of the Force power/effects as not all them translate very well over to Genesys, at least not without introducing a whole slew of new power types to the point one begins to wonder why they switched over in the first place. And even just saying, "well, if there's no direct correlation then it's a Utility effect" can be problematic, as I found when writing up a number of prestablished spells for use with Chris Witt's Harry Potter Genesys theme, and can easily lead to GMs having to make a plethora of on-the-fly determinations of how to address various Force effects without stepping into the realm of "the Force is no different than high-fantasy magic and can do whatever the story needs!" syndrome that plagued the majority of the Expanded Universe material from the 90's and early aughts.
Not to mention, that many uses of the Force, require a skill check to go along with the Force roll, so that's a second layer in which the power could fail. Though I think Bob might be misreading the OP's goal? He thinks the point of the system was to introduce failure, but you are saying the system is because it's too unreliable, which I read as "I fail more often than I like." ? I didn't read the actual rules presented, because crunch is the least interesting part of any game to me, and the minimal rules, "handle it as you go" approach that the FFG system embraces, is right up my ally as far as a GM, so I frankly just don't care about complicating it that much.
I don't want/need it complicated, it's hard enough keeping my players on story as it is, with their analytical, possibly autistic brains, diving down every number hole they find to calculate things, and I'm just asking them to make a skill check. Adding more rules is contrary to the fun of the system in my opinion,a nd should be avoided.