16 minutes ago, P-47 Thunderbolt said:In this case, that is sort of what the player is aiming for. The force isn't my preferred method of play, but the story idea linked to it is interesting, so I'm trying to accommodate.
What I was shooting for with the original idea was to have to use the pips equally, or you slide away from balance regardless which you use. If you use 2 extra LS pips, you slide 2 points down the scale. If you then use 2 extra DS pips, you slide down the scale another 2 points.
Do you have any recommendation?
What I'm thinking right now: Try to use pips evenly, the idea behind it being that the black pips (intentionally not calling them dark side) are the players emotions/passions, and the white pips (intentionally not calling them light side) are the control. In order to use more black than white or vice versa, she has to suffer Strain equal to the difference and lose an equal number of balance points. If she is between 85-100, she is "balanced" and (this is very tentative) receives a second force die. I had decided against this, but I'm starting to come back to it. It would make it suitably easier to maintain balance while in touch with the force (seeing as how she's an FR1 character), and yet significantly harder to regain balance without finding a suitable* spot to meditate.
Alternatively, scratch the additional force die, and instead make it so that she only takes Strain/loses balance points when the difference is 2 or more (basically, Strain/balance points equals difference-1).As for the Conflict chart, I'm thinking of more-or-less discarding it, but using it as a reference for dealing with certain situations, removing balance points similarly to how you grant conflict points, though not as much because you don't roll a d10 to recover balance points.
Optional: If she drops below 50, she switches over to using the normal morality rules until she can find a suitable spot to meditate and recover.
*she has specific criteria for where is an appropriate spot to meditate. This isn't something that she can do during a long hyperspace journey.
Dont give them the additional force die. You will unbalance the game that way. As to the rest I am not sure it is a good idea. This game is all about choices. And that is what conflict is about. Do you choose to do stuff that gives you conflict. Do you choose to use the darkside pips to get what you need done or not. It becomes easier to eschew darkside pips as you get a higher force rating. Which is part of the balancing factor in this game that previous star wars games didnt have. I agree with grand faloon. Light side is balanced force use.