Hello all, I have got the Beta book recently at a convention (Australia) and I am going to be running a Old Republic style game. In this case the players would like to start off as force sensitive and I am little confused as to how to handle the dark side / light side.
I understand the whole "dark side is not more powerful just quicker, easier, more seductive" idea in that a person can use the dark side points at the cost of strain and falling to the dark side if they do it often enough. However once a person has fallen to teh dark side (in this game the plan is not to take away a persons character but let them play it which is not a problem for this group) the dark side character no uses the dark side dots to power their abilites and can call on the light side in the same way….um this doesnt feel right to me is this how it actually works? a Raging Dark Sider calls upon the power of harmony for extra might in a Force Duel with a Jedi? the mechniac seems the same as well he takes strain to do this…what happens if a dark sider does this a lot? he falls to the light side because he callls upon the light to power himself? (a reversion of the rules for the dark side) I dont think that happens but the system seems confusing.
Anyone have any suggestions on how to handle the above? I am very happy with the way it works for the light side (calling on the dark) but I am not so happy with how to handle dark side characters. Any suggestions also on how to make the Dark Side: Quicker to power but not more powerful than the light side? (maybe dark siders get XP faster but up limit of power is the same and they have to embrace the dark side?)
On an unrelated note, concerning combat. I was thinking of instead of the standrad rules for defence of adding in the opposing skill roll rules for defence. so that people actually have a active defence rather then a negative dice added to a attack roll. This is in part about trying to make light sabre dules more interesting so that people could defend/parry. THe only issue is how to handle defence rolls (easy to pick a appropriate skill) but do you get a full defence roll against every attack your aware off (Not a bad idea) or do you only get a "active" defence roll against one attacker and the normal static defencev rolls against others unless you take "extra defence manuvers with correpsonding diffciulty dice". My group would appreciate a system that allows more depth and crunch for the Duels of lightsabers.
Anyway these are just very initial thoughts I am kicking around and would apprecaite anyone elses opinions on what they are going to do.
Cheers