It was a joke! It was a play off of "Rocks fall. You all die."
Yeesh.
C'mon guys, he used a smiley face too.
It was a joke! It was a play off of "Rocks fall. You all die."
Yeesh.
C'mon guys, he used a smiley face too.
On a side note I am thinking of a potential house rule with regards to dark side use. I have already decided for my game that in order to use dark side pips you only need to suffer the strain. This makes the dark side appealing as opposed to something that few if any players will ever even contemplate if you have to use destiny as well. I have also been thinking though of having certain things happen to characters who do call on the dark side at certain breakpoints. So when the character has used approx 25 Dark side pips they take one less strain when calling on the dark side (minimum zero), when they have used approx 50 dark side pips they take half strain round down to a minimum of zero), etc. etc.
Thoughts?
E
On a side note I am thinking of a potential house rule with regards to dark side use. I have already decided for my game that in order to use dark side pips you only need to suffer the strain. This makes the dark side appealing as opposed to something that few if any players will ever even contemplate if you have to use destiny as well. I have also been thinking though of having certain things happen to characters who do call on the dark side at certain breakpoints. So when the character has used approx 25 Dark side pips they take one less strain when calling on the dark side (minimum zero), when they have used approx 50 dark side pips they take half strain round down to a minimum of zero), etc. etc.
Thoughts?
E
Except that the Destiny Pool is a representation of the Balance of the Force. If your PCs are calling on the Dark Side, it should be getting stronger.
On a side note I am thinking of a potential house rule with regards to dark side use. I have already decided for my game that in order to use dark side pips you only need to suffer the strain. This makes the dark side appealing as opposed to something that few if any players will ever even contemplate if you have to use destiny as well. I have also been thinking though of having certain things happen to characters who do call on the dark side at certain breakpoints. So when the character has used approx 25 Dark side pips they take one less strain when calling on the dark side (minimum zero), when they have used approx 50 dark side pips they take half strain round down to a minimum of zero), etc. etc.
Thoughts?
E
If you do go through with this, be ready for Force-users to become significantly more powerful. The Strain cost is kind of minimal, as combats tend to wrap-up pretty quickly so they're not looking at much Strain damage before they get to bed down for the night.
Also, the whole "if you use X number of Dark Side pips" bit is too generous. The dark side is supposed to be the "quick and easy path," but it's not the "quick, easy, and stronger path" which is what your suggestion would make it. All the prior Star Wars systems have made surrender to the dark side of the Force carry a penalty, such as the character gets taken away after crossing a certain threshold (D6 and Saga Edition), but you want to reward players for being evil.
Like Inksplat said, the Destiny Pool is a representation of the "balance of the Force" for the PCs, and a Force-user flipping a Destiny Point from Light to Dark does indeed reflect the Dark Side gaining strength.
If you watch the EotE video by FFG on YouTube, they talk about how you will be able to take your Force Sens Character... move him to a new career in Age of Rebellion, and eventually into a Full blown jedi in Force & Dest.
If you watch the EotE video by FFG on YouTube, they talk about how you will be able to take your Force Sens Character... move him to a new career in Age of Rebellion, and eventually into a Full blown jedi in Force & Dest.
While a guest host on Episode 12 of the Order 66 podcast, Steve Horvath mentioned that was his intended advancement path for the "young & barely-trained" Force-Sensitive Exile that he's playing in a campaign at the moment, with the idea being to mimic Luke's journey from neophyte Force-user to first of a new order of Jedi Knights.
On a side note I am thinking of a potential house rule with regards to dark side use. I have already decided for my game that in order to use dark side pips you only need to suffer the strain. This makes the dark side appealing as opposed to something that few if any players will ever even contemplate if you have to use destiny as well. I have also been thinking though of having certain things happen to characters who do call on the dark side at certain breakpoints. So when the character has used approx 25 Dark side pips they take one less strain when calling on the dark side (minimum zero), when they have used approx 50 dark side pips they take half strain round down to a minimum of zero), etc. etc.
Thoughts?
E
Except that the Destiny Pool is a representation of the Balance of the Force. If your PCs are calling on the Dark Side, it should be getting stronger.
Fair Point, my thoughts have been primarily that the dark side using the RAW is not even vaguely quicker easier or seductive. Certainly you will roll dark side more often than light but in order to use them you have to spend a Destiny point (which most of my players consider a big thing) and strain. Add to that the meta effect that the players can make the decision not to call on the dark side easily and objectively whereas the character usually avoids it by strength of character, and the fact that the group work on a group consensus as to whether Destiny Points get spent. I will have to think on this and see if another way can be found to balance both needs. Thanks for the feedback.
E