Ok, so the game is tomorrow (time flies, eh?) and I think I have one last question: The Destiny Dice.
How can this feature NOT be abused by Power Gamers?
From what I've read, the initiator of an action has to decide whether or not he/she is going to spend a Destiny Die. After that, the the one receiving the action (whether its a PC, NPC, event, etc.) can respond with a Destiny Die.
This is where I can see a power gamer abuse the hell out of this: IF the Initiator doesn't use a die, and the receiver does, the initiator cannot add a die in response.
What this means is that if there is a fairly even pool of Light or Dark Side dice, the ENTIRE SESSION could be the GM using a Dark Side Point to get a Red Die, and the players immediately flippin' that Dark Side Point have to Light Side to add a Yellow Dice. Heck, even if the players have at least ONE Light Side Point they can do this every time!
If they have 0, and the GM uses a Dark Side to throw in a Red Die, can the players immediately use that point that was just generated? If so, they can use Destiny Dice with every roll.
Repeat, over and over and OVER.
Is this about right? Anyway, someone PLEASE explain the Destiny Dice better please.
I guess for me this would honesty come down to me asking the players why they felt they needed to do that every single turn. This is a narrative system, but more than that it's a cooperative narrative system. If there's a problem or concern, I would just ask my players what's up. If honest and open communication is not an option for some people, maybe this isn't the system for that group. I also can't imagine a group, even of power gamers, sustaining constant Destiny Point usage. If the gm gets wrapped up in the antics, it becomes a game of one-upsmanship. Let them burn off their points and then ration them back, not in a condescending way but so that the fun and narrative is healthy and balanced. So what if they start strong each session? It balances out in the end.