I figure in Force and Destiny they will introduce rolling pools that have force die with difficulty/setback dice. So the force pips are successes (canceled by failures)and the difficulty/setback dice are opposed checks when against other force users.
Force users are a notch above the rest. Because when you think about it, if you combat someone with mystical powers (the force) you are most likely not going to be able to resist if you also dont have mystical powers...
I hope not.
I expect for Force & Destiny to add more Jedi/Sith related items/classes/powers for wider diversity without wholly changing how the force power system works in EotE or AoR. AoR's additions are seamlessly merged since the system was designed for all 3 books to be compatible.
Yeah I wouldn't think so either. I don't see them deciding to make things even more difficult for the force sensitives than they already are. EotE and AoR have done a great job with how the force works so far, and it balances itself.
It seems to be that for the most part two largest opinions are you as a player should either get to be uber god right out the gate, nothing gonna stand in your way... or GMs that want to basically punish their players for playing force sensitives. I don't see why so many GMs are making the force even more difficult to use than it already is. Even at force rating 2, doing anything fancy is still hard... unless you want to give in too that easy power... but if you're letting your players convert force pips all the time without it changing how the character acts as a whole... you aren't doing it right. As Yoda says, quicker, easier the dark side is. And this is very well represented by the fact that 7 of the 12 sides of the die are dark side. But most those are single pips. So yes, it is easier to fuel your powers with the dark side, though its harder to manage large feats of the force.