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New Uses for SW Force Dice?

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Force dice appear to have been completely dropped in the transition from SW to Genesys. I'm inclined to hold onto them and continue using destiny points in Genesys if only to stop them gathering dust. Does anyone have any other ideas on what Force dice could be used for under the revised system?

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I'm sure glad they removed the Force Die.

Didn't like its mechanic (and the whole force using mechanics in gneral).

It was just so random and, imo, not really well worked through.

 

For story points, I'll just add 1 positive per player, and 1 negative per GM.

No need to arbitrarily roll some dice.

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Like ppl already said, they'll keep it, but now is called Story Points. No need to roll dices to chek. I guess everyone already start with 1 per session.

The dice per se can be used in your game as:

-A dice game inside your game. Could be a game like tons of others where every player rolls the same number of dices (1 per player? 2? idk) and they need to guess the future number of blacks and/or whites
-To hit the trouble maker player in the head
-To use as tokens in the battle grid

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5 hours ago, Hugh Salamando Filth said:

I'm sure glad they removed the Force Die.

Didn't like its mechanic (and the whole force using mechanics in gneral).

It was just so random and, imo, not really well worked through.

 

For story points, I'll just add 1 positive per player, and 1 negative per GM.

No need to arbitrarily roll some dice.

How many GMs do you have?

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On 11/15/2017 at 4:01 PM, themensch said:

Surely you're not going to just stop playing Star Wars?!?

 

There's no reason to stop playing Star Wars.  I don't know about everyone else, but any new players I introduce I will be using the Genesys dice just so I don't have to get people to learn two different sets of symbols.

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5 hours ago, Klort said:

Random weather:

1 black pip = bad weather (wind, light rain) = 1 setback on checks

2 black pips = very bad weather (stormy, snow, heavy rain) = 2 setback

1 white = good weather = no penalties

2 whites = double rainbow = regenerate strain or something idunno

I like the weather thing. 

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13 hours ago, Klort said:

Random weather:

1 black pip = bad weather (wind, light rain) = 1 setback on checks

2 black pips = very bad weather (stormy, snow, heavy rain) = 2 setback

1 white = good weather = no penalties

2 whites = double rainbow = regenerate strain or something idunno

That's a great idea.

Might even have it depend on the remaining Story Points to create an ever-changing environment/weather.

I'll steal that.

Edited by Hugh Salamando Filth

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On 11/16/2017 at 11:07 PM, Klort said:

Random weather:

1 black pip = bad weather (wind, light rain) = 1 setback on checks

2 black pips = very bad weather (stormy, snow, heavy rain) = 2 setback

1 white = good weather = no penalties

2 whites = double rainbow = regenerate strain or something idunno

I would switch the pips around a little though - 1 black pip is the most common roll, while 2 whites are more common than 1 white. (unless you're going for a campaign where it's rainy most of the time ^_^ )

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So I don’t know how likely it is I’ll actually make a Destiny setting since to make it how I’d like it seems like a lot of work, but I had a use for the Force die in that.

So in the video game all your special abilities are on a cooldown.  To simulate that in Genesys I would have players be able to roll the Force die each round, and either use the points they generate right then, or pool them between rounds.  Weaker abilities would only need a few points to activate, while something major like using your Super would require many.

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I've imported the "countdown pool" from WOIN into a number of mine. You have an event that you don't know exactly how long until it happens, but want to have a timer on, and want to keep tension high. So you grab a pool of D6 - the bigger the pool, the longer the time, and at the start of each round, you roll them all. Any that have a 6, you remove. When all dice are gone, times up.

 

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