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Refresher on Dark Side Point consequence rules?
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Akatala
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PostPosted: Tue Feb 09, 2010 6:49 am    Post subject: Refresher on Dark Side Point consequence rules? Reply with quote

Okay so my much loved rule book is being held hostage along with a bunch of my furniture at a soon-to-be-disowned relative's house and I'm a bit foggy on the official rules for consequences of a character gaining Dark Side Points. I haven't really had to deal with that issue much at all over the years, but at a recent gaming situation that I GMed, one of the player characters threw a funky surprise after getting an epic fail roll in a brawl and I was forced to rely on a temporary house formula for calculating whether or not the DSPs gained caused the character to Turn.

Seeing as I'm a bit of an OCD when it comes to rules, I'd like to have an official say on the matter, but I can't seem to locate that particular rule in the various d6 wikis. Confused
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Ankhanu
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PostPosted: Tue Feb 09, 2010 7:46 am    Post subject: Reply with quote

When a DSP is gained, roll a d6. If the roll is greater than the total # of DSPs the character has, you're golden; if the roll is less, the character falls.
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Gry Sarth
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PostPosted: Tue Feb 09, 2010 7:49 am    Post subject: Reply with quote

Well, I've just looked this up for this weekend's session, so you're in luck.

When a Jedi with DSP attempts to use the Force, he receives a bonus to his Force Skills equal to the amount of DSP he has (2 DSP = +2D). However, his actions are then under a much stricter scrutiny, and unless they are undoubtedly good and pure, he gets another DSP. The Jedi may chose to refuse this Dark Side bonus, but in this case all difficulties for Force use should be increased by at least one level.

When the character gets a new DSP, he must roll one die. If the result is less than the number of DSP he has, he turns to the Dark Side.
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Akatala
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PostPosted: Tue Feb 09, 2010 8:20 am    Post subject: Reply with quote

Gry Sarth wrote:
Well, I've just looked this up for this weekend's session, so you're in luck.

When a Jedi with DSP attempts to use the Force, he receives a bonus to his Force Skills equal to the amount of DSP he has (2 DSP = +2D). However, his actions are then under a much stricter scrutiny, and unless they are undoubtedly good and pure, he gets another DSP. The Jedi may chose to refuse this Dark Side bonus, but in this case all difficulties for Force use should be increased by at least one level.

When the character gets a new DSP, he must roll one die. If the result is less than the number of DSP he has, he turns to the Dark Side.


Wow, tight squeeze. Must ask Luke for the formula to his Jedi squeaky grease. Shocked

Anyway... *thumbs-up* Much thanks to both of you. I really appreciate getting that clarified for future sessions. I have a feeling that particular check will be popping up rather often in the next couple of episodes.
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ZzaphodD
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PostPosted: Tue Feb 09, 2010 3:55 pm    Post subject: Alternative rules for turning bad.. Reply with quote

I never liked the randomness in turning to the dark side. One misdoing and one might turn to a slave to the dark side...so;

Here are some alternative rules for turning to the Dark Side.

-You always turn to the Dark Side when you have 6 DSPs, never before.
(This might seem like a huge benefit compared to the RAW, but take the following into consideration.)
-From the point the character has at least 1 DSP the Dark Side will try to influence the characters behaviour. This will at first small things, like making the character use unneccesary force and cause pain. As the DSPs increase the urges will be stronger and will change to real atrocities.
-Character might fight these urges using either Willpower or Control. If control is used, subtract 1D for each DSP. If Willpower is used, subtract 1D for each two DSPs. The GM might add or subtract Dice depending on how the character is behaving (ie, player choices).
-The 'will' of the Dark Side is a number or D's equal to the number of DSB the character has +1. For example, for a character with 3 DSPs the Will of the Dark Side is 4D. The GM might add Dice if in proximity to either a place tainted with the Dark Side, or agents of the Dark Side (ie Sith, Dark Jedi).
-If the Will of the Dark Side rolls higher than the resisting character the nefarious deed is performed. This might result in another DSP.

Note: This easily turns into a snowball effect if the character is not careful. This is of course intentional.

I know this isnt House Rules, but I couldnt resist pitching this as the Dark Side was discussed..
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Gry Sarth
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PostPosted: Tue Feb 09, 2010 6:44 pm    Post subject: Reply with quote

The problem with setting a fixed target where the character turns to the Dark Side, is that it removes much of the ever-present danger of commiting evil deeds. With the official system, there is no "safe dose" of wrongdoing. Like a powerful drug, you don't know if you'll get addicted on the 2nd or the 6th use of it. Everytime you do it (except for the 1st) you're risking going over. With a fixed number, a player can relatively safely play the field, comiting a couple of evil acts, attoning, and so forth.
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atgxtg
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PostPosted: Tue Feb 09, 2010 7:19 pm    Post subject: Reply with quote

I've been thinking of playing around with this rule a bit. Perhaps relplacing the d6 roll with a Willpower roll with the difficulty based on the number of DSP (say 5x the DSP, or maybe just +1 difficulty level per DSP), and dropping the 6= autoturn.

That way the characters can make a mistake or two without really worrying about corruption, but the lure of the darkside would get stronger as they stray further from the path of the Jedi.
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PostPosted: Tue Feb 09, 2010 7:36 pm    Post subject: Reply with quote

Gry Sarth wrote:
Well, I've just looked this up for this weekend's session, so you're in luck.

When a Jedi with DSP attempts to use the Force, he receives a bonus to his Force Skills equal to the amount of DSP he has (2 DSP = +2D). However, his actions are then under a much stricter scrutiny, and unless they are undoubtedly good and pure, he gets another DSP. The Jedi may chose to refuse this Dark Side bonus, but in this case all difficulties for Force use should be increased by at least one level.
.


Yup. Also when a person goes to the dark side they no longer gain that +1d per DSP bonus.
Quote:
The problem with setting a fixed target where the character turns to the Dark Side, is that it removes much of the ever-present danger of commiting evil deeds. With the official system, there is no "safe dose" of wrongdoing. Like a powerful drug, you don't know if you'll get addicted on the 2nd or the 6th use of it. Everytime you do it (except for the 1st) you're risking going over. With a fixed number, a player can relatively safely play the field, comiting a couple of evil acts, attoning, and so forth.


Actually on the atonement side, one thing out sparks group has done to help out there is you ALWAYS record a running tally of how many DSPs you have earned (even ones you have atoned for). The initial DSP you gain that you atone for is 3 'adventures' of being good to get rid of. Each additional dsp you get (even if you always atone for the prior one) adds 1 to that list. So 4 sessions for your 2nd ever DSP. 5 for 3 and so on.
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ZzaphodD
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PostPosted: Tue Feb 09, 2010 7:46 pm    Post subject: Reply with quote

Gry Sarth wrote:
The problem with setting a fixed target where the character turns to the Dark Side, is that it removes much of the ever-present danger of commiting evil deeds. With the official system, there is no "safe dose" of wrongdoing. Like a powerful drug, you don't know if you'll get addicted on the 2nd or the 6th use of it. Everytime you do it (except for the 1st) you're risking going over. With a fixed number, a player can relatively safely play the field, comiting a couple of evil acts, attoning, and so forth.


Wether that is a problem is up to personal opinion though.

IMO it seems more weird that one becomes an agent of darkness after two evil deeds (or two cases of passiveness)... Wheres the 'path to darkness' in that?

This system puts the focus on the journey to the dark side, not a fluke dice roll. Of course 'fluke' dice exists in this system too, namely the wild dies for the Willpower/Control resistance roll and the WotDS roll. In our game a 5D control jedi succumbed to the will of the dark side and killed fleeing opponents for the joy of it (and he had effectively 2 DSPs). This of course gave him another DSP, and his journey to the dark side is starting to pick up speed... Twisted Evil
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ZzaphodD
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PostPosted: Tue Feb 09, 2010 7:48 pm    Post subject: Reply with quote

atgxtg wrote:
I've been thinking of playing around with this rule a bit. Perhaps relplacing the d6 roll with a Willpower roll with the difficulty based on the number of DSP (say 5x the DSP, or maybe just +1 difficulty level per DSP), and dropping the 6= autoturn.

That way the characters can make a mistake or two without really worrying about corruption, but the lure of the darkside would get stronger as they stray further from the path of the Jedi.


That was my first system which I replaced the 'fluke' dice with. Before I came up with the Will of the Dark Side idea...(basically the same, but instead of turning you do more evil, etc, etc).
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ZzaphodD
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PostPosted: Tue Feb 09, 2010 7:52 pm    Post subject: Reply with quote

Gry Sarth wrote:
With a fixed number, a player can relatively safely play the field, comiting a couple of evil acts, attoning, and so forth.


By the way, atoning is not a numerical excersice in my games. Anyone who tries to commit evil, then atoning only to turn to evil again, will find that the Will of the Dark Side is suddenly much more powerful...if you think theres any 'safety' involved you have been decieved by the dark side.....

And theres not really any 'safe dose', only a focus on the path to ruin instead of letting a simple die roll represent it. I promise you, its much more fun for all involved.
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PostPosted: Tue Feb 09, 2010 8:07 pm    Post subject: Reply with quote

Far from me to advocate dice rolling over roleplaying. Of course the Dark Side mechanic should only ever me a stimulant to powerful drama and good storytelling. I agree that perhaps 2 strikes you're out could be a tad too fast, so I like things like what atgxtg suggested, where it's likely to take longer for a character to be consumed, but it still retains a certain random element. I just don't like the idea of a character with 4 DSPs, knowing he can commit one more evil act, and then the next one his soul will be lost. Of course a good player won't let that interfere with his roleplaying, but I appreciate it when the system itself aids in the uncertainty a character losing himself should feel.
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PostPosted: Tue Feb 09, 2010 8:11 pm    Post subject: Re: Alternative rules for turning bad.. Reply with quote

ZzaphodD wrote:
I never liked the randomness in turning to the dark side. One misdoing and one might turn to a slave to the dark side...so;

Here are some alternative rules for turning to the Dark Side.

-You always turn to the Dark Side when you have 6 DSPs, never before.
(This might seem like a huge benefit compared to the RAW, but take the following into consideration.)
-From the point the character has at least 1 DSP the Dark Side will try to influence the characters behaviour. This will at first small things, like making the character use unneccesary force and cause pain. As the DSPs increase the urges will be stronger and will change to real atrocities.
-Character might fight these urges using either Willpower or Control. If control is used, subtract 1D for each DSP. If Willpower is used, subtract 1D for each two DSPs. The GM might add or subtract Dice depending on how the character is behaving (ie, player choices).
-The 'will' of the Dark Side is a number or D's equal to the number of DSB the character has +1. For example, for a character with 3 DSPs the Will of the Dark Side is 4D. The GM might add Dice if in proximity to either a place tainted with the Dark Side, or agents of the Dark Side (ie Sith, Dark Jedi).
-If the Will of the Dark Side rolls higher than the resisting character the nefarious deed is performed. This might result in another DSP.

Note: This easily turns into a snowball effect if the character is not careful. This is of course intentional.

I know this isnt House Rules, but I couldnt resist pitching this as the Dark Side was discussed..


I do kind of like the Dark Side influence idea... I'd have to mull over the mechanic to see if it really works, but the concept is certainly solid.

I am, however, with Gry on the fixed number issue. Sure, atoning isn't easy and all that jazz, but the fact of the matter is, the player has a guaranteed 5 levels of evil to play with before they are lost. I like the random element, it shows just how dangerous the dark side is and how quickly it's corruption can destroy a person. It makes you consider your evil choices that much harder.
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Raven Redstar
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PostPosted: Tue Feb 09, 2010 11:17 pm    Post subject: Reply with quote

Wow. i actually rather like the idea of the Will. I might try it in my games, most players don't role play the temptation, so adding it in makes sense...
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PostPosted: Wed Feb 10, 2010 1:04 am    Post subject: Reply with quote

Gry Sarth wrote:
I just don't like the idea of a character with 4 DSPs, knowing he can commit one more evil act, and then the next one his soul will be lost. Of course a good player won't let that interfere with his roleplaying, but I appreciate it when the system itself aids in the uncertainty a character losing himself should feel.


I agree. One thing I don't want to seeif a PC who goes off and commits and evil act becuase he knows he can get away with one. mathematically. I have two problems with this. First off, it bad roleplaying, kinda like the guys in D&D who will jump off a cliff since they know they can take the falling damage. Secondly, it's evil roleplaying, since a character is deliberately doing something evil because they know they can get away with it.

What might be kind of nice would be if the DSP's penalties the character in some way. For instance, what if they increased the difficulty of resisting the desire to turn to evil somehow?

In the films, I get the idea that the Dark Side tempts the heroes, AND that it tends to aggravate a situation, and take control away from the character, to the point of paranoid delusions. For example, Anakin's complete inability to be reasoned with at the end of Episode III-to the point where he actually attacks Padme.

Perhaps rather than just seeing if a character turns to evil when they get a DSP, the DSP forces the character to commit some further evil and makes them harder to reason with for a time. The DSPs could raise the difficulty to interact and reason with the character. The character sees "everyone is turning against them".
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