Rules Lawyering: Rethinking the rules from Force and Destiny’s Morality system.

“Fear is the path to the dark side. Fear leads to anger. Anger leads to hate. Hate leads to suffering.” – Yoda

The morality system of Force and Destiny, mechanically, is fine – it fills a purpose. You track what the character does throughout the course of a game session and then check a list of activities that create “conflict,” then you roll a d10 and subtract your conflict from the die result – if the number is positive your character gains morality – negative – that’s how much morality you lose on a scale of 1 to 100. Close to 100 you become a paragon of the light side of the force – fall too low and you fall to the dark side. The system is a bit random and a bit shallow – but it works.

My problem with the Force and Destiny morality system is that you generate conflict by being evil. (See, Force and Destiny, p. 322 “Using Morality”). Good and evil are too subjective and personal to serve as the measure for a concept that universally crosses all extant cultures and known species in the Star Wars universe – apply concepts of property ownership and the moral rectitude of stealing from the wealthy (an actual example from the conflict table) is a terrible fit for determining whether a character remains a servant of the light side of the force or falls to the darkness.

So I’m going to re-write the rules.  I have two main goals here: (1) to emphasize a focus on emotion leading to the dark side; and, (2) to remove some of the randomness by replacing the d10 roll at the end of the night with a skill check that relies on a classic jedi theme – discipline.

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Rules Lawyering – The Action Economy in the d20 SRD:

In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one or more free actions. You can always take a move action in place of a standard action.

d20 SRD “Action Types”

The “Action Economy” is the system that limits what each playIer can accomplish in one turn.  In the d20 SRD the rule cited above compactly summarizes the action economy in the d20 system (i.e. D&D 3.5).  Each turn a character can take either (1) a full-round action, or (2) both a standard action and a move action.  In addition each player can take “free actions.”  The action economy is not the choices you are presented with during your turn, rather it is the number of choices the game allows you to make each turn.

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