Greetings fellow GMs and players!
Long story short I wanted to throw a bone to a PC who was (by the nature of the session - a filler) a bit less involved.
I tempted him to a card game against a “Dandy Gambler” (adversary card). After a close game, he noticed the gambler used the Force to win (the topic title ability) and he revealed he himself is Force sensitive too, so they might exchange tricks.
All the Luck in the Galaxy: when making a check to gamble, a Deception check or a Negotiation check, add [Force die] to the check. Each [white pip] result automatically adds [succes] to the check. [2 Dark pips] results automatically add [Despair] to the check]
I let him learn the ability for 10 XP, but upon learning he told me it’s a bit lackluster, especially with higher Force ratings, as the chance of Despair getting bigger, especially as for FR1 Dandy Gambler the solo dark pips do nothing but as RAW 2 dice might get you a despair instead of nothing. I see his point and want to give him some cool, niche ability but I’m afraid I’d overdo it. How would you change it, so it scales better with FR and still worth using it?