Thank you for those responses. I forgot to mention that I would remove the Numerical score of the passion if I used the FATE type compel.
Some things about the replies:
If you have no teeth in the passion system it is just a suggestion roll. "Hey you should do this." "Nah" "Ok well roll" "I failed the roll but, Nah" "Hmm ok. well moving on..." Seems like you would be better off not going there at all if the players are never open to input of this kind. I have a player like that and he will absolutely **** if you do anything that is within ten miles of what he perceives as stepping on his agency.
So given a Passion reduction or taking a Luck Point or some other Actual penalty exists, what it seems is going on is an action that is being prompted. Either way you will be telling the player to play the character by their passion. To me that means a compel is a compel
Another point is that in the games I have played with a FATE point type economy (as a player) I find that the GM interaction is greater and that's a good thing. It feels a lot more like we are working together (even when being compelled).
Since Loz talked about the use of Luck points and the sparse nature of how they are used in his games, I was wondering if the Luck Point Economy would act to make characters a bit more hearty without absolutely breaking the rules balance. Not talking about the feel so much with all due respect to the big guy there, but wondering if I can get a more epic feel to the player characters this way without getting into D&D-ish More HP more AP etc. As the rules stand the game plays to me like a bit of a character generation simulator because it's a lot of time to make characters but they die or get maimed easy.
"Though boys throw stones at Mythras Characters in sport, yet the Characters do not die in sport but in earnest.
Regardless you guys gave me great feedback and it's appreciated. I'm going to toss another little tweak in I was considering:
What about allowing Luck points to be used to shift a check difficulty one level?
I have run games where that is the point (Mortality and thus watch yer ***), but I have a different group of players currently, and as you know you go to the table with the group you have, not the group you wish for. Well at least for me that is the case haha.
Dithering will only serve to waste your Action Points...