Actions & Difficulties.   Posted by The Force.Group: 0
The Force
 GM, 490 posts
 Binds all life together
 May the Force be with you
Mon 22 Aug 2016
at 21:19
Actions & Difficulties
Chart developed by Dienton's player

This is the chart I'm of thinking of using as guidance for skill checks.  There are too many different scenarios to be comprehensive, but my hope is that this will make my expectations clear for players.  Any thoughts?  Suggestions?

Typically in this system, the GM decides difficulties somewhat arbitrarily, however in this format, that system doesn't work well.  Below I have compiled my guidelines for determining the difficulty of a check.  It will generally be left to the player to compare the chart and select the appropriate difficulty.  The chart below provides examples that are in no way comprehensive.  You'll need to interpolate as best you can and role an appropriate difficulty.  Major disagreements will be worked out with a secondary roll to be incorporated into the original, but well avoid that unless its egregious.

Action Skill Check Typical Difficulties Table
SkillEasy(1D)Average(2D)Hard(3D)Daunting(4D)Formidable(5D)
AstrogationCore WorldFringe WorldEscape Battle or PursuitDebris/AsteroidsHand Calc
Athletics3' jump/obstacle5' jump/obstacleRope/Cliff ClimbDebris/AsteroidsHand Calc
CharmUntrained TargetMinor Merchant/BureaucratEducated/Trained OpponentIntelligence OfficerForce Users
CoercionUntrained TargetMinor Merchant/BureaucratEducated/Trained OpponentIntelligence OfficerForce Users
DeceptionUntrained TargetMinor Merchant/BureaucratEducated/Trained OpponentIntelligence OfficerForce Users
DisciplineMinor ScarePinned DownSwarmedRancor RoarOrbital Bombardment
Leadership1 Minion2 Minions/1 Sargent3-5 Minions/1 Lieutenant10 Minions/ColonelMob/Force Users
MechanicsTighten ScrewsParts AvailableMissing PartsImprovised RepairUnknown Tech
Medicine> 0.5 Health< 0.5 HealthNeg Health/PoisonSerious SurgeryBattlefield Surgery
NegotiationUntrained Target, R=2,3Minor Merchant, R=4,5Trained Merchant, R=6,7$>10,000, R=8,9R=10
PerceptionOpen,DayCover,DayCover,DarkFind HiddenStealth
Piloting-PlanetaryOpen,DayCover,DayCover,DarkFind HiddenStealth
Piloting-SpaceEnter OrbitAvoid ObstacleEvasive ManeuverEvade PursuitAsteroid Field
ResiliencePutrid AirIntense Heat/ColdPoisonDiseaseCombination
SkulduggeryPick Mech LockRig Trap, PickpocketRig Bomb/SabotagePick Secure LockFool Sensors
StealthDark,Cover,NoiseDark, CoverCover, NoiseNoiseFool Sensors
StreetwiseDeal w/ Drug DealerDeal w/ FenceDeal w/ Gang LeaderDeal w/ Corrupt OfficialDeal w/ Mob Boss
Survival (track)Muddy groundDry, grassy groundDry, bare groundBroken Rocky groundSmooth Stone Ground
VigilanceAwake/AlertMinor DistractionNoisy Env.Engaged in other taskDark/Distracted

Knowledge Skill Check Typical Difficulties Table
SkillEasy(1D)Average(2D)Hard(3D)Daunting(4D)Formidable(5D)
Core WorldsRecognize AccentSocial Norms/HistoryPoliticsHigh SocietyState Secrets
EducationGrade SchoolHigh SchoolBachelorsMastersPhd
LoreFairy Tales/LegendsCommon HistoryUncommon HistoryJedi StoriesSith stories
Outer RimRecognize AccentSocial Norms/HistoryPoliticsHigh SocietyState Secrets
UnderworldOuter RimMid RimCore WorldsClandestine OperatorsIlluminati
WarfareCommon HistorySimple TacticsAdvanced TacticsAnticipate OpponentMilitary Secrets
XenologyMajor SpeciesCommon SpeciesUncommon SpeciesRare SpeciesExotic

Ranged Combat Skill Check Typical Difficulties Table
SkillEasy(1D)Average(2D)Hard(3D)Daunting(4D)
Ranged HeavyEngaged/Short RangeMedium RangeLong RangeExtreme Range
Ranged LightEngaged/Short RangeMedium RangeLong RangeExtreme Range
GunneryEngaged/Short RangeMedium RangeLong RangeExtreme Range

Close Combat Skill Check Typical Difficulties Table
SkillEasy(1D)Average(2D)Hard(3D)Daunting(4D)Formidable(5D)
BrawlN/AAlwaysN/AN/AN/A
LightsaberN/AAlwaysN/AN/AN/A
MeleeN/AAlwaysN/AN/AN/A

The Force
 GM, 491 posts
 Binds all life together
 May the Force be with you
Mon 22 Aug 2016
at 21:20
Actions & Difficulties
CostResult Options
A
  • Add Boost to the next allied active character's Piloting, Gunnery, Computers, or Mechanics check.
  • Notice a single important point in the ongoing conflict, such as a fatal flaw in an enemy ship's course or a weak point on an attack speeder.
  • Inflict a Critical Hit with a successful attack that deals damage past armor ( A cost may vary).
  • Activate a weapon quality ( A cost may vary)
AA
  • Perform an immediate free maneuver, provided the active character has not already performed two maneuvers in that turn.
  • Add Setback to the targeted character's next Piloting or Gunnery check.
  • Add Boost to any allied character's next Piloting. Gunnery. Computers, or Mechanics check, including the active character.
AAA
  • When dealing damage to an opposing vehicle or ship, have the shot temporarily damage a component of the attacker's choice rather than deal hull damage or system strain. The effects of this are up to the attacker and the GM, and should make logical sense For example, damaging a ship's shield generator should drop its defense to 0 until the generator is repaired (ideally with a Mechanics check). However, it should not be too debilitating. See Tables 7-10 and 7-11 on page 259 for some possible components to disable.
  • Ignore penalizing terrain or stellar phenomena until the end of the active character's next turn.
  • If piloting the ship, perform one free Pilot Only maneuver (provided it does not break the limit of maximum number of
  • Pilot Only maneuvers in a turn).
  • Force the target ship or vehicle to veer off, breaking any Aim or Stay on Target maneuvers.
T
  • Upgrade the difficulty of the targeted character's next Piloting or Gunnery check.
  • Upgrade any allied character's next Piloting, Gunnery, Computers, or Mechanics check.
  • Do something vital to turning the tide of battle, such as destroying a capital ship's shield generator or losing a pursuing ship in an asteroid field.
TT
  • When dealing damage to an opposing vehicle or ship, have the shot destroy some important component of the attacker's choice rather than deal hull damage or system strain, leaving it completely inoperable until fully repaired. As with the above option for disabling a component, this should be agreed upon by the GM and player, but could include destroying the engines of a fleeing ship, taking out their hyperdrive, or blowing off weapons. See Tables 7 - 1 0 and 7-11 on page 259 for some possible components to destroy.


What to spend advantages on in regular combat:
CostResult Options
A
  • Recover 1 strain.
  • Add B to the next allied active character's check.
  • Notice a single important point in the ongoing conflict, such as the location of a blast door's control panel or a weak point on an attack speeder.
  • Inflict a Critical Injury with a successful attack that deals damage past soak ( A cost may vary).
  • Activate a weapon quality ( A cost may vary).
AA
  • Perform an immediate free maneuver, provided the active character has not already performed two maneuvers in that turn.
  • Add Setback to the targeted character's next Piloting or Gunnery check.
  • Add Boost to any allied character's next Piloting. Gunnery. Computers, or Mechanics check, including the active character.
AAA
  • Negate the targeted enemy's defensive bonuses (such as the defense gained from cover, equipment, or performing the Guarded Stance maneuver) until the end of the current round.
  • Ignore penalizing environmental effects such as inclement weather, zero gravity, or similar circumstances until the end of the active character's next turn.
  • When dealing damage to a target, have the attack disable the opponent o r one piece of gear rather than dealing wounds or strain. This could include hobbling him temporarily with a shot to the leg, or disabling his comlink. This should be agreed upon by the player and the GM, and the effects are up to the GM (although Table 6-10 : Critical Injury Result is a good resource to consult for possible effects). The effects should be temporary and not too
  • excessive.
  • Gain + 1 melee or ranged defense until the end of the active character's next turn.
  • Force the target to drop a melee or ranged weapon he is wielding.
T
  • Upgrade the difficulty of the targeted character's next check.
  • Upgrade any allied character's next check, including that of the current active character.
  • Do something vital, such as shooting the controls to the nearby blast doors to seal them shut.
TT
  • When dealing damage to a target, have the attack destroy a piece of equipment the target is using, such as blowing up his blaster or destroying a personal shield generator.

The Force
 GM, 492 posts
 Binds all life together
 May the Force be with you
Mon 22 Aug 2016
at 21:20
Actions & Difficulties

ActionSkills and DifficultyResults
Plot courseAverage(DD) Astrogation check or Hard(DDD) Perception checkThe crewmember studies the terrain ahead and plots a course that should take the vehicle safely through it. On a successful check, each success reduces the Setback suffered for difficult terrain by 1.
CopilotAverage (DD) Piloting checkThe crewmember serves as the vehicle's copilot, managing systems and auxiliary equipment to allow the pilot to focus on flying or driving. On a successful check, each success downgrades the difficulty of the pilot's next piloting check by 1
JammingAverage (DD) Computers checkThe crewmember uses the vehicle's systems to jam the communications of enemy vehicles. On a successful check, the enemy must make an Average (DD) Computers check to use its communication systems. The difficulty increases by one for every two successes and the jamming affects an additional target for each Advantage spent.
Boost ShieldsHard (DD) Mechanics checkThe crewmember reroutes power from other systems to boost the defensive systems of a vehicle. This only works if the vehicle already has a defense rating. On a successful check, the vehicle suffers 1 system strain and increases the defense of one defense zone by one until the beginning of his next turn. Additional Success increase the duration by one round per Success
Manual RepairsHard (DDD) Athletics checkIn some cases, repairs can be as simple as a sturdy metal plate welded over a damaged system. If the CM allows it and the crewmember has the proper tools for the job, the crewmember can attempt to use the Damage Control action with Athletics rather than Mechanics. If successful, he may remove 1 point of hull trauma from the ship, plus 1 additional point for every two successes. Remember, this follows the limitations of the Damage Control action, and thus may only be attempted once per encounter.
Fire DiciplineHard (DDD) Leadership or Discipline checkThe crewmember forgoes fighting to analyze the opponents' tactics and direct his fellows to greater accuracy with their weapons fire. If successful, the next crewmember firing a weapon aboard the ship can add Boost to his check. Every Two Successes grants this to an additional crewmember. In addition, the crewmember may spend AAA to allow every hit from shipboard weapons to inflict 1 system strain on their target as well as regular damage until the beginning of his next turn as the carefully timed shots pummel shields and overload systems.
Scan the EnemyHard (DDD) Perception checkThe crewmember uses the ship's scanners to study the enemy. If successful, he learns what weapons the ship has. its modifications, and its system strain and hull trauma thresholds. If he spends AA e can also learn its current system strain and hull trauma levels.
Slice the Enemy's SystemsHard (DDD) Computers checkThe crewmember uses powerful shipboard computers to attempt to disrupt the systems of an enemy vehicle. If successful, he reduces the defense of one zone on the target vehicle for one round per Success. An Triumph may be spent to disable a weapon system for one round, and AA may be spent to inflict 1 system strain on the target vehicle.
Spoof MissilesAverage (DD) Computers check or Hard (DDD) Vigilance checkThe crewmember tracks incoming attacks and uses vehicle systems to disrupt their tracking systems, or even times incoming missiles and drops flares and chaff at the opportune moment If successful, any attacks against the crewmember's ship or vehicle using weapons with the Guided quality upgrade their difficulty by one (plus an additional upgrade for every additional AA until the start of the crewmember's next turn

The Force
 GM, 524 posts
 Binds all life together
 May the Force be with you
Mon 5 Sep 2016
at 14:59
Actions & Difficulties
CostResult Options
T or D
  • If piloting a ship, sudden maneuvers force the ship to slow down by 1 point of speed.
  • The active character loses the benefits of a prior maneuver (such as executing Evasive Maneuvers or Aim) until he performs the maneuver again.
  • The character's active ship or vehicle suffers 1 system strain. (This option may be selected more than once.)
TT or D
  • An opponent may immediately perform one free maneuver in response to the active character's check.
  • Add Boost to the targeted character's next Piloting or Gunnery check.
  • The active character or an allied character suffers Setback on his next action.
TTT or D
  • The Initiative slot being used by the active player drops to last in the Initiative order.
  • The active character grants the enemy a significant advantage in the ongoing encounter, such as drifting straight into his line of fire, decreasing the difficulty of any checks made against the active character's ship or vehicle by one until the beginning of that character's next turn
D
  • The primary weapon system of the active character's ship (or the particular weapon system he is manning if he is acting as a gunner) suffers the effects of the Component Hit Critical (see page 258). This does not count toward the ship's accumulated Critical Hits.
  • Upgrade the difficulty of an allied character's next Gunnery, Piloting, Computers, or Mechanics check, including the current active character.
  • The active character suffers a minor collision either with one of his opponents within close range or with the stellar phenomena/terrain he is flying or driving through.
D (Plus failed check)
  • The active character suffers a major collision either with one of his opponents within close range or with the stellar phenomena/terrain he is flying or driving through.


Negative results, on land!
CostResult Options
T or D
  • The active character suffers 1 strain
  • The active character loses the benefits of a prior maneuver (such as from taking cover or assuming a Guarded Stance) until he performs the maneuver again.
TT or D
  • An opponent may immediately perform one free maneuver in response to the active character's check.
  • Add Boost to the targeted character's next check.
  • The active character or an allied character suffers Setback on his next action.
TTT or D
  • The active character falls prone.
  • The active character grants the enemy a significant advantage in the ongoing encounter, such as accidentally blasting the controls to a bridge the active character was planning to use for his escape.
D
  • The character's ranged weapon immediately runs out of ammunition and may not be used for the remainder of the encounter.
  • Upgrade the difficulty of an allied character's next check, including that of the current active character.
  • The tool or melee weapon the character is using becomes damaged (see page 172)