Examples of Action Resolution
I think a few quick combat examples should illustrate all the concepts, as unopposed tasks are very straightforward.
Think of combat in terms of rounds of 2-3 seconds each. All initiatives are resolved simultaneously for each action, although logic might indicate that some things are faster than others. When necessary (like some kind of surprise situation), you can roll to see if/when you get to respond.
In that time, everyone gets two actions, they can be move, shoot, draw a weapon or item, reload (one task if already to hand), operate a simple piece of equipment, aim, etc.
Some tasks take the whole round, e.g.- pulling out a magazine and reloading. drawing and readying a grenade, etc.
You can repeat the same action more than once per round.
Moving one step in any direction is free, as is drawing a ready weapon that you have a hand on, etc. Whatever makes sense.
So, with that in mind:
A Bad Guy draws a weapon and attempts to shoot you. You draw a weapon, take one free step to cover, and shoot back.
This is easy, assuming no one is surprised. It takes one action for each person to draw, so you only have to worry about the shooting.
With semi-automatic weapons, you can shoot 1,2, or up to 4 times per action, each action directed at one target. More shots can do more damage, and increases the likelihood of hitting up close, but decreases it (a lot) further away. Full auto weapons shoot 3 round burst, two 3 round bursts, or a 12 round "full auto" burst. Same general idea, but automatic weapons have a better chance to hit in general, and you could spread multiple bursts or a single long burst across multiple targets near each other.
So, you draw and shoot twice this round. I know how good your skills are, as well as those of the Bad Guy.
You roll a 16. That's a really good success, and does most of your weapon's damage (maybe 3/4 damage).
I would look at what setting your weapon was on, and rough estimate what that would do to a shield, armor, or the bad guys' stats, and then describe the action and what you see as an effect.
A 20 would hit with max damage. If you were really good, and they weren't, maybe you might get two bad guys, or have some other effect.
If you took an action to aim, you'd have a better success when you succeed, but it takes at least one action to do that.
Similarly, if they were taking a whole action to dive to really good cover, your previous roll of 16 might only do 1/2 damage, instead of 3/4.
That's it! :-)
What if you rolled a 19? That's a minor failure.
You probably just miss (mind your back stop!). :-)
But what if you rolled, say, a 7? That's a pretty bad failure.
In that case, you probably miss and get shot back. I would keep in mind what I thought my bad guy was doing, as well as the fact that you stepped to cover, which would mitigate damage some.
And of course, a 1 would be really bad, with maybe your weapon jamming or some such as well...
What if you roll a good success, but I still describe a failure?
Say, you shoot a Sathar robo-monster with a laser rifle on maximum with say, a 20 as a result... and nothing happens?
Then it's most likely that you don't have the capability to hurt it that way, or not that way without doing something else first- like noticing there is a control panel nearby that might turn off it's defenses, or noticing that it has a special force field that doesn't cover it from behind, or some such...
From this, I hope you see that any other combat action can be modeled similarly, and that unopposed actions, like picking a lock or repairing a star ship just require a some appropriate skill, and a decent successful roll. If you can use a good description to illustrate things you are using or steps you are taking to make the task easier, your results will reflect that.
And that's all there is to it! :-)
This message was last edited by the GM at 21:30, Mon 13 Apr 2020.