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  1. I'm considering the following: all weapons can be used at all ranges, however, anything beyond the listed range of the weapon is automatically a check against a daunting difficulty. It is possible to hit with a pistol from a range of 100m. It's just incredibly unlikely. Thoughts?
  2. Question regarding their use: the cards (for example, for Stormtroopers) list the statistics for a single trooper (e.g. W. Threshold 5), but the group skills (e.g. Ranged Heavy) apply only if there are a group of them (e.g. 3 Stormtroopers = Ranged 2). Is that right? If so, how do you keep track of the hits and so forth for the individual troopers?
  3. Good note! I hadn't read closely enough to see that, but I'll definitely use that mechanic when the game gets rolling.
  4. The thing that is most exciting to me at this point is how much room this system gives to the players to narrate the actions and come up with cool ideas. I always tried, in previous versions of the game, to give the players lots of room to come up with interesting ideas, but that was usually only on their own actions, not on resolving checks. I'm looking forward what game play is like when everybody has a hand in narrating events!
  5. Thanks, everybody! These are all super helpful! I think that what I was missing was the idea that while, yes, advantage and threat cancel each other out, triumph and despair don't. So that way you could have a net threat of 2, with a triumph. So per the rules, arbitrate the triumph first, then the threat. Thanks again!
  6. Hey, all! I've been playing Star Wars RPGs since the WEG d6 days, and I've got to say: EOTE is a HUGE adjustment for me. I'm working my way through the combat chapter, and I could really use your help to make sure I'm interpreting the rules correctly. On pg. 204, it says, "The first and foremost point to keep in mind is that a combat check is a skill check. It follows all the rules and procedures for making a skill check" (emphasis added). So, I refer to pg. 19ff., and see the following steps: "applying skills and characteristics," "applying task difficulty," "modifying [the] dice pool," and finally (and most importantly for this question), "interpreting the dice pool." On pg. 23 it says, "After all Threat symbols have canceled Advantage symbols, a pool will have one or more Advantage symbols, one or more Threat symbols, or have everything canceled out." OK, great, I think I have it. But on pg. 205, step 4 of the Combat Check is "resolve [advantage] and [triumph]," and step 5 is "resolve [threat] and [despair]." So here is the question: am I correct to say that unlike a normal skill check, threat and advantage do not cancel each other out in a combat check? If I am correct in saying that, then each and every combat check is going to generate multiple advantage, triumph, threat, and/or despair, all of which have to be resolved before the next character is activated. It seems like that is a incredibly complex mechanic, so here is a follow-up question: does all that resolution bog down the action? How can you keep all that stuff straight from character to character and turn to turn, and still keep an encounter moving at a reasonable pace? Thanks for tolerating my newbie question. I look forward to the replies!
  7. Here's my $0.02 on the question of letting characters decide amongst themselves who makes the dice roll: "Take the professor in back and plug 'im into the hyperdrive." Seriously. Han knew that somebody needed to figure out what the heck was wrong with his ship, and his idea was to check out the hyperdrive. But he also knew that Threepio stood the best chance of doing that successfully. Think about how this works in real life: The coach comes up with the play, the players execute it The platoon commander comes up with a battle plan, and gives orders for how it's carried out The director envisions a certain performance, the actors are directed to give that performance Just because I have an idea doesn't mean I'm the best equipped to carry it out. I say: as long as it's plausible for the PCs to be talking to each other, the players can brainstorm together. Maybe just make them talk in character or something to work that out.
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