Hi fellow GMs.
I'm running a sandboxy campaign right now and try to wing as much as I can on the spot during play sessions. One of the most difficulty things I think is how to determine the difficulty of certain tasks, so I'm just curious as to see what difficulty other GMs would have used in my place in a situation that came up last session.
My players just arrived at Nar Shaddaa and were almost broke, they wanted a lot of money fast so I dug up a copy of the "Breaking and Entering" mini-adventure from the "Scum and Villainy". However feeling it was a bit too railroady I gave them just the bare-bone information to begin with and let it roll from there.
Hijinx ensued and in the end my players decided that in order to break into the safe in the penthouse that they would fly above the penthouse, into the restricted airspace (I moved the location from Coruscant to a very small Imperial section of Nar Shaddaa), and drop down into the garden a communications jamming device, so that they could show up as repairmen to look for the communications problems.
I then decided that this part should have one player performing a Pilot check to fly above the penthouse, not too high to make the throw impossible nor too low for them to be violating the restricted airspace. Having no idea what difficulty this would be I made it an upgraded Hard check. The player then failed this test, but got sufficient enough of Advantages to say that the Imperials didn't detect him until after the other player got a chance to throw the jamming device.
So now this player is throwing a small, handheld device from a flying speeder into a small garden in a penthouse. I decided that this was a Hard Coordination check (not upgraded this time), with one setback die due to a bit erratic driving from the failed pilot check. This one failed spectacularly and the jamming device is now somewhere on the surface of Nar Shaddaa...
What difficulty would you guys make these two checks?
Cheers