Unlike other attack rolls, Move's difficulty can quite drastically change based on what upgrades the character chooses to activate during the check. My question is, when is the most appropriate time to set the difficulty of a Move check, and how would you adjudicate it?
Obviously, if a character says "I'm going to try to move those 2 tables and huck them at those two groups of stormtroopers", then their intent clearly says they're trying to Auto-Fire a pair of Sil 1 objects, and the difficulty is PP. If they get the necessary FP to do it, then it happens. If they don't, they'll have to make do with what they can manage with what they rolled. I'd narrate it as them either only managing to lift one object, or switching their focus to two smaller objects, etc.
Now, suppose a character says "I'm going to try to hurl that trash can at one group of troopers." That's a single Sil 0 object, so no purple dice, right? Then what if they get enough FP to activate upgrades? Let them do it without any extra dice, since they already made the roll? Roll any added difficulty yourself and add the results to the pool? Don't let them use any upgrades at all, and chalk it up to risk/reward?
Currently, the Move power user in the group isn't strong enough to do any of that, but I want to be ready with some method of adjudicating this that makes sense.
Edited by drbraininajar