Some background and context:
I just started running a game using a slightly modified version of the EotE rules set in the Firefly 'Verse (changes are primarily "cosmetic" to the setting, such as adjusting available gear and changing Knowledge names).
Because of the setting and the characters created, this will not be a combat-heavy campaign. I expect as we get going, there will be more running away and heists than knock-down, drag-out fights. Yesterday's session featured a lot of die-rolling, but the only actual fight was a brief fistfight (and even that ended in the two PCs involved stealing some goods and running away, leaving the opposition largely intact).
My players and I are all very experienced gamers (15-30 years of experience all around). Since 2002, we've rotated between three campaigns (two D&D, and one Star Wars) all using various iterations of the WotC d20 "game engine."
I originally bought EotE thinking I would convert my Star Wars game, but then decided I wanted a new setting. One of the D&D GMs ended his game and plans to start a straight Star Wars campaign using EotE when it's his turn. The other D&D GM isn't clear on if she will continue, but I believe if she does, she's planning to convert to 5E. (I say all this to be clear that we're not a group of combat monsters, and we're excited to move away from protracted fights that require maps and minis and generally end when one side has no hit points left).
So here's the problem:
At the end of the session yesterday, I asked what people thought of the system. Everybody "gets" the basics, even though this was our first time rolling, but one player said "I feel like we failed a lot. I feel like everything cancelled out a lot of the time." The other players (and I) agreed that surprisingly often, there seemed to be a lot of dice rolled, amounting to nothing (or perhaps a single Advantage or Threat).
So... What am I doing wrong? What am I missing? Is is it just that in EotE you DO fail more often than we're used to?
The players did a pretty good job of pooling their resources to support one another (many rolls were made with a Boost die from someone assisting), but I do think the Destiny Pool may have been a problem. They rolled 3 Dark, 1 Light, and the 1 Light got used fairly early. There were few good opportunities that didn't feel like just heaping misery on them, so the Destiny Pool was largely stagnant, and that was on me.
But how big a difference would that have made?
Some related questions:
The core rulebook is great about giving clear direction on how to spend Threat, Advantage, Triumph, and Despair in combat, but what about OUT of combat? How do you apply them to, say, a Perception check or a Knowledge check?
Also, if your roll comes down to a a Triumph and a Failure, I know that the Failure cancels out the Success "part" of the Triumph, but is the remaining part enough to succeed, or does it basically become just an Advantage?
I may have more questions after some folks respond... Thank you in advance for your time and feedback!