In one of the Bond movies, when someone (maybe Q?) mentions how something works on the average person he responds something to the effect of, "I don't meet many average people in this business."
I wouldn't look at the game's rules to try and decide this sort of thing for me. In fact, the game rules say that you shouldn't be rolling for mundane, average stuff so the game mechanics aren't really set up to reflect this. Parallel parking is a challenge for some people in real life but that wouldn't make me yank out dice and tell a player to roll when he parked his landspeeder. The average person just does his average things without needing to roll. He parallel parks... unless its important that he doesn't. He might never imagine that a lock is "average to pick" because, to him, it isn't. To an adventurer, though, it's a different story... and THAT is the story we're telling.
A very fine point and I guess that`s why we have the Simple difficulty.
However, when I play my Superhero game(Justice Guild of Ankh-Morpork) using Truth and Justice and the PDQ system the book encourages you to roll as little as possible and only when there is a considerable risk of failure with real consequence and it is important. And if the challenge are lower than your Quality, it`s always an automatic success. This fits the freeform, improv philosophy of that system and especially the superhero setting.
In Star Wars FFG however, I feel they incourage you to roll the dice a lot more, since they are narrative tools in the system and because failure and threats are fun too and take the story in unexpected directions. I`m not saying you should roll for mundane stuff like parking or taking off if there aren`t story reasons or some risk or threatening element involved of course:p
Edited by RodianClone