Combining Skill Checks and Combining Talents Together

By GM Hooly, in Star Wars: Edge of the Empire RPG

Let's say that you have two characters who intend to do a combined skill check.


Player #1’s character has three ability dice and one proficiency dice; whilst Player #2’s character has one ability dice and two proficiency dice. The combined check would end up being two ability and two proficiency dice. That's the easy part. The problem that I'm having is where characters want to combine their talents within the check.


Player #1’s character has a talent which reduces the number of setback dice by 2, and Player #2’s character has an ability on that same skill that reduces the difficulty of the check by 1.


Can you apply both talents to the check or just the talent belonging to the main character making the skill check? An example might where two characters are attempting to Charm a Crime Lord into giving them a gun running job where Player #1’s character is a Charmer with the ‘Kill with Kindness’ talent and Player #2’s character is a Performer with the Congenial talent.


I like giving players as many opportunities as possible to use the talents that they spend their hard earned XP on, so any advice is always appreciated.

I would say yes, if for example it's a mechanical check this could be described as the characters giving each other some tips, based on past experiences.

"Pass me the Hydrospanner"

"No, No, no, no! for that you want the Lug-wrench!"

"I always used the Hydro-Spanner when working on the hyperspace motivator!"

"On corellian ships, that would be right, but this ship is of verpine design! They think quite differently, trust me!"

If it were me, I'd apply the talent based on the PC taking the action, or apply the highest applicable benefit, whichever makes the best sense based on the current situation. Of course you then get into semantics as the players decide to swap who's making the check, but that's a different ball of yarn.

I know it's not answering the question, but can we back up to the Assisted Skill check. Since you didn't give the Characteristic and Skill numbers of the two characters it may work exactly the same in the end, but to be pedantic about it you figure it out from the stats not the dice pools. IT's the highest Characteristic and the highest Skill. Like I said in the example it could have been 4/1 and 3/2 and it would work to what you said, but in the interest of someone reading that and getting confused on how the mechanic works...

In most combined checks we designate a primary and secondary, one who acts and one who assits. Only one can contribute talents to the check, depends on the scene.

When this kind of situation crops up in my game I let the PC who contributes the skill ranks to the pool add any relevant talents. My reasoning is that he's the one with the actual training/experience in the skill (as opposed to just relying on natural ability to get by) so he's the one taking the lead on the task. There's nothing wrong with letting the PC contributing the characteristic part of the pool add talents as well; I've been thinking of letting both PCs add useful talents.

I would stop at anyone giving unskilled assistance contribute any talents, though.

Short Answer: It depends.

Long Answer: Will it break the scene? Does it make a reasonable amount of sense? In your example of two players charming someone with Kill with Kindness and Congenial, I'd allow it. I recently had a scene where the players (3) were in their Nubian J-Type. In asteroids, 1 System Strain below threshold (they had exceeded and damaged controlled back under twice now), trying to escape an Imperial TIE swarm launched from a Nebulon-B. The Corellian and the Twi'lek are in the cockpit, at the flight station. Sure, I could have had one make a co-piloting check and then have the other make a piloting check, but the Twi'lek player asked if they could directly assist, and they had a decent narrative reason. I said, sure. The Corellian had 3 Agility, 3 Piloting(Space). The Twi'lek had 3 Agility and no skill. So, 3 yellow and 1 boost. Now they stickler comes in. The Twi'lek has Force Enhance, and adds their 2 force dice to Piloting(Space) checks. I allowed it. The end result was fun and entertaining for everyone, and didn't "break" anything. Which is the goal, I think.

Now if you have players that are all trying to "assist" on a check for the sake of assisting, and they don't have a reasonable narrative reason as to how/why their abilities are going to help, then I would say no. I've had a handful of players that chose to be lazy, took no initiative to interact with anything, but were quick to chime in, "I assist, get a boost!", anytime another player was doing something.

Edited by Werewyvernx

Okay after thinking about this longer I tend to agree, that only the acting partner in the combined check should be able to use talents, with one exception: If the assisting character has passive talents, that remove setback dice for him, those talents should be applied to the check. In my above stated example this is what it would represent: the assisting character easing the way for the main acting character through his experience.

That is my opinion.

If a PC does a combined Force check (Discipline + Force for example to throw someone), but fails part of it and thus there is no force activation, do we still read the dice results for advantages, despair, triumph and or threats?

If a PC spends a Destiny point to upgrade the Discipline pool in this example, but then fails to generate enough white pips to activate the force power, can he flip a Destiny point again?

Yes and No.

Force powers always activate. There is do, or do not, there is no try....

One DP per check.

Edited by 2P51

I allow both to apply their talents, but I don't let ranked talents stack if both characters have the same talent, instead the check only uses the higher rank. Ex: A guy with Street Smarts 1 assisting a gal with Street Smarts 2 only uses her higher talent rank of 2 on a Streetwise check.

15 hours ago, NicoDavout said:

If a PC does a combined Force check (Discipline + Force for example to throw someone), but fails part of it and thus there is no force activation, do we still read the dice results for advantages, despair, triumph and or threats?

If a PC spends a Destiny point to upgrade the Discipline pool in this example, but then fails to generate enough white pips to activate the force power, can he flip a Destiny point again?

For your first question, while you do not get the benefits of a succesful use of the force power it is still a skill check. So you can use the secondary effects for something as long as that something didnt require either the force power or a succesful check to trigger.

For your second question , you can only use a Destiny Point once in a check, so you couldnt use it on the check, then to allow you to use dark side points. Similarly you cannot use a Destiny Point to upgrade checks to trigger signature abilities, because you also used destiny point (s) to trigger those abilities, so you have to rely on your skill alone.