Spending ADV, Threat, etc on Non-Combat Skills

By Khyrith, in Game Masters

Hi folks. Does anyone know of a single chart / resource that lists each skill and suggestions on how a player can spend adv / etc for Non-Combat skills? I know that the Skills chapter has the information within each skill, but I am looking for a resource to avoid book diving.

Older versions of the Roll20 API used to have "mouse over" comments for each skill that showed how ADV / Threat / etc can be applied.... but they've since updated that API and that option is gone ;-( sadly

Thanks!

GM Khyrith

I know the resource I tap, it's called the PC. I tell em read your skills and talents and know them.

Hi folks. Does anyone know of a single chart / resource that lists each skill and suggestions on how a player can spend adv / etc for Non-Combat skills?

There isn't a chart. However, it's worth it to purchase at least a couple published adventures to see the kind of thing they do with it. You might also google "edge of the empire environmental set pieces", this will contain environments and things you can spend the narrative dice results on in those contexts.

Ideally though (and for me it's a really hard habit to break), you shouldn't ask for a roll until you know what the PC could do with the narrative dice. My players often come up with something better, so I almost always defer, but having some ideas of your own before the roll is made is preferable.

Hi folks. Does anyone know of a single chart / resource that lists each skill and suggestions on how a player can spend adv / etc for Non-Combat skills?

There isn't a chart. However, it's worth it to purchase at least a couple published adventures to see the kind of thing they do with it. You might also google "edge of the empire environmental set pieces", this will contain environments and things you can spend the narrative dice results on in those contexts.

Ideally though (and for me it's a really hard habit to break), you shouldn't ask for a roll until you know what the PC could do with the narrative dice. My players often come up with something better, so I almost always defer, but having some ideas of your own before the roll is made is preferabl

yup - I'm familiar with the Set Piece charts, and the charts in the adventures. But that's mostly COMBAT skill spending. I guess I can go through the CRB and make a matrix of the non-combat skills and what the CRB says players can spend ADV, Triumph, etc on.

But that's mostly COMBAT skill spending.

I don't can't recall about the set pieces, but the adventures are not solely combat. Beyond the Rim has great examples for a variety of checks.

If you get into the habit of providing charts for your PCs they will grow to depend on them. Every check will stop the game so a PC can refer to a chart to see what he can do with his results. It is better to try and keep things fluid.

In my experience most non-combat skill checks are very situational. It will be very hard to find blanket rules to cover every possibility. When I am generating checks I try and think in terms of this

Whats the PCs goal with this check? What ever it is, that is success.

What would be a positive outcome that is not the above? This is your advantage.

What would be the best most awesomest outcome? Your triumph

What would be a bit of a hindrance in this situation but not a total failure? This is your threat

What is the worst possible scenario for this situation? This is your despair

When you are coming up with checks while doing your prep make some notes for this kind of thing. It will make it easier when players are making checks that you haven't prepped potential outcomes for. Thinking like that will become second nature for you as a GM and once that happens for you it will come naturally to your players as you get more used to the system. It might sound convoluted but it really isn't in practice :P

But that's mostly COMBAT skill spending.

Forgot to mention, the other book I found really useful was the Colonist book, Far Horizons. It has a lengthy and insightful section on handling social encounters.