Success unless you fail vs. failure unless you succeed

By RLogue177, in Star Wars: Edge of the Empire RPG

Sometimes it happens that all Success and Failures cancel each other out and you're left with a big net nothing. The rules call that a fail. I'm thinking of calling it a partial success.

Give the player the option to claim a success with the price of adding a Threat to the mix. It would be a very basic, minimal success. Weapons would do their base damage for example.

Okay idea, or bad idea?

Looking purely at the combat, I'd say not a great idea. Most characters - PCs and NPCs - are already dishing out much more than they can take. If you increase their hit ratio, you're just making that first Initiative slot even more deadly than it already is.

Bad. Weapon effects already can accomplish alot on a basic success without penetrating Soak. Only magnifies that. Zero success typically means There were abundant Advantages. The mechanics are fine as is.

Thanks for the input! S'why I ask. :)

I might consider it at the cost of Forcelight.png

I might consider it at the cost of...

One MILLION credits!!

Edited by awayputurwpn

I might consider it at the cost of...

One MILLION credits!!

What value are credits to the GM… who essentially controls the universe?

MWAHAHAHAHAHAHA!

I might consider it at the cost of...

One MILLION credits!!

Ten Quatloos.

I take the credits and destroy them. I just want to watch the galaxy burn.

I'd call it a draw, and make it interesting but not effective.

So in combat maybe you just took the paint off their armour, maybe modding an attachment you didn't succeed, but also didn't destroy hope of another try later.

Narratively speaking I would make it a near miss, but still a miss. A check has to be considered successful to actually work.

The alternative is that the narrative doesn't move forward; from a social check the character being spoken to hasn't really decided one way or another and thus may be open to further talks (rerolling the check) if the character has any new compelling information/something to bargin or even that he can't offer the party what they want, but might be interested in dealing in something different, perhaps not even related to their original purpose, or they receive a (risker) point towards someone/something that could know, but the stakes are higher with that person.

Combat checks I would treat it as a close fail. Due to defence dice being of usually lower quality, that isn't a big issue.

That being said, since the dice are generally slanted for the positive dice to succeed I generally don't see drawing as an issue

For combat checks, maybe on a flat result you could still allow a quality trigger for 3A. You can already do this with Blast on a grenade, maybe for 3A you could get an Autofire hit (regardless of Jury-rigged) or Linked.

I wouldn't use it for attack rolls, but for other checks - climb the wall, sneak past, etc - then zero net successes & failures might be an opportunity for some kind of "fail forward". On a Stealth check, you make it nearly to your destination, but are spotted at the last moment. On a Deception check, you talked your way past the guard - but his partner watching on the camera wasn't fooled. Similar to what might happen with a success and threat, but not quite a success.