Generic Questions

By QQQQQQQQQ, in Star Wars: Age of Rebellion Beginner Game

I am trying to start playing RPGs with some friends and I already played the beginner game with them and it was good but I just want to verify a few things.

1. When performing a basic skill check (hiding, slicing, or deceiving) do you just treat all the advantage symbols as success and threat as failure? I know in combat you can still get a hit but suffer strain from the threat. Is this like that?

2. I have read a couple of post already about the 7th encounter and they all tell you to use the chase rules but I don't know were to find that? Could someone explain it to me?

Advantage and threat can be described as the "unintended consequences" of an action. So a character may make a Stealth check to sneak past some guards; they succeed, but roll 2 threat. So the character succeeded the task of sneaking, but maybe they kicked something and made a noise, putting the guards on alert, so future Stealth checks have added Setback dice as a result. That sort of thing.

But no, Advantage and Threat are treated as separate from success and failure.

As for the chase rules, those can be found if you buy the core rulebook. Many find the actual vehicle combat rules inefficient or confusing, but the chase rules are simple and easy to use. I don't have the book with me, so I can't say what they are, but they would make that particular encounter much easier to play.

21 hours ago, QQQQQQQQQ said:

1. When performing a basic skill check (hiding, slicing, or deceiving) do you just treat all the advantage symbols as success and threat as failure? I know in combat you can still get a hit but suffer strain from the threat. Is this like that?

Not at all :) Success and Failure are one axis of the results. Advantage and Threat are a second axis. (Triumph and Despair are their own things.) I generally let the players decide how to spend Advantage, but if they need prompting, the combat chart gives a reasonable scale of effect. So let's say they're trying to hide, and they get 2 Advantages. It doesn't matter if they succeed or fail, perhaps the next person who wants to hide can get a boost die on their attempt...either because they saw what worked, or they saw what didn't. So if the first PC is trying to sneak into a place and fail, maybe the guards notice him, but the next PC can take advantage of this and has a better chance of slipping by.

Threat can work the same way: say the first PC tries to hide but gets threat, and you decide the next person to try to hide gets a setback. It doesn't matter whether the first PC succeeded: if they did, they hide, but perhaps a twig snapped and the next person will have a harder time. Or the first PC fails, the guards notice them and are alert for others.

There are a lot of ways to apply Advantage and Threat, but if you're learning the game, using boost and setback are probably the easiest to work with at the start. Between that and Strain (loss and recovery) you can account for a lot of narrative possibilities.

22 hours ago, QQQQQQQQQ said:

2. I have read a couple of post already about the 7th encounter and they all tell you to use the chase rules but I don't know were to find that? Could someone explain it to me?

Chase rules are pretty simple: each round the participants make a skill roll. This can be a simple roll (no negative dice), or have difficulties depending on terrain or other factors. Whoever gets more successes pulls away from pursuit (or closes in on their quarry). You can use whatever skill you think is appropriate each round and for each participant. For a vehicle chase, this is usually one of the Piloting skills, but a case could be made for others. For a personal scale chase, the default is usually Athletics, but again, you can make a case for almost any skill, from Resilience (how long can they keep it up) to Survival (navigate wilderness terrain) to social skills ("Help us, please!"). I like to mix things up, but if you're just starting with the game, keep it simple and stick with one or two skills.