15 hours ago, mabro95 said:So how does a force - face act in space then? Or does your group not dabble into space then?
Okay there's a lot of different ways to do this but I'll cover kind of the basic ones.
For starters try not to overdo it on the space battles. People often times like to put in a lot of different adversaries and that helps the encounter drag on much longer than it should. Normal space encounters should be pretty quick. A really good example is to think about the escape from the Death Star that you see in a new hope. That battle you're basically looking at four Minions that may not even have been grouped going up against one party of player characters in a light freighter. Additionally you see a lot of action going on inside the ship beyond Gunnery or other obvious shipboard functions, that's one of the key places where the non space battle capable characters really have a chance to contribute. This is actually one of the things that makes the current system really good because you have that narrative dice mechanic . Using the narrative dice mechanic you can leverage things like if the player's roll significant threat or the opposition roll significant advantage you can apply some kind of effect to the ship that someone will have to deal with. Maybe a small fire breaks out or perhaps some bulkhead doors close and lock characters in certain areas. Perhaps some cargo breaks free and starts rattling around the cargo hold or a Corellian fruit bat that stowed away on board comes loose and starts flying around harassing the crew as they try and fight. These are the sort of things that pretty much any character could deal with but it would require taking someone away from a Gunnery station or piloting station or something like that. In some cases the non space Combat character might actually be very well suited to deal with these problems. A force user with the move power could easily get that cargo back into place, or grab the bat.
That's also why using more war game rules like x-wing actually can do more harm than good. War games tend to assume that everything works as intended, an rpg lives and breathes on things not going as planned.