Any Tips for interpreting Threat and Advantage?

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

Can anyone give me some tips for interpreting these in non combat situations? For the most part my group has it down with a few exceptions that cause us to go "Um...." for example listing though a door to try and hear if anyone or anything is on the other side the roll comes up as 0 success and 3 advantage how would one go about having advantage on that?

What I'm really looking for are what other peoples methods for this are are there any "rule of thumb" methods that can help?

Skill MONKEY! Listen to all the Skill Monkey you can!

Perhaps in the situation you described instead of hearing beyond the door they hear the humming of electronic surveillance and are then able to slice a control panel next to the door to get a live audio feed and a boost die to do so.

Just be as creative as you can. What are things that could go wrong, or well, when trying to hear through a high-tech sci-FI door?

Edited by Hungry Donner

What Hungry Donner said. Or, the Advantage could let your player spot an air vent higher up on the wall. With a Simple: Athletics or Coordination he could get up there and try another roll, maybe with a Boost die included.

I haven't started running the EotE system yet, but I plan on letting my players handle their own Advantages and Triumphs as much as possible. Saves me a lot of effort. ;)

Can anyone give me some tips for interpreting these in non combat situations? For the most part my group has it down with a few exceptions that cause us to go "Um...." for example listing though a door to try and hear if anyone or anything is on the other side the roll comes up as 0 success and 3 advantage how would one go about having advantage on that?

What I'm really looking for are what other peoples methods for this are are there any "rule of thumb" methods that can help?

Basic Guidelines I use †

1st: Ask for what they want to accomplish, not just what they do.

2nd: After the roll, assess based upon the two axis combination (Success/Failure, Advantage/Threat), but treat the Despair and Triumph as a 3rd, unconnected axis, in addition to their roles as also being a success/failure

Note that in social situations, the black and blue dice can be used as minor morale reflections; I don't carry black dice forward from encounter to encounter. Cover in social situations is a "strong morale effect" - like embarrassment, or frustration.

In slicing, blue dice from Opponent threat or own advantage might represent later useful data; I've fudged a bit and let them spend two advantage for a single use blue vs a specific target, a triumph as a semi-permanent one. Two Triumph represents a superuser, and 3 a backdoor password- still only a single blue, but persisting longer and good on more tasks.

In Mechanical tasks - Advantage might reduce time or cost, or provide a bonus on the next mechanical test for that device (but that costs an extra advantage in my game, above the normal advantage cost for the die). Or for a related system. Triumph might be that you blueprinted the fix, for a persistent blue die, or you neatly bundled everything and/or labeled the chnages, for either an upgrade once or a difficulty reduction once, both cases for the next check on that device. 3 Triumph might be insight into the system - add a "Easily Repaired" quality, for a semi-permanent blue die.

In research, extra advantage reduces time or allows related insights; triumphs can be unrelated insights. Despair can be related misinformation. Blue dice can be leads for unrelated information, as well - especially if the group is going to research a few different things.