Hi everyone, I'm a frequent prowler here but haven't posted much. I've ran the Beginner game for my group of five players and am about to start a main campaign now. I have a series of questions that have come up amongst my group.
1. Medicine Checks. As far as I've seen, all skill checks list "additional successes" for what's accomplished. Medicine lists "each success". So, does this mean that you don't cancel out successes with failures for the total amount of wounds healed, as long as the check is successful? i.e. If a players rolls 4 successes and 2 failures and 2 advantage, would he heal 4 wounds and 2 strain? 1 wound and 2 strain? Or 2 wounds and 2 strain?
2. Piloting (both planetary and space) mention using extra successes to "deduce a way that his vehicle could be modified". I'm curious how people have applied that in a game. I'm totally lost.
3. A number of skills, such as Astrogation, list that extra successes can make skill checks go faster. But, as far as I've been able to find, time to complete checks is never listed. So far I've just ruled that it takes a round to complete most skill checks that have come up... but how would completing something faster than a round be helpful?
4. The Force power "Sense" first control upgrade lists that you can commit a force die to upgrade an attack targeting the force user. Could this apply to a force user flying a starship? Seems that, RAW wise, it wouldn't... but it would make sense why Anakin and Luke were such awesome pilots. ;-)
5. Obligation. I think I like it... but it seems very vague to me. That may be intentional, and I get it. I'm just curious how people have used Obligation in their games so far... maybe some examples of it coming up in play. Should it be very bad to the activated player? Something minor and easy to solve? Also... that starting values seem a bit off to me. My group of 5 players (which it lists as 10 starting obligation) will most likely all take the 10 extra obligation for xp... meaning the group will have a STARTING obligation of 100, right? That seems... bad.
6. Combats have gone pretty quick and stream lined. My only question is suggestions on encounter size. One rival per PC? Group of 3 or 4 minions = a rival NPC?
7. NPC xp. That problem with a lack of straight forward levels for PCs and NPCs, it's hard to deduce a challenge to the party. Has anyone come up with an NPC building system using xp? Or are most people just winging it, like I've been doing?
8. Personal scale damage to vehicles. I just want to make sure I understand this so I can blow up my PC's speeder bikes. 10 personal scale damage = 1 vehicle scale damage, right? So, in order to do 1 damage to a speeder bike with a heavy blaster, I'd have to deal 10+ damage with a blaster rifle right? 20 damage on personal scale = 2 damage on a vehicle? How does armor interact with that?
Thank you in advance for any help here. Looking VERY forward to starting my campaign!