I dont want to sound horribly dumb so please bear with me. I have read the stat page a few times and still can't really grasp how you guage how many dice you get.... like the green dice do you get them equal to your rank.... or is it written somewhere and im missing it.
sooo dice set up.
When you make a roll, you have your ability and your skill. For example, shooting a blaster is Agility (ability) and Ranged (Light) (skill).
Take the higher of those two values: that is how many green dice you roll.
Take the lower of those two values: that many dice are "upgraded" from green to yellow.
So, for example, if you had a 5 Agility and 2 Ranged (Light), you would roll 2 yellow and 3 green.
You would roll the same number if you had a 2 Agility and 5 Ranged (Light).
Just try to remember that green upgrades to yellow. Training in a skill upgrades a check from green to yellow.
Say you are making a heavy ranged attack. You have 3 agility and are trained to lvl 2 of heavy ranged. With just agility you would have a dice pool of GGG, with the training two of those G's are upgraded to yellows. So it would be YYG.
In a case where you have less agility (or any attribute) than the skill's level it would give you another green. So if you had 3 agility but heavy ranged to lvl 4 your pool would be YYYG.
You just have to remember the idea of upgrading dice. Don't worry too much, it will click with you eventually and you shouldn't have any problems. There are elements of this system that will take some getting used to but I think you will really enjoy it when you do.
Check my signature for a pdf on the basics of the system. Should hopefully help you.
Ok so thank you. That has madeeee so much more sense. The only other thing I cant really grasp is destiny pool and force dice. I dont remember getting to that section in the book yet I just started the gm section but im sure you all can well explain it easier
Compare the Characteristic (Agility, usually for combat) to the skill rank (for example, Ranged (Light)).
Take the higher of the two numbers and you get that many green dice. Take the lower of the two numbers and turn that many green dice into yellow dice. This represents the fact that you have proficiency in a certain area. here are some examples
Agility = 3, Ranged (Light) = 0. 3 green dice (GGG)
Agility = 1, Ranged (light) = 1. 1 green dice (agility) gets turned into 1 yellow dice (ranged). (Y)
Agility = 2, Ranged (light) = 3. Higher number (ranged) is three, so 3 green dice, 2 of which (agility) get turned into yellows (GYY)
Intelligence = 2, Knowledge = 2. Two yellow dice (YY). That's 2 greens that get upgraded to 2 yellows
Brawn=2, Brawl 3. 3 greens, 2 of which get updated to yellows. (GYY)
Edited by RookhelmThe only other thing I cant really grasp is destiny pool and force dice.
I won't get into using the Force with the Force dice, I'm assuming you mean building the Destiny Pool. Each player rolls, for each white pip add a Destiny token to the pool flipped to the Light side, for each black pip add a Destiny token to the pool flipped to the Dark side.
Players can use Light side tokens to upgrade their skills checks. In other words, if somebody really wants to make a good blaster shot, and they have Agility 3 and Ranged (Light) 1, their normal pool would be YGG (3 dice in the pool, 1 upgrade from the skill). By flipping a Destiny token their pool would be YYG. The token then flips to the Dark side.
The GM can use Dark side tokens in the same way, by upgrading either their own NPC skill checks, or upgrading the difficulty of a PC's checks ("upgrading" a difficulty means replacing a purple die with a red one). Once he's done, the token flips to the Light side.
It's a great mechanic to play on the whims of fate, or the shifting balance of the Force.
What hasn't been stated, really, but should be fairly obvious is that Yellow dice are "better" than green dice. They have more sides and more success/advantage results. They also have Triumph which is extra good.
Conversely, red dice are "worse" than purple because they have more failure/threat results. They also have Despair which is extra bad.
So "upgrading" means flipping a green to a yellow, or purple to a red. That's why if you have high characteristic (agility or intelligence, for example) and high skill (Ranged, or Knowledge, for example), you get more yellow dice out of it. If your skill is zero in something, you're only going to roll Green dice matching the rating you have in the characteristic.
You can use Destiny points to flip a green to a yellow (or the GM can flip a purple to a red).
I dont remember getting to that section in the book yet I just started the gm section but im sure you all can well explain it easier
Sounds like you've skipped ahead a bit, the Destiny pool and usage is in one of the first chapters alongside with character creation. Reading up on how the characters are created and used is the best place to start to grasp the system at its foundation.
Another good way is reading through under a black sun and looking at the character sheets. It very clearly explains it all in that pdf.