Star Wars: Edge of the Empire Rule Book

(Jeff_L) #1
IMPOSSIBLE TASKS

T


here are some situations in which the chance
of success is impossibly low. In almost all
cases, the GM simply states that any such
check automatically fails without needing to
assemble and roll a pool of dice.
However, the GM may decide to allow a PC to
attempt a check where success is extremely
improbable—throwing a grenade in hopes that
it will put out a fire, scaling a perfectly smooth,
slick wall, or using reason to calm down a ram-
paging rancor, for example. Allowing the PCs to
make an impossible task should be relegated
to critical moments in a story's arc or truly life-
or-death situations only.
To prevent players from abusing these opportuni-
ties, attempting an impossible task automatically
requires the player to spend one Destiny point.
The player gains no benefits for doing so, beyond
being able to attempt the task in the first place.
He also may not spend any additional Destiny
Points on the check. For simplicity, an impossible
task imposes the same number of Difficulty dice
as a formidable task «><>00<X

AVERAGE TASKS (4 4})


An average task represents a routine action where
success is common enough to be expected, but failure
is not surprising. A typical character with the proper
training, resources, and the right approach to the situ-
ation should reasonably expect to succeed at average
tasks slightly more often than he fails.
An average task adds two Difficulty dice 4 4) to
the skill check's dice pool.

HARD TASKS (• • •)
A hard task is much more demanding of a character.
Success is certainly feasible, but failure is far from sur-
prising. A typical character with the proper training,
resources, and the right tools for the situation should
accept that he might fail at hard tasks more often
than he succeeds—especially without Destiny on his
side or other advantages.
A hard task adds three Difficulty dice [4) 4) 4 to
the skill check's dice pool.

DAUNTING TASKS (4444)
A daunting task taxes a character and may push him
to his limits. Success may be difficult to achieve, but it
is possible. A typical character with the proper train-
ing, resources, and the right tools for the situation will
likely fail more often than he succeeds at daunting
tasks, and he may wish to look for some advantages
to aid him.
A daunting task adds four Difficulty dice 4444
to the skill check's dice pool.

FORMIDABLE TASKS (44444)
Formidable tasks seem nigh impossible. In fact, a for-
midable task most likely is impossible if approached
casually. However, with proper planning, a well-trained

and well-equipped character has a chance at success.
Typical characters almost always fail formidable tasks.
Even trained veterans fail formidable tasks more often
then they succeed. Failure seems inevitable unless the
character can apply one or more advantages, such as
investing Destiny points, or adding bonuses from spe-
cific equipment, talents, or assistance.
A formidable task adds five Difficulty dice 44444
to the skill check's dice pool.

Building a Basic Dice Pool


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ow that the three primary building blocks of a skill
check's dice pool have been discussed, the following
section shows how the dice pool is actually assembled.
When a character wants to attempt some sort of
action that might have a chance of failure, the player
makes a skill check. The skill check utilizes the ap-
propriate skill of the character—Athletics for breaking
down doors, Knowledge for recalling facts, or Charm
for convincing a guard to let the character get past,
for example. Each skill also has a linked characteris-
tic—Brawn for Athletics, Intellect for Knowledge, and
Presence for Charm. To make a skill check, he assem-
bles a dice pool.

There are two sides to every basic dice pool—the
side the player contributes (in the form of Ability dice
4 and Proficiency dice O) and the side the GM con-
tributes (in the form of Difficulty dice 4. Challenge
dice#, Boost diceQ and Setback dice•). Addition-
al factors may modify the number and type of dice for
a check. When building a dice pool, every aspect of
both the player's and GM's contributing dice should
be explained and defined before the roll is made. The
GM sets the difficulty level of the task once prior to
the roll. After creating the base dice pool, either side
may have the opportunity to upgrade dice.

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EDCE OF THE EMPIRE
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