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New Rules Roleplaying Star Wars

SW Rules Dice Rolls

Star Wars – Rules Update

FFG – Dice Rolls

The mechanics of dice rolling in the FFG Game are different from other iterations of Star Wars because the player knows the result as they roll.

The Dice

For Star Wars a new set of dice was created called the Narrative Dice, which uses symbols to represent the roll, and not numbers. The amount of symbols you gained allowed you to explain how your actions unfolded to the table. best when the Games Master does not have to do all the interpretations for you.

The different types of dice are listed below and when they are most likely to be used. A player will be told what positive skill and attribute combination match their character (eventually doing without instruction) and then told what negative dice to use and then roll all the dice.

Positive Dice
  • Blue d6 (Boost Dice) Also known as the advantage dice, this is used when you have a mechanical advantage in the storyline.
    • two sides blank
    • one side Success
    • one side Success and Advantage
    • one side two Advantages
    • one side one Advantage
  • Green d8 (Ability Dice) This is the base skill dice for a character.
    • one side blank
    • two sides Success
    • one side two Successes
    • two sides Advantage
    • one side Success and Advantage
    • one side two Advantages
  • Yellow d12 (Proficiency Dice) This is the upgraded skill dice for a character.
    • one side blank
    • two sides Success
    • two sides two Successes
    • one side Advantage
    • three sides Success and Advantage
    • two sides two Advantages
    • one side Triumph
Negative Dice
  • Black d6 (Setback Dice) Also known as the disadvantage duice, this is used when you have a mechanical disadvantage in the storyline.
    • two sides blank
    • two sides Failure
    • two sides Threat
  • Purple d8 (Difficulty Dice) This is the base difficulty of the check.
    • one side blank
    • one sides Failure
    • one sides two Failures
    • three sides Threat
    • one sides Failure and Threat
    • one sides two Threats
  • Red d12 (Challenge Dice) This is the upgraded difficulty dice.
    • one side blank
    • two sides Failure
    • two sides two Failures
    • two sides Threat
    • two sides Failure and Threat
    • two sides two Threats
    • one sire Despair
Other Dice
  • d10 (not used)
    • each side either numbered 1 through to 10 or 0 through to 9.
  • d100 (Percentile Dice)
    • Two d10’s with one representing the 10’s and simply added together as usual.
  • White d12 (Force Dice)
    • six sides dark side point
    • one side two dark side points
    • two sides light side point
    • three sides two lightside points

Dice Results

  • Success – Determine whether a skill check success, and by what margin. A character needs at least one success to do the task. Each success rolled is removed by each Failure rolled.
  • Failure – Used to remove Successes rolled. Excess failures is still a failure, though in some cases it can determine the margin of failure.
  • Advantage – Abilities and other effects on the environment can have positive effects in the favour of the character. Each advantage rolled is removed by each Threat rolled.
  • Threat – Though easier to remember as Disadvantage, is when effects of environment work against the character. Each Treat rolled is removed by each Advantage rolled.
  • Triumph – A critical changed is the circumstances has gone the characters way. This also counts as an additional success. (The Triumph cannot be cancelled out, though the success part can be)
  • Despair – A critical change in the circumstances has gone against the characters plan. This also counts as a failure. (The Despair cannot be cancelled out, though the failure part can be)
  • Dark Side Point – Used to set the pool of luck on the table in favour of the setting.
  • Light Side Point – Used to set the pool of luck on the table in favour of the characters.

Advantages and Triumphs

One Advantage / One Triumph
  • Recover 1 strain (this maybe selected more than once)
  • Add Blue (Boost) Dice to the next active character’s check
  • Notice a single important point in the ongoing conflict, such as the location of a blast door’s control panel or a weak point on an attack speeder.
  • Inflict a critical injury with a successful attack that deals damage past soak (Advantage cost may vary).
  • Activate a weapon quality (Advantage cost may vary).
Two Advantages / One Triumph
  • Perform an immediate free maneuver that does not exceed the two maneuver per turn limit.
  • Add black (Setback) dice to the targeted characters next check
  • Add blue (Boost) dice to the target allied characters next check, which can include yourself.
Three Advantages / One Triumph
  • Negate the tageted enemies defensive bonuses (such as the defence gained from cover, equipment, or performing the Guarded Stance maneuver) until the end of the current round.
  • Ignore penalising environmental effects such as inclement weather, zero gravity, or similar effects until the end of the active character’s next turn.
  • When dealing damage to a target, have the attack disable the opponent or one piece of gear rather than dealing wounds or strain. This could include hobbling him temporarily with a shot to the leg, or causing him to drop his blaster. This should be agreed upon by the player and GM, and the effects are up to the GM and be temporary.
  • Gain a +1 melee or ranged defence until the end of the active characters next turn.
  • Force the target to drop a weapon its is wielding
One Triumph
  • Upgrade the difficulty of the targeted character’s next check.
  • Upgrade any allied character’s next check, including the active character.
  • Do something vital, such as shooting the controls to the nearby blast doors to seal them shut.
Two Triumphs
  • When dealing damage to a target, have the attack destroy a piece of equipment the target is using, such as blowing up his blaster or destroying a personal shield generator.

Threats and Despair

One Threat / One Despair
  • The active character suffers 1 strain (this option may be selected more than once)
  • The active character looses the benefits of a prior maneuver (such as from taking cover or assuming the guarded stance) until he performs the maneuver again.
Two Threat / One Despair
  • An opponent may immediately perform 1 free maneuver in response to the active character’s check.
  • Add Blue (Boost) dice to the targeted characters next check.
  • The active character or an allied character suffers black (Setback) on their next action.
Three Threat / One Despair
  • The active character falls prone.
  • The active character grants the enemy a significant advantage in the ongoing encounter, such as accidentally blasting the controls to a bridge he was planning to use for his escape.
One Despair
  • The character’s ranged weapons immediately runs out of ammunition and may not be used for the remainder of the encounter.
  • Upgrade the difficulty of an allied character’s next check, including the active character.
  • The tool or melee weapon the character is using becomes damaged.

Content Updates

  • 2021-07-13 – Spelling corrections.
SW Rules

References

Character Creation

FFG Dice

Force Users: Crafting a Lightsaber, Knight Level Play

Mechanics: Awareness, Duty, Obligation, Morality

Movement: Personal, Planetary

Vehicles

Star Wars RPG

SW Menu: Adventure, New Rules, Adversary, Companies, Droid, Equipment, Galaxy Map, Location, Vehicle

Campaign: NPCs, Side Stories, Timeline

Game Management: Annotated Stat Block, Character Creation, Choosing a New Campaign, Creating a Galaxy Map, Ending three year campaign, GM’s Luck Roll, Running Games over Skype, Tracking Experience, 2016 Campaign

Character Builds: Bounty Hunter (Karlid – Assassin, Vanna – Gadgeteer, Kyanna – Martial Artist, Jed – Operator, Theya – Skip Tracer, Cadkia – Survivalist), Smuggler (Ebaya – Gambler), Technician (B1-337 – Droid Tech)

References: for Characters, for GMs, Dice, Items (Lightsabers, Modifying, Purchasing, Qualities), Knight Level Play, Mechanics (Awareness, Duty, Morality, Obligation), Movement (Personal, Planetary, Vehicles), Roles (Bounty Hunting, Investigations), Secrets (Empire, Jedi, Mandalorians, Rebels, Sith)

Creating a Campaign:
(1) Rules and Setting,
(2) Characters and Timeline,
(3) Fringes Storyline,
(4) Rebels Storyline,
(5) Force Storyline,
(6) Mandalorian Storyline

Library of Books

B5, d20 System, Pathfinder, SW

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By thedarkelf007

I am a long term gamer, I run 6 RPG's a fortnight, host board game, card game and LANs each about once a quarter and have an addiction to buying more games. Games I am currently running are Pathfinder (1st and 2nd Edition) and Dungeons and Dragons (5th Edition).

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