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Dice Checks

Star Wars only uses six-sided dice to resolve its gameplay. The GM calls for a dice check when a character attempts something challenging, dangerous, or risky. The player gathers a number of dice equal to the dice rating of the applicable attribute, rolls them, adds the applicable skill's rating to their sum, and compares the total to the dice check’s target number (TN). There are six different types of dice checks:

  • Attribute Rolls determine how successful you are at skill-based challenges.
  • Attack Rolls determine if you can hit a target successfully enough to deal damage to their Resolve.
  • Damage Rolls determine how much Resolve a target can potentially lose.
  • Exploding Rolls are used when called for, adding an extra die to the sum every time you roll a 6.
  • Flat Rolls are used for any circumstances not covered above.

Modifying Checks

Dice Pool represents the total number of six-sided dice rolled when making a Dice Check.

Dice Checks can be modified with as low as a -2D total penalty and as high as a +2D total bonus. Bonuses and penalties are subtracted from the Dice Pool before rolling the check. Dice Pools can never be less than 1D or greater than 7D. Dice Checks can be modified in the following ways:

  • Before rolling, you can spend a Knowledge Point to add +1D to your check.
  • After rolling, you can spend a Force Point to reroll and add +1D to your check.
  • Specific tools and items may provide a +1D to a check.
  • The GM can add or subtract one or two dice from a check to represent advantageous or disadvantageous conditions.

Opposed Checks

When a character opposes another character's check, they each roll and compare results. The highest result wins. On a tie, the character who initiated the check wins.

Target Numbers

Target numbers represent the number required to meet or exceed a successful dice check. TNs have five levels of challenge: Easy (5-10), Moderate (10-15), Difficult (15-20), and Improbable (20-30+). Examples:

CHECK ABILITY TN
Catch a falling object DEX + Agility 5-10
Kick open an unlocked door STR + Athletics 5-10
Notice an object or movement that stands out PER + Search 5-10
Recall context around a reasonably common subject KNO + Galaxy 5-10
Drive a common but unfamiliar vehicle along an easy route MEC + Drive 5-10
Make minor repairs to a simple weapon
TEC + Armament 5-10
Sense emotional states or coming danger FOR + Sense 5-10
Pickpocketing a distracted merchant DEX + Steal 10-15
Threatening a thug to back down STR + Intimidate 10-15
Convincing an angry group that you mean them no harm PER + Persuade 10-15
Making a local connection with a criminal organization KNO + Streetwise 10-15
Navigating charted hyper-lanes MEC + Astrogation 10-15
Diagnose and treat a common injury TEC + Medicine 10-15
Lift a heavy object with your mind FOR + Alter 10-15
Shoot a distant object to set off a trap DEX + Blasters 15-20
Resist the effects of extreme climates and weather STR + Stamina 15-20
Lie to a grand jury on trial PER + Deceive 15-20
Identify rare fauna that can offer a helpful benefit KNO + Survival 15-20
Successfully land a starship amidst challenging environs MEC + Pilot 15-20
Splice a secure computer system TEC + Computers 15-20
Inflict fear upon an enemy FOR + Dark Side 15-20
Evading a hail of blaster crossfire DEX + Agility 20-30
Tear the ears off a Gundark STR + Athletics 20-30
Pinpoint a key strategic weakness during an Imperial siege PER + Tactics 20-30
Translate a forgotten language KNO + Xenology 20-30
Break a strong system-wide communications jam MEC + Sensors 20-30
Design a unique droid model TEC + Droids 20-30
Use a legendary Force ability FOR + Any 20-30