Yes, CBM's explained it well. In case it helps, here's how I explain it: Each skill is linked to a characteristic. When making a check using a skill, you compare the ranks in the skill to the ranks in the characteristic. Whichever is higher, start with that many ability dice (greens). Then upgrade a number of greens to proficiency dice (yellows) equal to the lower of the two ranks.
Ex.: Character has Presence 3 and Charm 2. Start with 3 greens, and upgrade two of them to yellow. Final positive pool is YYG.
Ex.: Character has Brawn 1 and Athletics 5. Start with 5 greens, and upgrade one of them to yellow. Final positive pool is YGGGG.
Ex. Characer has Brawn 1 and no ranks in Athletics. Start with 1 green. Stay there, as you have no ranks in the skill.
The shorthand we use in PbP depends on the GM and players. Looks like CBM prefers 1Y4G for what I would type out as YGGGG.
For difficulty, it's basically 1 to 5 purples:
Easy: P
Average: PP
Hard: PPP
Daunting: PPPP
Formidable: PPPPP
These can be upgraded, too, based on various factors. For instance, if you're using Negotiation versus someone trained in that skill. In that case, the difficulty is based on the same formula as above, only using negative dice:
Ex.: Jabba the Hutt has Presence 5 and Negotiation 3. The negative pool to bargain with him is base PPPPP (his Presence), upgraded three times (for his ranks in Negotiation) to RRRPP.
Ex.: R2-D2 has Willpower 3 and Discipline 5. Getting him to follow an order he doesn't want to follow begins with a difficulty of PPPPP (his Discipline) and is upgraded three times (for his Willpower) to RRRPP.
You end up with the same difficulty pool for both Jabba and Artoo, but you get there slightly differently.
Last edited December 14, 2021 4:28 pm