I'm aware of all of these things, this is ignoring both old EU and new canon. I thought I'd said that already, but maybe not.
If anyone has dice experience, feel free to comment on its viability, but here's the system as I have it now:
Stats are ranked by how many d6(six sided dice) you roll for it. Every stat has at least one d6, and you have 11 addition to divy out. None can be higher than five .
Dexterity(includes ranged combat, tricky tasks, and sleight of hand)
Perception(includes finding hidden things, stealth, and social interactions)
Strength(all close combat fighting, as well as any feat of strength)
Technical(piloting, as well as mechanical skills and other knowledge based tasks)
Force(includes any and all force based powers. Individual powers will be skills).
Skills are subsets of stats. Anything is a skill, there’s no limit to what you can decide your character is good at. You have 7 points to assign, so you could do seven skills at one point each, or you could be particularly good at a few skills.
Your skill level is those points added onto your stat. So if you had a Strength of 3 and added 2 points to lightsaber skill, you'd have 5, and would roll 5d6, or five six sided dice, in lightsaber combat.
Your stats will stay the same, but your skills will increase in a few ways.
Anytime you roll for a skill, you already have, you’ll gain experience with it. A failure will be 2 exp, and a success will be 1. The amount of exp you need is equal to the current level of the skill times 10.
Another character who has a skill that you don't can take the time to teach you. They’ll roll with their skill to determine if they manage to educate you.
If you attempt the same task you don’t currently have a skill for five times, you’ll get one point into it, and you can start leveling it normally.
Tasks
I’m not going to make you roll for everything, but for some failable tasks, a GM will assign a difficulty rating, which will just be the number for you to beat with your roll. A GM will make the roll for you, rolling a number of d6 equal to the relevant skill. If you don't have the skill, you'll use the stat instead.
Very Easy: 5 (Pulling your lightsaber to you from the ground below where you're hanging in the ice)
Easy: 10
Moderate: 15
Difficult: 20
Very Difficult: 25
Heroic: 30 (Lifting an X-Wing fighter out of a swamp)
Doing two(or more!) things at once: You can make as many actions as you want in a post, but here's the catch. For every extra action you take, all actions lose a die in the roll. So, if you take two actions both rolls lose a die. If you take three, each one loses two dice. Etc etc.
Combat
If rolls tie in combat, there is no effect. The winner of the roll is the one who has the higher number. Throughout a fight, the “excess” is added up, to give the result. So, if two are fighting with a saber, and we get a 14 against a 19, the first player is(by the chart below) “wounded.”(five points over). The players will write exactly what this entails in their prose. Even at this point, they are able to keep fighting. The damage accumulates throughout an instance, and when you reach “Incapacitated” you cannot continue the fight. At that point, it’s down to your comrades to save you, or your opponent to show mercy. It’s possible to be overwhelmed immediately, and for the wound to kill you in one go(for instance, if you’re already at 8 damage, and your opponent deals an additional 8 you’ll be killed).
0-3 Minor Wound
4-8 Wounded
9-12 Incapacitated
13-15 Mortally Wounded
16+ Killed
If anyone has dice experience, feel free to comment on its viability, but here's the system as I have it now:
Stats are ranked by how many d6(six sided dice) you roll for it. Every stat has at least one d6, and you have 11 addition to divy out. None can be higher than five .
Dexterity(includes ranged combat, tricky tasks, and sleight of hand)
Perception(includes finding hidden things, stealth, and social interactions)
Strength(all close combat fighting, as well as any feat of strength)
Technical(piloting, as well as mechanical skills and other knowledge based tasks)
Force(includes any and all force based powers. Individual powers will be skills).
Skills are subsets of stats. Anything is a skill, there’s no limit to what you can decide your character is good at. You have 7 points to assign, so you could do seven skills at one point each, or you could be particularly good at a few skills.
Your skill level is those points added onto your stat. So if you had a Strength of 3 and added 2 points to lightsaber skill, you'd have 5, and would roll 5d6, or five six sided dice, in lightsaber combat.
Your stats will stay the same, but your skills will increase in a few ways.
Anytime you roll for a skill, you already have, you’ll gain experience with it. A failure will be 2 exp, and a success will be 1. The amount of exp you need is equal to the current level of the skill times 10.
Another character who has a skill that you don't can take the time to teach you. They’ll roll with their skill to determine if they manage to educate you.
If you attempt the same task you don’t currently have a skill for five times, you’ll get one point into it, and you can start leveling it normally.
Tasks
I’m not going to make you roll for everything, but for some failable tasks, a GM will assign a difficulty rating, which will just be the number for you to beat with your roll. A GM will make the roll for you, rolling a number of d6 equal to the relevant skill. If you don't have the skill, you'll use the stat instead.
Very Easy: 5 (Pulling your lightsaber to you from the ground below where you're hanging in the ice)
Easy: 10
Moderate: 15
Difficult: 20
Very Difficult: 25
Heroic: 30 (Lifting an X-Wing fighter out of a swamp)
Doing two(or more!) things at once: You can make as many actions as you want in a post, but here's the catch. For every extra action you take, all actions lose a die in the roll. So, if you take two actions both rolls lose a die. If you take three, each one loses two dice. Etc etc.
Combat
If rolls tie in combat, there is no effect. The winner of the roll is the one who has the higher number. Throughout a fight, the “excess” is added up, to give the result. So, if two are fighting with a saber, and we get a 14 against a 19, the first player is(by the chart below) “wounded.”(five points over). The players will write exactly what this entails in their prose. Even at this point, they are able to keep fighting. The damage accumulates throughout an instance, and when you reach “Incapacitated” you cannot continue the fight. At that point, it’s down to your comrades to save you, or your opponent to show mercy. It’s possible to be overwhelmed immediately, and for the wound to kill you in one go(for instance, if you’re already at 8 damage, and your opponent deals an additional 8 you’ll be killed).
0-3 Minor Wound
4-8 Wounded
9-12 Incapacitated
13-15 Mortally Wounded
16+ Killed