General Rules

This section covers rules regarding size, max modifiers, general difficulties, and actions.

Each turn you get 1 move action point, 1 attack action point, and 2 minor action points

A Move action point can be spent moving or burned to gain two minor actions
An Attack action can be spent attacking or burned to gain two minor actions
Minor action points can be used to pick up stuff, draw weapons, yell something, speed up/slow down 1 movement category, turn, etc.
Full round actions include things like hacking into computer systems, healing a comrade, making a repair, etc.

General Difficulties Table
| Difficulty | DC |
| Routine | 5 |
| Simple | 10 |
| Easy | 15 |
| Average | 20 |
| Difficult | 25 |
| Hard | 30 |
| Heroic | 35 |
| Impossible | 40 |
Favorable or unfavorable circumstances may +2 or -2 from the DC above

Max Modifiers
In combat the max modifier is the enemy’s defense -2 (Attacks against unconscious targets are still auto-hits)
For skill rolls the Max Modifier depends on your level (Note bonuses given by feats and expended Force points can give you a modifirer that is above this)
Also this doesn’t include favorable or unfavorable circumstances which may +2 or -2 from the roll

Level Max Skill Modifier
1-3 +10
4-6 +12
7-9 +14
10-12 +15
13-15 +17
16-18 +19
19-20 +20
21+ +25

If your modifier is above the max for that roll and you still miss you may make a second roll with your total modifier minus the max modifier for your second roll if this modifier is still above the max and you miss again repeat the process except with your new total modifier

Effects of Size
Small Creatures +1 Size bonus to defense, -1 to melee attack rolls
Medium Creatures +0 Size bonus to defense, +0 to melee attack rolls
Large Creatures -1 Size bonus to defense, +1 to melee attack rolls

General Rules

Fall of the Old Republic benjamin1 benjamin1