Sorry. That's a typo on my part. I meant to say Force Skill.
It always confuses me why they named Force Skills the way they did, when the Force Skills are treated differently than regular skills.
I think a character should have skills, Force Abilities, and Force Powers. That way, there's no confusion about skills.
This is awesome! If there's any way to reduce this to a nicely formatted PDF, I'd say you've got a hell of a "1e Companion" document to help familiarize players with the system.
I assumed it was because some people felt the standard rules were extremely punishing. Especially for characters who don't have high Dodge scores and are likely to get hit. Spending the entire battle getting stunned round after round and never being able to act doesn't sound like much fun.
Yeah. That would be great. It's really a great job.
THIS R2 IS BANGED UP! YOU WANT ANOTHER?
I am going through the thread, correcting some errors I made. I wrote this a little while back, and I did a lot of it from memory. I've seen that I've got a few screw ups in the text here and there--so, I am fixing those.
I totally screwed that up in the original post, and I went back and fixed it (and deleted the wrong material).
Everything I've written earlier in this thread should be completely by the book, now.
This is how a starship attack is handled in First Edition Star Wars.
Let's say a TIE is attacking the Millennium Falcon.
The TIE attacks in the Fire Segment. He rolls his Gunnery skill plus Fire Control bonus from his vessel.
Han can choose to Evade. If he does, it works like a Dodge. He rolls his Pilot skill and his ship's Maneuver Code and adds that to the target number for the TIE's attack.
If the Evade is successful, then the TIE misses. Han has twisted the Falcon out of the way of the incoming fire.
If the TIE still hits, then Chewie can angle a deflector shield. This is a Shield task. Chewie rolls his Shield skill against a target number based on range to the TIE. If successful, the Falcon's Shield code is added to the Falcon's Hull for damage. The damage of the TIE weapons are rolled, precisely, against the Falcon's Hull code + Shield code.
About STUN: If I had the real 1E book I would go by the standard rules. But right now I just have the "Classic Adventures" booklets and I have already given copies of the Player's Manual to my players. Since it's their first time ever playing a TRPG, I think the -1D rule for stuns with no loss of actions will make things a bit easier for them. It will make for a better learning environment.
Make sure your guys have the Medicine skill improved. And, be prepared with they discover the Stun setting.
In that case, make sure that as part of the Wookee's equipment that he has a Wook-to-Basic translator. A medic has to be understood by his patients. He can war the thing around his neck, and that way, you don't have to worry about anyone (who can speak Basic) not understanding the Wookiee.
Without the translator, consider using the rules that are written on the back of the Wookiee template when it comes to the language barrier.
Also remember that you can use droids for things like this. If no player really wants to put skill dice into Medicine, then simply give them a Medic Droid. Make up a quick droid (as I describe up-thread, or as described in the core rulebook) and make one of his specialties the Medicine skill. One of the droids attachments could be a replacement for medpacs. Let's say the droid can apply 50 (maybe 100, depending on the size of the droid) medpacs before it needs to be restocked. The little guy (I'm picturing a half-size Artoo like unit with extra arms) can fly around on its built in repulsor drive, floating out to injured party members and fixing them up.
Give it a stuck-up bed side manner to add some humor to the game. "Injured again, huh. I don't think you're worth the bacta pads I'm wasting on you trying to heal you up. Oh well. Bend over. This won't hurt a bit. He-he-he." And the droid produces this syringe with this big @$$ needle on it.
Or...you see an arm telescope from the droid's housing, the tip spread into finger-like manipulators, all of them covered by this plastic rubber glove. "Must insert digit. Must insert digit. Must insert digit." The droid says, over and over, until it does so.
One more thing. I know that you're using the modified damage system from Classic Adventures, so the game isn't as punishing as a normal 1E game.
But, still, you should drill into your players a respect for combat.
If combat starts, their instinct is going to be to shoot back, or shoot back and move. If they're caught out in the open, then they don't want to do more than one action. This is because they don't need their DEX codes lowered. If someone shoots at them, they can run for cover (or Dodge). If they make it to cover, then the enemy gets a cover penalty to their shot.
Teach your players to move from cover to cover in combat (just like in real life!). In between cover, then Dodge.
Pay me back by returning and reporting on your game! I'd love to hear how it goes!