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I have a big issue with the way the dice seem to work and I know that sounds like heresy, but hear me out for a moment. If I have a player who is quite good at shooting their blaster, as many characters should be, they will roll lots of dice that are likely to have them succeed, all good so far, but it is unlikely that the dice for difficulty will end up with a "give and take" scenario, i.e. The Rebel Scout shoots the Trooper, killing him, thus intimidating his allies, however, the sneaky imperial called for backup at the last moment, alerting the entire base to the presence of enemies.
The advantage vs disadvantage results cancel each other out entirely, resulting in all good or all bad most of the time. I just feel like the system is missing something here in the dice, it really shines in the crafting system, I have a player who spends all of his downtime crafting bonkers weapons, and that is great, but they don't have any drawbacks because he ends up removing all the bane results, leaving me nothing to spend on giving these cobbled-together weapons some trade-off to using them.
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