If you are attacking a minion group each crit can drop a minion. Mostly useful when dual wielding pistols or vibroknives. Most auto fire rifles do enough damage to drop minions that way. But if you are attacking a rival or nemesis that higher crit roll may cripple or kill them.
Two weapon combat and Autofire can crit per hit if you have the advantage to spend. You can still spend advantage to increase the severity of a crit if you are attacking a tough rival or nemesis.
From the FFG Boards:
Multiple Critical Rolls with Autofire
Asked by 2P51:
Can you roll multiple...
It gets quicker the more you play. Another thing that helps speed things up is not having rolls for trivial actions. If there isn't a distinct consequence for failure, let the PC's succeed. Also helps to let whoever is being targeted by a roll determine how threat is spent. Keeps players...
Each hit from a two weapon attack can also be a critical hit if you have the advantage to pull it off. The second critical does not benefit from a +10 to the roll as criticals are accounted for after each action.
You can get by with one core book, the careers and specialization lists from the other books can be found online.
If you want to run a force centric game then F&D is the best choice with the full descriptions of force powers and lots of melee weapons and lightsabers. AoR is probably the book...
One thing to consider is that you can only raise attributes after character creation through the Dedication talent. This usually requires 75-100 exp to purchase, so starting with all 2's will give you more initial skills and talents but your dice pools will be small. In light of this your 2nd...
http://beggingforxp.com/category/handouts/
Has fantastic talent sheets and combat reference sheets that can be printed for quick reference. I'd recommend coming up with a starship combat cheat sheet as the actions various characters can take in a ship can be hard to remember.
The talent system seems intimidating at first but it really is what helps differentiate your bounty hunter: assassin from your hired gun: mercenary soldier. Talents let your characters do awesome things, I think the system would be very boring without the talents. It also helps to create a nice...
Yes I believe drastically slowing down and capping force skill gain would help balance Jedi out. As written it requires very little experience to quickly raise low skills. I don't remember if Force users are required to have a mentor to raise their force skills, that may be a limiter that I'm...
I have experience with both systems.
WEG is probably easier to learn, and has a metric ton of material you can draw upon. There are some balance issues with experienced Jedi who can absorb blaster fire and inflict insane amounts of damage, but if you slow your Jedi's force skill advancement...
WEG d6 Star Wars 1e was the first game book I ever bought. We had so much fun playing that game. It ran into balance issues with Jedi but lots of games from the 80's weren't really aware of balance.
Despite all the fond memories I had to vote for FFG Star Wars. The narrative dice are fantastic...
Very true. Though I think dipping fighter early is a trap that really delays your second attack. Plus if we are considering Reckless Attack that means you aren't picking up the fighter levels till the early teens. I love that 5e multiclassing requires some difficult choices. Unlike 3e where if...
Why multiclass when you can use Reckless Attack to gain advantage on every attack? Granted you can stack both effects, but a 3 level fighter dip at high levels doesn't seem worth the effort.