My dice id...is  61263, if that matters or is needed to double check my rolls.<br/><br/>If you tell us the difficulty we can roll the bad dice as well if you wish.<br/><br/>With easy being 1 d8, average 2d8, hard 3d8, daunting 4d8, and formidable being 5d8<br/><br/>Of course there are reasons for upgrades on the GM side as well, flipping a force point to light and adversary. Then you add 1d12 to 3d12 to the mix...unless you consider a roll Impossible. Then if allowed, a player can flight a force point to attempt a roll against 5d12.<br/><br/>Melee checks are always against 2d8 base (3d8 if you are dual wielding) and ranged starts at 1d8 for short, 2d8 for medium, 3d8 for long, and 4d8 for extreme (Your weapon has a max range, you cannot shoot past this without modifications or talents that allow you do such.) You can dual wield with ranged as well, adding an extra d8 to the roll. You can take an aim manuever to add a d6 to the dice or give players penalties by adding a d6 to the difficulty.<br/><br/>That is the basics of the game mechanics for creating a roll.<br/><br/>(I toss this more out as a general statement than as a direct thing towards the GM...but it can speed things up a bit if the players roll their difficulty as well as their skill dice. Trust me, the GM eventually is rolling more than enough skill rolls of their own that will eventually match or exceed the number of rolls all the players combined make.)<br/><br/>This is just my general input after playing the game religiously for almost 4 years and still constantly finding out where we screwed up a rule throughout an entire campaign.