
If we play again, I will borrow that idea of Benefits.

Well, then! I was on the right track, using an idea similar to Thresholds. I did this on the fly as I wanted to reward the player who was narrating a lot of flavor to the action, and otherwise the dice mechanics don't care and there's no incentive for narration+dice tactics.

So with a difficulty of 3 for Shooting, the captian rolled a 7 with effort, which is more than twice difficulty for +1 to the damage. The second house rule took a cue from Savage Worlds, where each increment of the Difficulty was another threshold and +1 degree of success. Refresh 1 pool immediately, by triggering a Drive or highlighting a subplot/personal arc (such as a monologue, added narration, a flashback, etc.) This last one came in handy as a womanizing scoundrel pilot needed to refresh his Shuttle Craft pool, and made a rousing speech about how the team would be welcomed as heroes after the adventure and his private hope for, let's say, leveraging such fame for his benefit. To reflect this, I made a house rule for Refreshing, where a player can I found it helpful to emphasize the Drives and relationships among the crew members. Up to 4 general pools, Health excluded, by taking a two-hour time-out Superhuman or legendary effort = 4, 5 points or more *(although, this is weird as combat has a base difficulty of Hit Thresholds which are usually 3)

"Only 1d6, ever?" is a bit disappointing. Turns out, we are a bit more comfortable with "crunchy," more than we care to admit. Ashen Stars as troubleshooters in space seemed to tick all the boxes. My table wanted "something sci fi", more gritty than a space opera but not complicated, neither. Just finished an Ashen Stars session as the GM, with all of us new to the system and world.
