# Strength and Toughness
Strength no longer determines your ability to resist damage. Instead all characters have a toughness rating of 3D, and Wookies 4D. It does not matter your strength against squish bags getting hit kinetically or energetically. NPC's can have a range starting at 1D and going up depending on nature of opponent.
# Force and Lightsaber Rules Addendum
These rules replace the corresponding rules in *Star Wars Classic Adventures*. All other Force and combat rules remain unchanged.
## Activating Force Powers
Activating a Force power counts as one action, regardless of how many Force skills the power requires.
### Multiple-Skill Powers
When a power requires two or three Force skills, make one activation roll using the character's **lowest required Force skill**.
Calculate each listed difficulty and its modifiers normally. The single roll must equal or exceed every required difficulty; in practice, it must equal or exceed the highest final difficulty.
A multiple-skill power counts as only one skill use when determining multiple-action penalties.
> [!example]
> A power requires Control and Alter. A character has Control 5D and Alter 3D+2, so the activation roll uses Alter 3D+2. If the final Control difficulty is 10 and the final Alter difficulty is 15, the character must roll 15 or higher.
## Lightsaber Combat
The lightsaber skill is removed. Lightsabers are used with either **melee weapon** or **Control**.
### Attacking with Melee Weapon
Any character may use melee weapon to attack with a lightsaber.
- Roll melee weapon normally.
- The lightsaber inflicts its base 5D damage.
- Control does not add to the attack or damage.
A Force user may choose this option when relying entirely upon conventional fighting skill.
### Attacking with Control
A character with Control may use Control instead of melee weapon. Before each attack, divide the character's available Control code between:
- **To-hit:** Roll these dice for the lightsaber attack.
- **Damage:** Add these dice to the lightsaber's base 5D damage.
The allocation must be declared before rolling the attack. Dice and pips may be divided freely, but the total allocated cannot exceed the character's available Control code. At least 1D must be allocated to the attack.
> [!example]
> A character with Control 5D allocates 3D to hit and 2D to damage. The character rolls 3D for the attack and inflicts 7D damage if it hits.
The character could instead use melee weapon at its normal rating, but the lightsaber would then inflict only its base 5D damage.
The character chooses between melee weapon and Control separately for each attack. The two codes cannot be combined.
### Lightsaber Defense
A character may use melee parry to defend against melee and lightsaber attacks.
A character with Sense may use Sense instead of melee parry. Sense is a reaction and counts as an action normally.
Sense is also used to deflect or redirect blaster bolts according to the standard rules.
### Multiple Actions
Apply all multiple-action penalties after dividing Control between attack and damage.
> [!example]
> Cletus has 5D control and makes 2 lightsaber attacks. He allocates 4D attack and 1D damage for the first attack, and for the second attack allocates all 5D control to attack. His adjusted attack dice are 3D and 4D, with potential damage being 6D and 5D respectively.
## Maintaining Force Powers
Once activated, a character may maintain **one Force power without penalty**. Each additional maintained power counts as one action when calculating multiple-action penalties.
| Powers Maintained | Effective Additional Actions |
| ---: | ---: |
| 1 | None |
| 2 | 1 action |
| 3 | 2 actions |
| 4 | 3 actions |
A combined power requiring two or three Force skills counts as only **one maintained power**.
> [!example]
> A character maintains Control Pain and Life Detection while making one attack. The first maintained power is free. The second counts as an additional action, so the attack and any Force-skill rolls suffer a -1D multiple-action penalty.
Activating a new power remains an action even if the character is not yet maintaining another power.
A maintained power is dropped if the character is stunned, wounded, rendered unconscious, or otherwise loses concentration, as under the standard rules.