Got to play this earlier today. I'll see if I can find someplace to host the file for the adventure for download, but in the meantime...
Premise is, the characters are prisoners of an Imperial Remnant faction, and being held in an asteroid detention center. While cooling their heels, an Astromech droid enters the detention hall and opens the cell doors. It plays a hologram informing them that the droid is a spy for New Republic Intelligence, and they're giving them the chance to escape if they return the droid and the information it carries to them.
So one of the players was my 9 year old nephew, and I wanted to be pretty lax with the rules, more focused on fun that getting every modifier correct.
First off, I dropped the declaration system for initiative pretty quick. It was too clunky and didn't flow well for me.
I wound up having the players declare actions and then resolve them right after declaring. I'm going to formalize this system later, but my intent is to have the sides roll off for initiative, and the winning side gets to decide who goes first. Multiple actions are decided when the character or NPC goes, and dice penalties for multiple actions accumulate from there.
IE a character's turn comes up, they declare a shot at a Stormtrooper, the Stormtrooper declares a dodge, or a shot back, or both a dodge and a shot at the -1D penalty for multiple actions.
If the character dodges later in the turn, they have the benefit of their first action at no penalty, and the dodge takes the -1D for multiple actions.
Nephew playing a wookie did a lot of brawling, and throwing Stormtroopers at other Stormtroopers. I was fine with this, as Wookies are pretty burly, and it was fun for him.
What happens when a character dodges, still gets hit, and then is prone? At the moment, I simply ruled that the prone bonus against ranged combat didn't apply until the end of the turn. Going forward, I'm going to rule that the prone condition overrides the dodge roll, since the character is no longer dodging but is fallen prone. This would not have changed the combat, since the dodger was a Stormtrooper seargent, and the character (my brother playing a Merc character) firing at him had spent a Force Point so he could roll a bunch of shots really well.
The wookie character did get hit by a Stormtrooper in melee combat, and since even a resisted damage roll means the character is knocked prone, he got knocked down. I like that, as Wookies are big and strong, but that shouldn't mean they can waltz through an adventure shrugging off any attacks.
We ended the session just before the starfighter combat part, since I had also brought an X-Box One for my nephew and he got distracted at that point. We'll pick the game back up there next time we play.
As the picture I linked suggests, I wanted to use miniatures, and that helped tremendously in deciding who could do what to who. Since playing 4th edition D&D, I'm really a fan of using miniatures even for games I usually haven't used them for in the past.
So it was fun. I'm probably going to look into bringing some 2nd ed rules into the game, but I'd like to keep it as 1st ed as I can. Probably start with the additional damage condition that rolling twice the strength versus the damage roll means no effect. And looking into if there's any rules on dual wielding blaster pistols.