As a player, it's vitally important to make sure the GM is reminded of every possible detail that can provide a positive modifier to your chances of success in a critical dice roll.
Meanwhile, other players can gleefully do outrageous things that make them sitting targets, yet protest when anything bad happens to them.
At this stage it's probably also good to point out to readers who haven't checked the FAQ that we're being deliberately vague about what game system is being used here. It has elements of Dungeons & Dragons (or d20 as the underlying rule system is called these days), GURPS, and a few other systems, all mixed together. About the only thing we really know so far is that it seems to use 20-sided dice for skill rolls, rolling high is good, and there's various point-based character generation options. We're going to continue to play fast and loose with the details of the game system. Consider it either some fictional commercial system, or some sort of hybrid home-brew system, as you wish.
GM: Suddenly, Obi-Wan emerges from dense undergrowth, pursued by droids on hoverbikes!
Qui-Gon: I draw my sword!
Obi-Wan: Don't forget they have to dodge the trees.
GM: Yes, that's how you stayed ahead of them for the last mile. They fire!
Obi-Wan: While steering their hover-bikes and avoiding trees.
GM: Yes, yes. The guns are turret-mounted.
Obi-Wan: Visibility in the forest is poor. And I'm dodging. And wearing a brown cloak.
GM: Make a Dodge roll.
Obi-Wan: And I have brown hair.
GM: Just roll already.
GM: You dodge. They fire at Qui-Gon!
Jar Jar: Oh no!
Qui-Gon: Why at me?!
GM: You're in a dark forest holding a glowing sword.
Qui-Gon: Right. I deflect the shot back! 11!
Qui-Gon: And you wanted me to put those Parry points into Diplomacy.