RPG rules and character sheets are a simplified abstraction of the mechanics of the universe where the story takes place. Such inaccuracies are necessary to not make a game system too complicated to handle. If you adhere too much to the rules, you might end up with unrealistic situations like people getting backstabbed with siege weapons because the game designers neglected to make a rule which says you can't. And you will also waste a lot of potential in your plot if you are unwilling to bend your self-imposed rules in order to accommodate it.
For example:
you wouldn't be able to turn Leia into a space fairy who can instantly use the Force because she never spent any skill points on it, it's written on the character sheet
Is it really impossible to turn into a space fairy in your universe? An RPG system would not allow a player-character to do this easily, because space fairies are overpowered. But when it is still theoretically possible within the fiction of your universe and when it leads to a good plot, then why not? Game balance is important for games, but not for non-interactive fiction.
It is even something you can do in fan fiction. Why not write a Star Wars fanfic where Princess Leia turns into a space fairy with godlike force powers? How would that affect the power dynamic between the characters? How would Leia herself deal with her newfound powers? How would this change the plot of the Star Wars saga? All concepts which might be interesting to explore.
Maybe "force points" are something which actually exists within your universe. It might be a scientifically provable concept which is known to the characters and openly discussed (like "power levels" in the Dragonball universe). In that case, violating the established rules without a good explanation would be lazy writing. But the canon Star Wars universe doesn't have any established rules like this (besides a vague reference to something called Midi-Chlorian count which many fans would prefer to erase from their minds). When "force points" are just an abstraction you use as a storytelling tool but which isn't actually a thing in-universe, then violating your self-imposed force point rules when they stand in the way of the plot is not an issue.
This is even more true when it comes to random chances. In an RPG game, the outcome of many situations is determined by rolling a die and comparing it with the numbers on the character sheet. The people over at RPG.SE will tell you to never let the rules get in the way of a good story. But it is still an instinct which is hard to suppress when sitting at an RPG table with the dice in your hand. There is no good reason to let this bad habit spread to other forms of media.
When you are writing non-interactive fiction, then you decide how the dice fall. So when a character is trying something where both success and failure are both plausible outcomes, one outcome leads to an interesting plot and the other to a boring one, always choose the interesting plot.