I've been going through my rulebooks, and I have a fast question on upgrades. In the various upgrade blocks, it will have a line for Modification Options, usually with a numbered listing. For example, 2 Item Quality (pierce +1) Mods. Does that mean the Pierce +1 can be applied twice for a net Pierce +2? If so, how are the mods installed/cost?
How many Mods?
Yes, and 100 credits per. Uses Mechanics for each one stepping up in Difficulty for each mod cumulative.
Yes, and 100 credits per. Uses Mechanics for each one stepping up in Difficulty for each mod cumulative.
My group always read it that the credits increased cumulatively too. Is that not so?
Yes, and 100 credits per. Uses Mechanics for each one stepping up in Difficulty for each mod cumulative.
My group always read it that the credits increased cumulatively too. Is that not so?
It says "each additional" and costs "an additional" 100 credits, so to me that means each mod you make costs a separate 100 credits and you have to pay for each mod you make. I don't think there is anything wrong with running it cumulatively though.
The devs clarified this one. It’s 100 per mod, no matter how many mods you make.
I think many had thought the cost was cumulative, and I don’t see any problem with running it that way, so long as everyone in the group understands.
Despite the clarification from the devs, I think I would probably run it as cumulative regardless.
Personally, I'm planning on making it a cumulative 100. I can see people min/maxing the bejeesus out of this, and a cumulative price will help keep some of that in check.
There is no doubt attachments lead to min/max but I think credits are a lousy meta currency in the game so I attached an xp cost to the process. Makes the PCs think harder about the mods and weigh the risk/reward more, also makes them far more personally vested in their weapons and gear when they've poured their xp blood/sweat/&tears into them.
Is the risk of failing the Mechanics check not enough of a balance?
I'm working with a PC who has that one blaster that lowers the difficulty of Mod checks, and her character has a YYGG Mechanics pool, and she still failed her first check to mod and was devastated.
If you ask me, the real problem is that the good attachments have way too many mods on them. I'd rather only see a handful of mods available on each attachment to diversify the attachments people take.
Is the risk of failing the Mechanics check not enough of a balance?
Unless the item is virtually unique in the Universe, then no — they can just go get another one and try it again.
I'm working with a PC who has that one blaster that lowers the difficulty of Mod checks, and her character has a YYGG Mechanics pool, and she still failed her first check to mod and was devastated.
Yeah, there are some times when I fail things the first time around when I shouldn’t be able to fail them at all, and that bugs me for a long time.
But that’s not the expected path through this kind of situation.
Ultimately, a single check is ephemeral — it happens, and then the moment is gone, and either the mod is made or not.
Now, if they ended up botching the one-and-only lightsaber in the entire Universe, that would be a different matter. But so long as the checks are ephemeral and there is no long-term cost to them, that’s not enough.
I never had an issue with the price so much as the increased difficulty for adding each mod. The first mod is a hard difficulty (3 purples), and the difficulty is increased for each mod after that. What happens when you hit formidable (where the difficulty is capped out). Does the task then become impossible and force flipping of destiny?
I just rule it as adding Reds to the pool, as I believe many other GMs do
I never had an issue with the price so much as the increased difficulty for adding each mod. The first mod is a hard difficulty (3 purples), and the difficulty is increased for each mod after that. What happens when you hit formidable (where the difficulty is capped out). Does the task then become impossible and force flipping of destiny?
I just rule it as adding Reds to the pool, as I believe many other GMs do
Yes, that's how Sam Stewart called it when asked; I think his answer is somewhere in the Dev Questions thread, but I can't be bothered to look for it. Making the PC flip a Destiny point for the difficulty being Impossible is optional, but I'd say it would be appropriate.