Alright, so I should preface this by saying that I am writing this thread on behalf of a friend (and thus many of the thoughts here are from someone else, and I'm far less concerned with their implications). Also at the moment of its writing, I do not have access to my books, so much of this is from memory and hearsay.
Anyway, so we're moving along at a fairly advanced rate in our Star Wars RPG game (characters have about 310xp, and we've accumulated about 20k credits per player of personal wealth, as well has having an outfitted yt-2400). At this point we've started to meddle with the attachment modification system. Generally we understand the rules (although we did miss the wording that a failure on the mechanics check to add a mod results in that particular mod slot of the item being unavailable permanently, but it doesn't matter as nobody has made a mechanics check to mod - yet). The question is largely on the general game balance behind having such potential tied to the mechanics skill (an arguably niche PC role that you can't reliably see every party having, as opposed to say, a combatant).
It would seem that if a party lacks a character with good ranks in mechanics and associated talents, much of the mod system is out of reach for that party. This feels like it cuts off a rather large swath of potential for player equipment. But if a party does have a character with the needed skillset, it feels that they unlock a rather sizable potential (and far greater in proportion to the benefits gained by many other skillsets). If I were to liken it to other systems, its like having a game of Pathfinder where you can't buy any magic items, only craft them. In such a situation, it would seem exceptionally wise for someone in the party to take the crafting feats (and it would be relatively easy as a caster could quite easily justify picking them up).
Now, partly, this is coming about due to what I'm starting to realize now is a mistaken house rule allowed by our GM (not me), in that he has allowed us to pay for a technician to modify our weapons (requiring a scaling cost based on difficulty, and an availability check for the service), but he does allow it to be an automatic success (i.e. we don't pay for them to roll the check, we pay and its added). Thus we have gained some fairly well modified weapons (and without the risk of the rule mechanic of failing the modification test means losing the ability to install the mod ever again). One player (aforementioned friend) has a fully modified DHX rifle that's swinging something like damage 13 crit 1 (he has gone the Bounty Hunter-Gadgeteer tree, but doesn't have much in the way of int/mechanics yet, but does have some of the item upgrade related talents). He has arrived a point of almost feeling bad that he has made this jump from having just basic weapons to having such a fully kitted out weapon. On the whole, I'm fine with a PC having a highly effective weapon (I'm not one to talk, we're playing a mixed book game and my character is a Seeker-Ataru Striker + seer, and I just built my lightsaber), but it just feels like without having a mechanics capable character in the party, much of that output wouldn't be possible.
Any community thoughts/opinions? I tried searching on the matter but could only seem to find rules questions on the "how" of the attachment modification rules, and significantly less on the "why" of the modification rules. Would there be any good house rules for this (i.e. a cleaner way to handle paying for mods being attached, if at all)? It'll be less of an issue in our personal game soon, my friend is intending to pick up Mechanics rather quickly, so much of the difficulty of these tests will go away.
TL;DR; Musings on the effectiveness of the Mechanics skill, focusing on modifications, and the balance with respect to parties not having a character with good Mechanics skill. Re: Mecahnics is a God skill.
Edited by KommissarK