Question on Dice Pool Limits

By Dyckman86, in Star Wars: Age of Rebellion RPG

So, I've been poking around the internet looking for any answer to this and I think my Google-fu might just be weak, but here goes.

I know that there's a hard limit on the difficulty and challenge dice, I've seen that table, but I cannot find anything concrete on the maximum number of Ability and Proficiency Dice. Normally that's not a problem, but I've run into it with my Age of Rebellion character and since both myself and my DM are stumped I figured I'd punt it out to you guys and see what you think.

So, my character is a Sullustan with Agility 5, True Aim 4, Gunnery 3, and a maxed out Advanced Targeting computer for the Y-Wing I'm sitting my butt in. Putting all of that together, I'd have a die pool that is 7 Proficiency dice, an Ability Die and a Boost Die if I aimed when sitting in the Y-Wing.

For completeness sake, and those not having the book handy, chapter and verse to follow.

True Aim maneuver pg 158: Before making a ranged attack, use this maneuver to upgrade the attack once per rank of True Aim.

Advanced Targeting Array pg 286: Full upgrade is Gunnery +2, Sniper Shot, and True Aim

Basically, I just want to know if anyone can cite chapter and verse as to where the cut off is on die pool sizes, house rules aside of course because we can always do that ourselves.

Thanks for any information you guys can give me.

Edited by Dyckman86

I think that the largest limiting factor is dice, but aside from that, GM discretion applies

The only limits are on a Maximum Skill Rank is 5, 6 with cybernetics and a Maximum Characteristic is 6, 7 with Cybernetics. So that would be a pool of 6 Proficiency, 1 Ability. But talents/Force Powers/Equipment can stack on that so as far as I'm aware there is no hard limit.

Thanks, that's pretty much what I had figured, but it just felt a touch unbalanced because of the cap on negative dice.

So, I've been poking around the internet looking for any answer to this and I think my Google-fu might just be weak, but here goes.

I know that there's a hard limit on the difficulty and challenge dice, I've seen that table, but I cannot find anything concrete on the maximum number of Ability and Proficiency Dice. Normally that's not a problem, but I've run into it with my Age of Rebellion character and since both myself and my DM are stumped I figured I'd punt it out to you guys and see what you think.

So, my character is a Sullustan with Agility 5, True Aim 4, Gunnery 3, and a maxed out Advanced Targeting computer for the Y-Wing I'm sitting my butt in. Putting all of that together, I'd have a die pool that is 7 Proficiency dice, an Ability Die and a Boost Die if I aimed when sitting in the Y-Wing.

For completeness sake, and those not having the book handy, chapter and verse to follow.

True Aim maneuver pg 158: Before making a ranged attack, use this maneuver to upgrade the attack once per rank of True Aim.

Advanced Targeting Array pg 286: Full upgrade is Gunnery +2, Sniper Shot, and True Aim

Basically, I just want to know if anyone can cite chapter and verse as to where the cut off is on die pool sizes, house rules aside of course because we can always do that ourselves.

Thanks for any information you guys can give me.

Page 22 - expressly limits attributes to 6 for characters of playable races; 7+ is NPC only, and usually big monsters. (Rancors, Space Eels, etc).

Page 114 notes that skills cap at 5.

Page 25 expressly limits assigned difficulty to 5 dice; anything past 5 dice is a destiny flip just to roll, no further destiny points can be used to affect it, and still roll 5p... A partial exception is in the case of an Attribute 6+ NPC as the opposition in and opposed task situation. (certain rules can result in difficulties of 6 or even 7 dice.)

The upgrade process doesn't mention a specific limit. So Upgrades apparently can push the pool past 6.

My house rule on it:

In my campaigns, difficulties (∑ Purple & Red) run to 6d, and competency (∑ Green & Yellow) to 6d. I convert excess difficulty to upgrades.

Largest pool I've had in play was in excess of 20 dice... tho' almost half was blue dice.

The developers have said that you can hit a 7 on a characteristic with cybernetics. I think the only ones you can do this with Agility, Brawn and Intellect. I assume the seldom cybernetics that give +1 to a skill allow you to hit 6 as well.

The cap on negative dice, as far as I read, is a cap on the difficulty of the task, not the dice themselves. So, a formidable task is 5 purple dice. An impossible task is 5 purple dice, but you need to flip a destiny point to attempt it. I believe the wording was designed to cap the difficulty, not the dice pool. For example, performing a ranged attack at extreme range on a nemesis with adversary 4 and the force sense power upgraded to add 2 more upgrades. This results in a base pool of 5 purple dice, a formidable task. Then after applying the upgrades, results in a pool of 5 red, 1 purple, but the task is still a formidable task, not an impossible one. Also, there are things in the game like heavy tractor beams. They have tractor rating 6. This sets the difficulty for the piloting check to break free of them at 6 purple dice. Attempting to use the Force Move hurl upgrade on something silhouette 6, 7 or 8 will result in a difficulty of 6, 7 or 8 purple dice respectively for that Discipline check. Since Impossible task sidebar doesn't cover base pools of 6+ specifically, a GM could state that any task with a pool of 6+ is considered impossible, and apply the sidebar. As to whether or not you should cap negative dice pools to 5 dice, I know I don't.

I tend to treat difficulties over 6 as diff-6 upgrades...

And I only cap the difficulty; talents are not part of difficulty.

The only time I don't cap difficulty (and I cap it at 6, not the 5 in the sidebar) is when making "opposed" rolls...

Edited by aramis