Skill, Attributes and Dice Number cap

By kelpie, in Game Masters

Hi all

i was wondering what's the cap (if any) of a roll

i mean: there is a limit on how much dice i can put on a roll?

ie modding an attachment start at PPP and then increase the roll once for each additional mod

so that's becoming PPPP for second mod, PPPPP for third and... PPPPPP for fourth mod? can i roll 6 P dice on a pool? or there's a limit?

i remember in the time of EotE beta there was something like limit at 5 dice; so someone proposed to let upgrade the dice if you can't increase. I.e. RPPPP for fourth mod

however i can't find anything on rulebook

at AoR page 25 it says you can do "impossible" task by using a Destiny point and a PPPPP roll... is that the limit? if difficulty increase past 5 dice you need to add a Destiny and rolla only 5 dice?

also, i'm pretty sure there is a 5 skill limits, but you can easily go to 6 in an attribute, and also more with cybernetics and talents. So, there is a limit on attribute?

Difficulty/challenge dice has a cap of 5. Ability/proficiency dice is different; caps are normally at 6 , 7 with cybernetics, although enough upgrades can push that limit beyond. I don't think there's a hard cap on boost/setback.

Seems that that cap is a reference or a suggestion, not a "hard cap" itself. There a few exceptions like Tractor (from tractor beam rules) that can exceed those numbers easily. Also some Astrogation rules can exceed those limits.

By the way, as Blackbird said, cap is between 6 and 7 as a general suggestion.

So if something happen to increase difficulty over 5 dice, is still possible?

for instance, if adding a new mod will increase to PPPPPP or PPPPPPP is still possibile (even if unlikely) or should be capped to PPPPP or worse forbidden/requires a Destiny Point?

So if something happen to increase difficulty over 5 dice, is still possible?

If that happens, just start upgrading instead of adding purples.

I'm kinda torn on the issue, but in my current game I cap it. If it would be 6+ then it's impossible and I'll encourage them to take a path where they can do something to lower the difficulty (i.e. "We're caught in tractor 6!" "Well, we can't shake the lock, but if we jettison the escape pods while jamming their signal then we might be able to confuse the targeting. What do you think GM?" "If you can pull of that hard computers check, then I'd say the difficulty to pilot out would only be daunting. Have two boosts for using the escape pods as a distraction."). The reasoning is that if an impossible task is 5 purple, how is it reasonable for something to be more difficult than impossible?

If the above approach breaks down and isn't workable, then I'll go to my plan B which basically says there's no "impossible task" but if a check has more than 5 difficulty than the attempter first needs to flip a DP to try. I wouldn't upgrade in lieu of increase because 1) upgrading doesn't actually make it that much harder to do and 2) upgrading is supposed to be for exceptionally adverse conditions/consequences, which may not exist simply because something is very difficult.

So if something happen to increase difficulty over 5 dice, is still possible?

for instance, if adding a new mod will increase to PPPPPP or PPPPPPP is still possibile (even if unlikely) or should be capped to PPPPP or worse forbidden/requires a Destiny Point?

Generally base Difficulty is something that is set for the task. The particular task is just always at least that hard. The other stuff that might happen takes the form of upgrades and setback dice, to simulate the complications on top of whatever the basic difficulty of a given task is.

similar questions

do you have/ are there any limits on Setback or Boost Dice?

One of my players now has 5 Boostdice and 2 auto advantages if he attacks an single enemy, and in return if the enemy attacks him (close combat) I´ve to deal with 5 setback dice...

There's no limit to boost or setbacks, but I'd be interested on how they're getting them (especially the setbacks). The boosts for attacking might just be accurate 2-3 times and a double aim.

Boost: 1 from makashi talent vs single opponents, accurate 3 on lightsaber hilt/crystal, 1-2 for aiming

Setback: armored Robe 1, Cortosisshield 2, lightsaber hilt/crystal 2

Boost: 1 from makashi talent vs single opponents, accurate 3 on lightsaber hilt/crystal, 1-2 for aiming

Setback: armored Robe 1, Cortosisshield 2, lightsaber hilt/crystal 2

Your player has clearly put in the effort to be a melee monster - let him shine in that field.

A good Nemesis will find himself outmatched and making the rational decision to retreat, giving him time to prepare for their next encounter by bringing any or all of the following: grenades, flamethrowers, missiles and/or a better command of the Dark Side of the Force.

There's a reason Bounty Hunters make a killing (pun intended) during the Rebellion Era.

Edited by Radon Antila

yup he´s somewhat a one trick pony... Makashi with a 5 in CH and 4 in LS...

But hey he wets his pantys once he has to fly a ship out of an hangar (agi 1...) or even worse if i make a call for 2 Tie minions, so its still fair enough.

Luckyly the BBGs can have Parry too, so i don´t have to fear the final encounters to drop deab by one swing only.