Max # of Purple Dice? Another question for GM's

By Darksyde, in Star Wars: Edge of the Empire RPG

In looking in to doing modding and adding weapon attachments my group found that using the modding rules as is you can end up with more purple dice than the max listed difficulty in the difficulty chart. How do you guys handle that?

ie: The under barrel grenade launcher. It can be modded 5 times. So the first is 3 purple, 4, 5 (the max difficulty on the chart) 6, and 7 purple dice.

Do you guys go past the chart like that? Start upgrading to red dice? Cap it at 5 purple so the last 3 mods are all the same difficulty?

I go to Impossible then upgrade.

Some keep going, some start upgrading, some cap it and say it never gets harder than Impossible (5 Difficulty dice and a Destiny point flip for no benefit, this DP flip counts as the single DP flip allowed by a Player on that single check)

Personally i go with 2P51's Impossible difficulty. Then start upgrading, got to get a chance of a despair in there to ruin their attachment!

5 is the max in any regular check, and then you start upgrading.

6 is the max on an opposed check, seeing as 6 is the highest any stat can go in the game.

They also went to 6 purple on the Mass Combat checks.

Tractor 6 is also a thing.

5 is the max in any regular check, and then you start upgrading.

6 is the max on an opposed check, seeing as 6 is the highest any stat can go in the game.

7 if the opposition has appropriate cybernetics

The charts go up to 5 purple dice, but I don't see that as the maximum. That chart just feels like guide to assigning difficulty.

It has never come up in my games, but I would just keep adding purple dice.

I've thrown against pools of up to 8, as a player (and succeeded with a butt-load of threat)...

As a GM, I'd be hesitant to go that high, but wouldn't rule it out. I don't like the idea of hard caps in a narrative game like this. As long as the GMs got a good grasp on the odds, I'd say let the pool be whatever seems to fit the situation most appropriately.

With reds, though, a success with a despair is always a possibility (and the more reds in the pool, the higher the likelihood) so a GM should already be thinking of what the result of that despair would be before the dice are thrown. Otherwise it slows the game down while the GM comes up with an idea. So, in short, if you're going to upgrade your pools, have an idea of what you want to do with reds -before- the roll so you can narrate the results immediately -- otherwise don't use reds. :)

Edited by Braendig

If we're talking about a set difficulty I run them up to Formidable (5 purples) and then start upgrading them. If, on the other hand, it's an opposed check as with Tractor 6 or the skill of an NPC, I roll the dice pool as specified. The rules say that the highest difficulty is Formidable (or Impossible, if you like) but in my opinion that applies to situations when the GM sets a difficulty for a specific task. Opposed checks are a different story, since they involve another active force working against you rather than a static difficulty.

5 is the max in any regular check, and then you start upgrading.

6 is the max on an opposed check, seeing as 6 is the highest any stat can go in the game.

7 if the opposition has appropriate cybernetics

I thought that 6 was the max no matter what. It says in the rule book that:

"During the course of play, no characteristic can be increased higher than 6." EoE Core, page 92.

Except by cybernetics. I think it's in the equipment chapter where the descriptions are for each cyber implant

Except by cybernetics. I think it's in the equipment chapter where the descriptions are for each cyber implant

"...cybernetics can increase a character's skill or characteristic one step above the normal maximum (seven for characteristics, six for skills)."

EoE p.173.

I missed that, cool!

The Hutt crime lord NPC profile has a skill at 8 ranks. I think it is safe to say your NPCs can have whatever stats you deem appropriate, within reason.

The Hutt crime lord NPC profile has a skill at 8 ranks. I think it is safe to say your NPCs can have whatever stats you deem appropriate, within reason.

Resilience.

I did a pretty similar question on GM section

i found nowhere a note about maximum number of dice

in my personal opinion, you should not allow difficulties higher than 5 (except for opposed); upgrade to red or add setback

however, there are some situation where could arise. Tractor beam for isntance (but that can be seen as an opposed roll) or whenever you got some increase to an already high difficulty roll (ie while adding more mods)

i still got no "official" rule, but if i should go with an house rule i probably think best is start upgrading while reaching 5P. So increasing difficulty from PPPPP goes to RPPPP than RRPPP and so on

however, i dunno if it's better to still continue to upgrade after RRRRR or just hard-cap it (but if you are about to roll a RRRRR roll... well... good luck!!)

AoR Page 24 is clear that difficulties (not dice pools) are limited to 5 dice.

The sequence for building a dice pool is on pages 26-29... in this order:

  • Apply Skills and Characteristics.
  • Apply Task Difficulty
  • Modify Dice Pool
  • Add Dice
  • Upgrade Dice (p. 29, RC)
  • Downgrade Dice
  • Remove Dice
  • Roll Dice (implied)
  • Interpret Dice
Edited by aramis

There is no official maximum, but FWIW, the developers have said that they found the dice pool mechanic started to break down after about 6 dice in your skill pool. I'd take that and flip it, and say that 6 dice on either side is a good maximum in general, unless you want your results to start being really wonky. As for Tractor Beams, 7 dice makes sense, because it's next to impossible to break out of those things. And it's not like the difficulty has been modified in any way; it starts at a 7, so just throw 7 difficulty dice at the player and watch them go, "Umm...on second thought, I'll just let my ship be tractored in." :)

As to increasing the difficulty to "Impossible," I would steer clear of using that verbiage. Just because you increase the Difficulty of a check doesn't mean that it suddenly becomes " Impossible " and requires a Destiny Point. The Impossible Difficulty is meant for tasks that are, at their core, "impossible;" not for tasks that are Hard, Daunting, or Formidable, and have had their difficulty increased by any number of factors.

But I agree with the general sentiment: for mechanics checks to mod your attachments, I increase up to 5 Difficulty dice and then upgrade the difficulty from there. This can make sense as a general rule regarding Difficulty increases, except for when you have things like Tractor 7, or for checks where you really don't want a Despair showing up (there are those times where I think a Despair would be inappropriate or I wouldn't know what to do with it...so I would just increase instead of using the proposed upgrading house rule)

There is no official maximum, but FWIW, the developers have said that they found the dice pool mechanic started to break down after about 6 dice in your skill pool. I'd take that and flip it, and say that 6 dice on either side is a good maximum in general, unless you want your results to start being really wonky. As for Tractor Beams, 7 dice makes sense, because it's next to impossible to break out of those things. And it's not like the difficulty has been modified in any way; it starts at a 7, so just throw 7 difficulty dice at the player and watch them go, "Umm...on second thought, I'll just let my ship be tractored in." :)

<<<psst... hey... Tractor 6 is the current limit. :ph34r: >>>

There is no official maximum, but FWIW, the developers have said that they found the dice pool mechanic started to break down after about 6 dice in your skill pool. I'd take that and flip it, and say that 6 dice on either side is a good maximum in general, unless you want your results to start being really wonky. As for Tractor Beams, 7 dice makes sense, because it's next to impossible to break out of those things. And it's not like the difficulty has been modified in any way; it starts at a 7, so just throw 7 difficulty dice at the player and watch them go, "Umm...on second thought, I'll just let my ship be tractored in." :)

<<<psst... hey... Tractor 6 is the current limit. :ph34r: >>>

Perhaps he's playtesting the Death Star Companion? ;)