So reviewing all of the varied bonuses and benefits a player can get between crafting their own tools, droids to assist them, workshop etc it seems a starting player can do very well for himself far better then I think the designers intended.
Let's take our dedicated crafted a Drall with starting stats of Brawn 2 Agi 2 Int 5 Cunning 2 Willpower 2 Presence 2
Yes he is focused on one thing crafting and thus is average (but not below average in everything else)
As a Drall he has the benefit of adding an extra boost when providing skilled assistance
Now our Drall takes (engineer) scientist as his template as it not only allows (100 xp access) to dedication but also will give 2 speak binary as well as all of the crafting skills (mechanics 2 computer 2 medicine 1) (10 xp obligation for mechanics 2) as well as the important k. education at 2
With 4500 credits and some luck rolling YYGGGBB (tools and another pc assistant) vs difficulty 4 they can craft a specailist droid chasis
some additional luck will be needed to get as high as possible on a labor directive for computers needs 6 advantage on a check of YYGGGBB vs difficulty 1
This gives un an assistant droid with int 2 and computers 5
Now we generate another specialist droid chasis and input a Repair Directive in it
With the droid doing the programing and Drall assisting the roll would be YYYYYBB vs 3 difficulty and would require 6 advantage to build us a droid with Mechanics 5.
The initial computer 5 droid would make it trivial overtime to master all of the standard directives, but he will eventually build the
droid who will replace him a Droid with the Navigator Directive will have computers 5 and 2 ranks in Technical aptitude.
The last Droid to be built will be a medical droid with medicine 5 and as many ranks as possible in surgeon.
With these three droids and our mechanic our drall is prepared to make a +1 int mod for himself and +1 skill implant mods for the droids, giving them +1 computer, repair or medicine respectively
Our inventor now is ready to make his own tools for computers, mechanics and medicine each one granting him 1 success 1 advantage and upgrading the roll by 1.
Then 135xp later all spent on talents our drall picks up +1 int (dedication) (inventor x2) (speaks Binary x2)
Thus when crafting with his droids he is sharing his now 7 int and 5 boost dice (1 for drall 2 binary 2 inventor) to the droids 6
skill ranks combined with the tools this means crafting checks of YYYYYYYBBBBBB with 1 automatic success and advantage.
With a proper workshop the character could grab another boost die from Research records. With the practice makes perfect selection he can get another boost die for really tough items
Now in terms of productivity our crafter having to be involved all of the time would cut into adventure time a little too much.
Eventually he is going to have to replace himself in the engine and create a specalist chassis with 6 int needing 4 triumph/16 advantage or some combo inbetween. Admittedly this will take time and money but after the first time he succeeds he can implant a +1 int mod into the droid and have him assist the other droids plus The high int droids can be programmed to hold each skill at 6 with the implant and thus being able to craft at peak performance even when our technician is not around.
Droids building droids and then building whatever you want.
As long as you have the parts.
Yes a GM can try and withhold resources/kill or kidnap the robots etc/ but nothing here is restricted or illegal. Just a solid low xp combo to get amazing crafting rolls.
Edited by amrothe