quick question about light saber creation

By masterslayer321a, in Game Masters

can someone explain to me how creating your own personal light saber works with the rules not sure i fully get it and my players are about to make theirs so don't wanna mess it up.

The GM screen rules? Or the vague ones in the FaD core rule book?

can someone explain to me how creating your own personal light saber works with the rules not sure i fully get it and my players are about to make theirs so don't wanna mess it up.

The GM Kit has an optional set of rules for crafting a hilt, but honestly if all you've got is the core rulebook, then anytime a PC has assembled their own lightsaber hilt, then it's considered a personal lightsaber, and thus benefits from the reduced difficulty of Mechanics checks to modify attachments. So they spend the required number of credits for the parts, spend a few days off-camera assembling the hilt and installing the crystal, and once done, they've got a personal lightsaber.

Personally, I think the GM Kit rules are a waste of space and can pretty much be dispensed with as for most PCs they're not going to see any major beneficial effects.

"Waste of space" might be a bit harsh. Granted, they don't add all that much to the game, but they're a nice option for those who enjoy making their own gear and would like something a little different from the basic lightsaber hilt.

"Waste of space" might be a bit harsh. Granted, they don't add all that much to the game, but they're a nice option for those who enjoy making their own gear and would like something a little different from the basic lightsaber hilt.

The problem is that unless the player rolls a Triumph or a Despair, there's really no change between using the corebook's guidelines on building a hilt or the GM Kit's ruleset unless the character has heavily invested in Mechanics.

The construction rules provided in Keeping the Peace (armor) and Special Modifications (everything else) will at least provide degrees of variance between the "stock" items and what the PC builds on a reliable basis.

Meanwhile, I've had a PC in my game that spends his downtime between adventures crafting basic 'saber hilts (no crystals, just the hilts) and the only hilt that's had any variance from the stock version was the one he rolled 3 threat on and thus cut it's HP count down by one. Beyond that, the hilts have been unchanged in terms of mechanics.

So yes, I'd call what's in the GM Kit a general waste of page space that perhaps could have been devoted to something that's generally more useful, much as the EotE and AoR GM Kits offered supplemental rules that are generally useful to GMs.

I found the GM kit saber construction rules a great way for my one force sensitive to build her first hilt after finding a holocron. We did it between sessions roleplaying over FB messenger. And now she has a unique weapon that is only hers