I'm sure like most of you, the crafting rules presented in Special Modifications and other source books represented for me a long-awaited addition to the game. And, for the most part, I like what they did with it.
However, it is sometimes infuriatingly random, more than I personally feel it should be. The basic foundation is great, but it lends itself too much to tedious pre/post session moments where the party grease-monkey is just tumbling dice again and again trying to get the exact thing they want. Also, far too often do I see items with anything more than minor flaws just thrown out. This wouldn't be so bad if there was occasionally a sense of tension where, yes, you made a blaster that requires a heavy power pack to function, but you managed to give it Pierce 4 so do you really wanna throw it out? This is really only possible with a Triumph plus Threat or Despair plus Advantage, both of which are rare in my experience.
So to that end, I'd like to suggest the following additions to the rules, intended to increase interesting outcomes and reduce tedious roll-fests.
When rolling the check to assemble the created item, the crafter may attempt to grant their created item a specific benefit from the chart. If the check is a success, the item automatically gains that benefit upon completion. However, the extra time devoted to experimentation and the specific materials required increase the potential dangers and cost of the process. Modify the dice pool as follows, based on the Advantage/Triumph cost of the benefit:
Benefits on the 1-Adv. List: +1 Setback
Benefits on the 2-Adv. List: +1 Difficulty
Benefits on the 3-Adv. List: Upgrade Difficulty Once
Benefits on the 4-Adv. List: Upgrade Difficulty once & Flip a Destiny Point (only once)
Similarly, crafters willing to accept certain limitations to their created items can work within those limitations to ease the overall process of crafting.
The crafter can, when rolling to create an item, choose to allow the finished item to have one or more flaws from the chart automatically be applied upon completion. The crafter may then improve the item creation roll as follows, based on the Threat Cost of the flaw:
1-Threat Flaws: +1 automatic Advantage
2-Threat Flaws: +1 Boost Die
3-Threat Flaws:+1 Automatic Success
4-Threat Flaws: Upgrade Check once
I'm still trying to nail down the exact effects and costs, but it is purposeful that they are asymmetric to avoid players piling on opposing benefits and flaws that cancel each other out. You'll note that the 2 Triumph/2 Despair results cannot be purposefully taken, retaining some of their special nature and avoiding the constant aiming for Integral Attachment or similar high-powered benefits, or the narrative oddity of deliberately putting a fatal hidden flaw in your item.
Thoughts? Feedback?
<steps behind transparisteel rotten tomato deflector>