Crafting and Schematics

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

So I have been looking deeper into crafting (seems like its gonna provide some rather nice items) and I have a question.

Schematic: Create a schematic that permanently reduces the difficulty of creating weapons of this template by 1 (to a minimum of Simple [-]), for this you need to spend a triumph, so my question is this, if you get a triumph to spend on a schematic but still fail the check to create the item does it still count to your getting the schematic?

Did it say Triumph with failure? It did so in the lightsaber crafting table specifically, I don't know which table you are looking at.

But my guess is that, yes your skillcheck has to be successful.

no it does not have the triumph with a failure disclainer. However, neither does it mandate a success.

So yes, you can use that on a failure to reduce the difficulty of your next attempt on that schematic.

Think of Edison, when he was working on the electric light bulb. it took him over 1000 tries to get it correct and very early in the process he realized he would need to have the filament in a vacuum to prevent it from combusting.

I'll chime in, because I used to read a lot of crafting threads. It seems the prevailing opinion is in line with JalekZem's comment. (Oh, hey Jalek... you changed your avatar!)

From an RP standpoint, this makes sense. There are lots of things I've failed to do, but learned a lot about in the process. Once, I made a tabbard for a medieval-type society. It sucked. It was horrible . I didn't even hem the thing. But, if I had to make one again, it would be a lot better, based on my experience and the comments and advice I got after making it. Now, it might be a bit absurd to say that you get a full schematic for an item when it doesn't work, but perhaps you manage to streamline or standardize the process for making what did work. Remember, most items are complex beasts! If you're making a blaster, perhaps you get a schematic for most of the components, but there was just something in that trigger mechanism you didn't understand... And if you fail using your trusty schematic later? Well, perhaps you have to make some adjustments to the schematic and move on.

It also makes sense from a gaming standpoint. Half the fun of the narrative dice system is that good things can happen on failure and bad things can happen on success. Yes, we all want those success + advantage rolls, and we all dread the failure + threat results - they're powerful things. But I think it moves the story forward better and in more interesting ways when things are mixed. As it stands, the table doesn't have a lot for you when results are mixed like that; there's "lessons learned", which is specifically for failure, but adding "schematic" to the options you can pick when you fail makes results more diverse, and that's a good thing.

But that's just my two cents.