Crafting Questions and Proposals

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

Hello all! MY friends and I have recently started playing an EotE campaign in which I play a Chiss Droid Mechanic (and also the melee character of the group [thanks min-maxed pilot who literally only took stuff for piloting]). I was reviewing the Special Modifications source book and realized the crafting rules were a little wonky.

For example: I can build a vibro-weapon template weapon for 200/3 credits/rarity. If I roll a success and 5 advantages (Can swap 3 advantage for a Triumph) I can build a Vibrosword that has 1 fewer encumbrance and costs 550 credits less than a standard Vibrosword. That being said: that number of advantages is really hard to get (not to speak of building a greatsword), whereas rolling any sort of threat/despair when crafting is absurdly rare/requires GM intervention to roll.

Due to this, my GM and I decided that the crafter can choose to NOT cancel threats with advantage so we have more unique crafted items. We also ruled that you could upgrade the difficulty once (up to two times) to add 1 automatic advantage and roll 1 additional blue die per difficulty upgrade.

What do you guys think of these changes?

12 minutes ago, HadesHerald said:

Hello all! MY friends and I have recently started playing an EotE campaign in which I play a Chiss Droid Mechanic (and also the melee character of the group [thanks min-maxed pilot who literally only took stuff for piloting]). I was reviewing the Special Modifications source book and realized the crafting rules were a little wonky.

For example: I can build a vibro-weapon template weapon for 200/3 credits/rarity. If I roll a success and 5 advantages (Can swap 3 advantage for a Triumph) I can build a Vibrosword that has 1 fewer encumbrance and costs 550 credits less than a standard Vibrosword. That being said: that number of advantages is really hard to get (not to speak of building a greatsword), whereas rolling any sort of threat/despair when crafting is absurdly rare/requires GM intervention to roll.

Due to this, my GM and I decided that the crafter can choose to NOT cancel threats with advantage so we have more unique crafted items. We also ruled that you could upgrade the difficulty once (up to two times) to add 1 automatic advantage and roll 1 additional blue die per difficulty upgrade.

What do you guys think of these changes?

An alternative is: the listed prices and rarity are suggestions. If both you and the GM agree that it costs too little, adjust the cost and rarity to something you find more reasonable. Men in black suits aren't going to break your door down and revoke your gaming licenses if you don't follow the rules to the letter.

Also, don't discount rarity. Remember, rarity numbers can be adjusted, and some things may be harder to find depending on where you are, and some things may be illegal on some planets.

Finally, remember time. If it says it takes three days to finish, don't be like "and then three days pass," actually put a delay on how long it takes between the dice roll and the completion.

I think the voluntary upgrading thing may be too much, so you may want to test it before implementing it.

Rolling a Despair requires GM intervention typically, whether it's flipping a DP or choosing opponents with Adversary, etc.

There are a couple specs that allow for successes to be converted to advantages via Eye for Detail, so as a GM I'd be concerned with the notion of additional advantages your proposal adds. A blue generates advantages like a mother as it is, that on top of automatic ones, on top of Eye for Detail would produce lop sided OP items routinely imo and I wouldn't go for it.

I allow the first (don't cancel threats & advantages, so one could have a cool gun with ammo issues, for example), but probably wouldn't do the second. The main crafter just got (or is about to get) Eye for Detail, and has a squad of DUM pit droids to help him, so he doesn't need extra boost dice. :D

11 minutes ago, coyote6 said:

I allow the first (don't cancel threats & advantages, so one could have a cool gun with ammo issues, for example), but probably wouldn't do the second. The main crafter just got (or is about to get) Eye for Detail, and has a squad of DUM pit droids to help him, so he doesn't need extra boost dice. :D

11 minutes ago, 2P51 said:

Rolling a Despair requires GM intervention typically, whether it's flipping a DP or choosing opponents with Adversary, etc.

There are a couple specs that allow for successes to be converted to advantages via Eye for Detail, so as a GM I'd be concerned with the notion of additional advantages your proposal adds. A blue generates advantages like a mother as it is, that on top of automatic ones, on top of Eye for Detail would produce lop sided OP items routinely imo and I wouldn't go for it.

Ok, that makes sense. My dm and I are both really into the idea of despairs in crafting, but he's hesitant about spending Destiny Points on crafting so we were looking for a way to generate red without spending Destiny.

Yah don't be shy, flip em. Anymore they just chant "the force is with me I am one with the force" and flip em and I always say "you feel the icy hand of darkness around your throat" and I flip em..........

Also the single despair results aren't really that bad.