Building a Lightsaber

By Seguleh, in Star Wars: Force and Destiny RPG

Hi

my character got a kyber crystal and has the opportunity to build her own lightsaber. As far as i know, there are three set of rules:

Core book: If you have the stuff, just sit down and build it. Except of the crystal there is nothing realy difficult to get, so with enough time no rolls are needed.

Game Master Kit: You roll a Lore or Mechanics Check with two purple dies. It takes 3 days. Advantages can be used to save money (25 per advantage, wow...) or to make it more unike... well ok. Per triumph u get one hardpoint extra.

Endless vigil: Mechanics, normal hilt has 2 purple dies. You roll and can then spend it on the table for fancy stuff...

I hope this sums it up correctly.

All three are ok I don't know which one I will suggest to my GM, which one do you prefer. And something that bothers me a bit: Can I Just build endless hilts until I am happy? Ok it takes 300 Credits and 3 Days, but with a little bit of money and during a long hyperspace travel...

Greetings and thanks!

I like the rules from Endless Vigil personally. I find that those rules allow for the greatest variety potential when building lightsabers.

1 hour ago, Tramp Graphics said:

I like the rules from Endless Vigil personally. I find that those rules allow for the greatest variety potential when building lightsabers.

Game master for me. Endless Vigil allows for a giant amount of variation but it gets a bit much for my taste. With everyone having all sorts of weird lightsabers built as a result.

The core rules are way too flat though.

My preference is for the GM Kit approach, as it cuts down on the metagaming approach of constantly building and tweaking hilts until the player gets the desired combination of effects. Which yes, can mean that the player is constantly building (or rebuilding) lightsaber hilts until they get the desired end result. Which is not something we really see many of the Jedi or even the Sith do in the franchise. In many cases, they build an initial hilt and then use that until such time as they need to replace it with a brand new, such as Luke and Ezra did after their initial lightsabers were lost and destroyed respectively. Most of the "tinkering" that a Jedi might do to their lightsaber is largely covered by modifying the kyber crystal installed in the weapon.

Frankly, given the variety of kyber crystals already available (with more sure to be added in the upcoming Mystic and Warrior sourcebooks), they don't really need the extra bells and whistles that the Endless Vigil crafting rules provide, to say nothing of the majority of them being Breach 1 weapons, putting them in well above the majority of other weapons in the game.

About the only thing I'd take from Endless Vigil is the increased difficulties for crafting most of the variant hilts (double-bladed, pike, etc).

One of the key reasons why I prefer the Endless Vigil approach is that it also falls in line with the rest of the crafting rules, such as those found in Special Modifications , and Keeping the Peace . This includes opportunities to spend Advantages and Triumphs on the crafting check, something the GM kit rules don't provide.

I like the kit for the first lightsaber built. After they build their first lightsaber (and have used it a while) I will let them build a new one using Endless Vigil because narratively I say they have experience building one and know what they want.

I'd go with the Endless Vigil rules and the bit in the Force & Destiny core rules about getting bonuses to modifying Lightsaber Crystal Attachments with a Lightsaber hilt they have constructed.