high level modding

By Stormbourne, in Star Wars: Force and Destiny RPG

okay so i dual wield some rather unique lightsabers, decked out with superior quality, curved hilt and three crystals: Krayt, Kimber, and Sapith

with this i have a total of 15 mod checks per lightsaber to get them to "full power"

how would i go about rolling that many dice?

is it just roll 11 purple (i have a few difficulty modifiers on my side)? or is there something else as i thought that the highest difficulty was "impossible" (destiny + 5 purple)

Edited by Stormbourne
7 hours ago, Stormbourne said:

okay so i dual wield some rather unique lightsabers, decked out with superior quality, curved hilt and three crystals: Krayt, Kimber, and Sapith

with this i have a total of 15 mod checks per lightsaber to get them to "full power"

how would i go about rolling that many dice?

is it just roll 11 purple (i have a few difficulty modifiers on my side)? or is there something else as i thought that the highest difficulty was "impossible" (destiny + 5 purple)

The increase in difficulty on a modding role is determined by the number of mods already on the attachment , not on the weapon, so your difficulty will never be that high.

29 minutes ago, Dafydd said:

The increase in difficulty on a modding role is determined by the number of mods already on the attachment , not on the weapon, so your difficulty will never be that high.

ah ha so having a personal inlay (-1), improved secrets of the jedi (Max. -3), and personal lightsaber (-2) can make modding a simple check every time?

4 hours ago, Stormbourne said:

ah ha so having a personal inlay (-1), improved secrets of the jedi (Max. -3), and personal lightsaber (-2) can make modding a simple check every time?

Depends on if those abilities say there's a minimum difficulty.

6 hours ago, GroggyGolem said:

Depends on if those abilities say there's a minimum difficulty.

secrets of the jedi has a minimum of easy, personal lightsaber has minimum of simple, and personal inlay i don't know if it has a minimum difficulty

42 minutes ago, Stormbourne said:

secrets of the jedi has a minimum of easy, personal lightsaber has minimum of simple, and personal inlay i don't know if it has a minimum difficulty

Now that I'm home I can check. No minimum for Personal Inlay. So if combining all three is possible then you have -6 difficulty to the check but with a minimum of 1 with secrets of the jedi and with personal lightsaber, so you'd still be rolling an easy (1 difficulty) check. The difficulty of course increases each time and I believe the order for modifying dice pools is increase, upgrade, downgrade, decrease , so you would increase the difficulty by 1 for each modification you have successfully installed, then you would decrease it by 6 to a minimum of easy (1 difficulty). The kyber crystal with the most modification options is the Ilum crystal, with 4 damage mods, 2 vicious mods and 1 decrease critical rating mod.

So if only taking into account difficulty increase, the order starting with the first mod and ending with the last mod would be:

mod 1: 3 difficulty minus 6 difficulty, minimum 1. You roll 1 difficulty.

mod 2: 4 difficulty minus 6 difficulty, minimum 1. You roll 1 difficulty.

mod 3: 5 difficulty minus 6 difficulty, minimum 1. You roll 1 difficulty.

mod 4: 6 difficulty minus 6 difficulty, minimum 1. You roll 1 difficulty.

mod 5: 7 difficulty minus 6 difficulty, minimum 1. You roll 1 difficulty.

mod 6: 8 difficulty minus 6 difficulty, minimum 1. You roll 2 difficulty.

mod 7: 9 difficulty minus 6 difficulty, minimum 1. You roll 3 difficulty.

Of course, the rules don't really work in this manner, as any check with a difficulty beyond 5 is an "impossible check", counting each difficulty increase beyond 5 as a dice upgrade. The player then has to spend a Destiny point just to attempt an "impossible check". So following the rules:

mod 1: 3 difficulty minus 6 difficulty, minimum 1. You roll 1 difficulty.

mod 2: 4 difficulty minus 6 difficulty, minimum 1. You roll 1 difficulty.

mod 3: 5 difficulty minus 6 difficulty, minimum 1. You roll 1 difficulty.

mod 4: 4 difficulty 1 challenge minus 6 difficulty, minimum 1. You roll 1 challenge.

mod 5: 3 difficulty 2 challenge minus 6 difficulty, minimum 1. You roll 2 challenge.

mod 6: 2 difficulty 3 challenge minus 6 difficulty, minimum 1. You roll 3 challenge.

mod 7: 1 difficulty 4 challenge minus 6 difficulty, minimum 1. You roll 4 challenge.

2 hours ago, GroggyGolem said:

The difficulty of course increases each time and I believe the order for modifying dice pools is increase, upgrade, downgrade, decrease , so you would increase the difficulty by 1 for each modification you have successfully installed, then you would decrease it by 6 to a minimum of easy (1 difficulty).

...

Of course, the rules don't really work in this manner, as any check with a difficulty beyond 5 is an "impossible check", counting each difficulty increase beyond 5 as a dice upgrade. The player then has to spend a Destiny point just to attempt an "impossible check". So following the rules:

mod 1: 3 difficulty minus 6 difficulty, minimum 1. You roll 1 difficulty.

mod 2: 4 difficulty minus 6 difficulty, minimum 1. You roll 1 difficulty.

mod 3: 5 difficulty minus 6 difficulty, minimum 1. You roll 1 difficulty.

mod 4: 4 difficulty 1 challenge minus 6 difficulty, minimum 1. You roll 1 challenge.

mod 5: 3 difficulty 2 challenge minus 6 difficulty, minimum 1. You roll 2 challenge.

mod 6: 2 difficulty 3 challenge minus 6 difficulty, minimum 1. You roll 3 challenge.

mod 7: 1 difficulty 4 challenge minus 6 difficulty, minimum 1. You roll 4 challenge.

well poo but on the bright side the most "complex" attachment i have is the kimber stone with 5 mods so that's fun

though for the latter check do i need to flip destiny to attempt them, or is impossible a GM's discretion only thing?

Edited by Stormbourne
2 hours ago, Stormbourne said:

though for the latter check do i need to flip destiny to attempt them, or is impossible a GM's discretion only thing?

page 27 of the F&D Core Rules has a box on Impossible Tasks. Basically it's up to the GM whether you automatically fail or whether you can make an Impossible Check (5 difficulty, costs 1 Destiny Point). Funny enough, I can't find the rule regarding upgrading the difficulty beyond Formidable in the F&D Core but I could swear it was there somewhere. Maybe I've been accidentally house-ruling things but I thought the proper way was when you reach max difficulty and need to advance further, you begin to upgrade to challenge dice. I guess there's also the GM Fiat thing, where you can upgrade the difficulty of a task as you see fit depending on the level of danger. Really it's up to your GM. The Impossible Check rule is mentioned as being optional in the game rules. I personally think it should be used, as I believe the rule is quite useful.

5 hours ago, Stormbourne said:

well poo but on the bright side the most "complex" attachment i have is the kimber stone with 5 mods so that's fun

though for the latter check do i need to flip destiny to attempt them, or is impossible a GM's discretion only thing?

I dont think this is correct. Because if you decrease the difficulty you pull the difficulty out from under those challenge dice removing some of those challenge dice...

As it is 6 increases with 6 decreases. which should result in a 3 difficulty. it should never get to challenge dice. because the difficulty never got increased to beyond impossible task.

Edited by Daeglan
2 hours ago, Daeglan said:

I dont think this is correct. Because if you decrease the difficulty you pull the difficulty out from under those challenge dice removing some of those challenge dice...

As it is 6 increases with 6 decreases. which should result in a 3 difficulty. it should never get to challenge dice. because the difficulty never got increased to beyond impossible task.

I thought that as well cause the way i play it is that it's difficulty 2 upgraded twice that way if you decrease the difficulty twice the two upgrades have nothing to upgrade and so just become increase twice

Not sure if this is right or wrong though

It is possible to have more than 5 purple checks, its been confirmed by one of the questions for the largest tractor beam.

9 minutes ago, syrath said:

It is possible to have more than 5 purple checks, its been confirmed by one of the questions for the largest tractor beam.

Ah so for a mod 5 check it would be a easy roll as well (7-6) yes?

Okay so looking through the rules it never says that difficulty can't rise above 5 but never gives an example of such a thing

Edited by Stormbourne
12 hours ago, Stormbourne said:

Okay so looking through the rules it never says that difficulty can't rise above 5 but never gives an example of such a thing

Yeah I've come to the decision that it would be up to the GM. It could go beyond 5 difficulty dice, upgrade to reds or simply stay at 5 but still require a destiny point flip as it's an Impossible check. Personally I like the upgrading option beyond 5 as otherwise there's minimal chance for the negative effects listed when modifying (like breaking an attachment).

10 hours ago, GroggyGolem said:

Yeah I've come to the decision that it would be up to the GM. It could go beyond 5 difficulty dice, upgrade to reds or simply stay at 5 but still require a destiny point flip as it's an Impossible check. Personally I like the upgrading option beyond 5 as otherwise there's minimal chance for the negative effects listed when modifying (like breaking an attachment).

one thing i did notice that was off with your above table though is that if you can't upgrade a check due to no purple or green dice it takes two upgrade to bring one red/yellow to the pool just for example

mod 5 is difficulty 5, upgraded twice -6 difficulty this becomes in a simple check being upgraded twice resulting in a opposition of 1 red

pulled from P.30 of F&D core

well it's minus 6 with a minimum of 1 difficulty from two of the abilities you are using, so to get that minus 6 you are subject to a minimum of 1 difficulty.

11 hours ago, Stormbourne said:

one thing i did notice that was off with your above table though is that if you can't upgrade a check due to no purple or green dice it takes two upgrade to bring one red/yellow to the pool just for example

mod 5 is difficulty 5, upgraded twice -6 difficulty this becomes in a simple check being upgraded twice resulting in a opposition of 1 red

pulled from P.30 of F&D core

I dont think so. Because it never gets to the point of upgrading. as the difficulty is lowered before it would be turned into an upgrade.

20 hours ago, Daeglan said:

I dont think so. Because it never gets to the point of upgrading. as the difficulty is lowered before it would be turned into an upgrade.

The order for modifying a dice pool is Increase, Upgrade, Downgrade, Decrease. By the time you Decrease the difficulty (remove purple dice), you have already done the other 3 things and you'd only be removing purple difficulty dice. As some would have been replaced with red challenge dice, those would be exempt as they are not purple difficulty dice.

what is the exact wording on secrets and improved secrets of the jedi.

On 10/03/2018 at 9:16 AM, Stormbourne said:

Okay so looking through the rules it never says that difficulty can't rise above 5 but never gives an example of such a thing

There is another potential example of it 8 ranks of fearsome exist in the game.

1 hour ago, syrath said:

what is the exact wording on secrets and improved secrets of the jedi.

"Lightsaber becomes a Career skill. He may also decrease the difficulty of checks made to construct or repair lightsaber hilts a number of times equal to half his ranks in Knowledge (Lore) (rounded up), to a minimum of Easy"

"Discipline becomes a career skill. Secrets of the Jedi may also be used when installing mods on lightsabers"

9 hours ago, GroggyGolem said:

The order for modifying a dice pool is Increase, Upgrade, Downgrade, Decrease. By the time you Decrease the difficulty (remove purple dice), you have already done the other 3 things and you'd only be removing purple difficulty dice. As some would have been replaced with red challenge dice, those would be exempt as they are not purple difficulty dice.

Right but the rules are to increase the difficulty. not upgrade them. And RAW you don't upgrade after 5 dice. That is a dev option not RAW.

RAW leaves it kind of open regarding the specifics of Impossible checks, it says for simplicity's sake it's 5 difficulty and a destiny point which suggests that it can get less simple per the GM's ruling.

correct. So. So per raw you increase then decrease. leaving you at a 3 difficulty.