Modding Saber Crystals

By SithArissa, in Star Wars: Force and Destiny RPG

So on page 196 of the Core F&D book it says "When a character modifies attachments on his own Lightsaber, he decreases the dificulty of the Mechanics check by two, to minimum of Simple (-)".

Does this mean that you essentially get 2 'free' (assuming you don't blank) rolls to modify a Lightsaber and/or its crystal? As in you only add a purple dice once you get to 3 difficulty since its reduced twice?

Base mod difficulty is Hard (3), so this reduces it to Easy (1), but other talents could also reduce it, hence the minimum of Simple(-)

Ah I forgot about that part thanks.

How does this couple with improved secrets of the Jed which can reduce it to a minimum of easy

It makes it even easier to mod stuff past the first couple of mods.

3 hours ago, EliasWindrider said:

How does this couple with improved secrets of the Jed which can reduce it to a minimum of easy

40 minutes ago, Decorus said:

It makes it even easier to mod stuff past the first couple of mods.

So if you use improved secrets of the jedi on your own lightsaber are the first 2 checks to mod the crystal at simple (no purple) or easy difficulty (I know the third is easy)?

13 hours ago, Darzil said:

Base mod difficulty is Hard (3), so this reduces it to Easy (1), but other talents could also reduce it, hence the minimum of Simple(-)

6 hours ago, EliasWindrider said:

So if you use improved secrets of the jedi on your own lightsaber are the first 2 checks to mod the crystal at simple (no purple) or easy difficulty (I know the third is easy)?

I see it like described by Darzil. The Base difficulty for the first mod is Hard (3), which is set to Easy (1) by the special rule in the core rulebook and can then be further modified by talents, tools etc. to a minimum of Simple (-).

"Improved secrets of the jedi" is one of those talents that is able to modify the difficulty number even further - but only down to a minimum of Easy (1).

Summing up I would say, that "improved secrets" cannot lower the difficulty to less than Easy (1) but the difficulty will stay at Easy (1) for up to 4 modifications (with Knowledge (lore) 5).

Edited by Rogues Rule
2 hours ago, Rogues Rule said:

I see it like described by Darzil. The Base difficulty for the first mod is Hard (3), which is set to Easy (1) by the special rule in the core rulebook and can then be further modified by talents, tools etc. to a minimum of Simple (-).

"Improved secrets of the jedi" is one of those talents that is able to modify the difficulty number even further - but only down to a minimum of Easy (1).

Summing up I would say, that "improved secrets" cannot lower the difficulty to less than Easy (1) but the difficulty will stay at Easy (1) for up to 4 modifications (with Knowledge (lore) 5).

Half of 5 (ranks in knowledge lore) round up is 3 so wouldn't it be at easy for five modification rolls?

2 hours ago, Rogues Rule said:

I see it like described by Darzil. The Base difficulty for the first mod is Hard (3), which is set to Easy (1) by the special rule in the core rulebook and can then be further modified by talents, tools etc. to a minimum of Simple (-).

"Improved secrets of the jedi" is one of those talents that is able to modify the difficulty number even further - but only down to a minimum of Easy (1).

Summing up I would say, that "improved secrets" cannot lower the difficulty to less than Easy (1) but the difficulty will stay at Easy (1) for up to 4 modifications (with Knowledge (lore) 5).

I seem to recall one of the Dev's indicating that when determining a difficulty due to multiple modifiers, both positive and negative, they usually suggest applying all negatives first, and then the positives after. Which, I think, would be to the benefit of the player in this example, as it would allow more instances of the talents further reducing the check.

What book allows lore for saber construction?

41 minutes ago, TheShard said:

What book allows lore for saber construction?

Its in the starter kit book or something?

3 hours ago, EliasWindrider said:

Half of 5 (ranks in knowledge lore) round up is 3 so wouldn't it be at easy for five modification rolls?

Due to the special rule for lightsabers the first modification has a difficulty of Easy (1) instead of Hard (3). It increases by 1 for each modification thereafter.

(2) for the second, (3) for the third and so on. The difficulty gets then reduced by three (for knowledge (lore) 5), down to a minimum of Easy (1).

So 4-3=1 and 5-3=2. That is the way I ended up with "Easy (1) for up to 4 modifications".

35 minutes ago, TheShard said:

What book allows lore for saber construction?

The Force and Destiny: Game Master's Kit.

8 hours ago, Rogues Rule said:

Due to the special rule for lightsabers the first modification has a difficulty of Easy (1) instead of Hard (3). It increases by 1 for each modification thereafter.

(2) for the second, (3) for the third and so on. The difficulty gets then reduced by three (for knowledge (lore) 5), down to a minimum of Easy (1).

So 4-3=1 and 5-3=2. That is the way I ended up with "Easy (1) for up to 4 modifications".

The Force and Destiny: Game Master's Kit.

Ah you are correct, by way of explanation, in endless vigil there's a "personal inlay" mod, I forgot that wasn't part of the conversation, my signature/master character in the "jedi star" campaign has that (and a fully modded dragite crystal)

What's the personal inlay mod do?

52 minutes ago, TheShard said:

What's the personal inlay mod do?

Decreases difficulty to mod crystals by one.

Edited by EliasWindrider
4 hours ago, EliasWindrider said:

Ah you are correct, by way of explanation, in endless vigil there's a "personal inlay" mod, I forgot that wasn't part of the conversation, my signature/master character in the "jedi star" campaign has that (and a fully modded dragite crystal)

Ah I see, there the fifth Easy mod comes from. I'd love to get my hands on a dragite crystel, too one day for my Jedi character.

You could combine it with the new Reinforced Magnetic Shielding attachment from Knights of Fate for Concussive 4.

Hit the bad guy and activate Concussive, meditate, go have a nice buffet, travel the world(s), raise a child to adulthood or two, then come back before bad guy can act again ;-)

21 hours ago, Rogues Rule said:

Ah I see, there the fifth Easy mod comes from. I'd love to get my hands on a dragite crystel, too one day for my Jedi character.

You could combine it with the new Reinforced Magnetic Shielding attachment from Knights of Fate for Concussive 4.

Hit the bad guy and activate Concussive, meditate, go have a nice buffet, travel the world(s), raise a child to adulthood or two, then come back before bad guy can act again ?

If I remember correctly, and I'm not sure I do, that attachment turns the damage to stun damage too, which takes a lethal option of the table.

Don't you add force rating for saber crystals?

16 minutes ago, Luahk said:

Don't you add force rating for saber crystals?

I'd heard someone say that on the forums but haven't been able to find it in the rules

Although maybe the artisan has a talent that lets you add force dice to mechanics checks... I know that there is a force power in endless vigil that lets you do that with some restrictions, can't remember the details... ffg star wars was the first edition of the swrpg where my gaming has been limited by time instead of money, I own all the books but I've only skimmed most of them for character options.

Edited by EliasWindrider

Dont forget on your lightsaber you also add your force rating to the role.

28 minutes ago, Daeglan said:

Dont forget on your lightsaber you also add your force rating to the role.

I am away of my book, but wasn't this rule for modifications of the crystal only? No Force dice for crafting or non-crystal mods?

1 hour ago, EliasWindrider said:

I'd heard someone say that on the forums but haven't been able to find it in the rules

Although maybe the artisan has a talent that lets you add force dice to mechanics checks... I know that there is a force power in endless vigil that lets you do that with some restrictions, can't remember the details... ffg star wars was the first edition of the swrpg where my gaming has been limited by time instead of money, I own all the books but I've only skimmed most of them for character options.

Its in the same section as the rules for reduced difficulty 196 or 197 in a side box. You only add force when modding a crystal that is 'your own'

Edited by SithArissa
1 hour ago, Rogues Rule said:

I am away of my book, but wasn't this rule for modifications of the crystal only? No Force dice for crafting or non-crystal mods?

The opposite. Only spplies to the crystal. And only actually needed for the crystal. As only crystals have mods numbering enough to need these kind of work arounds

15 hours ago, Luahk said:

Don't you add force rating for saber crystals?

15 hours ago, EliasWindrider said:

I'd heard someone say that on the forums but haven't been able to find it in the rules

Although maybe the artisan has a talent that lets you add force dice to mechanics checks... I know that there is a force power in endless vigil that lets you do that with some restrictions, can't remember the details... ffg star wars was the first edition of the swrpg where my gaming has been limited by time instead of money, I own all the books but I've only skimmed most of them for character options.

The Artisan spec has a Force Talent called Intuitive Improvements . This allows the Artisan to add his Force dice to his Mechanics check when repairing or modifying an item, and then spend Force Points to increase the item's Hard Points by one for every two Force Points spent, up to a maximum of two additional Hard Points.

14 hours ago, SithArissa said:

Its in the same section as the rules for reduced difficulty 196 or 197 in a side box. You only add force when modding a crystal that is 'your own'

It's on page 196, at the very bottom of the side bar in question. To quote:

Quote

When working with a kyber crystal, a Force sensitive can use his connection to the Force to guide his hands. When modding a lightsaber crystal attachment, a Force user may add Force Dice no greater than his Force rating to the check. He may spend Force Point to add Success or Advantage to the Check.