How do GM handle practice makes perfect on crafting

By damnkid3, in Star Wars: Edge of the Empire RPG

I was wondering how you or your group handles crafting in relation to using advantages on the practice makes perfect (gain boost dice on next check this session - not limited on times it can be purchased).

Limiting until end of session make is difficult depending on the story that is going on, but if you let them keep building up the boost dice they can make obscene items.

Do you have a limit on how many times they can practice before they have to build? Or a hard limit on boost dice they can add from it.

I would love to hear how the groups handle it differently.

Remember that they are crafting items that cost credits. So yes they could potentially get some pretty interesting items but unless they are crafting something very simple and cheap it will be a very expensive exercise. Also if you feel they are still abusing it, flip a destiny point here and there. The fear of a despair should temper their beardy crafting somewhat.

Also don't forget the timeframe. For the more complex items they will often need days to complete. Unless there is a crazy amount of downtime this should also be a consideration. You can always throw an encounter in the middle of "crafting time" to spice things up as well.

Edited by Jawa4thewin

"Did that blaster just say 'Mama'?"

Pray that your PCs don’t have Double or Nothing

I was SO tempted to pick up the gambler tree for my God Of All Mechanics just for those dice manipulation talents.

End of session is end of session, think of it this way, the PC has the mindset, momentum and zen focus working on the project. The change of scene due to the session break or the unknowns that may draw the PC away from their work for even a short while is all it takes. Say the PC is working on their project on the ship and they travel to another planet, their whole work space may become slightly disorganized best, at worst a solid hit to the ship could throw the item, parts, tools and previous work to a whole new level snafu.

Next make sure the proper amount of setback dice are present. wrong part (Normally modding the blaster requires a spare core part from the manufacturer or aftermarket supplier) but you could only find a similar part from another line 1 die, inferior part (the part was either very old or was a knock-off) 1 die, poor work space could be 1 or 2 setback dice (say in a wet cave with uneven surfaces) 1 die & while working (the planet is under bomb bombardment by the imperial navy) 1 die, lack of the right tool (the sonic screwdriver you had was used to jam a door physically closed) 1 die. Under the clock and not enough time; this could potentially increase the base difficulty die pool by 1 as is frequently mentioned. (this is not an upgrade, just increasing the base difficulty say from average of 2 dice to 3 dice). I've got a super list of setback dice options; has the PC done this before, no 1 die; new or used part? Used - refurbished 1 die, used right out of the bone yard and not tested 2 dice. These are some of the typical way to add setback dice. Player talents and equipment typically add boost or remove setback.

Edited by doktor grym

Personally I’d set a limit on it, to prevent abuse. I say that as a crafter player who could abuse it horribly.