Weapon modification question

By amigoNUMBER1, in Star Wars: Edge of the Empire RPG

I'm not quite sure how the modification options work, is it that the weapon gets the base modifer and then a mod option or are the mod options things that need to be installed separetly?

Edited by amigoNUMBER1

There are two concepts here, attachments and modifications.

Everything listed in that chapter is an attachment. Each attachment has a listed price and the number of hardpoints it requires. Buy the attachment for the price indicated.

It is a trivial matter to place the attachment onto the weapon. At this point, the weapon has gained the base modifier.

At this point, you can now make modifications to the attachment/weapon. Available modifications are listed with the Attachment as "modifciation options".

You can pick whichever modification you want, but there are a limited number. The attachment entry in the book will list how many of each type are available (ie - Two Vicious +1 mods, means you can upgrade the Vicious by +1 twice).

In order to obtain a modifcation, you spend 100 credits and make a hard (^^^) mechanics check. The rules indicate consequences for failure. You now have that added effect from the mod.

The second modification will cost 200 (+100 more than the last time), and upgrade the difficulty once so it becomes (^^/-\). that's supposed to be two purples and a red, lol.

The third modification will cost 300 and another upgrade of the difficulty. AGain, consult the modifciation rules to find out what happens with a dispair. The money and difficulty reset if you're modifying a new attachment from the beginning.

Only the attachment uses up the hardpoints, and each attachment has a finite number of modifcations (ie - upgrades) you can do to it.

Edited by Rookhelm

Thanks for clarifying

Assuming you have proper resources, it seems like it's ridiculously easy to run up a large number of mods (assuming they're available). Yes?

"Ridiculously easy" might be a stretch, but sure, it can be done. Although keep in mind that the difficulty keeps increasing, and failure means you can't install that mod on that attachment, ever. And I believe a Despair also ruins the attachment permanently.

Yes, the difficulty keeps increasing and there are consequences for failure. Despair means the attachment is ruined.

The first mod is somewhat risk free because there are no red dice (though I think Threat does something, but I can't remember). Once you start adding red dice (starting with the second mod on an attachment) you run a high risk.

And an attachment may only have like 3 mods so once you have them, it's maxed out. So, it doesn't get ridiculous OP or anything.

It'd be like finding a sword +1 in D&D

If rolling a Despair means that an attachment is ruined, what would the benefit of rolling a Triumph on a modification roll? There's nothing listed in the book and it seems strange that their would be a way to permanently ruin an attachment from rolling but not a way to substantially improve a mod on it.

Yes, the difficulty keeps increasing and there are consequences for failure. Despair means the attachment is ruined.

The first mod is somewhat risk free because there are no red dice (though I think Threat does something, but I can't remember). Once you start adding red dice (starting with the second mod on an attachment) you run a high risk.

A Difficulty increase is not the same as an upgrade. Increased Difficulty adds purple dice, upgrades switch purple to red. This changes the risk involved.

Did I miss something somewhere? It's quite possible, but I thought the difficulty increases by one for each additional mod, not upgrades by one. So the second mod has a daunting difficulty [^^^^], the third would be formidable [^^^^^], and may the Force be with you if you attempted a rare fourth mod... [^^^^^^] Six difficulty dice!

Can someone else chime in with the clarification.

Did I miss something somewhere? It's quite possible, but I thought the difficulty increases by one for each additional mod, not upgrades by one. So the second mod has a daunting difficulty [^^^^], the third would be formidable [^^^^^], and may the Force be with you if you attempted a rare fourth mod... [^^^^^^] Six difficulty dice!

Can someone else chime in with the clarification.

I was wondering about this too, honestly that sounds like a mistake to me. Also, the book talks about how Despair dice are involved in a modification roll, but how are they introduced to a roll if difficulty only increases instead of upgrades? Would it really be reasonable for a GM to spend a Dark Side DP just to **** somebody over while making an already extremely difficult roll for a mod?

Did I miss something somewhere? It's quite possible, but I thought the difficulty increases by one for each additional mod, not upgrades by one. So the second mod has a daunting difficulty [^^^^], the third would be formidable [^^^^^], and may the Force be with you if you attempted a rare fourth mod... [^^^^^^] Six difficulty dice!

Can someone else chime in with the clarification.

I was wondering about this too, honestly that sounds like a mistake to me. Also, the book talks about how Despair dice are involved in a modification roll, but how are they introduced to a roll if difficulty only increases instead of upgrades? Would it really be reasonable for a GM to spend a Dark Side DP just to **** somebody over while making an already extremely difficult roll for a mod?

Yes, it would be reasonable, They are Dickside points afterall.

Did I miss something somewhere? It's quite possible, but I thought the difficulty increases by one for each additional mod, not upgrades by one. So the second mod has a daunting difficulty [^^^^], the third would be formidable [^^^^^], and may the Force be with you if you attempted a rare fourth mod... [^^^^^^] Six difficulty dice!

Can someone else chime in with the clarification.

I was wondering about this too, honestly that sounds like a mistake to me. Also, the book talks about how Despair dice are involved in a modification roll, but how are they introduced to a roll if difficulty only increases instead of upgrades? Would it really be reasonable for a GM to spend a Dark Side DP just to **** somebody over while making an already extremely difficult roll for a mod?

Yes, it would be reasonable, They are Dickside points afterall.

I dunno, I feel like spending a Destiny Point on something as trivial as aiding or harming weapon modification really degrages their importance as narrative tools. It just sounds like an unreasonably aggravating thing to do to players that serves no real purpose beyond giving them a figurative middle finger.

Did I miss something somewhere? It's quite possible, but I thought the difficulty increases by one for each additional mod, not upgrades by one. So the second mod has a daunting difficulty [^^^^], the third would be formidable [^^^^^], and may the Force be with you if you attempted a rare fourth mod... [^^^^^^] Six difficulty dice!

Can someone else chime in with the clarification.

I was wondering about this too, honestly that sounds like a mistake to me. Also, the book talks about how Despair dice are involved in a modification roll, but how are they introduced to a roll if difficulty only increases instead of upgrades? Would it really be reasonable for a GM to spend a Dark Side DP just to **** somebody over while making an already extremely difficult roll for a mod?

Yes, it would be reasonable, They are Dickside points afterall.

I dunno, I feel like spending a Destiny Point on something as trivial as aiding or harming weapon modification really degrages their importance as narrative tools. It just sounds like an unreasonably aggravating thing to do to players that serves no real purpose beyond giving them a figurative middle finger.

It depends. Sometimes having them break a piece of gear gives them greater incentive to take another risk. Keeping them hungry for credits can be tough when its so much easier to accumulate gear than to lose it, so adding a bit of risk to suping up gear isn't unreasonably aggravating IMO, and it makes them cherish those pieces that are successfully modified even more.

Actually, to fix this problem, instead of INCREASING the difficulty, I UPGRADE it. This makes it reasonable to try and add more mods, and it also introduces Despair for more chances for catastrophic bad stuff.

How does it work to pay an NPC to do the mods for you if no one in your party has the mechanics know-how?

Did I miss something somewhere? It's quite possible, but I thought the difficulty increases by one for each additional mod, not upgrades by one. So the second mod has a daunting difficulty [^^^^], the third would be formidable [^^^^^], and may the Force be with you if you attempted a rare fourth mod... [^^^^^^] Six difficulty dice!

Can someone else chime in with the clarification.

I was wondering about this too, honestly that sounds like a mistake to me. Also, the book talks about how Despair dice are involved in a modification roll, but how are they introduced to a roll if difficulty only increases instead of upgrades? Would it really be reasonable for a GM to spend a Dark Side DP just to **** somebody over while making an already extremely difficult roll for a mod?

Yes, it would be reasonable, They are Dickside points afterall.

I dunno, I feel like spending a Destiny Point on something as trivial as aiding or harming weapon modification really degrages their importance as narrative tools. It just sounds like an unreasonably aggravating thing to do to players that serves no real purpose beyond giving them a figurative middle finger.

Yeah... the players always happier missing that leap unto the loading ramp when the ship is taking off...

Missed it by that much...

Get-Smart.jpg

I misremembered the wording then. I assumed that, because the rules address Despair, it must be an upgrade in difficulty. But, it very well may say increase in difficulty.

IMO, it makes more sense for it to be an upgrade. A) because then there's chance for Despair, and B) it seems like a jerk move by the GM to spend a DS point for a weapon upgrade.

Edited by Rookhelm

There are two concepts here, attachments and modifications.

Everything listed in that chapter is an attachment. Each attachment has a listed price and the number of hardpoints it requires. Buy the attachment for the price indicated.

It is a trivial matter to place the attachment onto the weapon. At this point, the weapon has gained the base modifier.

At this point, you can now make modifications to the attachment/weapon. Available modifications are listed with the Attachment as "modifciation options".

You can pick whichever modification you want, but there are a limited number. The attachment entry in the book will list how many of each type are available (ie - Two Vicious +1 mods, means you can upgrade the Vicious by +1 twice).

In order to obtain a modifcation, you spend 100 credits and make a hard (^^^) mechanics check. The rules indicate consequences for failure. You now have that added effect from the mod.

The second modification will cost 200 (+100 more than the last time), and upgrade the difficulty once so it becomes (^^/-\). that's supposed to be two purples and a red, lol.

The third modification will cost 300 and another upgrade of the difficulty. AGain, consult the modifciation rules to find out what happens with a dispair. The money and difficulty reset if you're modifying a new attachment from the beginning.

Only the attachment uses up the hardpoints, and each attachment has a finite number of modifcations (ie - upgrades) you can do to it.

This makes the most sense to me.

I like upgrading over increasing. Say I attach the under-barrel grenade laucher. It has Limited Ammo 1 with the ability to mod it with 5 Limited ammo upgrades. Say you want to mod it all five times. It starts at Hard (PPP) and increases from there.

mod difficulty

1st: PPP

2nd: PPPP

3rd: PPPPP

4th: PPPPPP

5th: PPPPPPP

now assuming your GM is being nice and not using Destiny to mess with you that final mod test is nigh impossible but with no chance of breaking the attachment. I like upgrading difficulty better because it make modding more risky but easier overall. The chart then would look like:

mod difficulty

1st: PPP

2nd: RPP

3rd: RRP

4th: RRR

5th: RRRP

Three Red and a Purple is doable but will risk the attachment.

Edit: Fixed the chart that Rookhelm pointed out was off. Sorry was at work when I typed it.

Edited by Zenoth16

I like upgrading over increasing. Say I attach the under-barrel grenade laucher. It has Limited Ammo 1 with the ability to mod it with 5 Limited ammo upgrades. Say you want to mod it all five times. It starts at Hard (PPP) and increases from there.

mod difficulty

1st: PPP

2nd: PPPP

3rd: PPPPP

4th: PPPPPP

5th: PPPPPPP

now assuming your GM is being nice and not using Destiny to mess with you that final mod test is nigh impossible but with no chance of breaking the attachment. I like upgrading difficulty better because it make modding more risky but easier overall. The chart then would look like:

mod difficulty

1st: RPP

2nd: RRP

3rd: RRR

4th: RRRP

5th: RRRR

Four Red is doable but will risk the attachment.

the 1st mod is just PPP unless you're starting with the mod after the first.

the way I play it is thus:

1st Mod: PPP

2nd: PPPP

3rd: PPPPP

4th: RPPPP

5th: RRPPP

I don't think there are any attachments that have more that 5 mods available, but I oculd be wrong. that way, it's very achieveable to get 3 or so mods, but moving into those last few runs serious risk.

I like upgrading over increasing. Say I attach the under-barrel grenade laucher. It has Limited Ammo 1 with the ability to mod it with 5 Limited ammo upgrades. Say you want to mod it all five times. It starts at Hard (PPP) and increases from there.

mod difficulty

1st: PPP

2nd: PPPP

3rd: PPPPP

4th: PPPPPP

5th: PPPPPPP

now assuming your GM is being nice and not using Destiny to mess with you that final mod test is nigh impossible but with no chance of breaking the attachment. I like upgrading difficulty better because it make modding more risky but easier overall. The chart then would look like:

mod difficulty

1st: RPP

2nd: RRP

3rd: RRR

4th: RRRP

5th: RRRR

Four Red is doable but will risk the attachment.

the 1st mod is just PPP unless you're starting with the mod after the first.

Also remember that you can only spend one darkside point on any test, so you couldn't add more than one red die to the test as GM.

And as a GM I'd only be inclined to use a darkside point if my players were abusing the system or if they went to a outside NPC for the work and were jerks to him... or if they got shoddy parts; for instance, they want to upgrade the ships hyperdrive so they go to buy the parts, but only second hand stuff is avalable and its not from the most trustworthy guy. I'd be clear that if they try it with these parts I'm spending a darkside point.

I'm not sure why some consider spending a Dickside point on this roll worse than spending it on a roll that might kill a PC (like a minion group of Z-95 firing concussion missiles at their ship). Potentially busted gear just gives players more reason to get out there and try harder.

I'm not sure why some consider spending a Dickside point on this roll worse than spending it on a roll that might kill a PC (like a minion group of Z-95 firing concussion missiles at their ship). Potentially busted gear just gives players more reason to get out there and try harder.

Yeah, I suppose. There are narrative ways to describe what's happening here. It's that at first glance, it feels like the GM is being purposely spiteful. But I like the idea made a couple posts up about if they're dealing with a shady dealer, that is the risk they take of possibly getting bad gear. That's a great way of introducing DS points into a modification check.

I'm not sure why some consider spending a Dickside point on this roll worse than spending it on a roll that might kill a PC (like a minion group of Z-95 firing concussion missiles at their ship). Potentially busted gear just gives players more reason to get out there and try harder.

Yeah, I suppose. There are narrative ways to describe what's happening here. It's that at first glance, it feels like the GM is being purposely spiteful. But I like the idea made a couple posts up about if they're dealing with a shady dealer, that is the risk they take of possibly getting bad gear. That's a great way of introducing DS points into a modification check.

With the nature of Edge of the Empire, they're going to be dealing with shady dealers more often than not.