How should mods be applied to attachments on starting gear?
Does one just add mods without question, or does one have to make the usual skill check, and risk ending up without mods and money alike?
How should mods be applied to attachments on starting gear?
Does one just add mods without question, or does one have to make the usual skill check, and risk ending up without mods and money alike?
Meh. Depends I guess. I'd say just slap it on. Most attachments, from what I remember (AFB), require no check to apply. So you get the basic modification for the cost only - with of course a few exceptions. For attachments that do require a check to be applied, being bought as part of starting gear, then I would probably let them get the attachment without a check. Again, only the basic modification. For the modification options I would require a check.
Attachments can be put on no problem. There just needs to be a few minutes time to attach it. The checks and all of that come in when you modify the attachment.
Remember to think of attachments and mods as different things.
I've got no issue with attachments being purchased at character creation and simply put into place, and from what Bronski has said, since there's no skill check involved, it sounds like the rules don't worry about it either; if you can afford the attachment, you can equip it.
On the subject of modifying an attachment, I'm thinking that the player can spend the credits to do so, but I'd require them to make the Mechanics check as well as limiting them to a single modification. This is so a Hired Gun or Bounty Hunter can't take +10 Obligation for extra credits and then dump all that money into getting a super-tricked out weapon at the start of the game.
As a few examples, just the Forearm Grip attachment with mods (costing 450 credits) provides a rank in both Accurate and Point Blank, while the Blaster Actuating Module with full upgrades (costing 900 credits) provides +3 damage and 2 ranks of Pierce. Or a vibro-ax with the mono-molecular edge (-1 Crit Rating, +2 ranks of Pierce) and serrated edge (+1 rank of Vicious) for a total sum of 2000 credits, equating to targets being certain to suffer a nasty critical hit unless they are obscenely well-armored.
I was under the impression that some of the attachments required a mechanics check just to be applied... is that carry-over from the beta or am I just being a silly fool again?
I was under the impression that some of the attachments required a mechanics check just to be applied... is that carry-over from the beta or am I just being a silly fool again?
I just check the core rulebook, and the only time a Mechanics check is required is when adding modifications to an attachment. So the attachments themselves are effectively "plug & play."
also I believe there's the "parts" needed. if i recall correctly the Core book suggests about 100 credits to acquire the materials needed to mod an attachment. are your players truly interested in the mods or are they trying to munchkin character creation? i'd apply all dice rolls and costs accordingly.
Thanks for the replies.
also I believe there's the "parts" needed. if i recall correctly the Core book suggests about 100 credits to acquire the materials needed to mod an attachment. are your players truly interested in the mods or are they trying to munchkin character creation? i'd apply all dice rolls and costs accordingly.
I'm not the GM of our group, but I agree that adding mods without the skill check might lead to muchkin characters, which I'm not too fond of.
I'm aware of the 100 credits cost, which is part of the reason that I asked. If one fails the check, one has spent 100 of the very limited starting credits on nothing. This, in combination with the fact that your stats are (typically) low at the start of the game and the fact that you can never try again if you fail, makes modding attachments on staring items rather unattractive.
Edited by ChronosheepIf it was my campaign, I would allow my players to start play with attachments, but not mods. And the reasoning behind this isn't primarily about munchkinism (although that is a factor too).
One of the most enjoyable things about roleplaying games (as a player) is character advancement. This doesn't just include building your skills/stats/talents/whatever, but also upgrading and improving your gear. If the players start with modded equipment you have effectively removed or reduced one of the variables that makes playing the game enjoyable. Just as you start out with a "basic" character that gradually increases in power and ability, your gear should - in my opinion - also start out "basic". That way the players can get that thrill when they finally get to upgrade it. Having your character get better is great - having his equipment also get better is even greater.
If it was my campaign, I would allow my players to start play with attachments, but not mods. And the reasoning behind this isn't primarily about munchkinism (although that is a factor too).
One of the most enjoyable things about roleplaying games (as a player) is character advancement. This doesn't just include building your skills/stats/talents/whatever, but also upgrading and improving your gear. If the players start with modded equipment you have effectively removed or reduced one of the variables that makes playing the game enjoyable. Just as you start out with a "basic" character that gradually increases in power and ability, your gear should - in my opinion - also start out "basic". That way the players can get that thrill when they finally get to upgrade it. Having your character get better is great - having his equipment also get better is even greater.
I do this as well.
Just some thoughts, if you (or your players) just started playing the game, and you, or they are playing an Avater character with some skills and life experience; you may consider developing the character a bit more. So starting out they are not the "level 0" Taking that forward into the game, the PC had to be around to figure out how to fly a starship, astrogate between planets, gunnery, and all the other necessary skills. So if your group wants mods, cool. Increase the pucker factor with bigger and badder bad guys. I am not poking anyones eyes, but, I and many others may have been playing role playing games since the beginnig, (late 70's) It's ok to start a character at "your" current experience some times. Sometimes you are "Old Ben" and other characters are you in your youth. Just a thought.