Is there a maximum size for dice pools?

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

I apologize if this has been covered elsewhere, but I haven't been able to find an answer using the search utility on these forums.

Some background: I've only played one short session so far (a friend ran the beginner's box adventure for our group) and I am still reading the core book myself.

But, my problem is this; I just can't seem to find any definitive reference to dice-pool sizes in the book. (Or anywhere else, for that matter.)

What I infer from reading the core book is that the maximum number of Ability/Proficiency dice a player will ever roll is 6. And the maximum number of Difficulty/Challenge dice is 5. However, the number of Boost and Setback dice that can be added to a pool seems to be potentially unlimited.

Is this the correct interpretation? Or am I reading too much into it?

To back this up, here's where I'm getting this from:

page 17 - Difficulty only goes up to Formidable (5 dice).

page 18 - Impossible Tasks section suggests that the GM could allow a player to spend a Destiny point and make a roll equal to a Formidable task (5 dice).

page 19 - explains how to use Skill and Characteristics to build a pool (where in Character Creation, the rules specify that a character can only ever have a maximum characteristic value of 6 and only 5 for a skill.)

page 20 - the section on Adding Dice only talks about Boost and Setback dice.

page 21 - Upgrading More Dice Than Available: this section indicates that Ability and Difficulty dice can be added to the pool if there are more upgrades to be done. But does that mean that they can be added above and beyond "Formidable" and ignore the "Impossible" task rankings? (Again, I am inferring that the intent is "No" at this point, even if it doesn't explicitly indicate so.)

Thanks in advance for helping me out with this!

I don't think the system specifically limits the size of the dice pool.

However, it's left up to GM's discretion, and I feel like any reasonable GM wouldn't allow the dice to expand beyond 11 (6 ability, 5 challenge), with a possible exception being the inclusion of boost/setback dice. Even with the bit on page 21, I wouldn't let my players roll more than that many dice.

There might be other limitations to consider. For example, you'd need at least two sets of physical dice to have a pool that big, and the app can't handle more than 20 dice on the screen at once.

There are two cases where the pools might become larger: cybernetic enhancements. Through these some characteristics can be increased to 7 and some skills to 6. Well, this might only be one case...

Beyond that you have upgrades due to force powers, talents, destiny points... And perhaps something else I've forgotten. The difficulty pool caps at 5 yes, but again, I'd say, that there are cases where an increase or upgrade could increase the difficulty beyond 5 dice. Particularly opposed checks combined with destiny upgrades, talents and so on... These are rare instances though, and I figure that's a good thing :ph34r: but shooting at an enemy at extreme range with a carbine and two sniper shot talents, with adversary 3, destiny point from GM, despair on previous check resulting in an upgrade, and a terribly failed fear check could amount to another upgrade, this would be a heck of a roll, but it amounts to, if I did the additions correctly, 5 challenge dice and 1 difficulty die.

I think the Stim Application talent can also increase characteristic by one (for a total of 7), yes? Or is it capped at 6?

Anyway, the boost and setback dice are not "limited" but there are only so many factors that could be added to a roll. Generally, the boost and setback dice would not exceed 2 because they are supposed to be "minor" things.

And if a pool is that big, you can always write down what you rolled and re-roll to get the rest of the results. For example, I think that the standard set only comes with one force die, but if you have a rating of 2 or 3, you need to roll 3 dice.

I've infrequently had 3 or 4 setback dice on tests. It really lets Talents that negate setback dice to shine.

you are correct in your assessment that there is no hard limit to boost and setback.

generally speaking there are common-sense limits, as noted above on 6 ab/prof & 5 deff/chal dice, plus a few boosts or setbacks.

however, on the off chance you're trying to shoot a port in a moon that's only as big as a wamp rat, that may be a one-in-a-million kind of exception. ;)

generally speaking there are common-sense limits, as noted above on 6 ab/prof & 5 deff/chal dice, plus a few boosts or setbacks.

however, on the off chance you're trying to shoot a port in a moon that's only as big as a wamp rat, that may be a one-in-a-million kind of exception. ;)

But wouldn't that be where the player would spend a Destiny point to make a check against Formidable? (As per the Impossible Tasks section? GM willing, of course.)

Another thing, if trying the impossible and spending a destiny point to do something that should really be impossible, I'd give that formidable some upgrades too, without flipping a destiny point. "Yes you can attempt the task if you spend a destiny point, and its an upgraded formidable difficulty" ... yes, and. :ph34r: at least sometimes, if not by default.... context, context, context!

Okay, so I'm glad that I wasn't off base with this.

Which makes me wonder about the Dice Pack - if there's basically a limit to the number of Ability and Difficulty dice, why are the packs so unbalanced?

I mean, a single player is mostly only ever going to need 6 Ability dice, 6 Proficiency dice, 5 Difficulty dice, 5 Challenge dice, a few Force dice and a handful of Boost and Setback dice.

To get there with the current assortment in the packs, one would have to buy 5 packages of the dice! Which would leave you with a whole bunch of unneeded dice lying around. (And $75 spent to get there!)

Does anyone know if FFG will be selling these dice in another format? Like a "Completer" set for advanced PCs? Heck, even single/loose dice would be a useful product it seems.

Edited by admutt

Minions get 1 rank per minion past the first. 20 minions = 19 dice, 200 minions = 199 dice.

As others have mentioned abilities can be boosted beyond 6, cybernetics, Intense Focus and 5 stim applications could get you to 13 in a stat?

Things like several ranks in dodge and defensive stance could take your setback die pool up well beyond 5.

You'd rarely need 6 ability dice nor proficiency dice. I've had three sets, one from the beginner game, and have never really had an issue, but I bought a fourth set the other day for no other reason than the desire to spend cash at the local game store.

@Union: Dodge and Defensive Stance upgrades combat check difficulty, doesn't add setback dice.

Minions get 1 rank per minion past the first. 20 minions = 19 dice, 200 minions = 199 dice.

As others have mentioned abilities can be boosted beyond 6, cybernetics, Intense Focus and 5 stim applications could get you to 13 in a stat?

Things like several ranks in dodge and defensive stance could take your setback die pool up well beyond 5.

Not to stray off topic, but . . . do Minions get to ignore the Skill rank cap then? I didn't get that impression but I'll have to take another look when I have the book in front of me.

You'd rarely need 6 ability dice nor proficiency dice. I've had three sets, one from the beginner game, and have never really had an issue, but I bought a fourth set the other day for no other reason than the desire to spend cash at the local game store.

@Union: Dodge and Defensive Stance upgrades combat check difficulty, doesn't add setback dice.

Upgrading adds setback if all dice are upgraded.

You'd rarely need 6 ability dice nor proficiency dice. I've had three sets, one from the beginner game, and have never really had an issue, but I bought a fourth set the other day for no other reason than the desire to spend cash at the local game store.

@Union: Dodge and Defensive Stance upgrades combat check difficulty, doesn't add setback dice.

Upgrading adds setback if all dice are upgraded.

They probably have the 5 cap too, although it isn't explicit.

Edited by Union

I believe they have a cap, though I can't site any sources.

Though at more than 5, I would consider making them into separate groups.

You'd rarely need 6 ability dice nor proficiency dice. I've had three sets, one from the beginner game, and have never really had an issue, but I bought a fourth set the other day for no other reason than the desire to spend cash at the local game store.

@Union: Dodge and Defensive Stance upgrades combat check difficulty, doesn't add setback dice.

Upgrading adds setback if all dice are upgraded.

Umm? What? Last I checked, upgrading dice would upgrade an Ability to a Proficiency. If no Ability dice were available, then one gets added. You do this for each upgrade until you are out of upgrades. So it takes, at most, 2 upgrades to add another proficiency die to the pool. I don't believe there is a limit on this.

You'd rarely need 6 ability dice nor proficiency dice. I've had three sets, one from the beginner game, and have never really had an issue, but I bought a fourth set the other day for no other reason than the desire to spend cash at the local game store.

@Union: Dodge and Defensive Stance upgrades combat check difficulty, doesn't add setback dice.

Upgrading adds setback if all dice are upgraded.

Check the core book again, page 21 to 22. What you're saying is wrong.

I have four sets of dice. I split it down the middle for players at each end the table, and we never feel that we have too many dice.