How many of each color dice maximum for a single roll?

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

I don't believe there's a cap on how many setback dice can be added to a single pool. And talents like Adversary combined with something like Auto fire could conceivably raise the difficulty beyond even Formidable, so I think it's safe to say there's no hard cap on anything.

Aye. I think Krieger22's right.

The only existing cap is for skill ranks and characteristics - for talents it's only capped by how many instances that appear on all the talent trees combines. Whether that's one, two, three or seven, if you got them all you get the benefits of them all...

EDIT: and adversary doesn't appear anywhere as it's only for adversaries, so there is no hard cap, but of course a sensible cap could be argued for I guess, relative to the power level of the PCs. It would be mean to throw a combat oriented and aggressive Adversary 6 nemesis against newly created PCs...

Edited by Jegergryte

16 Boost dice are from:

10 ranks in Quick Strike

1 time from True Aim

Twice from Touch of Fate

Once from Accurate (you'd need to be using a Quad Laser Cannon)

Once from an Aim Maneuver

Can my politico stand behind him and say encouraging words for one more blue? :)

Soo... sorry but I'm really slow catching this things XD

There is no max limit to a difficulty? So 5 Purple (Upgraded to 5 Reds) + 5 Setbacks and the obligate pay of a Destiny Point isn't the max difficulty? The only 100% sure its max ranks on Talents and Skills and on Stats.

Book seems to suggest that 5 is the max difficulty (based on all samples and references) BUT also it doesn't that there is a clear max difficulty.

I will use a polemic sample, imagine that is something else if you wish and a more usual one.

In first case imagine a "pseudo-Vader" with Adversary 4, Sense max upgraded and maybe a few more things. Imagine also that Sense Commit can be stacked. So...

Just with Adversary 4 it becomes 3 Red Dices + Spends 3 Commits on Sense (Twice each/one) to add 3 more Red dices. Also add some "Force Defensive and lightsaber things".

That "Pseudo-Vader" Would have a total 6 Red Dices + 3-6 Setbacks too? In some sources some "Jedi" seems than have a 2M/1R defense rating + 1M/2R from lightsaber (that Adds it) so, 3M/3R on their Defenses.

Another case is flying through an asteroid field with a highly and thrusted midifified ship.

Imagine something modified and thrusted for a moment with speed 9 and a size of 3 or 4.

That difficulty would be 4 Red + 5 Purple plus a few Setbacks for a spacial storm?

Thanks and sorry for the mess!

I wish we could buy a set with only Challenge and Force dice. (Maybe a setback and boost tossed in for good measure)

Maybe when the Force and Destiny's Beginner's Game comes out it'll have a different amount/mix of dice...

The idea that 5 dice is the most difficulty/challenge dice stems from the suggestion that impossible tasks when/if allowed to be attempted is rolled against 5 difficulty dice - and requires a destiny point.

However, as HD pointed out elsewhere, if you look at the Heavy Tractor Beam, I think, it has Tractor 6, which means 6 difficulty dice, before any upgrades or increases.

This would suggest that dice pools can be larger, that 5 difficulty dice is not a hard cap, but a suggested level for impossible tasks if allowed by the GM, the fact that this also requires a destiny point could be an argument as to why impossible tasks are not 6 or 7 or 10 dice. However, even impossible tasks can be upgraded or increased I'd say, depending on circumstances...

A bit confusing yep. Why to add this Destiny Point prequisite is 5 isn't the max? Tractor beam seems contradictory with that, and it seems that it isn't an errata because it appeared in so many sources along the books.

Any suggestions Jergergryte? :S

Five difficulty dice is the highest base difficulty. Things can add to that, most likely in the form of setback dice and difficulty upgrades, but also straight difficulty increases. As an example, adding the fourth mod to any attachment would, per the rules, have a difficulty of six difficulty dice.

And I'd personally rule that you had to flip a destiny point in order to make the above check, or for that matter to escape from a tractor beam with rating 6.