Yeah, It looks like I'm wrong for the fourth mod. I just checked and noticed that technically all dice rolls should be capped at 5, anything higher requires a destiny point to be flipped to attempt it, which then drops it down to 5. I can't find anything about upgrading if it's supposed to be past 5 other than the text that says only abilities, the specific rules, and destiny point flips can upgrade the dice, and task difficulty.
Edited by LathropModifications
I just checked and noticed that technically all dice rolls should be capped at 5, anything higher requires a destiny point to be flipped to attempt it, which then drops it down to 5.
This is not an absolute. Heavy Tractor Beams have Tractor 6 meaning that they are Difficulty 6 and that no Destiny Point is required to attempt them. There may be other exceptions, and Mods may be one of them.
I do see that I'm wrong on the only 5 difficulty ever, but I'd say that the tractor beam is just an indicator that it's an "impossible task", which would require the destiny point flip and 5 dice. Based on the wording:
There are six basic difficulty levels (see the Impossible Tasks sidebar on page 18 for an optional seventh difficulty level). Some modifiers or situations may warrant checks higher than Formidable, based on the GM's discretion.
It seems that anything higher than 5 purple (or 5 purple and a destiny point) is purely a GM decision, and things like modding to a 4th mod or the tractor beam at 6, things built into the system, are meant to fall under impossible tasks.
I do see that I'm wrong on the only 5 difficulty ever, but I'd say that the tractor beam is just an indicator that it's an "impossible task", which would require the destiny point flip and 5 dice. Based on the wording:
There are six basic difficulty levels (see the Impossible Tasks sidebar on page 18 for an optional seventh difficulty level). Some modifiers or situations may warrant checks higher than Formidable, based on the GM's discretion.
It seems that anything higher than 5 purple (or 5 purple and a destiny point) is purely a GM decision, and things like modding to a 4th mod or the tractor beam at 6, things built into the system, are meant to fall under impossible tasks.
I tend to think that the "impossible task" system et al is a guideline, not a hard and fast rule. For a Heavy Tractor, I would make my players roll against 6P. For the 4th+ mod, it's been discussed on the forums a few times, and I think either increasing or upgrading difficulties are acceptable.
After all, the CRB itself presents the rules as a little loose and encourages GM discretion and use of common sense frequently.
I'm not a colossal fan of the mod system at all. It is far too divested from the tech careers and more of just a money sink, which is more of an online mmo design than tabletop rpg imo. I'd prefer the various upgrade options were some kind of talents to be purchased by applicable tech careers, much like a rune priest buys runes with xp in WHFRP. There could still be base attachments for purchase but the only way to mod them would be to have an actual PC do so. I'd also cap it at 3 mods per attachment and get away from the ping pong like difficulty die upgrade discussion. Despairs would only be an issue when a mod is being attempted under less than ideal circumstances.
Edited by Lancer999
Now to really shake the Green Bug's nest, I think that each time you do a mod, it should get harder. The more you try to push this "Tech-no-logy" (sorry inside joke)
past its original design specs it becomes more difficult to keep upgrading it.
That's actually part of it. After each successful mod, the cost of parts to mod increase by 100, and the difficulty increases by 1 purple. And yes, that does mean that it looks like this:
First mod: PPP, 100 credits
Second mod: PPPP, 200 credits
Third mod: PPPPP, 300 credits
Fourth mod: PPPPPP, 400 credits
This has to be errata because Quote pg 187 "If he failed and his check generated at least 1 (DESPAIR), the attachment is also rendered useless by his tinkering"
Only 1 problem...PURPLE DICE DO NOT HAVE DESPAIR ON THEM!!! So I understand the increased difficulty but I would like to see an errata on this so as to clarify what the devs were thinking.
@Lancer999
The general consensus I have heard is that is so GMs can flip a destiny point. Shouldn't be used every time. Just a way to make players sweat some more.
@Lancer999
The general consensus I have heard is that is so GMs can flip a destiny point. Shouldn't be used every time. Just a way to make players sweat some more.
For sure.
There could also be other circumstances, at the GM's discretion, that could upgrade the difficulty. If for some reason you wanted to modify your blaster pistol next to a row of tibanna gas tanks inside an engine reactor...
I think you'd upgrade the difficulty of a modification check for the same reason as any other upgrade. Many reasons for that in general that usually boil down to a time critical situation and under hostile conditions. In the bay of your ship, sitting at your favorite work bench, eating cookies with blue milk, should never be a time to see any upgrade.
It's not ruined. You just can't keep rolling dice to try to get it right.
Augmented Spin Barrel you can do damage +1 damage +1 Pierce +1
If you fail on the first damage +1 you can try to do the other damage +1 and the Pierce +1 but you can't do the first damage +1 over again.
My interpretation was this, except if you fail installing that first Damage +1, then you can't install any Damage +1 mods on the attachment.
Augmented Spin Barrel you can do damage +1 damage +1 Pierce +1
On a side note:
The Augmented Spin Barrel has 4 mod options, not 3. Damage +1, damage +1, Pierce +1 AND accurate +1. Or can you only install one weapon quality mod, that is either +1 pierce OR +1 accurate?
Nope, all of them if you make the Mechanic rolls needed and spend the credits.
I was AFB and forgot the +1 accurate.