Klort 144 Posted January 18, 2017 Hey guys, as the title says, I need some ideas on what to do with advantages and triumphs when modding lightsaber crystals. Spending a triumph to maybe add a hard point to the weapon seems a bit strong, but only having them give boost dice or upgrades on the next modding check is boring. The stuff from weapon crafting in special modifications also doesn't really fit. Any ideas? Quote Share this post Link to post Share on other sites
Donovan Morningfire 10,200 Posted January 18, 2017 To be honest, I generally don't bother with the effects of advantages and threat from any checks to modify an attachment, be it a lightsaber crystal or for a more mundane piece of gear. For a Triumph, just give them an upgrade on their next check if the current check succeeded, or if they failed with a Triumph allow them to be able retry that modification instead of being 'locked out' as a PC normally would when failing a modification attempt. For a Despair on a successful check, simply upgrade the difficulty of the next check. Failure with a Despair is already covered in the rules. 2 Krieger22 and kaosoe reacted to this Quote Share this post Link to post Share on other sites
Richardbuxton 7,319 Posted January 18, 2017 Perhaps they recover some of the material costs with Advantage, a Triumph allows them to roll again immediately as if they had the required materials. Threat could increase the cost of the next Mod. 2 kaosoe and Jareth Valar reacted to this Quote Share this post Link to post Share on other sites
Squirrelsan 434 Posted January 19, 2017 I have previously ruled that a Triumph on a failed roll meant the player could retry that mod later once they had paid another 100 credits. But other than that I wouldn't go nuts. I find it is not always appropriate to use the full narrative dice system when making a roll that only really requires a binary result. Quote Share this post Link to post Share on other sites