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Klort

Advantage / Triumph when modding lightsaber crystals

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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?

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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.

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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.

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