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rpgs:star_wars:sw_ffg_tips [2022/10/31 17:49] – created michaelsdrpgs:star_wars:sw_ffg_tips [2025/10/05 01:43] (current) – removed admin
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-====== Tips ====== 
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-=====  reduce the difficulty in modding ===== 
-  * Special Modifications (Pg 94) adds rules for a workshop. Not only does this count as always having the right tools for the job (for a single skill), but advanced benefits can downgrade the difficulty of the check once and grant boosts on future checks in the right circumstances. 
-  * Stay on Target (Pg 45) has a Custom Tool Kit, which adds a boost die to repair or maintain a specific item/vehicle. Your GM could allow that to apply to modding a specific weapon's attachments. 
-  * Keeping the Peace (pg 53) adds the Jedi-Multitool, which adds an automatic advantage to checks to mod or repair lightsabers. 
-  * Special Modifications (Pg 52) and Fully Operational (Pg 48) both add the Intelligent Toolbox, which reduces the time for crafting and other mechanic related checks by 50% 
-  * Savage Spirits (Pg 49) adds the weapon maintenance kit, which adds 2 boost dice to checks to repair or modify a specific weapon type (slugthrower, blaster, etc) 
-  * Using a droid or NPC with higher ranks in Mechanics, or higher Intellect than you for a skilled assist check, augmenting your Int and Mechanics with whichever is higher of theirs. 
-  * The crafting-focused specializations also have a variety of talents that can improve your odds of succeeding on crafting/modifying. 
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rpgs/star_wars/sw_ffg_tips.1667238541.txt.gz · Last modified: by michaelsd