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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Mon Dec 25, 2017 11:09 pm Post subject: |
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No worries, I figured that the character would be built by RAW anyway. What you're saying does make sense, my only concern is having players attempt to abuse the system, which I have had happen more times than I can count over the years.
However, he's turning into a PC/NPC who I'd like to have appear in my next game, so I'm totally open to him being built however using whatever means, but I figured building him using character creation at least as a start makes sense.
I'm happy where his attributes are currently, and I totally agree with voiding out my own house rules for advanced skill requirements. _________________ RR
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16217 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Dec 27, 2017 1:14 am Post subject: |
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Raven Redstar wrote: | No worries, I figured that the character would be built by RAW anyway. What you're saying does make sense, my only concern is having players attempt to abuse the system, which I have had happen more times than I can count over the years. |
Understandable. On the other hand, per the RAW, a 1D skill equivalent is about the lowest a person can possibly know about a subject, short of having a 0D Knowledge (which is reserved for non-sentient creatures). As a person with some knowledge of building codes and the like (which would definitely have a bearing on Civil Engineering), I would say a prerequisite of 4D Bureaucracy and perhaps 3D Law Enforcement would be more appropriate.
Quote: | However, he's turning into a PC/NPC who I'd like to have appear in my next game, so I'm totally open to him being built however using whatever means, but I figured building him using character creation at least as a start makes sense.
I'm happy where his attributes are currently, and I totally agree with voiding out my own house rules for advanced skill requirements. |
Well, based on the skill list, combined with my own experiences, and with how real world skills would translate into Star Wars equivalents, I can at least start paring down the skill list a bit.Dex 2D
--Blaster 3D
--Brawling Parry
--Dodge
--Melee Combat
--Melee Parry
--Running
Know 4D
--Alien Species
--Bureaucracy
--Business
--Cultures
--Planetary Systems
--Streetwise
--Survival
--Value
Mech 3D
--Astrogation
--Communications
--Powersuit Operation
--Repulsorlift Operation
--Sensors
--Space Transports
Per 2D
--Bargain
--Hide
--Persuasion
--Search
--Sneak
Str 3D
--Brawling
--Climbing/Jumping
--Lifting
--Stamina
Tech 4D
--Blaster Repair
--Capital Ship Repair
--Capital Ship Weapon Repair
--Computer Programming/Repair
--Demolitions
--Droid Repair
--First Aid
--Repulsorlift Repair
--Space Transports Repair
--Starfighter Repair
--Starfighter Repair
--Starfighter Weapon Repair
Force 0D
So, what Engineering skills would be appropriate? _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Wed Dec 27, 2017 5:14 pm Post subject: |
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Well, based on your stats work, I'd say Capital Ship and Starfighter for sure.
You've also done quite a bit of work with Ground type vehicles, but I would say more repulsorlifts than standard ground vehicles and walkers.
I don't know if Installations would be appropriate or not. You have done some stuff with those. _________________ RR
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16217 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Dec 27, 2017 5:29 pm Post subject: |
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Weapons Engineering, IMO, is a better candidate. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Wed Dec 27, 2017 6:33 pm Post subject: |
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Capital Ship and Starfighter Engineering include the subsequent weapon skills.
Weapons Engineering can work toward either, but also works toward personal weapons. I kind of feel like at this point, it'd be redundant. Most of your work has been with regards to starship weaponry: missiles, torpedoes, and lasers/turbolasers. These, I feel, are covered by Capital Ship and Starfighter Engineering skills, given the prerequisite of each of the weapon repair skills as well.
This is how I read the use of the skill. _________________ RR
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16217 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Dec 27, 2017 7:01 pm Post subject: |
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Raven Redstar wrote: | Capital Ship and Starfighter Engineering include the subsequent weapon skills.
Weapons Engineering can work toward either, but also works toward personal weapons. I kind of feel like at this point, it'd be redundant. Most of your work has been with regards to starship weaponry: missiles, torpedoes, and lasers/turbolasers. These, I feel, are covered by Capital Ship and Starfighter Engineering skills, given the prerequisite of each of the weapon repair skills as well.
This is how I read the use of the skill. |
That's fair. Perhaps Space Transports Engineering, instead. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Thu Dec 28, 2017 3:37 am Post subject: |
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Space Transport Engineering works. What about the work you've done on the various military vehicles? _________________ RR
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16217 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Dec 28, 2017 11:27 am Post subject: |
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Raven Redstar wrote: | Space Transport Engineering works. What about the work you've done on the various military vehicles? |
Repulsorlift and Walker Engineering, respectively, IMO. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Fri Dec 29, 2017 11:21 pm Post subject: |
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Sounds good to me! _________________ RR
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16217 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Dec 30, 2017 12:13 am Post subject: |
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Okay, so, per the RAW, you can put starting dice in Advanced Skills if you meet the prerequisites. Of the five Advanced Skills, three of them had prerequisites at 5D, so I bumped those three up to 5D, then put the remaining 4D into the Engineering skills. That left me with the 6 CP cost to purchase 1D in the remaining skill
And incidentally, if it were 1 CP for every 10 posts, I'd have 1,017 CP to work with at this point. Depending on which one you meant, I have either 95 or 1,011 left.
Dex 2D
--Blaster
--Brawling Parry
--Dodge
--Melee Combat
--Melee Parry
--Running
Know 4D
--Alien Species
--Bureaucracy
--Business
--Cultures
--Planetary Systems
--Streetwise
--Survival
--Value
Mech 3D
--Astrogation
--Communications
--Powersuit Operation
--Repulsorlift Operation
--Sensors
--Space Transports
Per 2D
--Bargain
--Hide
--Persuasion
--Search
--Sneak
Str 3D
--Brawling
--Climbing/Jumping
--Lifting
--Stamina
Tech 4D
--Blaster Repair
--(A) Capital Ship Engineering 1D
--Capital Ship Repair 5D
--Capital Ship Weapon Repair
--Computer Programming/Repair
--Droid Repair
--First Aid
--(A) Repulsorlift Engineering 1D
--Repulsorlift Repair
--(A) Space Transport Engineering 1D
--Space Transports Repair 5D
--(A) Starfighter Engineering 1D
--Starfighter Repair 5D
--Starfighter Weapon Repair
--(A) Walker Engineering 1D
--Walker Repair
Force 0D _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Sat Dec 30, 2017 12:15 am Post subject: |
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Let's start with 95, there must have been a typo. My laptop doesn't pick up double key punches very well.
If he needs more, we can cross that bridge when we come to it! _________________ RR
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16217 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Dec 30, 2017 1:11 am Post subject: |
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Raven Redstar wrote: | Let's start with 95, there must have been a typo. My laptop doesn't pick up double key punches very well.
If he needs more, we can cross that bridge when we come to it! |
Now it depends on what kind of character you want this to be. Major NPC? The crotchety old mechanic who runs the outlaw tech base they have to hit up for repairs? What kind of dice levels are we talking about here?
I know Whill was talking about using this write-up in his next campaign, so... _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Sat Dec 30, 2017 9:18 am Post subject: |
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Yes, let's have Whill chime in and suggest a power level.
After sleeping on the CP/Dice thing, I was thinking about awarding an extra skill die for every year of the account, (7), and then 1 CP for every 100 posts. (Made sure my double keystroke hit that time).
I'm sure he could be plenty skilled with 95 CP, but to be honest, I've never made a veteran/experienced character with a straight CP before, extra dice were always faster for me. _________________ RR
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10320 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16217 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Dec 30, 2017 5:25 pm Post subject: |
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Whill wrote: | I will probably use the character as a highly skilled tech contact so his technical and engineering skills would be high, maybe some knowledge and perception too, but the rest probably doesn't matter to me much. Just make him however you guys see fit. |
The best example I can find in the WEG material is Chidee Na Mak, the Duros who runs the Star Forge Shipyard. His highest Tech skill is 6D, and he is actually a better Space Transports pilot (7D) than he is a mechanic.
Of course, Na Mak also runs the shipyards, which requires a certain degree of business acumen. I'm picturing Crumnix as more the anti-social brains who works in back with someone else fronting the office for him. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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