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Converting Consumables to Endurance Dice
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Argentsaber
Lieutenant Commander
Lieutenant Commander


Joined: 07 Oct 2017
Posts: 100

PostPosted: Sun Oct 08, 2017 2:31 am    Post subject: Reply with quote

That high cinema feel might well be able to use the same system, merely saying "the rebels see to your ship while it's in the base" or similar, making "resets" much more commonplace. This would preserve the mechanic for use when appropriate to the story.. and allow one to set up the players for resource raids to help the rebels at the base who are so forthcoming in most other adventures.

The reliability trait seems like a good one. I suggest a cumulative die code which is secretly rolled against the repair skill of the character. In this way, there can be no perfect assurance that everything is flawless (particularly if a wild die is used on the die code). Not really certain how to set this up, but I'm going to be mulling it over for my own ruleset.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 13337
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Jan 13, 2020 5:35 pm    Post subject: Reply with quote

A random thought on this one...

We already have an official rule in place for ships potentially taking damage if they travel at Full or All-Out Speed for extended periods of time. What if one were to piggy-back maintenance / break-down issues onto something like that? As in, the longer a ship goes without regular maintenance, it has to roll its Hull dice against increasing Difficulty or else take Damage? Additional options would include allowing the ship's Engineer to add bonuses to the Hull roll based on good Repair rolls, as well as a reliability modifier applied to the base Hull dice when making rolls. An obvious extreme low end would be the Falcon, which would need a -4D or -5D (extremely unreliable) rating to be realistic.

Thoughts?
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Whill
Supreme Chancellor (Owner/Admin)


Joined: 14 Apr 2008
Posts: 6674
Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy

PostPosted: Mon Jan 13, 2020 7:10 pm    Post subject: Reply with quote

CRMcNeill wrote:
We already have an official rule in place for ships potentially taking damage if they travel at Full or All-Out Speed for extended periods of time. What if one were to piggy-back maintenance / break-down issues onto something like that? As in, the longer a ship goes without regular maintenance, it has to roll its Hull dice against increasing Difficulty or else take Damage? Additional options would include allowing the ship's Engineer to add bonuses to the Hull roll based on good Repair rolls, as well as a reliability modifier applied to the base Hull dice when making rolls. An obvious extreme low end would be the Falcon, which would need a -4D or -5D (extremely unreliable) rating to be realistic.

Thoughts?

I'm interested in seeing what you come up with, especially the 'reliability modifier' (what factors go into determining that for each ship, etc.). Although as a GM I usually leave ship maintenance and reliability issues to the domain of GM fiat as narrative drivers.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 13337
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Jan 13, 2020 8:03 pm    Post subject: Reply with quote

Whill wrote:
I'm interested in seeing what you come up with, especially the 'reliability modifier' (what factors go into determining that for each ship, etc.). Although as a GM I usually leave ship maintenance and reliability issues to the domain of GM fiat as narrative drivers.

Like the Endurance Dice, this would be part of the pre/post game record-keeping, with the GM and whichever PC is serving as the Engineer rolling as appropriate, with randomizers to determine what breaks down and when (as in, are the PCs dealing with it at the beginning of the next session, or does it happen during the session as a plot point or in combination with some other form of damage).
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