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Converting Consumables to Endurance Dice
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Argentsaber
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Joined: 07 Oct 2017
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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
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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
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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
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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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CRMcNeill
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PostPosted: Tue Sep 01, 2020 11:48 am    Post subject: Reply with quote

Added an expanded Conversion Table to the Rule Post.
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CRMcNeill
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PostPosted: Thu Sep 03, 2020 1:44 pm    Post subject: Reply with quote

The more I think about the Conversion Chart in the Rule Post, the more problematic it becomes. As I'm trying to add House Rule notes to my stats, I'm finding that a lot of the Endurance Dice results are only off by a pip or two, which defeats the purpose of some ships sacrificing heavy weaponry in favor of greater endurance.

The biggest hassle of the Conversion Chart in the first place were the outlier stats at the upper end, like the ISDs and SSDs with 6 years of Consumables. What I'm thinking of doing is drastically scaling back said ships (capped at 1-2 years Consumables, perhaps), then using the resultant smaller ranged to redo the Chart in such a way as to provide a more concrete Endurance advantage to the longer ranged ships.

And so, for the moment, I'm going to not include Endurance Dice on the House Rule Notes I've been doing.
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CRMcNeill
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PostPosted: Sat Sep 12, 2020 4:20 pm    Post subject: Reply with quote

Honestly, I'm thinking of throwing out any sort of Conversion Formula altogether and just making up numbers that fit ship classes. Historically, the larger a ship was, the greater its fuel bunkerage.

The thing that's hung me up is that the Endurance Dice as written don't follow the 1D = x2 progression I've been using everywhere else, but use a more arithmetic progression instead, where 4D is twice as much as 2D, 6D is 3 times as much, and so on. Trying to do a straight conversion on those terms would give an ISD with 6 years of Consumables ~300D or more
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Raven Redstar
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PostPosted: Sat Sep 12, 2020 4:34 pm    Post subject: Reply with quote

You could give Endurance dice Scale Modifier added on if you want to give yourself the granularity of differentiating between models of ships within a class.
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CRMcNeill
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PostPosted: Sat Sep 12, 2020 5:34 pm    Post subject: Reply with quote

Raven Redstar wrote:
You could give Endurance dice Scale Modifier added on if you want to give yourself the granularity of differentiating between models of ships within a class.

I've been considering factoring in Scale for some time, but haven't really figured out a way to make it work that I'm comfortable with.
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"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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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Sun Sep 13, 2020 11:45 pm    Post subject: Reply with quote

So, after sleeping on it, I'm going to abandon any sort of straight conversion formula, for a variety of reasons. Instead, I'm going to make an arithmetic progression from 1D to 24D, divided roughly like so:
    1D-3D = Starfighters
    4D-9D = Space Transports
    10D-18D = Frigate-Scale Ships
    19D-24D = Destroyer-Scale Ships and up.
There will, of course, be some overlap, as required by circumstances. Obviously, at the higher levels, there's almost need to roll such large amounts of dice, as any sort of Endurance issues with ships so large will be primarily story factors.

Also, some ships are going to be shifted relative to their standing with other ships. The Nebulon B, for example, doesn't need two years worth of Consumables, as it's primarily a convoy escort intended to operate with regular access to fuel at various ports. That's just one example.
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"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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