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griff Captain
Joined: 16 Jan 2014 Posts: 507 Location: Tacoma, WA
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Posted: Sat Apr 05, 2014 8:20 pm Post subject: |
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a specialization of a specialization seemed a little to specific. especially the CP cost of inproving such a skill, would it be at nomarl 1/2 cost or 1/2 of 1/2 cost. Thats just opening up a can of Dianoga if you ask me. _________________ "EXECUTE ORDER 67. Wait a minute, that doesn't sound like order 67..... No, wait. Yes, yes it does. EXECUTE ORDER 68" Palpatine's last moments - robot chicken. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16163 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Apr 05, 2014 8:39 pm Post subject: |
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Indeed. I have found that, under the RAW, the best specialization will be as broadly defined as possible, providing the biggest possible return for the investment. _________________ "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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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14023 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sat Apr 05, 2014 10:49 pm Post subject: |
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crmcneill wrote: | atgxtg wrote: | I vote specialization of repair skill. That saves us the trouble of having to update all the astromech writeups! |
Agreed. My rationalization is that any sort of damage control roll is going to require knowing how to repair them regardless of the circumstances.
A damage control rule actually creates another position on the ship for characters in combat, as a character with a high Tech can make rolls to keep the ship up and running... |
Damage control is not just knowing how to reroute power, but how to brace your bulkhead against decompression (or flooding), fighting fires, dewatering flooded rooms etc.. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16163 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Apr 05, 2014 11:00 pm Post subject: |
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garhkal wrote: | Damage control is not just knowing how to reroute power, but how to brace your bulkhead against decompression (or flooding), fighting fires, dewatering flooded rooms etc.. |
So R2D2 was performing damage control on the Falcon by putting out the electrical fire, or on the Naboo royal transport by repairing the hyperdrive... _________________ "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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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Sun Apr 06, 2014 11:00 am Post subject: |
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crmcneill wrote: | garhkal wrote: | Damage control is not just knowing how to reroute power, but how to brace your bulkhead against decompression (or flooding), fighting fires, dewatering flooded rooms etc.. |
So R2D2 was performing damage control on the Falcon by putting out the electrical fire, or on the Naboo royal transport by repairing the hyperdrive... |
Yup. One thing that most RPgs don't consider is that a lot of damage will get worse unless you take action. For instance, people will bleed out, ships will fill up with wanter (and sink), aircraft will actually shake themselves apart (they are constantly hitting the atmosphere at high speed), fires spread, etc.. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14023 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Sun Apr 06, 2014 3:22 pm Post subject: |
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Agreed. Most game systems don't take into account those sort of things, to make it quicker/easier on those gaming. Imagine having to hold off on combat for a little bit while everyone rolls and checks chart after chart to see if their damage worsened, changed from one sort (fire to now being a hull holed) etc.. _________________ Confucious sayeth, don't wash cat while drunk! |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Sun Apr 06, 2014 5:45 pm Post subject: |
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garhkal wrote: | Agreed. Most game systems don't take into account those sort of things, to make it quicker/easier on those gaming. Imagine having to hold off on combat for a little bit while everyone rolls and checks chart after chart to see if their damage worsened, changed from one sort (fire to now being a hull holed) etc.. |
Except it doesn't have to be like RoleMaster! There are simple way to handle that sort of stuff. For instance, using damage control to minimize the effects of damage. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16163 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Apr 07, 2014 8:35 am Post subject: |
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I'm picturing giving each ship a Damage Control stat (maybe in parenthesis under Hull), as well as Capital Ship Repair under Crew Skills. Rolls to control damage would thus combine the ability of the crew to repair damage with the ship's designed capacity for damage control. As far as in-game rules, I picture something like the temporary repair suggestion, combined with increasing repair difficulty for pre-existing damage. _________________ "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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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Mon Apr 07, 2014 1:30 pm Post subject: |
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I f you are going to go with a DC stat, you might want to make them dice that get used up, kinda like CPs. Someone doing repairs could add up to 1D per D in their own repair skill.
My thinking is that as the ship takes more and more damage, the on board resources would get used up.
That stat could be equal to Hull Dice, with some ships varying buy 1D or so either way. THat way we wouldn't have to add a new stat on all the ship sheets. Just bump up the X-Wing and a few others. |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2258 Location: Seattle, WA
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Posted: Mon Apr 07, 2014 2:34 pm Post subject: |
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A good use of some of these circumstances could be when a 1 is rolled on the Wild Die (for those that use a WD).
Example: Luke's player makes a solid roll (let's face it, he's such a natural good pilot that it's tough for him to fail, even when you take out the 1 on the WD and the next highest die). The GM tells him that he succeeds on his Piloting roll, but a complication results: something has come loose on his X-wing and will need to be repaired (or Artoo needs to do Damage Control on it). _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Mon Apr 07, 2014 4:03 pm Post subject: |
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DougRed4 wrote: | A good use of some of these circumstances could be when a 1 is rolled on the Wild Die (for those that use a WD).
Example: Luke's player makes a solid roll (let's face it, he's such a natural good pilot that it's tough for him to fail, even when you take out the 1 on the WD and the next highest die). The GM tells him that he succeeds on his Piloting roll, but a complication results: something has come loose on his X-wing and will need to be repaired (or Artoo needs to do Damage Control on it). |
Yeah, that could work for some of the piloting mishaps too. Instead of colliding with something the spacecraft overstressed something. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14023 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Apr 07, 2014 5:30 pm Post subject: |
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atgxtg wrote: | I f you are going to go with a DC stat, you might want to make them dice that get used up, kinda like CPs. Someone doing repairs could add up to 1D per D in their own repair skill.
My thinking is that as the ship takes more and more damage, the on board resources would get used up.
That stat could be equal to Hull Dice, with some ships varying buy 1D or so either way. THat way we wouldn't have to add a new stat on all the ship sheets. Just bump up the X-Wing and a few others. |
But unless you also come up with rules for damage getting worse on its own/spreading, then all DC seems to be for is a quick repair of existing damage. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16163 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Apr 07, 2014 11:24 pm Post subject: |
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How about instead of a complete repair, a successful Damage Control roll reduces the level of damage by one level (so Severe Damage becomes Heavy, Heavy becomes Light, and Light is temporarily repaired, but can reoccur on a Wild Die failure). Any subsequent damage would automatically move up one step (as not only did it inflict new damage, it stressed the temporary fix on the previous damage), and increase the Damage Control difficulty by one level. _________________ "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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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14023 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Apr 08, 2014 1:51 am Post subject: |
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Sort of like how first aid only heals you up one level, rather than fully heals you.. _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16163 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Apr 08, 2014 2:08 am Post subject: |
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With a little bit of Ignore Pain thrown in, as the ship is still damaged, but can act like it isn't. _________________ "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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