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Is the Falcon RAW?
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denderan marajain
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PostPosted: Wed Jul 02, 2014 10:59 am    Post subject: Reply with quote

garhkal wrote:
But if you don't follow the 1d+2 max limit on improvements, what is the upper end you DO follow?


That's a good question
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jmanski
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PostPosted: Wed Jul 02, 2014 6:19 pm    Post subject: Reply with quote

That's why I liked the CP method better.
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Naaman
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PostPosted: Thu Jul 03, 2014 10:29 am    Post subject: Reply with quote

A little bit of a tangent, but Ive always thougth that "engineering" skills were at best a way to add fluff to a character sheet.... but the ideas in this thread that give engineering a tangeble, in-game benefit are very good.
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denderan marajain
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PostPosted: Thu Jul 03, 2014 10:29 am    Post subject: Reply with quote

jmanski wrote:
That's why I liked the CP method better.


why?
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jmanski
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PostPosted: Thu Jul 03, 2014 4:39 pm    Post subject: Reply with quote

No limit on what you could do, but it cost dearly.
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DougRed4
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PostPosted: Thu Jul 03, 2014 5:53 pm    Post subject: Reply with quote

Yeah, even though I think there should be a way of 'statting out' everything we saw (thus if my characters ran into the Falcon, I'd want some legit stats for it), in general I'm okay with the usual cap being +1D+2.

Anything over that (so, like the Falcon) would take a tremendous amount of time and money, is the way I figure it.

[p.s. - and this is a complete tangent, though this thread reminded me of it: I just got done earlier today editing a module/adventure for a superhero RPG. There's a Hispanic group of heroes in it (mostly NPC flavor, so mostly pictures), and one of those is a guy named the Aluminum Falcon. Laughing]
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nuclearwookiee
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PostPosted: Fri Jul 04, 2014 1:58 am    Post subject: Reply with quote

It sounds like we all have the same approach in mind, more or less. Some of us are outright saying use an advanced Engineering skill, others are just saying that improving beyond 1d+2 should be really difficult and very expensive. But isn't that just a description of starship engineering?

There is at least some precedent for both approaches, though. Kind of like how you can use a bacta tank with either a Very Easy Medicine roll or a Heroic First Aid roll. Perhaps a very experienced mechanic can perform basic engineering just like a very experienced paramedic can perform basic medical procedures - by rolling very well.
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DougRed4
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PostPosted: Fri Jul 04, 2014 6:13 pm    Post subject: Reply with quote

That's a good point, nuclearwookiee. Often in real life, there are more than one way of approaching a problem/dilmma/task, and any of a number of different approaches could end up with a success (sometimes even in a similar way).
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Whill
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PostPosted: Mon Oct 27, 2014 12:59 am    Post subject: Reply with quote

There are a few solutions to this "dilemma".

(1) The rules with the +1D+2 limit to upgrading Hull were primarily meant to apply to PCs upgrading their ship. Lando Calrissian, Han Solo, Chewbacca, and probably any other former owners and crew of the Flacon are not PCs. As a GM, if you want the rule to apply to all starships in existence then that is your prerogative, but it doesn't have to. You could rule that the upgrade rule limit doesn't apply to NPCs. You're the GM. The Falcon can have a 4D+2D Hull just because you said so.

(2) As GM you can rule that +2D is the new upgrading Hull limit and allow it for anyone. You're the GM. It is your game. Change the rule.

(3) Yes, there could have been soon reengineering done on the ship with an advanced skill that doesn't have the same limit. You're the GM. It is your game. Add rules as you see fit.

(4) Published game stat writers are not infallible. Official game stats were never edited with respect to the game system. No game stats are canon, so no game stats are set in stone. If that difference in the Falcon's Hull code is really ever going to make a difference in the game you run for your PCs and you feel the ship must reflect RAW, then change the Falcon's Hull to 5D+2.

It's your game set in your SW universe. You are the GM. You are the lord and master of your game, not RAW.
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DougRed4
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PostPosted: Tue Oct 28, 2014 12:42 pm    Post subject: Reply with quote

While I agree with most of your points, I would have a great difficulty with #1 of your points, if I was a player. And I think my players would with me if I tried to run things like that.

For most games, the "what's good for the goose is good for the gander" rule applies. So if a rule is bent for the PCs, it likewise gets to be bent for the NPCs. They all (player characters and non-player characters) all exist in the same universe and are affected by the same rules of physics (just as one example).

There are other game systems where the NPCs and other characters work off of different rules and parameters than the PCs. D6 simply isn't one of them (at least, I can't think of any rules that work different for PCs than NPCs).
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PostPosted: Wed Oct 29, 2014 2:31 am    Post subject: Reply with quote

DougRed4 wrote:
For most games, the "what's good for the goose is good for the gander" rule applies. So if a rule is bent for the PCs, it likewise gets to be bent for the NPCs. They all (player characters and non-player characters) all exist in the same universe and are affected by the same rules of physics (just as one example).

You prior comments made it clear that you feel the entire Star Wars universe has to be translatable into game mechanics that equally apply to PCs. I was just trying to be more helpful then my previous replies in posting several different solutions instead of just my knee jerk reaction.

DougRed4 wrote:
While I agree with most of your points, I would have a great difficulty with #1 of your points, if I was a player. And I think my players would with me if I tried to run things like that.

But knowing the Falcon's Hull rating would metagaming anyway. How would most player characters know? Unless their background includes that they used to run with Solo or worked on the ship, they wouldn't know the Falcon's Hull. And even if the players wanted to upgrade their own ship and took issue with the upgrade limit as players out-of-universe, that could only be an issue if you are a GM that feels all game stats are perfect and inviolable, and have announced that to the group. If not, then see #4 ("Players, that may possibly not be the true Hull code of the ship, and since your PCs would have no way of knowing, don't worry about it.")

And if the Falcon is not appearing in one of your adventures, does it really matter what it's Hull code is offscreen? In my personal revision of the game rules for players, it won't even have Falcon stats because there is really no reason for players to see that. And until the Falcon is used in combat in a PC adventure, it doesn't even matter for me the GM to have that pinpointed. I'm perfectly fine with just keeping it in the back of my mind that the Falcon's Hull is '5D or higher' and worry about it later if needed.

Not all of my options will work for all GMs. It sounds to me like you would either rule there was an advanced skill involved that PCs can equally have access to, or just change the regular rule to allow for PCs to also upgrade +2D to Hull without an advanced skill. Or reduce the Falcon's Hull to 5D+2 because what's good for the PCs is good for the NPCs. As another option in my #4, the Hull code of the stock YT-1300 could be raised to 4D+1 (for everyone) to make the Falcon stats conform to the upgrade rule.

DougRed4 wrote:
There are other game systems where the NPCs and other characters work off of different rules and parameters than the PCs. D6 simply isn't one of them (at least, I can't think of any rules that work different for PCs than NPCs).

You may not run it that way in your game, but if you are taking RAW, there are some. On R&E p.54 after discussing how some Perception skills can be used on NPCs, it says "Interactive skill rolls shouldn't be used by players to influence other player players' characters". On the very next page, it says "Command shouldn't be used against other player characters to force them to do something against their will". And not all GM characters start out with 18D/7D.
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atgxtg
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PostPosted: Wed Oct 29, 2014 10:13 am    Post subject: Reply with quote

garhkal wrote:
But if you don't follow the 1d+2 max limit on improvements, what is the upper end you DO follow?


Well, one way to handle it would be to just keep upping the difficulty by 5 per pip past +1D+2, and keep upping the cost by 5-10% per pip. That could keep things open ended (heck, by RAW its' possible for a Jawa to get a 9D STR, but we got a better chance of seeing the Star Wars Holiday Special out on Blu-Ray before we see a Jawa with 9D STR), but still workable. Something like the Falcon, at +2D is still within the realm of plausibility, while a YT-1300 with a 9D HUll code would be possible but highly unlikely.
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DougRed4
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PostPosted: Wed Oct 29, 2014 12:35 pm    Post subject: Reply with quote

Whill wrote:
You prior comments made it clear that you feel the entire Star Wars universe has to be translatable into game mechanics that equally apply to PCs. I was just trying to be more helpful then my previous replies in posting several different solutions instead of just my knee jerk reaction.


Oh, gotcha. I do appreciate that.

Whill wrote:
And if the Falcon is not appearing in one of your adventures, does it really matter what it's Hull code is offscreen? In my personal revision of the game rules for players, it won't even have Falcon stats because there is really no reason for players to see that. And until the Falcon is used in combat in a PC adventure, it doesn't even matter for me the GM to have that pinpointed. I'm perfectly fine with just keeping it in the back of my mind that the Falcon's Hull is '5D or higher' and worry about it later if needed.


No, it doesn't really matter. I imagine the Falcon will at some point show up in one my adventures, but likely more as a background thing. And just to be clear, none of the characters in my game would have an issue with things (as they would have no way of knowing anything); it would be the players who (in theory) could say "well, what about the Falcon?" So yes, it would be a completely meta conversation, done outside of actual play.

Whill wrote:
Not all of my options will work for all GMs. It sounds to me like you would either rule there was an advanced skill involved that PCs can equally have access to, or just change the regular rule to allow for PCs to also upgrade +2D to Hull without an advanced skill. Or reduce the Falcon's Hull to 5D+2 because what's good for the PCs is good for the NPCs. As another option in my #4, the Hull code of the stock YT-1300 could be raised to 4D+1 (for everyone) to make the Falcon stats conform to the upgrade rule.


Yeah, I'd just probably allow the PCs to use some sort of Advanced Skill, if they ever had the time and money to want to increase their own ship up to the level of the Falcon.

Whill wrote:
DougRed4 wrote:
There are other game systems where the NPCs and other characters work off of different rules and parameters than the PCs. D6 simply isn't one of them (at least, I can't think of any rules that work different for PCs than NPCs).

You may not run it that way in your game, but if you are taking RAW, there are some. On R&E p.54 after discussing how some Perception skills can be used on NPCs, it says "Interactive skill rolls shouldn't be used by players to influence other player players' characters". On the very next page, it says "Command shouldn't be used against other player characters to force them to do something against their will". And not all GM characters start out with 18D/7D.


Interesing that you bring that up about the interactive skills being used on other PCs, as there's been an interesting discussion/debate over on the forum for The One Ring on that very subject over the last day. To me, having players not use things like Persuade on each other is just part of the mechanics of an RPG, where the players make choices for their characters. It's an intentional mechanic to allow for free will and for the benefit of player agency. And just because all NPCs don't start out with 18/7 isn't really something different, because some NPCs do. PCs are clearly defined as being heroic and a cut above the average NPC.

In any event, the point remains that I very much agree with the vast majority of your points. No big deal if we don't see things exactly the same on one issue. Smile
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PostPosted: Wed Oct 29, 2014 4:31 pm    Post subject: Reply with quote

DougRed4 wrote:
PCs are clearly defined as being heroic and a cut above the average NPC.

Han Solo and Chewbacca are clearly defined as being heroic and a cut above the average PC. And the Falcon is clearly defined as being cut above the average modified freighter. Just sayin'. Smile

DougRed4 wrote:
In any event, the point remains that I very much agree with the vast majority of your points.

I know. Welcome to the mutual admiration society. Smile
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PostPosted: Sun Nov 09, 2014 4:15 pm    Post subject: Reply with quote

i rewrote/updated the moding rules slightly. Use/Ignore at Leasure (Know it is a "House Rule" but it is based as heavily and completely as i could on the original ones): They go as thus:

Modification Rules:

Installation Difficulty Time
Very Easy 1 Hour
Easy 6 Hours
Moderate 1 Day
Difficult 2 Days
Very Difficult 1 Week
Heroic 1 Month

Modification Limit: Stats may only be increased one step at a time.
For instance, a maneuverability of 1D must be improved to 1D+1 before it can be modified to 1D+2.

Note: Cost is always based on the original retail price of the system.


Other Systems:

Modifier Difficulty Cost
+1 Easy +15%
+2 Moderate +25%
+1D Difficult +30%
+1D+1 Very Difficult +35%
+1D+2 Heroic +50%
+2D Heroic +65%

Note: Due to current technology standards, it is impossible to improve
other systems by more than +2D.


Hull:

Hull Difficulty Cost
+1 Easy +5%
+2 Moderate +10%
+1D Difficult +20%
+1D+1 Very Difficult +30%
+1D+2 Heroic +40%
+2D Heroic +50%

Note: Due to current technology standards, it is impossible to improve
the hull by more than +2D.


Hyperdrive:

Hyperdrive
Old/New Difficulty Cost
X4/X3 Easy +25%
X3/X2 Moderate +50%
X2/X1 Very Difficult +75%
X1/X1/2 Heroic +100%

Note: Due to current technology standards, it is impossible to improve
a hyperdrive to better than x1/2.

For each x0.1 improvement between the hyperdrive multipliers
given above, cost increases with +2.5%. The difficulty is one step lower.

Example: You modify a X2 hyperdrive to become a X1.6 hyperdrive. It has been modified six x0.1 increments, which gives a cost increase of +75% plus 6x2.5% = 75% + 15% = +90%.
Modification difficulty is Moderate.


Lateral Thrusters:

Maneuverability Difficulty Cost
+1 Easy +20%
+2 Moderate +40%
+1D Difficult +60%
+1D+1 Very Difficult +80%
+1D+2 Heroic +100%
+2D Heroic +120%

Note: Due to current technology standards, it is impossible to improve
the maneuverability by more than +2D.


Sensors:

Sensor Dice Difficulty Cost
+1 Very Easy +10%
+2 Easy +15%
+1D Moderate +20%
+1D+1 Difficult +25%
+1D+2 Very Difficult +30%
+2D Heroic +40%

Sensor Range Difficulty Cost
+10% Easy +5%
+25% Moderate +10%
+50% Difficult +15%
+75% Very Difficult +20%
+100% Heroic +25%

Note: Due to current technology standards, it is impossible to improve
the sensor dice by more than +2D and the range by more than +100%.


Shields/Hull:

Shield Rating Difficulty Cost
+1 Easy +10%
+2 Moderate +20%
+1D Difficult +30%
+1D+1 Very Difficult +40%
+1D+2 Heroic +50%
+2D Heroic +60%

Note: Due to current technology standards, it is impossible to improve
the shields or hull by more than +2D.


Sublight Drive:

Space Difficulty Cost
+1 Moderate +25%
+2 Difficult +50%
+3 Very Difficult +75%
+4 Heroic +100%
+5 Heroic +125%

Note: Due to current technology standards, it is impossible to improve
the Space by more than five.

Weaponry:

Damage Difficulty Cost
+1 Easy +15%
+2 Moderate +25%
+1D Difficult +30%
+1D+1 Very Difficult +35%
+1D+2 Heroic +40%
+2D Heroic +50%

Weapon Range Difficulty Cost
+10% Easy +15%
+20% Moderate +25%
+30% Difficult +30%
+40% Very Difficult +35%
+50% Heroic +40%
+60% Heroic +50%

Note: Due to current technology standards, it is impossible to improve
the damage by more than 2D and the range by more than 60%.
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