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worfbacca Lieutenant Commander
Joined: 31 Oct 2003 Posts: 105
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Posted: Tue Jan 24, 2023 1:17 am Post subject: Availability |
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What do you do when someone is trying to locate an item based on the availability code .. such as 2F. What skill do you use and what difficulties do you follow? _________________ "That was left handed!" |
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pakman Commander
Joined: 20 Jul 2021 Posts: 441
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Posted: Tue Jan 24, 2023 2:19 am Post subject: |
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I am revising this a bit for my game*, but I am thinking something like this;
The Item availability codes, match difficulty levels.
Availability 1 - Difficulty level 1 - Very Easy
Availability 2 - Difficulty level 2 - Easy
Availability 3 - Difficulty level 3 - Moderate
Availability 4 - Difficulty level 4 - Difficult
etc.
Then it would be something like depending on how big commerce and trade were on a planet, would give a bonus or penalty. I have yet to review the planets section in the rules - but will try to keep it very simple.
I would make the difficulty the number of hours it takes to find the item, and a roll on either Search, Business, any kind of knowledge or trade, or anything that sounds reasonable.
If the item were restricted - it might take either Bureaucracy, or Streetwise.
I tend to be somewhat fluid with skills - if a player invested in something, and can come up with a plausible reason it might work - I let them roll.
note - for most mundane items - that makes sense to find - I would not even roll - I might just say it takes time based on the avail code. Unless of course there were detailed story reasons (like not finding a hyperdrive part, or the NPC in the junk shop is a role playing encounter).- I try not to make things a hassle.
Best of luck in what ever you decide!
* - I am in a massive house rules update for my game - so extensive, that instead of creating a large supplemental document, I am just making a new rules book- that way the players are not having to look back and forth. it is coming along, as as it gets more complete will share with folks here on the pit for feedback. _________________ SW Fan, Gamer, Comic, Corporate nerd.
Working on massive House Rules document - pretty much a new book. Will post soon.... |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jan 24, 2023 12:30 pm Post subject: |
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This has come up previously; I’m partial to garhkal’s solution. _________________ "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: 14213 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Jan 24, 2023 2:50 pm Post subject: |
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Thanks C.. Its a mix of both their availability Number, AND the code.. _________________ Confucious sayeth, don't wash cat while drunk! |
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pakman Commander
Joined: 20 Jul 2021 Posts: 441
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Posted: Tue Jan 24, 2023 11:00 pm Post subject: |
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Quote: | This has come up previously; I’m partial to garhkal’s solution. |
Nice.
those are very close to what I am working on.
(availability codes same as difficulties, modified by restriction).
Gives me signs on the right hyperlane.
My only addition is that items are going to have a restriction level.
and planets have law levels (how restrictive they are).
The comparison of that code with the law level = the F, R, X
Item restriction level 1 below law level = F
Item restriction level at law level = R
Item restriction level above law level X
Then the F,R,X add to difficulty (same as above).
This represents that the same weapon will be treated differently on Tatoonie, Courscant and Tatoonie.
Still ironing it out - but almost there.... _________________ SW Fan, Gamer, Comic, Corporate nerd.
Working on massive House Rules document - pretty much a new book. Will post soon.... |
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