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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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Posted: Thu Mar 27, 2014 11:26 pm Post subject: Tweaked skill list for Falling Star |
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I've moved 3 piloting skills down to 2. Ships either fly like fighters (Millennium Falcon, Lady Luck or Skipray) or like Star Destroyers (Barges, bulk frieghters, frigates) -- They perform those roles in combat-- weaving in and out of the fleet, or maneuvering like large flying islands.
Personally I think that cap ships shouldn't be able to dodge fire but... I'm not quite ready to go all the way on pulling that trigger.
Secondly I've consolidated and redistributed the repair skills.
Armor repair now covers all armors from character scale through deathstar scale. It involves knowledge of ablation and impact absorbtion.
Blaster repair now covers all beam weapons at all scales including ion cannons and blaster pistols.
Starship repair covers the basics-- grav plating, pretty much anything that doesnt fit somewhere else
Sublight repair covers ion engines of any kind ( should probably rename it) which would cover the ion engines on cloud cars all the way through cap ships.
Hyperdrive repair is JUST repairing hyperdrives but covers starfighters, transports & cap ships
missile weapon repair covers all torpedo launchers, PLX launchers, bowcasters, concussion missile launchers, regardless of scale.
Repulsorlift repair covers the repulsors on anything from a droid up through a capital ship.
MECHANICAL
Archaic Starship Piloting
Astrogation
Beast Riding
Capital Ship Piloting
Communications
Ground Vehicle Operation
Gunnery
Hover Vehicle Operation
Jet Pack Operation
Powersuit Operation
Repulsorlift Operation
Rocket Pack Operation
Sensors
Shield Operation
Starfighter Piloting
Swoop Operation
Walker Operation
TECHNICAL
Armor Repair
Blaster Repair
Computer Programming/Repair
Demolition
Droid Programming
Droid Repair
First Aid
Ground Vehicle Repair
Hyperdrive Repair
Hover Vehicle Repair
[A] Medicine (First Aid 5D)
Missile Weapon Repair
Repulsorlift Repair
Security
Shield Repair
Ship Repair
Sublight Repair
Walker Repair |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2286 Location: Seattle, WA
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Posted: Mon Mar 31, 2014 11:31 am Post subject: |
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Looks like you've put a lot of thought into this, aegisflashfire. I've considered myself making piloting simply two skills (capital and starfighter), which I think would streamline things immensely. _________________ 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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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Mon Mar 31, 2014 4:25 pm Post subject: |
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Does that then not make it easier for PCs to ramp up skills to high levels since they have less and less skills demanding expenditures? _________________ Confucious sayeth, don't wash cat while drunk! |
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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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Posted: Mon Mar 31, 2014 5:36 pm Post subject: |
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True in one way, but hot so true in another: How often do you ACTUALLY have players pick up some of those skills out there?
The repair skill restack makes more sense in universe and requires MORE skills if you want to keep your one ship in good repair.
While it means that you don't need to train separately for an X-Wing and a YT-1300, if you want to fly a YT-1300 and a barge you better know how to handle both.
The Gunnery consolidation does shorten the skill list, but realistically, no one was taking those skills anyway. (seriously, how often does a character take some of those skills like Blaster Artillery)
Oops. Just realized I didn't describe that part of the consolidation:
All targeting skills that use a laser/ion/beam + fire control system fall under Gunnery. That means Speeder, Capital Ship, etc all use gunnery skill. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Apr 01, 2014 1:58 am Post subject: |
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aegisflashfire wrote: |
The Gunnery consolidation does shorten the skill list, but realistically, no one was taking those skills anyway. (seriously, how often does a character take some of those skills like Blaster Artillery)
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Depends on what sort of campaign i run. If a rise of the rebellion one, then often, as that is commonly what bases have for defense. Therefore if they wish to use them, they need the skill.
And that applies to many of those lesser skills.. Of course players won't take them if you are not doing anything that would require them to have those skills. _________________ Confucious sayeth, don't wash cat while drunk! |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2286 Location: Seattle, WA
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Posted: Tue Apr 01, 2014 2:00 pm Post subject: |
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I've never seen a player character take any artillery skill.
And as far as players being experts in skills, it still requires both time and a teacher (or they have to use the skill in-game). To be honest, most of my PCs don't have a single pip in piloting, and a few that do just started raising theirs (as they now will occasionally pilot starfighters).
So even if I took it from three skills to two, it wouldn't have any effect in my game, really. _________________ 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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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Apr 01, 2014 2:33 pm Post subject: |
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Have you ever HAD any artillery? Or any situations where use of that artillery is needed? If not, maybe that is WHY no one has bothered taking it. _________________ Confucious sayeth, don't wash cat while drunk! |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2286 Location: Seattle, WA
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Posted: Wed Apr 02, 2014 6:08 pm Post subject: |
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I don't think we've had any. We're still early in the formation of the Rebellion, and the Rebels have barely set up on Dantooine. The PCs are hopping around amongst the Outer Rim (mostly), so it hasn't made any sense for them to have any exchanges with any. _________________ 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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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Apr 03, 2014 2:26 am Post subject: |
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Perhaps that's why they have not seen a need to use that skill then. _________________ Confucious sayeth, don't wash cat while drunk! |
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2286 Location: Seattle, WA
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Posted: Thu Apr 03, 2014 12:42 pm Post subject: |
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Sure, that's part of it. But just because my players come across a skill they've not used much doesn't mean they're going to put points in it.
My characters tend to invest more in things that they feel will get regular use, generally. _________________ 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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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: Fri Apr 04, 2014 8:08 pm Post subject: |
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With regards to your discussion of the technical skill rewrites, I would think this would be a good place for an advanced skill. Just as an example, (A)Repulsorlift Repair would have a prerequisite of 5D in any single vehicle repair skill (capital ship, space transport, starfighter, etc). The twist would be allowing a character to improve other skills to the point where they also qualify for the (A) skill. For instance, a character with 4D Capital Ship Repair and 5D Space Transport Repair with a 2D (A) Repulsorlift Repair could combine Repulsorlift Repair with Space Transport Repair because it meets the prerequisite, but not Capital Ship Repair, as his skill is too low. However, if the character raised his Capital Ship Repair dice to 5D, he would thus meet the standard of a prerequisite for the (A)Repulsorlift Repair skill. In real life terms, a person would need sufficient understanding of both Repulsorlift technology in general and how that knowledge applied specifically to use in Capital Ships to be able to combine the two fields of skill into a single task.
Also, I made Computer Repair a separate skill, but combined Computer / Droid Programming into a single skill, as both skills are more software oriented, as opposed to hardware _________________ "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
Last edited by CRMcNeill on Sat Apr 05, 2014 12:25 am; edited 1 time in total |
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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: Fri Apr 04, 2014 9:21 pm Post subject: Re: Tweaked skill list for Falling Star |
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aegisflashfire wrote: | Personally I think that cap ships shouldn't be able to dodge fire but... I'm not quite ready to go all the way on pulling that trigger. |
It's less like dodging individual shots than it is maneuvering in such a way as to make the ship a more difficult target. In artillery duels between battleships, a captain would steer clear of the cardinal compass points (or stay just off them), vary his speed, maneuver towards the splash of his opponent's last barrage, etc, all with an eye for throwing off his opponent's fire correction for his gun batteries. During air strikes between opposing aircraft carriers, a carrier under attacks would vary speed and make sudden maneuvers to throw off the accuracy of dive bombers or torpedo planes. The most successful method of air attack was to split the attacking force and come at the targeted ship simultaneously from multiple directions. _________________ "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: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Apr 04, 2014 11:58 pm Post subject: |
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Shouldn't tactics also come into play? _________________ Confucious sayeth, don't wash cat while drunk! |
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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: Sat Apr 05, 2014 12:11 am Post subject: |
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garhkal wrote: | Shouldn't tactics also come into play? |
Seems fair. If there is just one character making tactical decisions for the ship in question, I would roll their Tactics skill to generate a D bonus to add to the Piloting skill for the maneuver.
EDIT: The main point is that big ships can actually dodge attacks, if they do it right. _________________ "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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aegisflashfire Commander
Joined: 24 Mar 2014 Posts: 298 Location: Cincinnati, OH
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Posted: Sat Apr 05, 2014 2:28 pm Post subject: |
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Thats not a bad thought, but laser weapons flight times are pretty short. (Of course we know they're not true lasers, since they're visible, and traveling at the tiniest fraction of the speed of light.) Still, they're not ballistic shells |
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