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advanced skill "engineering" precendences? namely
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tetsuoh
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PostPosted: Wed Feb 20, 2013 2:21 am    Post subject: advanced skill "engineering" precendences? namely Reply with quote

Okay so I know there hasn't been really much done officially with advanced engineering skills - but I could have sworn there was precedence for at least one engineering advanced skill somewhere.

I'm trying to found out if there's an example of time taken.

On that note if there isn't - what are your all feelings on the time taken intervals for engineering skills?

Atm we have them set up based on scale and type.

Armor for a character starts at a day, then two days, then a week, then two weeks.
Power armor engineering starts out a week and climbs.
weaponry is affected by scale as well so it can start at anywhere from a day (vibroblade) to a month (capitol grade gunnery turret).

Our group is wanting opinion on this though, as we hope to set a standard rule set for all engineering advanced skills in general.
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Lancil
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PostPosted: Wed Feb 20, 2013 6:27 am    Post subject: Reply with quote

Cynabar's fantastic technolgy Droids, p.22 The Owners Manual.
Quote:
(A) DROID ENGINEERING
New to this volume is (A) droid engineering, an
advanced skill. The (A) droid engineering skill
encompasses the various facets of layout, design, and
implementation of producing a droid from scratch. (
While it is possible for a character to construct a
droid using the normal droid repair skill, the process
is extremely difficult; hence the advantage to using (
A) droid engineering.)
As an advanced skill, (A) droid engineering
requires double the amount of Character Points to
advance, as well as a droid repair or droid
programming die code of at least 5D. If a character
has 5D in droid repair but not droid programming,
that character may still purchase (A) droid
engineering (however the bonus effects from the
advanced skill will only apply to attempts that
normally fall under the droid repair skill). The same
is true of characters that possess droid programming
and not droid repair, the advanced skill can be used
in situations where droid programming skill rolls
would also be allowed.
If both prerequisite skills are at 5D or greater, (A)
droid engineering can be used to both repair and program
a droid. Refer to page 29 of The Star Wars
Roleplaying Game, Second Edition, Revised and Ex
panded for more information on advanced skills.
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Frandal
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PostPosted: Wed Feb 20, 2013 8:58 am    Post subject: Reply with quote

I can recall that there was a advanced Engieenring skill listed in one NPC at Wretched Hives of Scum and Villany as Holographic Engieneering. It was possesed by a Sullustan at one of the complex detailed in the module, the Dome I think.
Unfortunately I don't remember that an explanation on how it worked was given.

Sorry can't find a link in 4shared Sad

Where I did put that book?? Shocked
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TyCaine
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PostPosted: Wed Feb 20, 2013 11:11 am    Post subject: Reply with quote

These are the skills I've found referenced in the various sourcebooks:

Code:
Blaster Artillery Engineering      AJ#11
Blaster Engineering            AIR
Capital Ship Engineering         JAS
Capital Ship Weapon Engineering      JAS
Computer Engineering         RoE
Droid Engineering            FTD
Engineering               H&S
Repulsorlift Engineering         AIR
Space Transports Engineering      WbC
Starfighter Engineering         WbC
Starship Weapon Engineering      JAS
Walker Engineering            AIR


It should be noted that the 'Engineering' skill found in the Hideouts & Strongholds book has the following details, but it assumes there's one engineering skill with multiple specializations as opposed to multiple engineering skills, either way though the rules would be about the same):

Hideouts & Strongholds wrote:
New Skill
(A) Engineering
Time Taken: Minutes or Hours (see page 7 of Holdouts & Strongholds).
Specializations: Type of engineering (armor, battle station, capital ship, civil/industrial, computer, droid, ground vehicle, hover vehicle, installation, repulsorlift, space transports, starfighter, walker, weapon).

Like other advanced skills, (A) engineering has a higher Character Point cost-double the cost of advancing a normal skill-and requires certain prerequisite skills.

Each specialization of (A) engineering has different prerequisites. Some specializations have fewer requirements than others (since some areas are more limited than others).


Page 7 of Holdouts & Strongholds lists time taken, crew needed and difficulty of engineering, while page 3 lists prerequisites for the various skills/specializations.



T.C.


Last edited by TyCaine on Wed Feb 20, 2013 12:16 pm; edited 1 time in total
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TyCaine
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PostPosted: Wed Feb 20, 2013 11:41 am    Post subject: Reply with quote

In brief from page 7 of H&S (note, these lean more specifically to installation tasks (as in buildings, fortresses, etc), but will give you an idea, for more details checkout Hideouts & Strongholds):

Hideouts & Strongholds wrote:
Difficulty: Very Easy
Structure: Small, simple (nothing complex)
Time Taken: 1D hours
Workforce: One Sentient or droid

Difficulty: Easy
Structure: Small, basic (limited complexity)
Time Taken: 1D days
Workforce: 1-2D Sentients or droids

Difficulty: Moderate
Structure: Medium, basic (limited complexity)
Time Taken: 2D days
Workforce: 1-2D Sentients or droids

Difficulty: Difficult
Structure: Larger or higher complexity
Time Taken: 1D weeks
Workforce: 1-2D x 10 Sentients or droids

Difficulty: Very Difficult
Structure: Larger or higher complexity
Time Taken: 2D weeks
Workforce: 4-5D x 10 Sentients or droids

Difficulty: Heroic
Structure: Giant or much higher complexity
Time Taken: 1D-3D months
Workforce: 1D x 100 Sentients or droids

Difficulty: Heroic+
Structure: Death Star, most complex
Time Taken: 1D-3D years
Workforce: 5-6D x 100 Sentients or droids


Difficulty and Time Taken increase based upon environment, workforce, etc...


T.C.
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garhkal
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PostPosted: Wed Feb 20, 2013 5:16 pm    Post subject: Reply with quote

TyCaine wrote:
These are the skills I've found referenced in the various sourcebooks:

Code:
Blaster Artillery Engineering      AJ#11
Blaster Engineering            AIR
Capital Ship Engineering         JAS
Capital Ship Weapon Engineering      JAS
Computer Engineering         RoE
Droid Engineering            FTD
Engineering               H&S
Repulsorlift Engineering         AIR
Space Transports Engineering      WbC
Starfighter Engineering         WbC
Starship Weapon Engineering      JAS
Walker Engineering            AIR

.


OK.. So AIR is alliance intelligence reports. H&S is hideouts and strongholds, ROE is rules of engagement, and AJ#11 is adventure journal number 11. What is WbC and JAS?
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TyCaine
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PostPosted: Wed Feb 20, 2013 5:27 pm    Post subject: Reply with quote

sorry, was using short hand:

WbC = Wanted by Cracken
JAS = Jedi Academy Sourcebook
FTD = Fantastic Tech - Droids

Smile


[EDIT] Most of the sourcebooks I listed have fleeting references to the skill, or an NPC with the skill, the only book IIRC that goes into Engineering in any real detail is Hideouts & Strongholds.


T.C.
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DougRed4
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PostPosted: Wed Feb 20, 2013 7:30 pm    Post subject: Reply with quote

This is good stuff to know. Thanks for posting it! Very Happy
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TyCaine
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PostPosted: Thu Feb 21, 2013 1:21 pm    Post subject: Reply with quote

DougRed4 wrote:
This is good stuff to know. Thanks for posting it! Very Happy


Any time, as long as this is not considered an infringement (hence me trying to make the bulk of the copy brief rather than like for like) then I'm happy to help...

Smile


T.C.
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garhkal
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PostPosted: Thu Feb 21, 2013 4:39 pm    Post subject: Reply with quote

TyCaine wrote:
sorry, was using short hand:

WbC = Wanted by Cracken
JAS = Jedi Academy Sourcebook
FTD = Fantastic Tech - Droids

Smile


[EDIT] Most of the sourcebooks I listed have fleeting references to the skill, or an NPC with the skill, the only book IIRC that goes into Engineering in any real detail is Hideouts & Strongholds.


T.C.


Thanks much.
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tetsuoh
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PostPosted: Fri Feb 22, 2013 1:33 am    Post subject: Reply with quote

thank you to all who posted on this.

It may be a while but we plan on making a detailed skill handout like the complete skills one but this one including engineering skills and the rules we've developed to make them work.

If any of you know of other official skills that are not written out within official content please let us know so I can see if we have notes in the works.

Do we have a truly complete skills list floating somewhere?

Included in it may be our materials list for weapons and armor (including everything from nature leathers to cortosis - even lightsaber crystals.)
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cheshire
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PostPosted: Fri Feb 22, 2013 8:55 am    Post subject: Reply with quote

Heh... a lot of people have "complete skill lists" but then you find a skill that's not in their list, or you see that they didn't have access to a particular book.

It's the ones in the stat blocks that really get you. Jedi Academy has several skills with no descriptions, and so does the Droids book.

I think I've got my "complete" skills list on my hard drive I'll take a look and see what I can find, but mine was made just for reference when doing droid conversions. It doesn't have footnotes telling where the skills came from. That's a big disadvantage when you're trying to make a resource document for the community. At one point I was going to go back and footnote everything, but it just got to be too big a hassle.
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tetsuoh
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PostPosted: Fri Feb 22, 2013 4:11 pm    Post subject: Reply with quote

Hmm well if you can find that I can try to help, and I would help us as well.

We noticed this as well and also noticed that a LOT of those skills could be folded into an already used skill by unanimous vote within our group.

Our list contain the skill name, its prerequisites, and what book it's in / where it's rulings can be found ( and if there are no rulings, whiether we folded it into a skill or the rulings we instituted as house rules.)

speaking of which when this is all done we plan on posting the house rulings we came up with for skills that didn't have any along with all of this to get the communities input and try to come up with a set of them that feels like it fits the game properly. Which we have taken numerous notes for multiple posts here into concern when we came across problems already discussed.

Which we would like to thank all of you for, just in case I haven't said so in those posts before.


Last edited by tetsuoh on Fri Feb 22, 2013 10:16 pm; edited 1 time in total
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DougRed4
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PostPosted: Fri Feb 22, 2013 6:50 pm    Post subject: Reply with quote

That's a great idea, tetsuoh. Let me add to that, that's it's really nice to be able to get input here and figure out what the collective community thinks.

I too am compiling all of the house rules we come up with into a single document (something I've done now for a few games). Since I've started doing this I've found it really easy to stay consistent.
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Frandal
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PostPosted: Thu Mar 07, 2013 9:35 pm    Post subject: Reply with quote

Just found an extense description of engineering in strongholds and hideouts. Maybe could help you. Wink
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