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Savar Captain
Joined: 14 Feb 2015 Posts: 589
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Posted: Tue Feb 24, 2015 11:40 pm Post subject: power suits |
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Would power suits fall under armor repair or a different skill?
For repair and modification? |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Feb 25, 2015 12:38 am Post subject: |
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That'd be my call, if for no other reason than that it is the closest fit out of the official skill list. _________________ "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: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Feb 25, 2015 1:59 am Post subject: |
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Armor repair is good but our group actually made a power suit repair (and engineering) skill for it. _________________ Confucious sayeth, don't wash cat while drunk! |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10402 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Wed Feb 25, 2015 11:12 am Post subject: |
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garhkal wrote: | Armor repair is good but our group actually made a power suit repair (and engineering) skill for it. |
I agree with garhkal that the spirit of 2e would logically necessitate separate skill for repairing (and modifying) powersuits.
However, in recent years I've come full circle on skills, and recombined and consolidated several skills because I feel skills should be more general for my cinematic reality. I've got an Armor/Powersuit/Pack Repair Technical skill that covers repairing Armor, Powersuits and what I call Power Packs (Jet Packs and Rocket Packs). So the spirit of my skill is character-scale technological protection and movement/travel. Likewise, my corresponding Mechanical skill is Powersuit/Pack Operation which covers controlling powersuits, jet packs and rocket packs.
I just don't care for how 2e nickels and dimes us with all the little skills for every little thing. Just throwing it out there as an alternative. _________________ *
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Savar Captain
Joined: 14 Feb 2015 Posts: 589
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Posted: Wed Feb 25, 2015 11:54 am Post subject: |
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Whill wrote: | garhkal wrote: | Armor repair is good but our group actually made a power suit repair (and engineering) skill for it. |
I agree with garhkal that the spirit of 2e would logically necessitate separate skill for repairing (and modifying) powersuits.
However, in recent years I've come full circle on skills, and recombined and consolidated several skills because I feel skills should be more general for my cinematic reality. I've got an Armor/Powersuit/Pack Repair Technical skill that covers repairing Armor, Powersuits and what I call Power Packs (Jet Packs and Rocket Packs). So the spirit of my skill is character-scale technological protection and movement/travel. Likewise, my corresponding Mechanical skill is Powersuit/Pack Operation which covers controlling powersuits, jet packs and rocket packs.
I just don't care for how 2e nickels and dimes us with all the little skills for every little thing. Just throwing it out there as an alternative. |
Having played 12 or so systems what i find odd is how somethings are "nickeled and dimed" and how other things are so generalized.
I would have repair skills for non weapons per scale and weapons per type, and have an electronics skill for computers electronic security and droids. |
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Wed Feb 25, 2015 6:30 pm Post subject: |
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I could see going with armor reapir and making powersuits a specialty of it.
I've gone down a similar path as Whill and in recent years have even combined Starfighter Piloting, Space Transport Operation and Repulsorlift Operation all into one Piloting skill. It has worked out pretty well. Even helped with the T-16, X-Wing thing.
But I also treat specialties similar to advanced skills, and just add them to the base skill. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Feb 25, 2015 6:31 pm Post subject: |
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Whill wrote: | garhkal wrote: | Armor repair is good but our group actually made a power suit repair (and engineering) skill for it. |
I agree with garhkal that the spirit of 2e would logically necessitate separate skill for repairing (and modifying) powersuits.
However, in recent years I've come full circle on skills, and recombined and consolidated several skills because I feel skills should be more general for my cinematic reality. I've got an Armor/Powersuit/Pack Repair Technical skill that covers repairing Armor, Powersuits and what I call Power Packs (Jet Packs and Rocket Packs). So the spirit of my skill is character-scale technological protection and movement/travel. Likewise, my corresponding Mechanical skill is Powersuit/Pack Operation which covers controlling powersuits, jet packs and rocket packs.
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So by that logic, why not combine all the operation of ship skills into one, same with ground vehicles, which would include hover-walker-repulsor and ground. Same with all the fired weaponry, blaster-firearms-pulse wave-missiles-vehicle weaponry. _________________ Confucious sayeth, don't wash cat while drunk! |
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Raven Redstar Rear Admiral
Joined: 10 Mar 2009 Posts: 2648 Location: Salem, OR
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Posted: Wed Feb 25, 2015 9:09 pm Post subject: |
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garhkal wrote: | Whill wrote: | garhkal wrote: | Armor repair is good but our group actually made a power suit repair (and engineering) skill for it. |
I agree with garhkal that the spirit of 2e would logically necessitate separate skill for repairing (and modifying) powersuits.
However, in recent years I've come full circle on skills, and recombined and consolidated several skills because I feel skills should be more general for my cinematic reality. I've got an Armor/Powersuit/Pack Repair Technical skill that covers repairing Armor, Powersuits and what I call Power Packs (Jet Packs and Rocket Packs). So the spirit of my skill is character-scale technological protection and movement/travel. Likewise, my corresponding Mechanical skill is Powersuit/Pack Operation which covers controlling powersuits, jet packs and rocket packs.
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So by that logic, why not combine all the operation of ship skills into one, same with ground vehicles, which would include hover-walker-repulsor and ground. Same with all the fired weaponry, blaster-firearms-pulse wave-missiles-vehicle weaponry. |
That's exactly what I've been doing. But, I've also been working on limiting or eliminating equipment bonuses as well, fewer skills to learn, less bonus from things like Maneuverability or Fire Control. _________________ RR
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atgxtg Rear Admiral
Joined: 22 Mar 2009 Posts: 2460
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Posted: Thu Feb 26, 2015 1:08 pm Post subject: |
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garhkal wrote: |
So by that logic, why not combine all the operation of ship skills into one, same with ground vehicles, which would include hover-walker-repulsor and ground. Same with all the fired weaponry, blaster-firearms-pulse wave-missiles-vehicle weaponry. |
Indeed, why not?
What I've discovered in play is that a lot of things just don't get used because they require a separate skill (vehicle blasters and blaster artillery for example). There's no real "game balace" issues. And, logically, it's hard to justfiy why mounting a weapon onto a vehicle suddelny requires learning an entirely new skill.
In the real world, somebody who can operate a .30 cal machinegun from a tripod can do so easily enough when it is mounted on a HumVee or tank. Why can't people do the same thing with repeating blasters in Star Wars? |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Feb 26, 2015 5:16 pm Post subject: |
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The main reason imo they had all those separate skills, is so one does not allow for too quick advancement. If you award say 8-10cp (which looking at many posts on this site is not too uncommon) a session, someone could easily ramp their skills up high enough that even 'book listed elites' would be hard pressed to challenge them. _________________ Confucious sayeth, don't wash cat while drunk! |
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mcbobbo Ensign
Joined: 12 Mar 2012 Posts: 41
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Posted: Thu Feb 26, 2015 7:34 pm Post subject: |
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If you look at the broader D6 system you'll see this type of choice a lot. You could even go a step further and make it just Repair or Repair by scale. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10402 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Thu Feb 26, 2015 8:45 pm Post subject: |
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garhkal wrote: | The main reason imo they had all those separate skills, is so one does not allow for too quick advancement. If you award say 8-10cp (which looking at many posts on this site is not too uncommon) a session, someone could easily ramp their skills up high enough that even 'book listed elites' would be hard pressed to challenge them. |
Even with PCs starting a little more beefed up than RAW, advancement in my game is on the slow side, and my campaigns don't go one for more than a few years. I've never had a player with a skill higher than 8D, and I'm pretty sure I've never ran a PC with more than two skills at the 8D level. So this overpowered PC problem you speak of is not something I've experienced. _________________ *
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Feb 27, 2015 12:02 am Post subject: |
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Maybe not for you, but when you play 8-10 games a convention, 7cp average per game played, it can get overbearing. _________________ Confucious sayeth, don't wash cat while drunk! |
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