View previous topic :: View next topic |
Author |
Message |
Straxus Lieutenant Commander
Joined: 30 May 2017 Posts: 105 Location: Norway
|
Posted: Sun Oct 15, 2017 6:58 am Post subject: Hasty repair - "Hold it together, baby" |
|
|
I was discussing this a bit in another thread, and tried to make some house rules for "patching things up in a hurry" rules. The main point (for me), is to give a tech-savy character a chance to be useful in combat situations.
This is a first draft, so feel free to make suggestions/critique
Patch-up repair
Use relevant Repair skill. Sometimes you need to fix things in a hurry, for example during combat. These rules reflect the tech doing whatever he can to keep the equipment running just a little bit longer, even if it's just with duct tape and chewing gum. This kind of thing is short term only.
Damage result_________Time used_____Difficulty
Ionized________________1 round_______Difficult*
Lightly damaged________1 round________Difficult
Heavily damaged______ 2 rounds______Very difficult
Severely damaged______4 rounds_______Heroic
Catastrophic/Destroyed___N/A___________N/A
*Fixing ionized controls means messing with the electrical system. Failure gives the tech 3D electrical damage
A successful roll lowers the damage 1 level. The repair lasts for [Technical attribute roll] rounds. The damage level goes then back up again.
Every successful attempt increases the difficulty for a proper repair with +10. Complications increases cost by 10% (cumulative)
-----------------------------------
I made the difficulties fairly high, I don't think this is something every character should have a fair chance of doing. I also made the "ionized" a bit dangerous, because I like that damage result, and it sorts it self out eventually anyway.
Not sure about that duration roll, initially I wrote "until end of combat". But if it can break "any time soon" that's more drama, right?
Tried to keep the number chruncing and dice rolls to a minium. It's a little bit of calculation after for the proper repairs, but it's easier to do that when not in a busy combat situation.
I was also pondering if the damage level should have a risk of going up an additional level when the patch stops working, but it became to complicated/too many dice rolls (at least for me) |
|
Back to top |
|
|
garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Sun Oct 15, 2017 2:08 pm Post subject: |
|
|
How's about treat it like using your Str attribute to try and Naturally heal.. If you roll TOO poorly, you worsen yourself.
So using your figures of diff/diff/v.diff/heroic.. Say if you get 6 or under/6 or under/11 or under/16 or under, you worsen the ship's condition. _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
|
Straxus Lieutenant Commander
Joined: 30 May 2017 Posts: 105 Location: Norway
|
Posted: Mon Oct 16, 2017 3:09 am Post subject: |
|
|
Yeah, that could work. Not sure by how much you'd have to fail, I don't want to make it too dangerous to attempt either.
Either that, or you only get one attempt per damaged system. A failure indicates that the damage cannot be repaired without proper tools and spare parts. That was my original thought, that's why only successful attempts increases difficulty on later repairs.
Hopefully I'll get a chance to playtest it soon. I'll probably introduce your idea if the patch repairs work too well. |
|
Back to top |
|
|
MrNexx Rear Admiral
Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
|
Posted: Mon Oct 16, 2017 8:43 am Post subject: |
|
|
I'd go with "fail with a complication" as the "it gets worse" threshhold. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
|
Back to top |
|
|
garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Mon Oct 16, 2017 2:55 pm Post subject: |
|
|
Straxus wrote: | Yeah, that could work. Not sure by how much you'd have to fail, I don't want to make it too dangerous to attempt either. |
Generally 1/2 the result or lower, or 10 and lower seems to be a good threshhold.. So for the difficults (16-20), anything 8 or under.. 10 and under for v/diff, and 15 for heroic..
Straxus wrote: | YEither that, or you only get one attempt per damaged system. A failure indicates that the damage cannot be repaired without proper tools and spare parts. That was my original thought, that's why only successful attempts increases difficulty on later repairs.
Hopefully I'll get a chance to playtest it soon. I'll probably introduce your idea if the patch repairs work too well. |
That seems more reasonable.. You get one chance only, to do a field repair per system, otherwise you can't and must get to a proper repair shop.. _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
|
The Brain Lieutenant Commander
Joined: 03 Jun 2005 Posts: 242
|
Posted: Tue Oct 17, 2017 1:53 am Post subject: |
|
|
I've always based the difficulty off how much performance your trying to restore.
+1 Difficult
+2 Very Difficult
+1d Heroic
A roll of 1 on the wild die triggers an automatic complication of the repair giving out.
EDIT: See Jury-Rigging: Improper Repairs... |
|
Back to top |
|
|
|