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D6 Star Wars RPG Thoughts
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<blockquote data-quote="Water Bob" data-source="post: 6095735" data-attributes="member: 92305"><p><strong>TECHNICAL</strong></p><p></p><p>I'm still reading over the first edition core rulebook. Whether I actually get a game going or not is up in the air. I'm just enjoying the read!</p><p></p><p>There's lots of things to fix in the Star Wars universe: starships and speeders, droids, weapons and armor and other gear. It's a technologically advanced society.</p><p></p><p>So, it makes sense that one of a character's six main attributes measures his technical aptitude: Technical.</p><p></p><p>In Star Wars, if the character doesn't have an improved skill, he simply throws the die code of the governing attribute, and TECH governs all the repair skills. So, everybody in the Star Wars universe can fix some things--it's just the stuff that's real hard to fix that requires additional training.</p><p></p><p>Reading through the skills section, I saw that the game's got this neat little repair mechanic.</p><p></p><p>Remember the character Roark Garnet from earlier in the thread? He's got Technical 2D+2 with no improved skills, which means, anytime he attempts to repair anything, he rolls a base 2D +2.</p><p></p><p>So, let me show you how this repair mechanic works. I do it with an example.</p><p></p><p></p><p></p><p></p><p></p><p>Roark's ship takes damage when navigating the rings of a gas giant. The GM rules that the difficulty number to fix the ship is 20.</p><p></p><p>So, Roark rolls 2d+2 and gets a total of 8. So, 8 points of the total of 20 is fixed. Now, the target number is 12.</p><p></p><p>The first try at repairing something takes 15 min (unless the GM specifies otherwise).</p><p></p><p>The second try takes a day.</p><p></p><p>The third try takes two more days.</p><p></p><p>Try four takes four more days.</p><p></p><p>Try five takes eight more days.</p><p></p><p>And so on.</p><p></p><p></p><p>So, going back to our example, Roark has to repair 12 more points of damage. He works an entire day on it and rolls his TECH attribute 2D+2, gets a total of 8 a second time. The ship still isn't fixed, but there's light at the end of the tunnel.</p><p></p><p>Two more days (for a total of 3days and 15 minutes) Roark has been working on this ship. Once these extra two days are up, he rolls his 2D+2 for 4+ and gets a 10. The ship is fixed!</p><p></p><p></p><p></p><p>That's a nice little piece of mechanics writing. I appreciate a good, simple game mechanic.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 6095735, member: 92305"] [B]TECHNICAL[/B] I'm still reading over the first edition core rulebook. Whether I actually get a game going or not is up in the air. I'm just enjoying the read! There's lots of things to fix in the Star Wars universe: starships and speeders, droids, weapons and armor and other gear. It's a technologically advanced society. So, it makes sense that one of a character's six main attributes measures his technical aptitude: Technical. In Star Wars, if the character doesn't have an improved skill, he simply throws the die code of the governing attribute, and TECH governs all the repair skills. So, everybody in the Star Wars universe can fix some things--it's just the stuff that's real hard to fix that requires additional training. Reading through the skills section, I saw that the game's got this neat little repair mechanic. Remember the character Roark Garnet from earlier in the thread? He's got Technical 2D+2 with no improved skills, which means, anytime he attempts to repair anything, he rolls a base 2D +2. So, let me show you how this repair mechanic works. I do it with an example. Roark's ship takes damage when navigating the rings of a gas giant. The GM rules that the difficulty number to fix the ship is 20. So, Roark rolls 2d+2 and gets a total of 8. So, 8 points of the total of 20 is fixed. Now, the target number is 12. The first try at repairing something takes 15 min (unless the GM specifies otherwise). The second try takes a day. The third try takes two more days. Try four takes four more days. Try five takes eight more days. And so on. So, going back to our example, Roark has to repair 12 more points of damage. He works an entire day on it and rolls his TECH attribute 2D+2, gets a total of 8 a second time. The ship still isn't fixed, but there's light at the end of the tunnel. Two more days (for a total of 3days and 15 minutes) Roark has been working on this ship. Once these extra two days are up, he rolls his 2D+2 for 4+ and gets a 10. The ship is fixed! That's a nice little piece of mechanics writing. I appreciate a good, simple game mechanic. [/QUOTE]
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