[d20 Modern] Operating equipment: skill check?

Dawning Star: Operation Quick Launch - Intro Adventure Spoiler Alert!
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The introductory adventure at the back of Dawning Star: Operation Quick Launch includes a similar scenario, in which the PCs must prevent an explosion in an atomspheric converter. A couple of the steps involved require a Terraforming check (new skill in DS) at one DC or a Computer Use check at a slightly higher DC.
 

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HeapThaumaturgist said:
I've now revised my position: They should use Disable Device to break it, then Repair to fix it again. That should get it working. :)
kluge: /klooj/ [from the German `klug', clever]
1. A Rube Goldberg (or Heath Robinson) device, whether in hardware or software.
2. A clever programming trick intended to solve a particular nasty case in an expedient, if not clear, manner. Often used to repair bugs. Often involves ad-hockery and verges on being a crock.
3. Something that works for the wrong reason.

kluged.jpg


;)
 

The Shaman said:
The three heroes stare at each other blankly. "Uh, I've got ranks in Craft (mechanical) and Repair," says the Smart hero, "but I don't have a clue on how to make something WORK." "Me, neither," says the Fast Hero. "I've got Disable Device."

All those skills will work, with common sense applied.

Craft (mechanical) (Int) Trained Only
This skill allows a character to build mechanical devices from scratch, including engines and engine parts, weapons, armor, and other gadgets. When building a mechanical device from scratch, the character describes the kind of device he or she wants to construct; then the Gamemaster decides if the device is simple, moderate, complex, or advanced compared to current technology.

If you can build it from scratch, then I would rule the DC to operate would be slightly less than to build the object anew. I mean, the character can build an automobile engine from spare parts but can't turn it on? Makes no sense.

Time: Disabling a simple mechanical device is a full-round action. Intricate or complex devices require 2d4 rounds.

Probably would have taken too long to Disable Device. IMO, the poisoned water would need to be pumped, i.e. the pumps would have to turn ON to deliver the poisoned water. The PCs should have been able to Disable the pumps and stop the poison, given enough time. But you're the GM, and maybe I don't know the whole story.

Repair (Int) Trained Only
Check: Most Repair checks are made to fix complex electronic or mechanical devices. The DC is set by the GM. In general, simple repairs have a DC of 10 to 15 and require no more than a few minutes to accomplish. More complex repair work has a DC of 20 or higher and can require an hour or more to complete.

Again, time is probably a constraint with this skill. But if you can Repair something, most likely you can operate it.

The ideas about Computer Use and straight skill checks sound good to me, too.

But I don't see any need for new Skills added to the list. They don't include a comprehensive "Operate [X]" skill list for the same reason you don't need a separate Feat to fire each type of firearm/longarm.

The key is to read the Skill descriptions, rather than assuming that the name of the skill tells you everything it does. ;)
 


The Shaman said:
Turanil, I believe you're thinking of D&D Profession - that's not how it works in d20 Modern.
Hum, you are right! :heh: It's the first time I take time to compare D&D and d20 Modern Profession skill description. So it appears that d20 Modern Profession skill is just there to get you money... Hmmm... I will have to think if I use T20 Profession skill description (the most detailed of Profession skill ever) rather than this poor Profession skill as described in d20 Modern. But well, I am not in a hurry.
 

When a skill doesn't seem right, but you want to allow more experienced characters a greater chance of success, how about a level check? You Just roll 1d20 + character level against an appropriate DC. That way, only the character's general level of experience applies ... no brains, or brawn, or training ... pure experience. You can explain how the character knew what he needed to know with a little "retcon" in roleplayng after the action.

"My dad worked in a water filtration plant and took me to work with him one day. Funny how I remembered that ..."

And you can modify it or not modify it by character attributes as you see fit.
 

I would use Craft Mechanical at regular DC or Knowledge Mechanical with a -4. Disable Device could be used to gum up the whole works and hopefully not break anything permanently (permanent damage if dc is missed by more than 4, catastrophic damage if DC is missed by more than 8). I also have added an Equipment Operation skill - categories of Heavy Machinery, Power Systems, Heavy Vehicles and other stuff like that.
 

Actually it is not knwoledge technology but knowledge physical sciences as that covers engineering and a water pump system would be covered i think by this.

Technology is used for the currnt developments in cutting edge tech, i don't see a water pump being cutting edge :D
 

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