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<blockquote data-quote="delericho" data-source="post: 6661260" data-attributes="member: 22424"><p>Perhaps rather than starting from a list of "tech bits", you'd be better starting to look at <em>how</em> the problem might be solved. That is, do they try to replace a broken component with a working one? Or bypass some component that's not needed? Or break something that's getting in their way? Or trigger something in the environment to get the system to react (such as triggering a fire alarm to open a security door)? Or something like that.</p><p></p><p>Figure out a bunch of categories for how the problem could be solved, and fit whatever the PC tries into one of those categories (possibly with a "I didn't think of that!" odd-ball category). When designing the problem, the GM should assign a modifier to each category, indicating how easy it is to solve that way (for example, bypassing the magnetic lock might be +2 difficulty, while triggering the fire alarm is -2, and you can't get past by replacing a broken component since there aren't any).</p><p></p><p>Roll up the technobabble separately, either with one master table, or with several subtables for the fix/bypass/break/other combinations.</p></blockquote><p></p>
[QUOTE="delericho, post: 6661260, member: 22424"] Perhaps rather than starting from a list of "tech bits", you'd be better starting to look at [i]how[/i] the problem might be solved. That is, do they try to replace a broken component with a working one? Or bypass some component that's not needed? Or break something that's getting in their way? Or trigger something in the environment to get the system to react (such as triggering a fire alarm to open a security door)? Or something like that. Figure out a bunch of categories for how the problem could be solved, and fit whatever the PC tries into one of those categories (possibly with a "I didn't think of that!" odd-ball category). When designing the problem, the GM should assign a modifier to each category, indicating how easy it is to solve that way (for example, bypassing the magnetic lock might be +2 difficulty, while triggering the fire alarm is -2, and you can't get past by replacing a broken component since there aren't any). Roll up the technobabble separately, either with one master table, or with several subtables for the fix/bypass/break/other combinations. [/QUOTE]
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