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How can you add more depth and complexity to skill checks?
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<blockquote data-quote="Imaculata" data-source="post: 8091772" data-attributes="member: 6801286"><p>Interesting. This is kind of the direction I want to take it in. The way I see it, the players have a few things they concentrate on, each with their own escalation effects if neglected.</p><p></p><p>1. Flooding. If a section floods, all adjacent modules are at risk of flooding too. Flooding does damage to the affected section over time, eventually causing it to be destroyed. Airlocks can keep the water out, but once completely flooded, a section is pretty much done for, and can't be accessed without external repairs, and a way to pump out the water. If too many sections are flooded, the integrity of the entire station becomes at risk, and it could implode. Also, the more a section is filled with water, the harder it is to open and close the airlock by hand.</p><p></p><p>2. Power outages. These can result in short circuits, black outs and eventually electrical fires. Power outages harm the ability of the players to use all electrical devices in their habitat, including the operation of airlocks (although these can also be opened manually). Power outages get worse over time, eventually spreading to other sections.</p><p></p><p>3. Fires. Fire causes structural damage and creates smoke. Eventually this can lead to a hull breach, resulting in flooding. Fires also spread to adjacent modules and consume oxygen twice as fast. Fires are automatically extinguished if oxygen in that section runs out, or the section is flooded.</p><p></p><p>So, flooding is the thing the players probably want to stop first. However, if power outages are ignored, this will severely limit their ability to deal with the disaster unfolding on their station. Also, opening an airlock by hand is more difficult depending on how flooded the sections are, so the players want to keep those sections powered. The players also have to rely heavily on what tools are available, so some of their time will be consumed by simply accessing the right tools for the job.</p><p></p><p>I think perhaps there should be something of a critical success too, which affects adjacent modules perhaps? I don't want this to be hopeless. The players should eventually be able to stop the destruction of the station entirely.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8091772, member: 6801286"] Interesting. This is kind of the direction I want to take it in. The way I see it, the players have a few things they concentrate on, each with their own escalation effects if neglected. 1. Flooding. If a section floods, all adjacent modules are at risk of flooding too. Flooding does damage to the affected section over time, eventually causing it to be destroyed. Airlocks can keep the water out, but once completely flooded, a section is pretty much done for, and can't be accessed without external repairs, and a way to pump out the water. If too many sections are flooded, the integrity of the entire station becomes at risk, and it could implode. Also, the more a section is filled with water, the harder it is to open and close the airlock by hand. 2. Power outages. These can result in short circuits, black outs and eventually electrical fires. Power outages harm the ability of the players to use all electrical devices in their habitat, including the operation of airlocks (although these can also be opened manually). Power outages get worse over time, eventually spreading to other sections. 3. Fires. Fire causes structural damage and creates smoke. Eventually this can lead to a hull breach, resulting in flooding. Fires also spread to adjacent modules and consume oxygen twice as fast. Fires are automatically extinguished if oxygen in that section runs out, or the section is flooded. So, flooding is the thing the players probably want to stop first. However, if power outages are ignored, this will severely limit their ability to deal with the disaster unfolding on their station. Also, opening an airlock by hand is more difficult depending on how flooded the sections are, so the players want to keep those sections powered. The players also have to rely heavily on what tools are available, so some of their time will be consumed by simply accessing the right tools for the job. I think perhaps there should be something of a critical success too, which affects adjacent modules perhaps? I don't want this to be hopeless. The players should eventually be able to stop the destruction of the station entirely. [/QUOTE]
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How can you add more depth and complexity to skill checks?
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