Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
need science help
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Janx" data-source="post: 5866036" data-attributes="member: 8835"><p>I'll bite. Bear in mind, I'm making this stuff up as I write, so it would need an edit or three before you could deploy it as rules.</p><p></p><p>Scientist Rules</p><p></p><p>Scientists figure things out and solve problems. Generally they do this in a systematic way or by means of an educated guess. As such, they are generally able to get information by means of testing and analyzing data, rather than by random "detect secret doors" check. They also have the ability to create new devices and technological solutions to problems. A scientist locked in a garage full of parts and tools could create a vibro-lock pick that unlocks the door, rather than him personally figuring out how to pick the lock.</p><p></p><p>Tools and Parts</p><p>For a scientist to do their thing, they need tools and parts. Basic tools include screwdrivers, wire cutters, voltmeters, magifying glass, microscope, etc. Basic parts include petri dishes, modular circuit boards, chips, wire, etc.</p><p></p><p>Tools are needed to make a new, more advanced Tool from Parts. Each Tool has a Tech Level(2). As do the Parts. Using the right level tools on equivalent level parts lets you make a new Tool that is 1 Tech Level higher. Thus using TL2 Tools with TL2 Parts if the skill check is made will yield a new TL3 Tool. Tools and Parts have applicable Fields they apply to Some items apply to many Fields, some are pretty specialized. Biology tools probably aren't much use to an Electronics problem (though the Microscope might be used to analyze a circuit board for damage).</p><p></p><p>Higher TL Tools and Parts may be broken down into lower TL Parts for use in creating something new. The Tech Level points may be broken down into any variety of lower TL parts, as long as the total is equal to the orignal TL. A TL20 Sonic Screwdriver might be broken down into a TL10 Part and 2 TL5 parts, for instance.</p><p></p><p>Using Tools and Parts</p><p></p><p>Scientists have 3 main activities, getting answers using Tools and solving a problem by using a Tool. The third activity covers the special problems seldom have a Tool already, so Scientists will create a new Tool to solve that problem.</p><p></p><p>Creating a Tool</p><p>If the Scientist doesn't already have the tool they need, they will create it from the Tools and Parts they have. This might be a Tool they will only need once, or a new Tool they will use repeatedly. To create the Tool, the scientist must have 1d6+3 Tools of a TL 1 lower then the target TL. That means to make a TL5 tool, the Scientist must have 4-10 TL4 Tools). They will need a number of Parts of the target TL level -1 equal to the target TL level. It takes 5 TL4 Parts to make a TL5 Tool or Part.</p><p></p><p>The Skill check DC is 10 + the target TL. Success means you have a new Tool or Part of that TL (the parts are consumed). Failure means a part was damaged. One of the parts loses a TL (choose randomly).</p><p></p><p>Getting an Answer</p><p></p><p>Scientists get answers by using their Tools to apply a series of tests to the subject at hand. If they have the right tools, and enough time, they will get the answer. The player will need to explain how the tool they have applies to the problem. A screwdriver and a hammer aren't going to help figure out how a man died, but an X-Ray machine, Microscope and Chemical Analysis kit would.</p><p></p><p>Add up the TLs of all the Tools used to get the answer and divide by 4. This is your Skill Check bonus when making a Skill roll to get an answer.</p><p>NOTE: I just chose 4 because it sounded good. I have no idea of the scale of TLs to actual technology at this point, nor how many Tools a PC might bring to the table. The idea though is they give a bonus to getting the answer.</p><p></p><p>Solving a Problem with a Tool</p><p></p><p>Scientists also create Tools to solve a problem. In an urgent situation, there might not be time for full testing. So after following the rules to Create a Tool, the Scientist than has to attempt to use the Tool to try to solve the problem. Using the example of the VibroLockPick, a TL5 device, the Scientist applies the tool to opening the lock. The lock has a DC of 20. The TL of the specific Tool for the problem is applied directly as a bonus to the Scientist's Skill Check. If the Scientist has a 4 Open Locks, he will get a total of +9 to his attempt.</p><p></p><p></p><p>NOTE: As I said before, this was all hastily made up. It could form the foundation for some more serious rules. I would define examples of Tech Levels ranging from 1 to 20, where 1 is hammers and 20 is quantum physics level super-tech that justifies worm holes, transporters and warp drives.</p><p></p><p>Having a concrete TL range then lets you fine tune the math on how it applies to skill checks.</p><p></p><p>The rules also need to include Time. How long to create a new Tool or Part and how long to get an Answer. The more tools/parts used, the longer something should take, as the complexity is higher. This would cut down on bringing too many tools to answer a question that the problem is too easy.</p></blockquote><p></p>
[QUOTE="Janx, post: 5866036, member: 8835"] I'll bite. Bear in mind, I'm making this stuff up as I write, so it would need an edit or three before you could deploy it as rules. Scientist Rules Scientists figure things out and solve problems. Generally they do this in a systematic way or by means of an educated guess. As such, they are generally able to get information by means of testing and analyzing data, rather than by random "detect secret doors" check. They also have the ability to create new devices and technological solutions to problems. A scientist locked in a garage full of parts and tools could create a vibro-lock pick that unlocks the door, rather than him personally figuring out how to pick the lock. Tools and Parts For a scientist to do their thing, they need tools and parts. Basic tools include screwdrivers, wire cutters, voltmeters, magifying glass, microscope, etc. Basic parts include petri dishes, modular circuit boards, chips, wire, etc. Tools are needed to make a new, more advanced Tool from Parts. Each Tool has a Tech Level(2). As do the Parts. Using the right level tools on equivalent level parts lets you make a new Tool that is 1 Tech Level higher. Thus using TL2 Tools with TL2 Parts if the skill check is made will yield a new TL3 Tool. Tools and Parts have applicable Fields they apply to Some items apply to many Fields, some are pretty specialized. Biology tools probably aren't much use to an Electronics problem (though the Microscope might be used to analyze a circuit board for damage). Higher TL Tools and Parts may be broken down into lower TL Parts for use in creating something new. The Tech Level points may be broken down into any variety of lower TL parts, as long as the total is equal to the orignal TL. A TL20 Sonic Screwdriver might be broken down into a TL10 Part and 2 TL5 parts, for instance. Using Tools and Parts Scientists have 3 main activities, getting answers using Tools and solving a problem by using a Tool. The third activity covers the special problems seldom have a Tool already, so Scientists will create a new Tool to solve that problem. Creating a Tool If the Scientist doesn't already have the tool they need, they will create it from the Tools and Parts they have. This might be a Tool they will only need once, or a new Tool they will use repeatedly. To create the Tool, the scientist must have 1d6+3 Tools of a TL 1 lower then the target TL. That means to make a TL5 tool, the Scientist must have 4-10 TL4 Tools). They will need a number of Parts of the target TL level -1 equal to the target TL level. It takes 5 TL4 Parts to make a TL5 Tool or Part. The Skill check DC is 10 + the target TL. Success means you have a new Tool or Part of that TL (the parts are consumed). Failure means a part was damaged. One of the parts loses a TL (choose randomly). Getting an Answer Scientists get answers by using their Tools to apply a series of tests to the subject at hand. If they have the right tools, and enough time, they will get the answer. The player will need to explain how the tool they have applies to the problem. A screwdriver and a hammer aren't going to help figure out how a man died, but an X-Ray machine, Microscope and Chemical Analysis kit would. Add up the TLs of all the Tools used to get the answer and divide by 4. This is your Skill Check bonus when making a Skill roll to get an answer. NOTE: I just chose 4 because it sounded good. I have no idea of the scale of TLs to actual technology at this point, nor how many Tools a PC might bring to the table. The idea though is they give a bonus to getting the answer. Solving a Problem with a Tool Scientists also create Tools to solve a problem. In an urgent situation, there might not be time for full testing. So after following the rules to Create a Tool, the Scientist than has to attempt to use the Tool to try to solve the problem. Using the example of the VibroLockPick, a TL5 device, the Scientist applies the tool to opening the lock. The lock has a DC of 20. The TL of the specific Tool for the problem is applied directly as a bonus to the Scientist's Skill Check. If the Scientist has a 4 Open Locks, he will get a total of +9 to his attempt. NOTE: As I said before, this was all hastily made up. It could form the foundation for some more serious rules. I would define examples of Tech Levels ranging from 1 to 20, where 1 is hammers and 20 is quantum physics level super-tech that justifies worm holes, transporters and warp drives. Having a concrete TL range then lets you fine tune the math on how it applies to skill checks. The rules also need to include Time. How long to create a new Tool or Part and how long to get an Answer. The more tools/parts used, the longer something should take, as the complexity is higher. This would cut down on bringing too many tools to answer a question that the problem is too easy. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
need science help
Top