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Stormwrack: The Case of the Irrelevant Crew
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<blockquote data-quote="Slaved" data-source="post: 3684655" data-attributes="member: 43358"><p>Every job on a ship has a certain difficulty. If you have a general list of what the jobs are for ships of different sizes, how many crew it takes to accomplish the goal, and what the difficulties are along with a list of modifiers for conditions such as rain and battle damage then you can easily set up a sheet for your ship which will determine how good or bad your ship is currently doing.</p><p></p><p>In order to cut down on the rolling you can find the probability of any given piece of the crew succeeding at their task ranging from 0% to 100%. Take your captains skills and divide them up until you either run out of captain skill or you fill up all of your crews tasks to 100%. Anything left over can be used for any situations where the captains come directly into play.</p><p></p><p>I have no read the actual Stormwrack rules but I hope that this basic setup I have just mentioned would be easily supportable in such a system.</p><p></p><p>It would mean that a better skilled crew is easier to handle so the captain can do less micromanaging and concentrate on battle strategies along with handle under staffed crews, weather conditions, battle damage, and anything else that might come up in a quick and easy way.</p><p></p><p></p><p>I should also mention, for normal voyages taking 10 should make even a basic, fresh crew be able to succeed at many tasks. I would suggest that people without the appropriate skill count as -2 instead of +0 before adding in their appropriate statistic.</p></blockquote><p></p>
[QUOTE="Slaved, post: 3684655, member: 43358"] Every job on a ship has a certain difficulty. If you have a general list of what the jobs are for ships of different sizes, how many crew it takes to accomplish the goal, and what the difficulties are along with a list of modifiers for conditions such as rain and battle damage then you can easily set up a sheet for your ship which will determine how good or bad your ship is currently doing. In order to cut down on the rolling you can find the probability of any given piece of the crew succeeding at their task ranging from 0% to 100%. Take your captains skills and divide them up until you either run out of captain skill or you fill up all of your crews tasks to 100%. Anything left over can be used for any situations where the captains come directly into play. I have no read the actual Stormwrack rules but I hope that this basic setup I have just mentioned would be easily supportable in such a system. It would mean that a better skilled crew is easier to handle so the captain can do less micromanaging and concentrate on battle strategies along with handle under staffed crews, weather conditions, battle damage, and anything else that might come up in a quick and easy way. I should also mention, for normal voyages taking 10 should make even a basic, fresh crew be able to succeed at many tasks. I would suggest that people without the appropriate skill count as -2 instead of +0 before adding in their appropriate statistic. [/QUOTE]
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Stormwrack: The Case of the Irrelevant Crew
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