Jump to content

Lloyd Dupont

Member
  • Posts

    1,499
  • Joined

  • Last visited

Everything posted by Lloyd Dupont

  1. I just stumbled (again) on @soltakss RQ_Scifi document, going to check that out... Anyway - those knowledge/specialty (planning to keeping them) are just easy to acquire tags, you can even argue during the game you should have *THAT* one, I'll grant them that! 🙂 - probably gonna give half skill if you have a knowledge somewhat related and close or lesser TL - I still have to tune my 4 selected engineering skill (which do little on their own), the difference between Device Engineering and Structure Engineering, and Space Engineering are debatable... and Hydraulic/Plumbing/Electronic/... (as suggested in the BRP) might be .. inadequate as well.. 😕
  2. Hence I would say being a coward is the deprecating interpretation. I would say it is just sensible behavior from those tiny people! 😅
  3. It's not the impression I had at all... 😛 I am still wondering how robotic I should put in, and how competent they are.. they do make people somewhat redundant! ^_^
  4. One idea which struck while trying to fall asleep... 😞 I could use the BRP skill list as is! (instead of the one I came up with) i.e. repair (various) for example, where various is: electrical, electronic, hydraulic, mechanical, plumbing. Because it is easy to make sense of it. But I also use tech slot. And you still use Electronic to rewire a computer. But you can only do it if you got some appropiate Technology Level computer specialisation known...
  5. To answer your question, I discuessed my idea to update the character sheet so it's adapted to the MoO setting. It was all my ideas, because the character sheet as it is wont do... and I am trying to come up with the definite skill list for the MoO universe. my skill idea work like magic (the power), with a few magic skill and spell slot to use them Which, in this case, is a limited number of skill (i.e. percentages) and a long list of "specialisation slot" for each devices.. coming from MoO tech list. Many of them irrelevant for adventurer, a few of them important, for repair, modding and even manufacturing... In fact I don't know why I even ask about it, there isn't much alternative... Discussion hasn't been productive 😕 my fault I was unclear and too verbose, very confusing... 😕 Anyway possible alternatives: - each tech is a skill, 300 skill to learn... (obviously you only write down the one you use) (doesn't put INT to use, let people know everything without limit) - Joerg suggestion; get rid of all skill. Just use Omnitool TL on the reistance table (I am not interested by this approach, just mention it for completness) - my approach, a few skills (overall 4 engineering skill, medicine, biochemistry, 7 sciences) and a long list of specialisation slot (like spell, you know them or not), I think the argument with Atgxtg was more along the line, the BGB list of skill (which I simply converted in slot for each: electrical, electroni, hydraulic, mechanical, plumbing) is too long. I dont think it is though, just take all those slots, no biggie! ^_^ Feel free to come up with an alternative.... Looking to build the definitive list of relevant skill so I can finish the character sheet....
  6. @Atgxtg to sum my current problem up... if I follow what BRP has been doing, i.e: - looking at Repair(various) (page 73) - Technical Skill (various) (page 82) and my MoO tech tree... I should add about a bit more than 100 skills for all tech. I don't want to do that. I also want to use INT, and though that instead of spell slot I could have knowledge slot. And does it matter? An when? So far mostly to repair your gear or spaceship, typically after (or even during) combat, I reckon. And to get a normal civilian job. And perhaps to install mods, and make mods a sort of levelling up material rewards. So instead of 300 skills, I think I could have only 2 (repair device, repair spaceship) and use the tech knowledge as a "repair spells" - I called it character specialisation. So now that I give you the short version. Please feel free to come up with your short version too! I need to make a definitive list of skill to complete the character sheet. And I need to have enough skill to make characters different.
  7. Mm... the automatic fire rule is a bit convoluted... However it give a reason to shot as many bullet as possible while making it unlikely you get "too many" on the target... I wonder if one could achieve the same result with a simpler rule....
  8. indeed... and each knowing how to repair each Spaceship device is utterly important! (for space battle, you see...) and maybe repair normal device on the battlefield too... and also, I created mods for lots of stuff and thought that they are non standard and some sort of levelling up rewards but if they also requires some skill roll instead of being automatic that makes it less common, more real reward... mmm.. doing my "own skill system" from this optic.. where each skill is... but it really is a minor thing... it's about making the system much less crunchy... FYI, like Mythras I have standard and professional skill. All skills start at 20%, all skill have 1 leading characteristic (just one) which is only used for XP roll. D100 + Characteristic -10. (instead of INT for all improvement rolls like in BRP rules, so, mm... INT is less useful that in default rules, oops 😮)
  9. Sorry... I was busy with EA Job interview! 😮😄 And preparing Sunday game session.... @Atgxtg , mmm.... my first problem with your comment is while you say my skill system is too restrictive, the default BRP system is even more restrictive so I am not sure what you are even aiming at? Unless you would be suggesting, for a contemporary BRP game, unlike what ther say page 73, ditch Repair (various), make it just Repair - 1 skill? Though it did give me an idea... the Device (repair) skill can probably be used without any (knowledge) specification as long as you got someone on site with the specialisation (i.e. directing all the other guys) @Joerg, mmm.. yes technology is become more automatic and easier everyday, and probably, in some other games, all that is needed is on the character sheet is the omnitool tech level.. but I'd like to keep playing with BRP. I think that sums it up.
  10. Well.. can't argue with that.. And also, I used to be French... (left awhile ago now..) anyway, when I grew occasionally my parents let me share the alcoholic drinks, so who am I to disagree after all? Not sure it is really a problem either! ^_^
  11. I got the feeling his nieces are on the young side of teenagers.... 😄
  12. Haha, go Sea Patrol! Well.. every body goes to Melbourne! So.. I want to be the one who didn't! Also... Ahem, I did live there for 2 month.. going anywhere take like 1 hour, minimum.. And it's so goddamn cold as well, they got penguins! And even in summer, almost no one go for a swim in the sea!
  13. Well I got some root in sunny Brisbane... Plus I wanted to resist the pull that got so many of my friends! Brisbane for ever! 😄 But well, ahem, we shall... and let's get that job first! (Currently doing sample ask they asked me for interview.. it's taking longer than it should 😮 )
  14. Nothing to do with Chaosium.. but it's about gaming (ahem, video gaming..) and also.. I am ecstatic right now! I am kind of vaguely looking for a new job, I stress vaguely, made only 2 applications in the last 2 months... But, but, but.... got an email for an interesting looking job Wednesday from an HR company.... though it's in goddamn Melbourne! 😕 But work remotely is available and pays well.... got a call from the HR today.. the job is with fucking EA Games! The publisher! To work with the FrostByte team (the team that create their top of the line gaming engine)! I can't fucking believe it! Now I better ace the interview process! Thankfully with my 180% skill in programming, 89% seniority (quite good resume), 35% Influence (ahem), I will crush all competition and ace it! 😄
  15. First, to clarify an additional point, a specialisation is like a tag. Either you have it or you dont. And it make skills useful. Without them skill are worthless. Also you can have up to INT of them. That is exactly the intent. same with repair. I am sorry this was not more obvious. The closest analogy to my system that is familiar is a magic skill and magic spells. The skill without spell is useless. And the spell need be cast with the skill at skill percentage. Similarly a skill without specialisation is worthless but would be sort of research. For example with Medicine, worthless by itself, when one got a [creature] specialisation, (such as Elerian, Psilon, Dog, Horse, human) then Medecine can be used on the creature. I was also thinking to get rid of "repair (various)" and "technical (various)" and replace them with "Equipment", "Vehicles", "Infrastructure", "Space Infrastructure" skills. all useless by themselves, and also not very good names 😕 But then one acquire specialisation from the MoO tech tree (the more general discovery, such as "Advanced Engineering") and can then use the skill on all application unlocked by the tech It was going to be an all or nothing. either one get the specialisation and can do it or they do not and they cannot... I'd suggest allowing either skill to work. That way you don't get too bogged down into what you cannot do. In the real world there is a lot or crossover between skills. For instance, I have a degree in Electronics and used to do electrical repairs on various things including CnC Lathes, house wiring, and automotive wiring. I did most of that while working for an Electrical Engineer, who had a somewhat different (and more extensive) skill set. But I was able to work on all that stuff because fundamentally it all works the same. In fact, some things I did better than my boss, because I was trained to work with small connectors and circuit boards, which go with low voltage electronics, he was more versed with high voltage electrical systems. for unlocking a door only 2 kill might be relevant: "fine manipulation" and "equipment" (or maybe "Infrastructure"?) The question that bug me which specialisation could help.. "locksmith" for all pretech doors... electronic for contemporary one... what about future doors from TL5 to 21? Since there are o explicit door technology, I guess it's electronic all the way... Although, come to think about it, I should use the latest computer tech (from the tech tree) and one could argue that electronic is computer TL4 specialisation. Of course one also need some tools.. In that case I would say perhaps you use the "Equipment" skill (one can stretch it a bit to useon house too hey, which is Infrastructure normal) or maybe "Fine Manipulation", and you got electrical and electronic specialisation, that let you fix both. Does that make sense? Mm... those 4 skill have a lot of overlap... but otherwise I am loather to coalece them all in 1 skill. I'd like to use different skill to build a space station (Space Infrastructure), a bridge (Infrastructure), a car (Vehicles), a machine gun or clothing (Equipment). And also requires appropriate specialisation. After all those comment I am afraid though that.. either my explanation skills are bad, or the system is confusing... 😕
  16. I kind of skip that part initially.. so what you suggest is device repair is automatic and construction is impossible? mm.. most device works fine automatically, the skill roll is mostly for repair and construction... I might make construction harder (skill% / 2) but probably not give any bonus to repair... you can try again later.. just use time and material... (it might be a problem when you are in a hurry or low on spare parts.. but hey, that's exactly why we use the skill in the first place!) but .. what you suggest here, perhaps, is to give bonus to medicine.... I don't thing it would be necessary, medicine would be mostly use to heal faster, and a fail roll simply mean somewhat less fast. But I should remember to give a large bonus to first aid with advanced tool.
  17. I fear I might not have been very clear... 😕 From your comment I am pretty sure there is some misunderstanding... (and if it's not clear, maybe it's not good?! 😕 ) but hopefully my comment below will clarify what I was trying to say... As a quick preamble.. the idea is that there are "only" a few technical/scientific skills (7 sciences, exactly the MoO sciences, and 9 others, like space infrastructure or equipment or medicine) but they do nothing on their own, you need some specialisation. Like if there was only 1 magic skill but it does nothing, unless you know some spells. Then you cast each spell you know with that magic skill. In that system Magic would be the skill and the spells would be specialisations. As per Master of Orion tech tree: http://www.moo3.at/moo2/technologies.php Eyeballing if I'd say each of those fields (physics vs force field) has about 12 science discovery and 30 applications.... Though I understand, starting from a blank canvas I would have lumped those 2 together as well, but MoO doesn't Does this include zero g maneuvering and EVA ability? What I mean by this notation: there is one skill in the character sheet "Space Infrastructure", it's about building, moding, repairing. Not sure what is "EVA Ability" but it probably ain't it! But what can you build and repair? Nothing by default! You need specialisation! For example, if you refer to MoO tech tree and and click on a construction item (say: http://www.moo3.at/moo2/technologies/construction.php ) You can see that if you take the specialisation "Astro Engineering (400RP)", it unlock Space Port. So you can maintain and be the architect of a space port if you take that specialisation. And your architect skill will be the "Space Infrastructure" skill.. If you don't have that specialisation though you can't design or oversee a space port construction, regardless of your Space Infrastructure skill. I don't think that space vehicles and space stations require different skill sets. You might be better of separating into statics/structural analytics for frames and bulkheads of any kind, plumbing and wiring (including management and re-direction of flows, locks, safeties, filters), and finally energy transformation (reactors, drives, radiators). I would suggest that building and maintaining a nuclear drive and building and maintaining an automated factory can reasonably be 2 different skills. Planetary Infrastruture and Vehicle Infrastructure in that case, with the appropriate specialisations. And I also suggest that the same skill "Vehicle Infrastructure" can build and maintain a Nuclear Drive or a Class I Shield, as long as you get the specialisation for each. I did thought of having just one Fabricate skill to repair, build, mod everything like you are suggesting (I think, possible misunderstanding here) but the game doesn't work that well with very few skill... It was hard enough coming with 10 skills for each profession! If I want to go that route of very few skill I would play Revolution D100, which, incidentally, has specialisation slots! I was think fabrication and modding. .... and also installing. But arguably maybe installing would be easier, this didn't cross my mind... who else would do the programming? even if it's machine who programs machine, who programs machines which program the other machines? eventually an human describe what want to be done somewhere. In the computer you find, for example, Holo Simulator with the Positronic discovery. With the Positronic specialisation and Device skill one can build the hardware. with Programming skill and Positronic specialisation one can add new virtual environment or story that can be run. Although this topic is a bit vague, MoO doesnt go into the detail of other than spaceship and population happiness. So I am not really sure how creative and aware and understanding is the Holo Simulator AI, and now that you bring that up.. it's a good question...... But, anyway, I sure know how to change it, with Programming skill + Positronic specialisation. It's a kind of magic. Seriously... Tssk, tssk, tssk... what if the player character want to be a chemist creating and designing drug? what mechanic allow or disallow it? It's not ancient and forbidden and lost knowledge! On the contrary, people in MoO are even better at it than us! And I allow for the player to do it too! it's not just only in the hand of NPCs! How does it work though? it's just a RPG we roll some dice and it work, doesn't matter how the player really does it. But what is the game mechanic that allow or disallow it? The player need a lab, and need the appropriate specialisation (MoO only has like 4 biological agent, I have yet to create a few more specialisations) and then one can roll the biochemistry skill. Without lab, no roll, without specialisation, it's just research, with low biochemistry, lots of failure. Totally depends on the door you're facing.An emoting door with a pseudo-personality like on Zaphod Beeblebrox's stolen ship might be fast-talked or threatened The game doesn't go that way at all, it's more like science fantasy like star trek at TL12 or guardian of the galaxy at TL17. I was wondering whether to use electronic or not to hack the door, or might need other specialisation... I am edging toward keeping electronic for simple houses, or maybe the appropriate computer technology.. or maybe go with what the player want if it's not too important and sound reasonable....
  18. I had to read it many times.. not entirely sur I understand it right! 😮 Oopsie... So, it seems, for automatic fire, instead of a skill bonus of +5% per bullet / projectile (must be tired) and the roll the number of hit randomly afterward, just roll normally and if the attack is a success the number of hit is skill roll divided 20 (they use different word, but that's the net result, I think)
  19. I totally agree! I though t was clear that my skill list is relatively narrow (specialisation add easy to change specialisation! 😜 ) As for the 7 MoO skill, it's because of the 7 science branch in MoO, heaps with heaps of tech! the science skills are not very useful anyway... i was wondering when to use them.. and I can only think it's useful (in way yet to be decided) when trying to reverse engineer some unknown tech... And, I simply follow MoO science category, with each heaps of tech!
  20. I am trying to comeup with an exhaustive authoritative skill list for my Master of Orion settings. One thing to consider is that it has 21 tech level (the first 4 are antiquity, middle-ages, renaissance, modern time - same as in the BGB, the next 17 ones are scifi level from Master of Orion research tree) and more than hundred of discovery... There is also little use for INT, which is mostly used for magic in BRP and I would like to use it. Also I am trying to align somewhat with Master of Orion science category. Here is what I came up, curious how does it look to you guys! First, instead of zillion (well, hundreds) of technical skills I would like to came up with a limited number (still in fluctuation, in the 10 to 20) so that no skill is too niche. And then I would like the user to learn specialisation. Specialisation are just tag that unlock a skill. a character could have up to INT specialisation (here INT comes back as useful for all sorts of people). Also the same specialisation slot can sometimes work on multiple skill (like science and repair skill can share the same MoO discovery) Two examples: - Medicine. Without specialisation is useless, need [Race Physiology], with Human Physiology and Psilon Physiology a doctor could heal Human and Psilon using medicine. But not, say, Bulrathi - with the "repair" skill (I am thinking to get rid of it and have "Device" skill instead, but same thing). You can't repair much, you need to have whatever science unlock the device in the tech tree or electronic/electrical/mechanical tag for contemporary and antique devices to be able to both manufacture, tinker and repair them. with that in mind I want to replace or change the existing BGB skills that follow to work with specialisation: Fine Manipulation, Repair (various), Medicine, Science (various), Technical Skill (various) When I "ported" the MoO science list http://www.moo3.at/moo2/technologies.php I grouped every invention into those few categories (Device & Equipment, Spaceship, Infrastructure, Planetary Infrastructure, Space Infrastructure). Also the MoO science list is Contruction, Power, Chemistry, Sociology, Computers, Biology, Physics, Force Fields. With that in mind here what I think could be a good exhaustive and final list of skill, with type of specialisation below, Psionic power: => not technological know how but each additional power (n top of racial power that is) requires a specialisation slot Science (Contruction, Power, Chemistry, Sociology, Computers, Biology, Physics, Force Fields: i.e. 7 skills) => any MoO discovery => also geology, astronomy, meteorology Space Infrastructure: used to maintain, build, repair knows structure => any MoO discovery with such structure as application Planetary Infrastructure: used to maintain, build, repair knows structure => any MoO discovery with such structure as application Vehicle Infrastructure: used to maintain, build, repair knows structure => any MoO discovery with such structure as application (spaceship devices) Infrastructure: used to maintain, build, repair knows structure (hose sized..) => any MoO discovery with such structure as application => electrical, mechanical, hydraulic, plumbing Device & Equipment: used to maintain, build, repair those => any MoO discovery with such item => electrical, electronic, mechanical, sensor, traps Programming => any MoO discovery, can program all devices associated with the discovery Medicine => [Race] Physiology (can then heal them) => bioahacking and implant tech (can then apply them) Biochemistry => each drug tech, to create classes of drug Fine Manipulation => clockwork, locksmith, trap I feel like this might work. but some things are still unclear in my mind..... like unsure the procedure to hack a closed door.. is that possible? Do I just just Device or Infrastructure + electronic?
  21. So, btw what is this d() function? I left uni so long ago! 😢
  22. I like the idea of multiplying skill values for difficulty.. however I have few problems with that: 1. the problem to ask my players to do math in game. some people really struggle with simple math, like multiplying a percentage by 2 or 0.5 2. it lacks the difficulty gradient, what if the shield is little bit bigger or little bit smaller? +20%/+40%/+60% is easier and more gradual... 3. even in BGB sometimes you have a skill bonus/malus, sometimes a difficulty multiplier and I am not entirely clear when I should which and how to combine them Incidentally, for shields, I am contemplating to be inspired by the way they work against arrow. Give each shield a rating and that is considered to be the player skill unless he has a better skill.
  23. Totally... One of the reason I had a not so good experience with My Revolution D100 / Dark Elf campaign was, I realized, me not thinking ahead carefully of all the number involved.... That said, I am back to BRP now, fit my style better...
×
×
  • Create New...