Christopher_Perkins
(Sergeant)
03/09/08 10:22 PM
24.125.201.179
Re: Repairs?

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Do you have a "No roll" method for Gunnery and Piloting as well?

Why not? Those are also Skill dependent tasks.




You obviously don't read what is required in this subject.




Repairing without rolls is a "Magic Genie Method"...

Heck, Rolling Only Once for each BattleMech is "Magic Genie", but at least gives a chance for failure

In the Real world and the BattleTech universe throwing time and money at something is no gurantor of success... it just makes success more likely...

IOW there is always the chance of rolling snake eyes...
or dividing by 14 days when you should be dividing by 10 working days...


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While it is all well and good to roll for every little thing the person wanted to know ways to either speed up or limit paper-work and the gm having to view rolls constantly when repairs and salvage are involved.




Rick Raisleys RUS or any random number Generator would do it just as easliy as your no roll system... and provide the chance of failing that exists in the BattleTech Universe...


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What I suggested was a simple way to change the ratio of the time spent preparing, repairing for a fight to actual fighting. A simple spreadsheet can calculate the requirements of time and c-bills (or house bills if that floats your boat) for the repairs, everyone has a copy of what is happening and the game smoothly flows on from there.




a Simple spreadsheet could calculate the targets, and if you have a good random number generator roll the success or failure of the Repair...

OTOH i would suggest a random number generator that outputs a text file with each roll earmarked... say with a tech skill, repair, repair target, and result


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What you have come up with looks good but its a Suppliment to the rolls in time and costs, but NOT as a replacement for the rolls.




I fail to see how something that completely removes the need to roll for repairs as being 'supplemental' to the repairing process.




I was expressly stating that they way that you wanted to do it looked too much like magic.

Speeding Up costs money, Check
Using More Time can increase the Likely hood of Success and therefore samve money by requireing less repetitions... Check
Removing any chance at all of failing? Disagree Completely


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If you want to play the game for the hours of paperwork and rolling right up to what would be comparitively a short fight then go for it. For those who do not want to role-play every aspect of the game then they need to look for strategies that minimise time wastage, especially in the example of what happened in our mercenary contracts where each player had a unit and each competed for time from the GM.




Create a table of the needed repairs, and the targets for the repairs
then run a random number generator against the repairs...

a couple of a thousand rolls in a number of seconds, when you are off doing other things...

then you know what repairs were messed up, and whither or not it can be repeated

this is something that the GM would be running anyway and only rarely would be something that would take up actual table time

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The Engineering Skills are involved doing a new design or even in anything that will affect the load out of a Mech or Vehicle.

The Technician / Mechanic Skills are involved in anything that actually happens, even down to the simple tasks like changing out a power cable




Which is great if you are either playing Mechwarrior 2 and 3 RPG rules but not if you are playing a more basic level using Maximum Tech without the character archtypes from those broken RPG sets.




IIRC Maximum Tech had the Technicians using the same Skill Targets as their Mechwarrior... is this not so?

Customizations in Maximum Tech had you rolling to check to see if the customization was balanced or not - Engieering Skill Emulated by Tech with Same Engineering Skill as Mechwarriors Gunnery, IIRC

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Customisation, the changing of loadouts etc, again is a subset of the main question, that being Repairs. Customisation and salvage would be much better explained depending on the system they use and the end result the GM wants.




not sure what your point is here, BattleTech doesnt ignore the chance of a Technician Failing... and a GM with a Spreadsheet can easily find a Random Number Generator that they can post the results for

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Max Tech and subsequent Rule Books had general rules on salvaging mechs from the basic 10+ you can salvage anything to being able to repair a destroyed location on a 10+ (though make that a once-off roll rather than the often cheesey use a Green, then a Reg etc). Customisation was, while extensively discussed in Max Tech, not defined to the level many GMs would be happy to run with.




Right, and for some reason the PTB think that they would not have to redo the more extensive Repair, Customization and Salvage Rules from BattleTech RPG 1st Edition because they assume that the Coverage of these three related tasks will be adequate in Tactical Operations Manual... somehow, i do nto think that they will give adequate coverage to it, with BattleTech RPG 3rd Edition Skills (2d10) being so different from BattleTech (2d6)...

OTOH, there was the Customization rules in the Map Pack Solaris VII suppliment to Mechwarrior's Guide to Solaris VII which was more in depth a treatment of this than I have seen in the last decade or so...



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