Tuesday, November 10, 2015

Repairs and Parts and Time


One of the things I enjoyed last week was rewarding excellent repair rolls with reduced parts requirement or reduced time requirement.

I was winging it last week, but the idea stuck with me and I have codified that concept into a table.

So, when making upgrades or repairs, each system will have:

1. A Repair difficulty (for example, Easy - 10)
2. A time requirement based on difficulty (for example, 6 hours)
3. A parts requirement, expressed in credits worth of parts (for example, 1000 credits)


Difficulty and Time
Difficulty
Time
Very Easy (5)
1 hour
Easy (10)
6 hours
Moderate (15)
12 hours
Difficult (20)
24 hours
Very Difficult (25)
48 hours
Heroic (30)
96 hours

You make the roll and compare the results to the following table (essentially the same table as the Bargain results):

Repair Roll compared to Difficulty
Parts Cost
-21 or more
Time is up, not done, still need 100% more parts and time
-16 to -20
Time is up, not done, still need 50% more parts and time
-11 to -15
Time is up, not done, still need 35% more parts and time
-6 to -10
Time is up, not done, still need 25% more parts and time
-3 to -5
Time is up, not done, still need 10% more parts and time
-2 to +2
100% complete using 100% parts
+3 to +5
100% complete using 90% parts and time
+6 to +10
100% complete using 85% parts and time
+11 to +15
100% complete using 75% parts and time
+16 to +20
100% complete using 65% parts and time
+21 or more
100% complete using 50% parts and time



Example 1, the difficulty of 10, 6 hours, 1000 credits, you roll 25. That beats the difficulty by 15. You complete the task using only 75% parts requirement (750 credits) and 75% time requirement (4.5 hours).


Example 2, the difficulty is 25 and requires 48 hours of work and 1000 credits of parts. You roll 13. That fails by 12. So, after 48 hours, you've used 1000 credits of parts, but you're not done. You need another 350 credits worth or parts and another 16.8 hours of work.

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