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Jury Rigging

spank

SOC-13
A game mechanic I have been tossing around:
In the field someone must repaire something, maybe a pistol, maybe a jump drive, when the repair is made throw 2d6/2 this is the reliablity of the repair, every time the device is used throw 2d6, the result must be under the reliabity, or the device fails.

modifiers to reliability,
tools avalible,
none -2
simple 0
tool kit +2
workshop +4

relivant skills
+ 1/2 skill


usage modifiers,
Gentle usage -2
example a J3 plant performing a J1

Average 0

Hard usage +2
example a J3 plant making a J3
 
Interesting method. Looks like it'd work.

Off the top of my head, how about something a little more intuitive. Let's use the 1-15 scale we see on stats and other figures in the game.

What say this: The quality of the repair is equal to a 2D throw, + appropriate skills, +2 per level of JOT.

Then, whenever stress is put on the item repair, simply make a 2D throw for the quality number or less.







For example, it might work like this in a game: The PCs are traveling about in an enclosed ATV when it overheats. The ATV does have a tool box (the tool box itself does not provide any DMs, but without it, the repair cannot be made).

In order to fix the ATV, the GM simply throws a random 2D for the repair number.

Thus, the single throw to repair the ATV (above) will determine IF the ATV is repaired, and THEN that same throw will be the quality number of the repair.

GM throws 2D for the difficulty of the repair: 2D = 8. The throw to fix the ATV is 8+.

Now, the PCs need to fix the ATV. Looking at the repair throw above, Mechanical skill provides a +1 DM, and JOT provides a +2 DM per level.

As it stands the character fixing the ATV has Mechanical-1 and JOT-1.

So, his roll to fix the ATV is 2D +3 for 8+.

2D = 5 + 3 = 8. He makes it on the money!

Now, the quality of the repair is 8-.

When the ATV is stressed, or after an appropriate time interval, the GM throws 2D for 8-. If successful, the ATV's repair continues to hold. If not successful (a throw of 9+), the ATV's repair does not hold. Then, it's got to be fixed again.



That's probably how I'd handle it in a game.
 
extremes

my primary concern was trying to reduce the effect of the dice, and increase the effect of a skilled character, otherwise it doesn't matter if the ship's doctor or the engineer repair the drive.

I might use

+ relevant skill

instead of

+ 1/2 relevant skill


if a character with

mechanical 1
and
Jot 2 (using + skill level only not +2 per skill level.)

makes a repair with simple tools it will function properly at least 16% of the time under average use. If he has a toolkit it will function a mininum of 41% of the time, and if he does well 97% of the time.

Better equiped and skilled characters will do even better.
 
My first thought was, "Oh, an interesting legal question in Traveller..."

I was thinking Jury rigging equaled TAMPERING :confused:

Must be late... :(

:p
 
Based on how frequently some players get into trouble

Hi,

Based on how frequently some players seem to get into trouble maybe having rules for rigging juries wouldn't be such a bad idea either.

Regards

PF
 
Lets see... Bureaucracy to learn which jurors are on that particular case, Streetwise to learn which jurors have secrets they wish kept (or are susceptable to bribery), Security to gain access to the target, and Bribery to "turn" the target juror to do your bidding.

And Admin to hide all traces of your activities.



Sounds like a plan.
 
A game mechanic I have been tossing around:
In the field someone must repaire something, maybe a pistol, maybe a jump drive, when the repair is made throw 2d6/2 this is the reliablity of the repair, every time the device is used throw 2d6, the result must be under the reliabity, or the device fails.

modifiers to reliability,
tools avalible,
none -2
simple 0
tool kit +2
workshop +4

relivant skills
+ 1/2 skill


usage modifiers,
Gentle usage -2
example a J3 plant performing a J1

Average 0

Hard usage +2
example a J3 plant making a J3

How about the reliability of the jury rig becoming 2d6/(skill of repairer). Everytime the device is used, roll 2d6+DM's higher than the reliability number. Lower than that fails. On exceptional failure..it fails during use instead of after use. Gentle and hard usage DM's will have to have their signs changed though.

This way, the better skilled the repairman is, the longer his jury rig will last.
 
I'm sure I've seen some repair quality rules somewhere in Traveller - the Wear Value rules of TNE immediately spring to mind. Ah, there are so many houserules I still need to consolidate... :(
 
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