Time for Skills?

By DurosSpacer, in Star Wars: Edge of the Empire RPG

Several talent tree abilities 'reduce the time it takes to...', say unlock a door, but where does it say how much time that takes to begin with? One talent reduces time by 25%, another by an additional 25%....but 50% of what numerical value?

Like almost everything in Edge, is a "plot speed" thing. So, adapt it the best way to the scene.

Sorry if I'm not enough precise but this is the general game idea/concept. Just be cinematic :D

Yeah, it's however long the task takes :) So just like the GM sets difficulty for a certain task, he can set the time required (a minute, 5 minutes, 30 seconds, whatever).

Several talent tree abilities 'reduce the time it takes to...', say unlock a door, but where does it say how much time that takes to begin with? One talent reduces time by 25%, another by an additional 25%....but 50% of what numerical value?

I have read none of the adventures, they may place time frames on certain actions.

Unfortunately there's neither a set timeframe, nor a suggestion for GMs. Something I think is a problematic oversight. But I do like that everything structured is not measured in completely unrealistic 6-second intervals unlike most RPGs.

We have to run a lot, chase things down, or manage to do something that the time it takes to accomplish the task has something to do with some other aspect that we as players are unaware of.

Our GM tracks things like this behind the scene and really enjoys it. He likes the dice to develop the story.

Other than the 1 turn per minute combat time, it's really hard to quantify how long it takes to do something. There are just too many variables. How long does it take to research the breeding habits of the cross-toed sloth so you can raise them in captivity? How long does it take to find information on who the real power behind the king is on Onderon? How long does it take to prep a computer spike to help with a hacking task...actually that one is nicely answered in Jewel of Yavin.

IMHO it's up to the GM and players together to establish a base time on a case by case basis so that the effect of Talents can be made to come into play. Ideally though, the GM would be able to preplan the time and difficulty of certain types of activities (see computer spikes in JoY as an example) so that it feels less arbitrary.

That is what I thought....

It is just that one talent gives you -25% reduction and another gives you another -25% reduction. But what's the incentive to spend 15pts on the 2nd reduction? Eh, whatever. I just wanted to ask to be sure.

I DO LIKE the unstructured nature of things. So many other systems have tons of minute breakdowns of every skills in "6-second" increments.

Just make sure the time chosen is easily divisible by 4.

Additionally, the benefits of taking 25% less time to do a task could be anything....an extra maneuver, a Boost to your next skill check, a chance to perform the skill check again (but perhaps with setbacks). It could be like those scenes in a movie where someone is doing some spy stuff on a computer, and the bad guy is coming around the corner and you're like "OMG HE'S GOING CATCH YOU!" but he rounds the corner and the hero is nowhere to be seen because he's already climbed up and is hiding in a nook in the ceiling. Or under the desk or whatever. With no trace of his being on the computer in the first place.

Unless there's Threat.....

Edited by awayputurwpn