Any rules for mining on planets or asteroid?

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

Hello, we are some people who enjoy playing star wars EoTE and some of us are asking if there is any rules for mining ores and such, since we can't find any rules on it in any known books. I have seen that there are some items you can buy, like mining drills, but so far no rules on it, like how much ore do you get per hour and such.

If they are really wanting to do this then you should look at it form the point of view of how much material do you want them to get. Are you going to be ok with the PC's giving up adventuring in order to make their shift at the mine?

Figure out how much you think one miner can yield per hour with the drill/laser, and then just multiply that by the hours of the shift. I would use either Enc in raw ore or make up a fake measurement called units or something. Then figure out how much a large droid could do, how much an excavator vehicle could do, and a huge excavator vehicle could pull out of the ground per hour.

Then use the Dice to make a check each day to see how much of that was worth anything. Maybe use the same rules for Selling items but instead of negotiation use the appropriate skill (Perception, Mechanics, Education). Or you could just roll percentile dice and say they got that many units of decent stuff that day after the refining station processed the ore.

The various cool things that can happen while this is going on are endless: gas pockets, creature lairs, ancient ruins, interlopers and claim jumpers, local diseases, local creatures, etc. I would hope the players would want to do the adventure and story stuff more than a resource game but you can make the resource game happen with a page of rules you create to fit your campaign.

Homestead rules are probably the best eay to do it. 50K credits for all the starting stuff, and the credits that they make are about enough to live on, plus whatever they get based on upgrading the homestead.

On 3/7/2018 at 8:33 AM, Archlyte said:

If they are really wanting to do this then you should look at it form the point of view of how much material do you want them to get. Are you going to be ok with the PC's giving up adventuring in order to make their shift at the mine?

Figure out how much you think one miner can yield per hour with the drill/laser, and then just multiply that by the hours of the shift. I would use either Enc in raw ore or make up a fake measurement called units or something. Then figure out how much a large droid could do, how much an excavator vehicle could do, and a huge excavator vehicle could pull out of the ground per hour.

Then use the Dice to make a check each day to see how much of that was worth anything. Maybe use the same rules for Selling items but instead of negotiation use the appropriate skill (Perception, Mechanics, Education). Or you could just roll percentile dice and say they got that many units of decent stuff that day after the refining station processed the ore.

The various cool things that can happen while this is going on are endless: gas pockets, creature lairs, ancient ruins, interlopers and claim jumpers, local diseases, local creatures, etc. I would hope the players would want to do the adventure and story stuff more than a resource game but you can make the resource game happen with a page of rules you create to fit your campaign.

Thanks for the info. It was mostly only one person in our group that was so focus on it, since he is playing the Explorer class with the Trader as Spec, and wanted to earn as much credits as he can, beside doing the normal trading. All others in our group are more focus on the main path of this game, since I'm playing as a Bounty Hunter and another is playing as a Hire gun, so we know how we can earn extra money.

On 06/03/2018 at 7:15 PM, thorgim said:

Hello, we are some people who enjoy playing star wars EoTE and some of us are asking if there is any rules for mining ores and such, since we can't find any rules on it in any known books. I have seen that there are some items you can buy, like mining drills, but so far no rules on it, like how much ore do you get per hour and such.

5 hours ago, thorgim said:

Thanks for the info. It was mostly only one person in our group that was so focus on it, since he is playing the Explorer class with the Trader as Spec, and wanted to earn as much credits as he can, beside doing the normal trading. All others in our group are more focus on the main path of this game, since I'm playing as a Bounty Hunter and another is playing as a Hire gun, so we know how we can earn extra money.

I had a similar situation in one of my games. What worked like a charm was that I used the rules for businesses/homesteads. Its a good place to start because you can give the player a tangible answer to the "how much usable ore do I get? ". Depending on how much money and resources they have sunk into the operation you can tell them: "after factoring processing costs, and other expenses you get x credits worth of raw materials." where X is the amount you can determine from the homestead or business tables in far horizons page 83/85.

The base price they have to pay can be flavoured as them buying all the equipment they need to not just mine the ore, but also process it and any droids they might use.

I think this is doubly useful as a technician because you can use those "raw materials" to craft pretty much whatever you want with the crafting rules in Special Modifications. ****, I would give you a bonus if you choose to use those materials for crafting rather then selling them off.

In which book did you see that about crafting items?, since I have seen that FFG are making a book about building ships/station in the near future. I will further into the homesteads for the info you told me.

One of the other GM has taken some info/idea from the GURPS books, where it tells you on how much tons of ore you mine per hour for each silhouette of ship/station.

48 minutes ago, thorgim said:

In which book did you see that about crafting items?, since I have seen that FFG are making a book about building ships/station in the near future. I will further into the homesteads for the info you told me.

Keeping the peace for armor, Special Modifications for weapons and gear, Fully Operational (not released) for vehicles.

Quote

One of the other GM has taken some info/idea from the GURPS books, where it tells you on how much tons of ore you mine per hour for each silhouette of ship/station.

This game works a little different. As a narrative focused thing setting up a business or homestead (homestead matches the mine template) doesn't care about ore per hour, it skips ahead to the cash payout. It even comes with employees to do the actual work so the players can keep adventuring.

The idea is you shouldn't be spending time rolling digging checks. You should be doing things like keeping Durka the Hutt from demanding "protection" fees, cutting deals with the Rebellion to use that played out mine on the south end as a hideout, or the Empire from nationalizing you when you hit that kyber deposit...

Edited by Ghostofman

At the risk of presenting Edge of the Spreadsheet , I don't see why cost tables from GURPS or any other supplement couldn't be refactored and put to use. The trick is to keep the characters and thus the players hungry, so big scores should be few and far between, and wouldn't you know it, they never can quite get ahead....

2 hours ago, Ghostofman said:

Keeping the peace for armor, Special Modifications for weapons and gear, Fully Operational (not released) for vehicles.

This game works a little different. As a narrative focused thing setting up a business or homestead (homestead matches the mine template) doesn't care about ore per hour, it skips ahead to the cash payout. It even comes with employees to do the actual work so the players can keep adventuring.

The idea is you shouldn't be spending time rolling digging checks. You should be doing things like keeping Durka the Hutt from demanding "protection" fees, cutting deals with the Rebellion to use that played out mine on the south end as a hideout, or the Empire from nationalizing you when you hit that kyber deposit...

Thanks, I'll look up for those books and keep looking thru the other book for the business/homestead and talk with my fellow GM about it. :)

On 3/13/2018 at 8:09 AM, thorgim said:

In which book did you see that about crafting items?, since I have seen that FFG are making a book about building ships/station in the near future. I will further into the homesteads for the info you told me.

One of the other GM has taken some info/idea from the GURPS books, where it tells you on how much tons of ore you mine per hour for each silhouette of ship/station.

On 3/13/2018 at 8:57 AM, Ghostofman said:

Keeping the peace for armor, Special Modifications for weapons and gear, Fully Operational (not released) for vehicles.

This game works a little different. As a narrative focused thing setting up a business or homestead (homestead matches the mine template) doesn't care about ore per hour, it skips ahead to the cash payout. It even comes with employees to do the actual work so the players can keep adventuring.

The idea is you shouldn't be spending time rolling digging checks. You should be doing things like keeping Durka the Hutt from demanding "protection" fees, cutting deals with the Rebellion to use that played out mine on the south end as a hideout, or the Empire from nationalizing you when you hit that kyber deposit...

And don't forget Endless Vigil for lightsaber construction.