Damage Control vs. Manual Repairs

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

So if I'm reading this right, Damage Control (with Intellect/Mechanics) can only ever repair one point of HT no matter how may successes are rolled. OTOH, Manual Repairs (with Brawn/Athletics) repairs one point of HT plus one additional point per two additional successes. Both are subject to the same once per encounter limit, and while Manual Repairs is more difficult, it can have a higher return. Why can't Damage Control repair more HT with additional successes?

Assuming that Manual Repairs are supposed to be somehow superior, why don't Technician (Mechanic) characters get Athletics as a career skill? [Just kidding!]

After reading the section I think you might have missed some key words. DC is ussed to repair system strain, one strain per sucessful check. It can be used as many times as necessary to bring a ship back up to full. Manual repairs do replenish HT, but can only be used once per encouter and is limited to rationally possible actions (the example given is of a fighter pilot opening his cockpit to repair something).

After reading the section I think you might have missed some key words. DC is ussed to repair system strain, one strain per sucessful check. It can be used as many times as necessary to bring a ship back up to full. Manual repairs do replenish HT, but can only be used once per encouter and is limited to rationally possible actions (the example given is of a fighter pilot opening his cockpit to repair something).

Go back to the page where you read about Damage Control. Now flip the page and keep reading. You will now see where the relevant rules are for using Damage Control to repair HT.

Can Damage Control repair hull trauma only once per encounter? I don't have my book.

Can Damage Control repair hull trauma only once per encounter? I don't have my book.

Yes. In fact, both count against the same limit, so it's one or the other per encounter.

Time, Damage Control is done in the span of combat encounter. Which will last seconds and at worst a few minutes. This is emergency patchwork at best. Where as proper mechanical repairs take the time to make sure the repairs have some value. ie your not making an emergency jury rig for the hyperdrive to the light switch.

As i read it I didn't notice any direct conflict where the PC can't roll for Damage Control and Repairs.

Time, Damage Control is done in the span of combat encounter. Which will last seconds and at worst a few minutes. This is emergency patchwork at best. Where as proper mechanical repairs take the time to make sure the repairs have some value. ie your not making an emergency jury rig for the hyperdrive to the light switch.

As i read it I didn't notice any direct conflict where the PC can't roll for Damage Control and Repairs.

After reading the section I think you might have missed some key words. DC is ussed to repair system strain, one strain per sucessful check. It can be used as many times as necessary to bring a ship back up to full. Manual repairs do replenish HT, but can only be used once per encouter and is limited to rationally possible actions (the example given is of a fighter pilot opening his cockpit to repair something).

Go back to the page where you read about Damage Control. Now flip the page and keep reading. You will now see where the relevant rules are for using Damage Control to repair HT.

Ah. I see what you are talking about. Technically, the Damage control action stipulates that you can only repair one point of system strain at a time. The section on Hull trauma doesn't specifically list such a limitation outside of what the GM feels is reasonable. The Manual repairs action just allows you to substitute Athletics for a base hard check instead of a scaling one. As far as I can tell they are also binary, you may attempt one or the other (mechanics or athletics) once per encounter.

Personally I would mimic the wording on Manual Repairs and apply it to Damage control as well, making them both the same.

So depending on how you wanted to interpret the term "Likewise" your statement may or may not be correct.

So depending on how you wanted to interpret the term "Likewise" your statement may or may not be correct.

Go on...

Sent in some healing-related questions via the Rules Questions submission form. WIll post if I learn anything helpful.

So depending on how you wanted to interpret the term "Likewise" your statement may or may not be correct.

Go on...

Well dictionary.com lists the definitions as thus.

adverb

1. moreover; in addition; also; too: She is likewise a fine lawyer.

2. in like manner; in the same way; similarly: I'm tempted to do likewise.
If you ruled that the use of "likewise" was intended in the context of the first definition, then there is no specific result of healing listed for using the Damage Control action to repair hull trauma. If you used the second, specifically the "in the same way" line, then yes the action would only restore 1 point of HT and could only be used once an encounter. Which makes it inferior to Manual Repairs, which is actually a Damage Control (DC) action, only substituting Athletics for Mechanics.
The challenge of utilizing the first line is that as no specific mechanical benefit is listed, then a person could technically say that a sucessful result of the action causes no mechanical benefit. As this would render this use of the action "effectless", and therefore pointless, logically the designers wouldn't have included it in the game (I hope).
However, we do have the listed mechanical effect for the Manual Repairs action, which is described as being a DC action, just allowing for the substitution of a skill in the action, but maintaining the "once per encounter" limitation. I would infer that a DC action based on Mechanics would function identically to one based on Athletics, and thus would rule the mechanical benefit of a "standard" DC action to repair Hull Trauma would function in a manner consistent with, if not better than, it's alternatives.

A very lengthy way to say I'd treat the action the same if not a straight 1 HT/ 1 sucess repaired.

Also, as I am currently AFB, we should probably consult the description of the Mechanics skill to see if anything is listed there as well.

Time, Damage Control is done in the span of combat encounter. Which will last seconds and at worst a few minutes. This is emergency patchwork at best. Where as proper mechanical repairs take the time to make sure the repairs have some value. ie your not making an emergency jury rig for the hyperdrive to the light switch.

As i read it I didn't notice any direct conflict where the PC can't roll for Damage Control and Repairs.

Both of the actions I am discussing are meant to be used during a combat encounter. The rules state that only one or the other can be used - see the text for Manual Repairs for specifics.

So I went hunting through the book to read the rules. All rules regarding Hull repair that has relevance to the action; that I can find are on

Mechanics Pg 111. Which is the skill that covers possible meanings.

Damage Control Pg 233. Which mentions an unlimited amount of DC for the purpose of reducing Straing, but only 1 check per encounter for Hull repair. There is also no mentioned limit to the amount repaired, but suggest limitations based on the GM.

Hull Trauma Pg 243 - 244.

1. Players can restore a dmg >= HT damage to make the ship function again. With penalties

2. Hull repairs. Mostly refer to other people fixing the ship with cost. Although players can make repairs.

No mention of repair limits.

Going over the book I couldn't see anything about doing repairs with Athletics. What page am I missing? I couldn't find a section for Manual Repairs in regards to Star Ships. I found rules of Weapon Maintenance, but those are weapons and no ships. I suppose you could apply them to personal gear too.

It sounds like I've over looked a section somewhere. Anyone mind being helpful and pointing out the page :)