Seeking opinions re: repairing hull trauma

By player266669, in Star Wars: Edge of the Empire RPG

Personally, I feel the 500 credits is still real cheap and should be the base price. The only roll I would allow to modify the outcome is an opposed roll haggling the price.

There are somethings pcs maybe shouldn't be allowed to do. I also find myself wondering, by the activity in this thread, why are all these ships getting so damaged? Hull trauma eats into profits. Try running away sometimes.

Personally, I feel the 500 credits is still real cheap and should be the base price. The only roll I would allow to modify the outcome is an opposed roll haggling the price.

There are somethings pcs maybe shouldn't be allowed to do. I also find myself wondering, by the activity in this thread, why are all these ships getting so damaged? Hull trauma eats into profits. Try running away sometimes.

In my last session, one attack roll from a fighter resulted in 3 succeses and 2 advantages. That's two 8-point hits against armor 3 = 10 points of hull trauma. Its really easy to get "so damaged" in this game.

This 100%. The amount of damage a YT1300 can take from just 2 tie fighters is incredible. 500/point is completely out of line.

Personally, I feel the 500 credits is still real cheap and should be the base price. The only roll I would allow to modify the outcome is an opposed roll haggling the price.

There are somethings pcs maybe shouldn't be allowed to do. I also find myself wondering, by the activity in this thread, why are all these ships getting so damaged? Hull trauma eats into profits. Try running away sometimes.

In my last session, one attack roll from a fighter resulted in 3 succeses and 2 advantages. That's two 8-point hits against armor 3 = 10 points of hull trauma. Its really easy to get "so damaged" in this game.

This 100%. The amount of damage a YT1300 can take from just 2 tie fighters is incredible. 500/point is completely out of line.

As the GM you can always increase the amount of cash your players are running around with, also the reason for making repairing a ship expensive is that it makes it a an extremely strong choice of getting into combat.

On top of that if your players are short on cash you have the Obligation system backing you to help them out when they're low on funds. For me if my players are short on cash they'll go see a loan shark or owe a favor to a Hutt to use one of their private shipyards. For me that adds way more to the game but I understand everyones style is different.

Personally, I feel the 500 credits is still real cheap and should be the base price. The only roll I would allow to modify the outcome is an opposed roll haggling the price.

There are somethings pcs maybe shouldn't be allowed to do. I also find myself wondering, by the activity in this thread, why are all these ships getting so damaged? Hull trauma eats into profits. Try running away sometimes.

In my last session, one attack roll from a fighter resulted in 3 succeses and 2 advantages. That's two 8-point hits against armor 3 = 10 points of hull trauma. Its really easy to get "so damaged" in this game.

I guess it also depends on how much space combat you have in your games. Our games typically don't see too much or it is the PCs always running from someone. So 5,000 credits to repair 10 HT is not too bad in my eyes, that is a single smuggling job or two. Has a sort of Firefly feel to it actually...

The rule book gives a guideline of 500 credits per hull point, and says you need a docking bay with good equipment and parts. Anything else will cause trouble (ie: setback dice or other effects). Good enough for me.

This.

I am also not going to leave it up to a roll. Assuming the PCs spend the credits, effort and time then they should be able to restore the necessary HT at the end of that time. If that takes several games sessions with them running missions in between, so be it. But I think adding die rolls to a check after they have spent time and money on it is unnecessary. Thanks to the dice system it is already easy enough as a GM to say something went wrong with those repairs later down the road.

That method of doing it makes the repairs completely independent of the characteristics, skills, and talents of the character doing the repairs. I don't like that.

Same here. If a PC spends a lot of XP to get a high Mechanics roll, it's disappointing for them if they can't repair their own ship outside of the combat actions.

I wasn't trying to ruffle any feathers with my comment about taking damage. I was going for a more tongue in cheek. The way I see things, most ships aren't built around going into combat. It's like taking a sedan into a combat zone and expecting it to be fine when it gets fired on by an rpg. I also see a mindset everywhere with players that if it has stats that it can be killed. Some times you should run. I'm going to use Han Solo as an example. A New Hope, what happened when he chased down a lone tie fighter? They got caught. Sure they rescued the princess but they lost a oarty member in the process (or gmpc if you prefer). Now what did Han do in Empire? He ran.. being chased by ties and a star destroyer he ran. Angled the deflector shields and ran. You don't and shouldn't fight every encounter. That being said, sometimes a lucky shot happens, but that should scare the party into investing in warship if they want to fight or even a faster ship so they can run.

As to the players with maxed out ranks in mechanics, no matter how good you may be there is only so much you can do. The same with healing.

I also don't know many mechanics that will rent you their shop or tools. They need make a living too.

I'm going back and forth with the cost on this one. At first blush the price of repairs seems to high. It might not be to bad if you're in a group that doesn't fight or get their ship damaged a lot. What if you're playing a game with a lot of space combat though? If you are smuggling into warzones there's going to be damage. If you're playing a fighter based campaign, or a pirate game damage could be pretty constant, and as it's been pointed out, just a few hits from a Tie can rack it up fast. I suppose it depends on how lucrative you make your jobs. If they routinely pay well enough to take care of the damage, it shouldn't be a huge problem.

I would seriously cut down on their recommended times. I'm not going ot make the characters wait weeks, let alone months, for the repairs to be done. We're playing a smuggler campaign, the ship needs to be reasonably available.

The rule book gives a guideline of 500 credits per hull point, and says you need a docking bay with good equipment and parts. Anything else will cause trouble (ie: setback dice or other effects). Good enough for me.

This.

I am also not going to leave it up to a roll. Assuming the PCs spend the credits, effort and time then they should be able to restore the necessary HT at the end of that time. If that takes several games sessions with them running missions in between, so be it. But I think adding die rolls to a check after they have spent time and money on it is unnecessary. Thanks to the dice system it is already easy enough as a GM to say something went wrong with those repairs later down the road.

That method of doing it makes the repairs completely independent of the characteristics, skills, and talents of the character doing the repairs. I don't like that.

Same here. If a PC spends a lot of XP to get a high Mechanics roll, it's disappointing for them if they can't repair their own ship outside of the combat actions.

I think in some cases, one could use the 'making passive checks' rules (p. 322) to give a mechanic the means to repair the ship and make use of their high Mechanics score outside of combat. If repairing hull trauma is a Hard difficulty and the mechanic has at least three ranks in the skill, boom, they spend time outside of combat making those repairs successfully, assuming they have the credits for the parts and supplies needed. Making a mechanic roll to repair every hull point of trauma just feels like an unnecessary level of granularity.

I think this is a case where a little handwaving is appropriate, rather than a "the book doesn't mention how to do this, so no, you can't do this" situation.

I'm going back and forth with the cost on this one. At first blush the price of repairs seems to high. It might not be to bad if you're in a group that doesn't fight or get their ship damaged a lot. What if you're playing a game with a lot of space combat though? If you are smuggling into warzones there's going to be damage. If you're playing a fighter based campaign, or a pirate game damage could be pretty constant, and as it's been pointed out, just a few hits from a Tie can rack it up fast. I suppose it depends on how lucrative you make your jobs. If they routinely pay well enough to take care of the damage, it shouldn't be a huge problem.

I would seriously cut down on their recommended times. I'm not going ot make the characters wait weeks, let alone months, for the repairs to be done. We're playing a smuggler campaign, the ship needs to be reasonably available.

Do keep in mind that the costs in credits and time aren't set in stone. I just reread the section on repairs on p. 245 and it's chock-full of "GM fiat". Maybe too much, honestly. I'm a long-time GM but I can see where some GMs, new ones in particular, might want more hard and fast numbers.

I'd lean toward the 'fast and loose, whatever feels right for that moment in the game' sort of approach.

Having just watched the movie, it was weird to me that the Falcon suddenly has all this stuff wrong with it in ESB, despite never having had any such issues in ANH, and then in RotJ it's back to being perfectly fine again. Different writers, I guess.

Between ANH and ESB, the characters experienced at least a year... And Han's behind on the maintenance. There is discussion of events between movies in ESB.

Han speaking to Leia mentions running into a bounty hunter on Ord Mantell.

Luke and Han have a very different relationship, one that implies much has happened.

Leia comments that Han's been "a real help" to the rebellion (in the war room).

Heck, our first look at the Falcon in ESB is Han, Chewie, and 3 droids working furiously.

just reread the section on repairs on p. 245 and it's chock-full of "GM fiat". Maybe too much, honestly. I'm a long-time GM but I can see where some GMs, new ones in particular, might want more hard and fast numbers.

I'd lean toward the 'fast and loose, whatever feels right for that moment in the game' sort of approach.

I'd agree you should do what works best for your group. I wouldn't define it though as a 'new GM' thing to want to develop rules though. I'm also an experienced GM and would say in a narrative system like this the dice are the star (after the players of course) the more randomness that can be added drives the game along in fun, interesting ways.

Generally fiat = handwave = not really an issue for the players. Because most players would feel it was rather arbitrary if the GM set the prices of repairs above what that group had I'd rather give them a fighting chance with a possibility they don't get everything repaired (think how central to the plot of ESB the Falcon's lack of repairs actually is) but reward them for investing in non-combat skills to make things cheaper and/or repair things faster.

I'm going back and forth with the cost on this one. At first blush the price of repairs seems to high. It might not be to bad if you're in a group that doesn't fight or get their ship damaged a lot. What if you're playing a game with a lot of space combat though? If you are smuggling into warzones there's going to be damage. If you're playing a fighter based campaign, or a pirate game damage could be pretty constant, and as it's been pointed out, just a few hits from a Tie can rack it up fast. I suppose it depends on how lucrative you make your jobs. If they routinely pay well enough to take care of the damage, it shouldn't be a huge problem.

I would seriously cut down on their recommended times. I'm not going ot make the characters wait weeks, let alone months, for the repairs to be done. We're playing a smuggler campaign, the ship needs to be reasonably available.

Do keep in mind that the costs in credits and time aren't set in stone. I just reread the section on repairs on p. 245 and it's chock-full of "GM fiat". Maybe too much, honestly. I'm a long-time GM but I can see where some GMs, new ones in particular, might want more hard and fast numbers.

I'd lean toward the 'fast and loose, whatever feels right for that moment in the game' sort of approach.

Yeah, i really like this game, but if i have a gripe with it, i'd point to the couple of area where additional information would help to make things more clear. I like the idea of providing detailed rules that can optionally be replaced or ignored, however the EotE rules sometimes leave out details that would be useful.

But as i said, i really like the game and that's a pretty minor quibble that's easy to work around.

500 credits per Hull point isn't so bad. If the PCs are rolling in money you can use hull damage to drain them a little. And if you find that they have taken hull damage and can't afford to repair it properly, you can always introduce one of my Star Wars favourites: the junkyard scavenger hunt. Have them search for cheap (or even free) parts at a scrapyard to repair their ship. Pile on a couple of situational Setback dice ("you can fly straight just fine, but every time you pull a tight manoeuvre the jury-rigged directional thrusters act up") and have the group scramble to earn money to get rid of the penalties.

500 credits per Hull point isn't so bad. If the PCs are rolling in money you can use hull damage to drain them a little. And if you find that they have taken hull damage and can't afford to repair it properly, you can always introduce one of my Star Wars favourites: the junkyard scavenger hunt. Have them search for cheap (or even free) parts at a scrapyard to repair their ship. Pile on a couple of situational Setback dice ("you can fly straight just fine, but every time you pull a tight manoeuvre the jury-rigged directional thrusters act up") and have the group scramble to earn money to get rid of the penalties.

And then have a Shadows of the Empire (N64) fight break out :)

500 credits per Hull point isn't so bad. If the PCs are rolling in money you can use hull damage to drain them a little.

To echo another thread here, that's a good example of a reason to roll behind the GM screen ;)

Hi Crew,

A lot of talk here about repairing Hull Trauma.

Does anyone have any thoughts on costs/time to repair critical damage?

Cheers,

Twak

Hi Crew,

A lot of talk here about repairing Hull Trauma.

Does anyone have any thoughts on costs/time to repair critical damage?

Cheers,

Twak