Seeking opinions re: repairing hull trauma

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

I will be playing with my sytem and using the various starport classes that Nashable lists. IIRC, they come from the old WEG Tramp Freighters book, right?

My take is simple: the 500cr/ht is for taking the vehicle into a shop. If a PC wishes to perform the work themselves, I'd cut the cost in half, so 250/ht. I've no problem with that, as it keeps the party hungry.

After we ran the adventure in the back o fthe book, they were excited to have a valuable starship to sell. They started to talk it through and with some input from me about the lack of a Hyperdrive, decided to package the ship, the guns, the stim, and the bounty and sell it all to the Hutt (with an overly long name.) I gave them the 5k bounty no questiones asked and (I think) about ~200/crate of the stim? (selling the hutt his own product, so to speak.)

The ship i priced at 120k, but cut in half for the lack of a hyperdrive: 60k.

Then i started it at the 25% of most gear: 15k

I ruled that the blocks on the map covered one weekat Hyperdrive 1. So it took them 240 hours to get it from the asteroid to Formos. The Hutt offered the party 15k for the ship delivered or 10k if he had to retrieve it. They took the 10k with out too much thought. they paid off some obligation and bought some better armor and such, but that's mostly all they did with it. I'm waiting to see what they do with the take from the adventure in the DM's screen.

See me and my players just needed a good realistic system for this to be written down. So once again thanks.

500 credits for supplies (each repair attempt, regardless of how much hull damage has been done) and let the player roll mechanics to determine how much he/she repaired and time taken to repair. Base time is 1/2 hour for each hull point with each advantage cutting down time 20% (maximum of 80%), and each disadvantage inflicting strain on the ship (that lasts for remainder of session).

Thats how i have been doing it, for better or worse...

As for that airplane. If it was simply missing a few pieces of it's hull, any weekend warrior mechanic could fix that with a few tools and some parts. If half it's flight controls were ripped out, then yes, you'd need specially trained people with the right parts and expertise to handle the situation.

If only fixing an airplane was that easy. My wife is an aerospace engineer and her job is to literally repair airplanes. She has spent months working on a repair before the actual shop mechanics get a chance to touch it. Plus the FAA would never let a plane that had repairs to the hull done by welding fly. Now I know in Star Wars, the idea of fixing a spacehip has been romanticized to being as simple as fixing a car (which is somewhat difficult in and of itself without training), but I feel that the 500 creds/hull point is well worth it, possibly cheaper than it should be.

Edited by BroodyGambit

I like the 500 credits per Mechanics roll, fixing 1 Hull Trauma per Success generated. I may have the base time per roll be 8 hours, adjusted by -1 hour per Advantage generated or +1 hour per Threat generated. It makes things simple enough.

I like the 500 credits per Mechanics roll, fixing 1 Hull Trauma per Success generated. I may have the base time per roll be 8 hours, adjusted by -1 hour per Advantage generated or +1 hour per Threat generated. It makes things simple enough.

Would you set a minimum of 1 hull point repaired? By the rules in the book, it costs 500 credits to repair 1 hull point, so charging the money and not repairing at least 1 point of hull might seem unfair to the players.

As for that airplane. If it was simply missing a few pieces of it's hull, any weekend warrior mechanic could fix that with a few tools and some parts. If half it's flight controls were ripped out, then yes, you'd need specially trained people with the right parts and expertise to handle the situation.

If only fixing an airplane was that easy. My wife is an aerospace engineer and her job is to literally repair airplanes. She has spent months working on a repair before the actual shop mechanics get a chance to touch it. Plus the FAA would never let a plane that had repairs to the hull done by welding fly. Now I know in Star Wars, the idea of fixing a spacehip has been romanticized to being as simple as fixing a car (which is somewhat difficult in and of itself without training), but I feel that the 500 creds/hull point is well worth it, possibly cheaper than it should be.

Speed tape.

And people have flown planes (light planes, but still planes) where entire sections of the hull were basically duct tape.

I don't think there is much of an FAA issue to be dealt with in EotE.

I like the idea of leaving the costs, time and conditions up to the GM. Throwing hard and fast rules at it, in my experience, allows those rules to be exploited. Keeping it mutable is my preference. I already know my players are going to try to exploit the Damage Control option...

I will probably keep 500/hp as the base/standard for most situations and increase from there regardless of if they are performing the work themselves or not and will follow the guidelines for time laid out in the book. To me that sort of explains why Han and Chewie were constantly working on the Falcon during Ep V - because they didn't have days or weeks to perform the repairs.

I like the 500 credits per Mechanics roll, fixing 1 Hull Trauma per Success generated. I may have the base time per roll be 8 hours, adjusted by -1 hour per Advantage generated or +1 hour per Threat generated. It makes things simple enough.

Would you set a minimum of 1 hull point repaired? By the rules in the book, it costs 500 credits to repair 1 hull point, so charging the money and not repairing at least 1 point of hull might seem unfair to the players.

Personally I feel that EoTE works best if you keep your group hungry for money, 500 per roll rather than per point is very cheap.

As a few people were looking for streamlined rules I had a stab at that as well: http://nashable.net/?p=314

I like the idea of leaving the costs, time and conditions up to the GM. Throwing hard and fast rules at it, in my experience, allows those rules to be exploited. Keeping it mutable is my preference. I already know my players are going to try to exploit the Damage Control option...

Bingo. It feels like over half the threads on this board are people trying to add crunch to an intentionally flexible system. One of the benefits of that flexibility is allowing the GM to find creative ways to keep the players hungry or guessing. Fixing a ship isn't just Mechanics, it's Streetwise (can you find a good dealer, or a guy who knows a guy who can fix your problem), Negotiation (can you get a good deal on parts, a quality docking bay, more time from the customs agent), Charm (can you stay just one more day), etc.

I like the idea of leaving the costs, time and conditions up to the GM. Throwing hard and fast rules at it, in my experience, allows those rules to be exploited. Keeping it mutable is my preference. I already know my players are going to try to exploit the Damage Control option...

Agreed, I wouldn't recommend showing players the 'sausage making' behind any economic rules, my articles are aimed at a GM audience specifically. Also what I'm proposing is just to get people (GMs) thinking about the circumstances and situations involved in any repair in a measured way. Also when it comes to homebrew people cherry pick and bend anyway which is great.

I like the 500 credits per Mechanics roll, fixing 1 Hull Trauma per Success generated. I may have the base time per roll be 8 hours, adjusted by -1 hour per Advantage generated or +1 hour per Threat generated. It makes things simple enough.

Would you set a minimum of 1 hull point repaired? By the rules in the book, it costs 500 credits to repair 1 hull point, so charging the money and not repairing at least 1 point of hull might seem unfair to the players.

No. I find it perfectly acceptable that some repairs don't really work out. Sometimes that work actually needs to be undone to get on with further repairs, but just losing the 500 credits and the time taken is bad enough.

Note too that Solid Repairs will only kick in if the Mechanics roll has at least one net success.

Personally I feel that EoTE works best if you keep your group hungry for money, 500 per roll rather than per point is very cheap.

As a few people were looking for streamlined rules I had a stab at that as well: http://nashable.net/?p=314

Well, there is the possibility that the roll can result in no progress being made. It'll still cost you 500 credits for the unsuccessful attempt.

I like the idea of leaving the costs, time and conditions up to the GM. Throwing hard and fast rules at it, in my experience, allows those rules to be exploited. Keeping it mutable is my preference. I already know my players are going to try to exploit the Damage Control option...

Bingo. It feels like over half the threads on this board are people trying to add crunch to an intentionally flexible system. One of the benefits of that flexibility is allowing the GM to find creative ways to keep the players hungry or guessing. Fixing a ship isn't just Mechanics, it's Streetwise (can you find a good dealer, or a guy who knows a guy who can fix your problem), Negotiation (can you get a good deal on parts, a quality docking bay, more time from the customs agent), Charm (can you stay just one more day), etc.

Some interesting points there, frog. However, some of what you say raises a warning flag for me. A creative GM is a good thing, but there's a fine line between that and a player who feels like they're being treated unfairly. The rules exist to help ensure that fairness and prevent arbitrary GMs from going on power-trips or feeling like they have to "beat" the players. I dealt with this just last night, in fact. We had a GM who kept throwing out the rules in the book because he had become really competitive about his boss encounter, which he worked hard on and which was going poorly due to some great dice rolls by the players.

Moreover, while I agree that you could turn repairing the ship into an interesting set of skill tests or encounters, I would also caution against doing it too often. It seems that the ship is likely to suffer hull trauma quite frequently in this game, and I like that there is a fast and simple way to resolve it. Now, if the hyperdrive breaks, then getting a new one should be a big deal, but repairing hull trauma is more mundane.

I think there is room for both opinions, really, it depends on what serves the story.

I like the 500 credits per Mechanics roll, fixing 1 Hull Trauma per Success generated. I may have the base time per roll be 8 hours, adjusted by -1 hour per Advantage generated or +1 hour per Threat generated. It makes things simple enough.

Would you set a minimum of 1 hull point repaired? By the rules in the book, it costs 500 credits to repair 1 hull point, so charging the money and not repairing at least 1 point of hull might seem unfair to the players.

No. I find it perfectly acceptable that some repairs don't really work out. Sometimes that work actually needs to be undone to get on with further repairs, but just losing the 500 credits and the time taken is bad enough.

Note too that Solid Repairs will only kick in if the Mechanics roll has at least one net success.

So are you saying that if the ship had, let's say, 6 hull trauma, you would charge your party 3,000 credits first and then have a character make a mechanics roll, removing 1 point of hull trauma per success?

If the check generated no successes, would the money be lost and they'd have to pay 3,000 more to try again?

Some interesting points there, frog. However, some of what you say raises a warning flag for me. A creative GM is a good thing, but there's a fine line between that and a player who feels like they're being treated unfairly. The rules exist to help ensure that fairness and prevent arbitrary GMs from going on power-trips or feeling like they have to "beat" the players.

Warning flag? The context of my comments is assumed to be the following: players that are interested in their character's story; a GM who is fair and interested in telling a tale or facilitating the players telling one; a group that aims to be at least somewhat cohesive and ensure everybody has a good time; and a group that has enough of a level of trust to challenge players or the GM when they're out of line.

If you or your group doesn't have that, then all the crunchiness in the world won't save you. I never met a rule that couldn't be reinterpreted by power-gaming players or GMs. And the GM does have the ultimate power to throw any rules out they don't like. In short, crunchiness will not save you from an arbitrary GM, nor will it save a GM from power-loving players.

I've played super-crunchy games, like C&S 3rd edition, and you spend so much time on how many acres of potatoes you have or how many pennies are in your pocket that there is no time left to, say, save the world. Same thing here. 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.

So are you saying that if the ship had, let's say, 6 hull trauma, you would charge your party 3,000 credits first and then have a character make a mechanics roll, removing 1 point of hull trauma per success?

If the check generated no successes, would the money be lost and they'd have to pay 3,000 more to try again?

If circumstances were "optimal", I'd say they need 3000 in parts (slabs of hull plating, wiring, etc).

Success: 1 Hull point per success per 8 hours work.

Failure (net zero): no progress. The torch didn't work, the wiring wasn't delivered, etc. You still have all your parts.

Failure (net negative): you did it wrong, and you have to undo it and start again. Loss of a day. You still have all your parts.

Advantage: all kinds of ways for this to be used. 2A means you got rid of some ship Strain as well. 3A means you found a way to use your parts more efficiently, meaning you got 2 Hull points out of 500 credits. If this is combined with failure, record this for when you're successful. I'm sure other ideas can be thought up.

Threat: maybe this is going to be more expensive than you thought. 2T and it costs 750 for one of those Hull points. 3T and you found some other problem with the comm wiring that's going to rear it's ugly head later and give you a setback die on comm checks until it's fixed.

Triumph: You fixed it all in record time. Those 3000 credits could fix double the Hull points and remove all ship strain. Or, you tinkered with the sensor array, and now it works better than before: you get a boost die until your ship takes its first point of hull damage in the future.

Despair: What a piece of junk! *Now* you blew your credits. The alloy of the plating is bad, the wiring disintegrates into pieces when you try to unroll it, you discover the hyperdrive has almost been shaken loose...whatever the case, it costs you double, or the Imperials really really need your docking bay *right now* and they will only "ask" politely once, which means you have to leave all your parts in the bay. Maybe you can get them back...

a player who feels like they're being treated unfairly.

I agree with both of you, though. You should have an established baseline that doesn't feel to punishing or too generous. But creative solutions using non-mechanics skills should be rewarded. Probably shouldn't let these become go-to's though. Nothing stays interesting when repeated too often.

Double post.

Edited by Colyer

Despair: What a piece of junk! *Now* you blew your credits. The alloy of the plating is bad, the wiring disintegrates into pieces when you try to unroll it, you discover the hyperdrive has almost been shaken loose...whatever the case, it costs you double, or the Imperials really really need your docking bay *right now* and they will only "ask" politely once, which means you have to leave all your parts in the bay. Maybe you can get them back...

Someone sold you sh*tty parts...

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.

I like the 500 credits per Mechanics roll, fixing 1 Hull Trauma per Success generated. I may have the base time per roll be 8 hours, adjusted by -1 hour per Advantage generated or +1 hour per Threat generated. It makes things simple enough.

Would you set a minimum of 1 hull point repaired? By the rules in the book, it costs 500 credits to repair 1 hull point, so charging the money and not repairing at least 1 point of hull might seem unfair to the players.

No. I find it perfectly acceptable that some repairs don't really work out. Sometimes that work actually needs to be undone to get on with further repairs, but just losing the 500 credits and the time taken is bad enough.

Note too that Solid Repairs will only kick in if the Mechanics roll has at least one net success.

So are you saying that if the ship had, let's say, 6 hull trauma, you would charge your party 3,000 credits first and then have a character make a mechanics roll, removing 1 point of hull trauma per success?

If the check generated no successes, would the money be lost and they'd have to pay 3,000 more to try again?

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.

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.