Post by providence13 on Aug 26, 2014 8:48:37 GMT -8
Repair rates for Mech Tech are incredibly high, in my opinion.
Let's take Mech Tech (2) as an example:
A 2 skill point 'tech repairs 3d10+20 END/hr for vehicles/machines.
Let's say this averages to 36.5 END/hr of repairs.
A beat up car (pg 223) come into the shop. This car has ~90 END fully repaired but has been towed in because it's down to 5 END. Rolling on the rims, engine block cracked, door caved in by a mutant.. just shy of the Destruction Table.
According to RAW, this tech(2) that can build carts, wagons, slap a bridge together (or catapult!) could have it up to max END in a little over 2 hrs.
Our neophyte grease monkey is even more impressive with just one more skill point.
At 3 skill points, they can repair 62 END/hr! Now we're at under 1 1/2 hrs to get it up to max END.
That is one hell of a mechanic.
If we use The Robo Tech repair tables, the numbers are much more conservative.
At 2 skill points the Mech Tech would be able to repair 15 END/hr and get the car back to it's pristine state in around 5 1/2 hrs..
OK, this is still pretty dang fast. Do we consider that the Tech kit has futuristic tools? A better wrench/spanner, multi-tool that converts to other tools with a twist here and extends there to a crowbar .. sure. But there's only so many ways to improve a screw driver without Star Trek level tech.
We could increase the time that repairs take. Maybe the time is an entire 8 hr work day instead of 1 hr.
Now the first Mech Tech (2) could repair ~4 1/2 END/hr.
Mech Tech (3) could now repair just under 8 END/hr.
It's easier to break an item than to fix it.
If this is still too conservative, we could go with 1D10/skill point. Per hr or per day is really up to what kind of game the GM wants to run.
In fact, to make all tech skills easier to remember, make it the same across the board.
All tech skills can repair 1D10/skill point/time interval. Teams working together would average their skill, not add them. After too many helping hands, people just get in each other's way.
Now all techs can repair the same amount, on average.
Skill Repair Avg
1 1D10 5.5
2 2D10 11
3 3D10 16.5
4 4D10 22
5 5D10 27.5
6 6D10 33
*
*Chem Tech and Electrical only go to 5. Mecha max's out at 6 and Robo/Computer have no cap...?
Let's take Mech Tech (2) as an example:
A 2 skill point 'tech repairs 3d10+20 END/hr for vehicles/machines.
Let's say this averages to 36.5 END/hr of repairs.
A beat up car (pg 223) come into the shop. This car has ~90 END fully repaired but has been towed in because it's down to 5 END. Rolling on the rims, engine block cracked, door caved in by a mutant.. just shy of the Destruction Table.
According to RAW, this tech(2) that can build carts, wagons, slap a bridge together (or catapult!) could have it up to max END in a little over 2 hrs.
Our neophyte grease monkey is even more impressive with just one more skill point.
At 3 skill points, they can repair 62 END/hr! Now we're at under 1 1/2 hrs to get it up to max END.
That is one hell of a mechanic.
If we use The Robo Tech repair tables, the numbers are much more conservative.
At 2 skill points the Mech Tech would be able to repair 15 END/hr and get the car back to it's pristine state in around 5 1/2 hrs..
OK, this is still pretty dang fast. Do we consider that the Tech kit has futuristic tools? A better wrench/spanner, multi-tool that converts to other tools with a twist here and extends there to a crowbar .. sure. But there's only so many ways to improve a screw driver without Star Trek level tech.
We could increase the time that repairs take. Maybe the time is an entire 8 hr work day instead of 1 hr.
Now the first Mech Tech (2) could repair ~4 1/2 END/hr.
Mech Tech (3) could now repair just under 8 END/hr.
It's easier to break an item than to fix it.
If this is still too conservative, we could go with 1D10/skill point. Per hr or per day is really up to what kind of game the GM wants to run.
In fact, to make all tech skills easier to remember, make it the same across the board.
All tech skills can repair 1D10/skill point/time interval. Teams working together would average their skill, not add them. After too many helping hands, people just get in each other's way.
Now all techs can repair the same amount, on average.
Skill Repair Avg
1 1D10 5.5
2 2D10 11
3 3D10 16.5
4 4D10 22
5 5D10 27.5
6 6D10 33
*
*Chem Tech and Electrical only go to 5. Mecha max's out at 6 and Robo/Computer have no cap...?