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Post by ecocola on May 20, 2014 14:17:23 GMT -8
Well this has been a bit of a problem for a while that i wished was addressed. The idea that if you start with say, a technician skill, do you have the tools required to use said skill? If so up to what point? I've used the idea that if you start with say gunsmithing it depends on your character, like say:
Slaves and impovershed don't have any tools. Poor and Moderate have halfway decent junk crafted ones Well Off+ have either a set of common replicas or relic tools.
Any other thoughts on this?
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Post by SavageGM on May 21, 2014 5:45:06 GMT -8
That sounds good to me. I would probably make sure that higher skill point technician and medic actions have better tools or facilities, found in game.
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Post by providence13 on May 21, 2014 9:07:17 GMT -8
Yeah, I've had similar thoughts on kits. It seems the "tool kits" are as much a badge of station as a means of their trade. One of the nice things about ME, is it's designed to be rules light but open to added complexity if needed. In a more complex game, I might require techs to replenish their kits over time. Also, think about how much these things weigh. Kits are fairly obvious/hard to hide, bulky and probably heavy, but I didn't notice any numbers in the RAW. If slavers see a kit, they don't usually kill the technician, because skills are rare and valuable.
I could see that kits could be better or worse equipped based on starting wealth.(Most of the "Slave" origins make a point of PC's starting with nothing and says as much in skill descriptions.) My GM brain then wants to place a penalty on a lesser kit. Maybe the standard would be Moderate, give a penalty on lesser and a bonus on greater kits. Just a thought.
Edit: You could also add special items that PC's can find for different kits. Superior crafted "spanner" for Mechtechs; +5 to repair. Mini Diagnostic scanner for robot repairs, etc.
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