Re: Maintenance

From: Malcolm Cohen (malcolm@num-alg-grp.co.uk)
Date: Fri 02 Jul 1993 - 17:55:23 EEST


Yes, I like the look of the proposed maintenance rules:

> A basic 30% Craft skill and simple tools are considered sufficient to
> maintain ordinary cultural equipment in good working order while away from

> With 60% skill in a Craft, equipment at the top end of the range for the
> culture may be maintained. With 90% skill, imported equipment somewhat
> beyond the cultural level of the crafter may also be maintained indefinitely.

to avoid the breakpoints, I guess we have to have "maintain ordinary" being 3x
the skill to be rolled, etc.

For achieving simple tasks which go beyond a simple modifier (a mod of +70% -
blechh!) I do think that a multiplier is a better mechanism to use than
add/sub. After all, we already have this mechanism enshrined in rolling vs.
characteristics (strength et al). I think it makes a nicer fit to reality than
doing an add (besides which, it retains the twice as good at base == twice as
good at any task, up to 100%).

OTOH, it does not look significant enough to add to RQ4. Cute, and even nice
(I may use it in my game); but not worth the extra complication. Definitely an
"optional rule".

-- 
...........................Malcolm Cohen, NAG Ltd., Oxford, U.K.
                           (malcolm@nag.co.uk)

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