Re: _Armourer_ skill.
In reply to #3489 Re: _Armourer_ skill by Bertil Jonell
>From: [email removed] >Armorer Skill >Well, I would say that an NCO with Battle Dress-2 should be able to fit >and adjust armor to a person. After all, normal military training would >require that a person be able to strip, clean, maintain, etc etc their >suit at Battle Dress-1. Battle Dress-2 should allow you to follow cookbook >instructions on how to adjust the suit. Battle Dress-3 should allow you >to be an expert at customization. We've got different ideas about what a particular skill level means (mind you, yours may be nearer GDWs intentions than mine). I use this rule of thumb: 0: You can use it, albeit badly. 1: You can use it adequately in routine situations. 2: You can use it well; you know what makes it tick. 3: You can make it tick. 4: You can make it tick real well. 5: You can make it tick "The Star Spangled Banner". ;-) >Thus I would oppose introducing an >Armorer skill. (For heaven's sake it's tough enough to get battle dress >skill in the first place! Why make maintainance even HARDER on the players?) I don't want my players to use battle dress more than absolutely necessary. A battle dress is WAY too powerful for many situations. And you can't just beef up the opposition. There is no middle ground against a battle dress. Anything that can take out a BD will also take out the player character inside. I don't want to be in a situation where I either has to let the players walk all over my senario or kill them... I suppose I could invent an ECM beamer or something... And Robert S. Dean writes: >I wrote: >> >>Unneeded? Don't you think it could be reasonable to distinguish between >>the skills of an air/raft mechanic and a battle dress repairman? > >Seriously, no. Not for a game with the average detail level of the skills >is what we already have. Ask a pilot (like Scott Kellogg) if he thinks that >we should split aircraft pilot up by plane type... Eh? Isn't that just what MegaTraveller does? And don't you think there's greater difference between repairing air/rafts and battle dresses than between flying one plane and another? >I don't think that it is >worth splitting Engineer up into Jump Drive Engineer, Maneuver Engineer and >Power Plant Engineer either. No, because any starship engineer needs to know about all three systems. But I don't think a brigde builder should be allowed inside a starship engine room. For that matter, I don't think a Wet Navy Navigator has any business inside a starship control room, for all he knows a skill called navigation (actually, I've renamed starship navigation 'astrogation' and use 'navigation' only for the Wet Navy skill). Hans Rancke University of Copenhagen [email removed] - ------------ "Come all brother spacemen that travel along. Oh, pray come and tell me where the trade is all gone. Long time have I travelled, and I cannot find none." Ch: "And sing: All the hard times of the Empire. In the Empire are very hard times." Traditional song.