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Judging difficulty modifiers

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Erenthia Erenthia's picture
Judging difficulty modifiers
So my "fluff-only" sessions are almost done with my group and we'll be doing a minor time-skip to account for things like the gaining of 50 rep, changing to new morphs, etc. I think I have a handle on the rules now, but there's one thing one of my players demonstrated to me and the Core book doesn't seem to have much that helps. For a starting character, it's not at all difficult to get a single skill up to the max for starting character. Combine that with mods for Taking the Time, superior equipment, and teamwork, it's possible to get a REALLY high modifier, meaning that Hard tasks (-30) are almost trivial. So if a player wants to do something like make a robot during down time and can afford to take a -60 for their difficulty modifier what can they accomplish? I really don't want to have to make this stuff up as I go along. It just won't be consistent and in sci-fi it's important to me to be as consistent and objective as possible (to represent that the universe is rational and ordered)
The end really is coming. What comes after that is anyone's guess.
apizzagirl apizzagirl's picture
Re: Judging difficulty modifiers
There's no reason that they should always have access to superior equipment or even have the time to "take the time". Perhaps they egocasted to a location without fancy morphs and are making due with a case. The attribute maximums on the morph are likely to bring that high skill down a little bit as well as to emphasize that in a world where survival is not a given, you can't always have the best stuff. Not only are they in a case but habitat security is literaly right behind them, they have a minute to jack in to this port and hack a system, or they have to do it via wifi while running. How's their free running skill? All of these things could make the task impossible for someone not so skilled and that much more awesome when the objective is accomplished under such hardship.
Erenthia Erenthia's picture
Re: Judging difficulty modifiers
...right but what about those times when they *do* have all those things? I mean, my players will tell you, I'm no softy, but I'm also not the kind of GM that pulls the rug out from under my players for no reason. This is especially true during downtime, when they *will* have access to their best equipment, morphs, and plenty of time to take the time and maybe even hire assistants. When those times do come (and they will) I need a way of adjudicating the rolls, and I'm highly averse to hand-waving.
The end really is coming. What comes after that is anyone's guess.
nezumi.hebereke nezumi.hebereke's picture
Re: Judging difficulty modifiers
Your characters are awesome just accept that now. Anything we consider difficult they should be able to solve given the tools and time However that does not mean everything is reasonably possible.you cant create a worm hole tooling around in your garage. This stuff takes billions of manhoirs and trillions in other resources assuming its physically possible at all. Your challenges should be somewhere in the middle. Crack the system in five minutes. Reroute and reignite the fusiongenerator. You're allowed to go a little crazy here. Just understand. These impossible tasks are now just difficult and in fact achievable.
Yerameyahu Yerameyahu's picture
Re: Judging difficulty modifiers
Honestly, the mechanic of EP is *all about* stacking mods until your success is near-certain.
Thantastic Thantastic's picture
Re: Judging difficulty modifiers
You might be better thinking about this slightly differently. To use the specific example of building a robot: gGiven enough time and a reasonably high Hardware: Robotics skill there shouldn't be any difficulty at all for a player to physically assemble a robot and you might not want to have them make a roll. Where it gets tricky, time consuming, expensive and not guaranteed is getting all the bits and pieces together. - They need detailed schematics for the robot they're building. They may need to make a Hardware: Robotics check and take the time to design the plans themselves or use networking/rep and/or credits to license blueprints. - They need access to a large enough and high-quality enough maker to run off the parts. For a large, complex robot they will almost certainly need a suitably precision maker to accurately create parts, and will almost certainly incur expense for the uncommon ingredients and amount of material needed if the robot in question is more than a simple, small bot. - Depending on the hab they may need special licensing or permission to have the bot active depending on its functions. - They need a full OS, security software and the time to install, run, and customize all its settings to work with their controls, which could be many Interfacing, Hardware: Electronics, Hardware: Robotics, Programming and Infosec checks, all of which will take time and (likely) all of which aren't at the same high level with access to as many positive situational modifiers. - Specific skills for the bot will almost certainly require the purchase of skillsofts (unless the player has huge amounts of time and a high score in the relevant skill or access to brain maps of people that do), which can get pricey quickly. - Specific components - traits and upgrades - will all have their own time and cost to acquire. These considerations should meet your concern for being realistic, carefully considered and consistent across most of the setting. The player can decide how ambitious their project is and act accordingly - in a "minor time skip" that may mean they only go for making a few little camera drones on the cheap and at low or no difficulty rather than assuming one or two checks against maxed skills will net them a personal ninja death droid that's also a 5-star sous chef. This can be a good roleplaying process as well if the player comes up with interesting ideas on how to get these pieces in place, and using favors is a great way to build and reinforce relationships with ally npcs, etc. Big projects could also attract attention in their networks and hab, so if and how they go about it and what they're working on could also be story seeds.
Ex unus plures.
Erenthia Erenthia's picture
Re: Judging difficulty modifiers
Well, I'm less concerned with them doing things that are already in the books. Continuing with the example of building a robot, building a reaper would be easier to adjudicate than designing a new robot from scratch (which it appears that they could do with programming). I don't want to give the impression I'm somehow intimidated by my players abilities. Quite the opposite, I want them to be able to do spectacular things. In fact, I can be a little *too* permissive at times (maybe it's from running too much Exalted) so I'd like to have a mechanic to keep things consistent. I'm actually toying with the idea of writing my own supplement, which would have rules for adding a finer element of granularity for those that want it. But I don't have a strong enough handle on the rules to start with that yet. What I was thinking in this case was that the CP/Rez cost of the credits needed to buy them in the first place would become the difficulty penalty. So if robot would normally cost 20,000 credits, the hardware test to assemble it would be at a -20 difficulty mod. That doesn't count the other factors (such as getting skill-mods, or access to a maker. Those will need their own mechanics, but I'm working on it)
The end really is coming. What comes after that is anyone's guess.