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#1
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Target ![]() Group: Members Posts: 52 Joined: 9-March 06 Member No.: 8,351 ![]() |
Hi, when you attempts to repair or upgrade a drone, you should use the "Mechanic" active technical skill, right? But what mechanic? Ground, aerial? I need one skill for each type of drone? This seems excessive, maybe a "Mechanic: Drones" skill should exists?
Any thoughts on this? |
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#2
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,656 Joined: 29-October 06 Member No.: 9,731 ![]() |
Depends on the drone's mode of locomotion. Alternatively, go for Industrial Mechanic as the catchall small-machine repair and maintenance skill.
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#3
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,424 Joined: 7-December 09 From: Freedonia Member No.: 17,952 ![]() |
I've oft lamented the implicit specialization demanded by active skills in SR. On the other hand rifles and shotguns and assault rifles are considered separate skills. I assume this is to enforce differentiation of characters though it leads to oddities as you have run into where one will have a hard time fixing one drone over another because of the propulsion methods not the complexity of the drone.
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#4
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Shooting Target ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 1,989 Joined: 28-July 09 From: Somewhere along the brazilian coast Member No.: 17,437 ![]() |
I agree with Tanegar, "portuguese Fast Jack". Go with the locomotion system of the drone.
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#5
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
Maybe, Daylen, but it seems pretty clear in this case. If the drone as a whole is damaged, you'd better be an Aero Mechanic to fix it if it flies. For more specific applications, like modding, I believe Arsenal specifies the appropriate skill instead.
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#6
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Target ![]() Group: Members Posts: 52 Joined: 9-March 06 Member No.: 8,351 ![]() |
Thanks for all the anwser, guys, and, Yerameyahu, in Arsenal its writen only "Mechanics", this is the source of the initial confusion... I think I will go with a new Mechanic Active Skill for all kinds of drone... this way, if someone skilled in Mechanic - Ground vehicles wants to repair a crawler drone, no sweat, but he will have trouble repairing an aerial one, while someone with Mechanic - Drones, can repair any kind of drone, but no other kind of vehicle.
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#7
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 ![]() |
Or you could take the Mechanics group. Then you can repair all vehicles manned and unmanned and all machinery.
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#8
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
Or you could take the Mechanics group. Then you can repair all vehicles manned and unmanned and all machinery. Well, That is just Crazy... (IMG:style_emoticons/default/smile.gif) |
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#9
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
Weird, Juca Bala, sorry. (IMG:style_emoticons/default/smile.gif) Could've sworn Arsenal listed the kind of Mechanics.
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#10
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 ![]() |
It lists what kind of other skill might be needed, like Artisan for example. The type of mechanics depends on the vehicle being repaired/modified.
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#11
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
Which is simple and true; I just thought they were explicit. It's easy to imagine mods that don't necessarily require a skill based on the drive category.
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#12
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,083 Joined: 13-December 10 From: Rotterdam, The Netherlands Member No.: 19,228 ![]() |
while someone with Mechanic - Drones, can repair any kind of drone, but no other kind of vehicle. Drones are Vehicles. Grouping all those up would just mean giving tinkerers a discount of 6 BP per skill rating over just picking the group. You want to be Mr FixIt? Take the skill group like Dakka Dakka suggested. |
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#13
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
I wouldn't allow 'Drone Mechanic' anyway; it doesn't make sense with regard to the existing Mechanic skills. It's fine as a spec.
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#14
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
There's nothing stopping you from introducing a new skill. Just ask your GM if "Drone Mechanics" would be okay, with specializations based on their general category. I can't imagine anyone really having a problem with that.
(Oh how I miss the old defaulting rules...) |
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#15
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
There's nothing stopping you from introducing a new skill. Just ask your GM if "Drone Mechanics" would be okay, with specializations based on their general category. I can't imagine anyone really having a problem with that. (Oh how I miss the old defaulting rules...) I would not allow it. There are already perfectly good skills for that. New skills are for instances that are not already covered by existing skills. Here is the relevant Quote: QUOTE (SR4A, Special Active Skills, Page 128) Should a gamemaster deem that a new skill is called for and presently unaccounted for by the system, he can allow it in his game. This should be done rarely, however.
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#16
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
It makes as much sense as introducing a new Firearms skill to the existing set.
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#17
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
It's no worse than that fucking stupid Automatics skill.
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#18
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
Which is why you'd fix the existing skills, not *add* one to them. (IMG:style_emoticons/default/smile.gif) Currently, they don't overlap. It would be very odd to add a new, overlapping one. Which is what Drone Mechanic would be.
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#19
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
I wasn't commenting on that. I was commenting on the "there are already perfectly good skills" bit. Automatics demonstrates that there's a place for a skill like Drone Mechanics, doubly so since it's a minor, secondary skill set with no direct combat application. There are also skills with overlapping applications; Con and Disguise, First Aid and Medicine, and Dodge and Gymnastics for instance.
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#20
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
And those are each problems to be fixed, not examples to emulate. (Triply so for freaking Gymnastics.)
Automatics doesn't demonstrate anything about Drone Mechanic, except maybe that broad skills like that are bad. People dislike Automatics because it covers too many distinct categories, so Drone Mechanic would just as problematically make you able to work on airplanes, walkers, crawlers, etc. |
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#21
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
Actually, the assumption is that drones are built-as-drones as opposed to converted vehicles, and that they are all relatively similar save for their specific mode of locomotion. But all of the important stuff (sensors, remote control systems, etc.) are all very similar if now downright identical. Being able to build and repair them wouldn't mean you could work on the full size vehicles anymore than my ability to build and repair an RC airplane (which I can and have) means that I can build and repair a Boeing 777 (which I definitely cannot). In this case it's very much like Automatics vs. Long Arms/Pistols/etc.
And I'm not saying the skill system is fine as is. But this isn't a discussion about fixing the skill system. It's about adapting to what's there and, as per this subtopic, asking the GM if it would be okay to add a skill similar to other ones available in the game. |
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#22
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
How can they be relatively similar? Drones run the gamut from spider crawlers to scramjet missiles. You can't just 'except' the largest difference.
Sensors and RC are the same for all vehicles. You're describing 'Hardware' or something. |
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#23
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 ![]() |
How can they be relatively similar? Drones run the gamut from spider crawlers to scramjet missiles. You can't just 'except' the largest difference. Look at the various engine mods. If you apply it to a gasoline engine, this would probably work similarly whether the motor powers an air propeller, a water propeller or an axle with wheels.On the other hand adding smart tires to a dobermann shouldn't be much different from adding them to a Tata Hotspur. Oh and don't forget the possible munchkin exploit of Drone Mechanics: Just add Rigger Adaptation, which should be an application of the skill, and any vehicle becomes a drone. |
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#24
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 ![]() |
That's kind of my point, Dakka Dakka: the skill used should be specific to the *mod*. (And I'll bet you the Heimdall doesn't use a gasoline engine, heh.)
On the other hand, repairing a damaged helo drone might be wholly different from repairing a crawler, so Drone Mechanic wouldn't be fair there either. I think it's assumed that only Drones (listed category in the books) are drones for the proposed skill, though I'm saying even the canonical examples are too diverse. (IMG:style_emoticons/default/smile.gif) |
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#25
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Immortal Elf ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Validating Posts: 7,999 Joined: 26-February 02 Member No.: 1,890 ![]() |
Oh and don't forget the possible munchkin exploit of Drone Mechanics: Just add Rigger Adaptation, which should be an application of the skill, and any vehicle becomes a drone. First line of my last post: QUOTE (Ol` Scratch) Actually, the assumption is that drones are built-as-drones as opposed to converted vehicles, and that they are all relatively similar save for their specific mode of locomotion.
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