Page 1 of 1
Equipment Reliability
Posted: Thu 10 Oct 2024, 09:09
by paladin2019
Assuming one is using this engine to build a (ultra)modern setting, like recreating Merc:2000 or adding more crunch to Blade Runner, does anyone have thoughts about the presence of especially reliable equipment rated at REL 6 given that proper, regular maintenance is a readily available thing?
Re: Equipment Reliability
Posted: Mon 14 Oct 2024, 08:35
by TheVikingHatGM
In other games, I've said that equipment straight out of the shop, so to speak, is perfectly reliable. However after that, its reliability is in proportion to the user's skill. A good driver keeps their car in good condition. A poor computer user keeps their computer in poor condition. A mediocre rifleman keeps his rifle in mediocre condition. Etc.
Re: Equipment Reliability
Posted: Tue 15 Oct 2024, 03:11
by phillip mcgregor
In the Gear Book I did (available through FL's Community Program on DTRPG) I have provided a system where RELIABILITY is coupled with WEAR and, roughly speaking, this becomes a major issue only when WEAR is greater than RELIABILITY and is covered in some detail. If you are interested I can sling you a PDF copy of the relevant pages.
Phil McGregor
Re: Equipment Reliability
Posted: Sun 22 Dec 2024, 01:23
by kcdusk
To each their own. But I see things a little differently. How often have you bought something new from the shop, even something expensive or a high end brand, and it's been scratched, broken, or didn't work at 100% in some way?
For this reason I wouldn't support a reliability of a 6. In fact I'd go the other way and recognise that most times the piece of equipment has already been had some sort of life, and so having a reliability of 5 or even 4 is seen as a "lucky" find.
I think we all make the mistake of thinking that at the start of a game, mission or scenario that everything has to start at 100%. When the truth or real life experience is more often that we don't always start with full gas tanks, full webbing of loaded magazines etc.
Perhaps we shouldn't even start injury free?! Living in a t2k world it wouldn't be uncommon to have a sprained ankle, an infection or taken some kind of knock. It adds character to the game. It can be a talking point for the PC. And from a referee point of view it probably even puts a small doubt in the players minds that they are starting down one health point.
Re: Equipment Reliability
Posted: Fri 17 Jan 2025, 15:12
by Dendron
Well I roll a D6 or D8 when the players find an item.
Rolled value is the REL, with 5 as max.
For items that I consider very worn down I also set the max REL to a value lover then 5.
To get it back to 5 maintainance or a normal repair is not enough, you need a major improvment/rebuild.
This would be TECH roll using specific parts (not just "stuff found").