07-12-2019, 04:16 AM | #1 |
Join Date: Oct 2015
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Group Repair Rolls
Hello,
My game group is attempting to repair there ship's damage in my Space Opra game. Now, according to the Traveller Rules, all the engineers make rolls and success add 1 hp (10 success for 1 deca). I'm trying to figure out away how to not roll 15 individual times for all the engineers on the ship. I was reading Social Engineer and it hits on some Group Performance stuff. That sounded promising. But wanted to test the community's knowledge, before I come up with some ruling myself. Anyone out there have any suggestions as to turing 15 differnt roles into 1 role as per the Repair Rules from GURPS Basic? |
07-12-2019, 09:19 AM | #2 |
Join Date: Feb 2019
Location: Amboise, France
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Re: Group Repair Rolls
Hi,
I created a very useful table a very long time ago which allowed me to know, in groups of 5, 10 and 20, how much are successful, according to the average level of their skill, in a single 3d roll by group. In the case that interests you, a roll for 5 pnj and a roll for 10 pnj; on the other hand, it does not tell you what margin of success each will make, as for that it would be necessary to make other statistical calculations. I can send it to you in pdf format if you give me an email. |
07-12-2019, 12:54 PM | #3 |
Forum Pervert
(If you have to ask . . .) Join Date: Feb 2005
Location: Somewhere high up.
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Re: Group Repair Rolls
Okay, so a simple method:
Every engineer with a skill of 12-14 gives a +1 to the Engineer with the highest skill. Skill of 15+ gives a +2. You make one roll, if successful, it repairs 1 HP, plus 1 for every Margin of Success. |
07-12-2019, 02:44 PM | #4 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Group Repair Rolls
I like that idea.
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07-12-2019, 07:03 PM | #5 |
Join Date: Oct 2015
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Re: Group Repair Rolls
Ahh you guys are great. I didn't think of that. Thank you!
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