11-28-2022, 04:20 AM | #11 |
Join Date: Dec 2012
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Re: Skills for Underground Construction
I have a hypothetical Digging skill ready, though I didn't recheck the Digging rules in the Campaigns book yet:
Digging, HT/Average Default: HT-5. This is the skill of spending long periods shifting earth and stone with manual tools or bare hands, without wasting energy or hurting yourself. Make the roll when you start digging, and on a success, increase the amount of material you move that day by 20%. A normal failure just means that you don't get as much done, but a critical failure can injure you as if the tool you are using was a weapon, or cause the tool to break if the quality in insufficient; if you're digging without tools, your hands may be injured. Note that if you're digging a tunnel, a critical failure could cause the roof to collapse, unless it has been shored up already (using Professional Skill: Miner, or an appropriate Engineer skill). Other effects (like the results of a critical success) are up to the GM. Thoughts?
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11-28-2022, 04:48 AM | #12 |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: Skills for Underground Construction
I'd certainly let a player define such a skill if he wanted to do so -- although it's simple and narrow-focused enough to be an Easy skill -- but it seems to me that a Mining or Engineering skill would work at least as well and be far more functional into the bargain.
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11-28-2022, 05:21 AM | #13 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Skills for Underground Construction
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In terms of the standard design/repair/operate triad, the design skill for underground construction is clearly Engineer (Civil, Combat, or Mining, depending on the purpose). The repair skill is often going to be Carpentry or Masonry. I'm not sure there IS an operate skill; what you're designing is essentially a building or a street, and you don't normally make skill roles to operate either of those. In some situations, you might roll against Driving, or Housekeeping, or Urban Survival—or Soldier, if the tunnel is being built to get into a fortified city, say. What I used Forced Entry for in GURPS Underground Adventures was to do the physical labor part of mining or tunnelling; bonuses to ST from Forced Entry applied to the calculation of how fast you could break up rock or dense soil. Having a specialized Digging skill seemed excessive. Alternatively, Driving (Construction Equipment) will let you operate a tunnel boring machine. Bossing a gang of diggers would likely be Leadership rather than Administration.
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Bill Stoddard I don't think we're in Oz any more. |
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11-28-2022, 06:19 AM | #14 | |||
Join Date: Dec 2012
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Re: Skills for Underground Construction
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Maybe floating the skill over to the other attribute, something like 'Forced Entry (Digging), HT/E?'
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Warning, I have the Distractible and Imaginative quirks in real life. "The more corrupt a government, the more it legislates." -- Tacitus Five Earths, All in a Row. Updated 12/17/2022: Apocrypha: Bridges out of Time, Part I has been posted. |
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11-28-2022, 08:14 AM | #15 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Skills for Underground Construction
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Bill Stoddard I don't think we're in Oz any more. |
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11-28-2022, 04:43 PM | #16 | |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: Skills for Underground Construction
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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11-28-2022, 09:46 PM | #17 |
Join Date: Aug 2004
Location: traveller
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Re: Skills for Underground Construction
Alternatively, one could define it as a specialization of Crewman. This stretches the concept of a "vehicle," but (a) a minimally skilled laborer is part of a crew (more or less by definition), (b) it is an Easy skill natively (Professional Skills are supposed to be Average), (c) it focuses on safety, procedures, and operations rather than "a body of knowledge," and (d) it allows the laborer to "drive" the building under construction -- operate personnel lifts, hoists, motorized buckets, heaters, pumps, spider boxes, etc. (I would still require specialists such as the crane operator, dump truck drivers, and the like to have the associated skill for their vehicle or device.)
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11-28-2022, 10:39 PM | #18 | ||
Join Date: Apr 2005
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Re: Skills for Underground Construction
It probably doesn't appear to limit skill bloat, just like useful skills like PS (Construction, Firefighter, Lumberjack, Miner, or Plumbing) aren't present.
Based on experience, I've found that you do get more efficient at digging with practice. It's not just muscle development but also setting a proper pace and learning to use tools more efficiently. Since PS (Miner) is an Average skill, Digging has to be a HT/Easy skill. It's possessed by burrowing animals and workmen who just dig canals and ditches using hand tools. It was a very common skill at TL5 and below (e.g., the Erie Canal and hundreds of less famous canals throughout the world were all dug by hand). It should also cover basic similar tasks such as breaking rocks, levering stumps and boulders out of the ground, and "tiling" fields to drain them. Defaults might be PS (Miner)-0; Farming-2, Soldier-2, Gardening-3, Masonry-3, Prospecting-5. PS (Miner) is a stripped down practical version of Engineer (Mining) which applies as soon as you break rock to extract valuable minerals or dig deep or enclosed tunnels or underground galleries. It is to Engineering (Mining) as Mechanic is to Engineering (Automotive, Mechanical, etc.). Quote:
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Architecture (Underground) with Engineering (Mining) and Geology as complementary skills makes sense if you're building underground habitats. PS (Mining) would be the skill required to turn the plans into reality. Use Prospecting to find areas of rocks which lend themselves to underground construction. Carpentry or Smith skills might be needed to build and maintain bracing and other supports. Add Explosives (Demolitions) skill if you plan to blast rock or earth out of the way. Engineering (Mining) + Geology is needed to determine if it's possible to dig in a given area, plan out the all-important drainage and ventilation systems, and determine what sort of supports the tunnels and galleries need, and determine what effects explosions or digging will have on the surrounding rock. |
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11-29-2022, 01:34 AM | #19 |
Join Date: Mar 2008
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Re: Skills for Underground Construction
A Physical Work(HT) skill with a required specialty to cover any kind of physically demanding job and learning how to minimize the effort, train the right muscles. Like the scrawny old farmer that can toss more bails of hay than the football star teen.
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11-29-2022, 03:14 PM | #20 | |
Join Date: Apr 2005
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Re: Skills for Underground Construction
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Maybe roll vs. Engineering (Mining) to detect subtle problems or plan complex repairs or maintenance. Administration is for the above-ground mine bosses to figure out work and production schedules. Leadership happens in any potentially dangerous situation, like below ground. |
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Tags |
digging, labourer, lifting st, skills, trained strength, worldbuilding |
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