"Martin L. Shoemaker" wrote:
> 
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]]On Behalf Of Doug
> Meerschaert
> Sent: Monday, January 22, 2001 7:16 PM
> To: [EMAIL PROTECTED]
> Subject: Re: [ogf-d20-l] Does it make sense for PCs to make things?
> 
> << > But then I WOULD argue about the materials cost. The silicon in that
> wafer
> > costs a tiny fraction of a cent when it's in the form of sand.
> 
> And purified silicon ready for production? >>
> 
> Still a tiny fraction of a cent. The cost of a new chip is almost all R&D,
> followed by labor, shipping, admin, etc. The materials cost are practically
> zilch.
> 
> << > I'm just looking for a way to use these skills productively. Right now,
> my
> > GM is dividing the construction time by 10 unless I'm really starting from
> > scratch. (Of course, with the clunker of a ship we have, I spend most of
> my
> > down time repairing it.)
> 
> I think that, unless there's a *lot* of time on ship and the ship is
> really stable, it doesn't fit the genre.
> 
> Hmm... I wonder what most space pilots do in hyperspace... >>
> 
> I'm not the pilot. I'm a passenger and occasional engineer. If there's time
> for Luke to practice the Force and time for Chewie to play chess with a
> droid, there's time to make useful devices. If that doesn't fit the genre,
> then the genre's broken. You have to allow the technical types to do stuff,
> not just the combat types.

Actualy, the total lack of Scientist/Engineer/Techno class in the core
SW rules is a VERY glaring omission. I wanted to create a sort of
'Scotty of Tatooine' and found I couldn't do it. Nor could I easily
create a medic or a Dr. Huer type. I'm tempted to write up a
'Technician' class under the OGL 'for use in any science-fiction genre
game'.

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