Obviously it's up to a specific game setting or new set of rules to come up
with "realistic" prices and skills for item creation.

The real question here is, should item creation be a major component of game
play? I say, yeah, why not.

If you want to build a custom system racer from the chassi of an old
tie-fighter and some fighter droid parts, go nuts. What there should be is a
scale for reasonable cost, and a scale for construction time. Just make sure
you have the sufficient amount of skill and the time needed. Slave One
probably wasn't built in a day, and neither were any of those Star
Destroyers, or the Death Star for that matter.

I am working an item construction system for steampunk style mechanisms and
I'm sure it could just as easily be used in Star Wars with a little
tweaking. As soon as it's ready I will give you all the url.

Cheers,
Rob.


----- Original Message -----
From: "lizard" <[EMAIL PROTECTED]>
To: <[EMAIL PROTECTED]>
Sent: Monday, January 22, 2001 4:36 PM
Subject: Re: [ogf-d20-l] Does it make sense for PCs to make things?


> "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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