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		Mojomoe Commander
  
  
  Joined: 10 Apr 2010 Posts: 442 Location: Seattle, WA
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				 Posted: Fri Aug 28, 2015 2:23 pm    Post subject: Availability (1,R, 3,X, etc.) | 
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				Quick question - 
 
 
Are there official rules/good house rules/common sense for when and how to implement Availability into actually finding an item?  I realize we've never used this in our games and I'm looking to use it.
 
 
For example, my group drops by some mid-rim dustball with a medium-sized market (we'll call it a Stellar-class starport), pops into the local Guns R Us, and looks to buy a specific blaster they've been wanting, say something in the 3, F range.
 
 
Is there a ruleset I can apply to say, "using this mechanic, you've found the gun / this seller does not have this item"...?
 
 
I mean, something as simple as rolling 1D, and as long as the result is greater than the Availability of the item sought, there is one available (with F, R, or X adding 1 to the difficulty).  For example, rolling for the 3, F blaster, I'd have to roll a 5 or 6 to find it (Roll > 3+1[because of F]).  If I wanted to find a lightsaber, I'd have to roll a 6 (Roll > 4+1[because of X]).
 
 
Any help?
 
Maybe something that takes the type or class of planet into account?  Am I missing something obvious here? | 
			 
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		garhkal Sovereign Protector
  
  
  Joined: 17 Jul 2005 Posts: 14382 Location: Reynoldsburg, Columbus, Ohio.
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				 Posted: Fri Aug 28, 2015 3:29 pm    Post subject:  | 
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				When using "Business or streetwise to find an item", i go by
 
 
1 items are V/Easy to locate (5)
 
2 items are Easy to locate (10)
 
3 are moderate (15)
 
4 are difficult (20).
 
 
Add 5 for an item that is F
 
10 for items that are R
 
and 15 for items that are X.
 
 
So if i was hunting down a 3R blaster, i would need to roll a 25 business or streetwise to locate a place that sells it.
 
Once located, then it comes to Bargaining to see if you pay more than list cost. _________________ Confucious sayeth, don't wash cat while drunk! | 
			 
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		Mojomoe Commander
  
  
  Joined: 10 Apr 2010 Posts: 442 Location: Seattle, WA
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				 Posted: Fri Aug 28, 2015 3:55 pm    Post subject:  | 
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				That's great - are those official rules, or house made?
 
 
So it sounds like I'm doing it backwards - finding the shop then rolling to find the item, rather than rolling to find the item then locating a shop? | 
			 
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		CRMcNeill Director of Engineering
  
  
  Joined: 05 Apr 2010 Posts: 16428 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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				 Posted: Fri Aug 28, 2015 6:25 pm    Post subject:  | 
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				 	  | Mojomoe wrote: | 	 		  | That's great  | 	  
 
Seconded.  That's an awesome way to do it. _________________ "No set of rules can cover every situation.  It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
 
 
The CRMcNeill Stat/Rule Index
 
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		garhkal Sovereign Protector
  
  
  Joined: 17 Jul 2005 Posts: 14382 Location: Reynoldsburg, Columbus, Ohio.
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				 Posted: Fri Aug 28, 2015 11:31 pm    Post subject:  | 
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				 	  | Mojomoe wrote: | 	 		  That's great - are those official rules, or house made?
 
 
So it sounds like I'm doing it backwards - finding the shop then rolling to find the item, rather than rolling to find the item then locating a shop? | 	  
 
 
Home made.  Its what i have been using for donkies years.
 
 
And you need to locate which shop would sell it before you can buy it.. that is the reasoning.. _________________ Confucious sayeth, don't wash cat while drunk! | 
			 
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