QREBS Timothy Collinson (23 May 2014 16:31 UTC)
Re: [TML] QREBS Kurt Feltenberger (23 May 2014 16:34 UTC)
Re: [TML] QREBS Timothy Collinson (24 May 2014 06:57 UTC)
Re: [TML] QREBS Jeffrey Schwartz (23 May 2014 17:43 UTC)
Re: [TML] QREBS Timothy Collinson (24 May 2014 07:01 UTC)
Re: [TML] QREBS Postmark (24 May 2014 00:17 UTC)
Re: [TML] QREBS Timothy Collinson (24 May 2014 07:40 UTC)
Re: [TML] QREBS Postmark (24 May 2014 09:32 UTC)
Re: [TML] QREBS Timothy Collinson (24 May 2014 13:02 UTC)
Re: [TML] QREBS Postmark (24 May 2014 21:55 UTC)

Re: [TML] QREBS Jeffrey Schwartz 23 May 2014 17:42 UTC

I rather like that, it's a nice twist.

I haven't tried T5 (yet) , I'm still an MT kind of guy with a weakness for FF&S.
I've liked the idea of stealing some of the modifier rules from BTRC's
"Vehicle Design System" and "Guns,Guns,Guns" on these topics and using
them along side the MT rules. ... but those are design-time modifiers,
and lead to a lot more spreadsheet action than what you've got here.
Your idea is a bit more abstract, but much cleaner and more straightforward.

On Fri, May 23, 2014 at 12:31 PM, Timothy Collinson
<timothy.collinson@port.ac.uk> wrote:
>
> Hi there,
>
> I've been intrigued by the QREBS rules in T5 especially as they're easily
> transportable to, say, Mongoose rules or classic Traveller.
>
> I've been wondering about a mechanism to link QREBS to the price of (new)
> equipment etc although I'm aware that referees might not want to give
> players or PCs *direct* information on the QREBS values.  (Although there is
> a rule about players spending an hour examining an item having a bit of an
> idea about the condition of the object).
>
> I wondered if this might be a mechanism and what anyone thought of it (and
> have I explained it clearly enough?):
>
> A rule of thumb might be +5% cost for every level of Quality over 5; -5% for
> every level under 5.  Similar variations could be used for the reliability,
> ease-of-use, burden and safety.  Perhaps an additional +/- 1% per QREBS
> point for each value.
>
> Thus an item with QREBS = 8 0 -1 0 +3 would mean an additional 17% on a
> ‘book’ price (+ 3 x 5% - 1 x 1% + 3 x 1%).
>
> Or QREBS = 3 -1 0 +2 0 would mean -13% (- 2 x5% - 1 x1% - 2 x1%).  (Don’t
> forget that burden is reversed).
>
> So in a showroom their might be three air/rafts that cost Cr275,000 in the
> Mongoose Core Rulebook (p.103) and might be:
> A: QREBS A -1 +3 -1 0  and cost Cr352,000
> B: QREBS 5 +2 +1 -5 -1 and cost Cr294,250
> C: QREBS 1 -1 0 +2 -1 and cost Cr209,000
>
> The idea being to give PCs more choice rather than just "you buy an
> air/raft, it's Cr275,000" (which I'm sure no referee worth their salt would
> do!).  And to introduce the element of risk vs cost that QREBS must be there
> for.  Yes, it's cheaper to buy C but will you spend more of you time under
> the bonnet (USese: hood) than you do flying the thing?
>
> Thoughts?  (have I done my math right?)
>
> tc
>
>
>
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