The system doesn't really make sense without them.
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The system doesn't really make sense without them.
Pretty much everything you see collects the various situational modifiers. I simply listed most that would be available (to make it easy to figure on the fly during play). For example, I listed the various affinities, even though the PC doing these Medical tests didn't have all of them. And the +5 TN for distractions (for the zombies) was dealt with early on, so hardly figured in most of the tests (the crew cleared the Sickbay area of the 'zombies' first and then cleverly used gas to take care of the remainder).
I just tried to put eveyrthing in one place, rather than having to flip through books during play.
In actual play, the PC made a lot of good rolls over an extended time. One of them was even a combined test with another PC. All told the Doctor diagnosed the disease, did experimentation and tests, and synthesized an antidote in under 14 hours (a number of the tests he did as complete successes, cutting the base time in half).
Note that in my disease write-ups the word "Extraordinary" should be changed to "Superior". I keep forgetting that Trek does it a little differently than Lord of the Rings. :o
Doug, what a wonderful write-up ! I love it. With your permission this disease might manage to pester one of our ships.
Thanks, Davy. I saw that over on the other thread being discussed (and I never realized that there was a different chart in the NG and the PG). Glad to know that the one I have been using (which matches with LotR) is the correct one after all.
BTW, I've loved the writeups of your adventures that Patrick linked to before (the adventures of the U.S.S. Drake on the Real Roleplaying Forums); great stories and you did an excellent job! :)
Doug, thanks for the praise. It's been fun putting adventures together; the writing credit, though, has to be shared with my very excellent players.