The Big Idea trait won't proc.
Big Ideas: The world has never seen engineers like Phineas and Ferb. Any Stewardship action related to construction, creation, or otherwise 'Big Idea-able' attempted with Phineas and Ferb that succeeds will automatically critically succeed. However, the DC is also boosted by 20, as they are not content to stay within the boundaries you laid out on paper.
This DC must still be passed in order to actually keep the project, as anything below the DC will result in a set of random circumstances mysteriously conspiring to wipe all traces of their project from existence. A bare failure will not reduce the DC on further turns.
In addition, a project can only be attempted once with this unit- if they fail, they will not try the same action twice. The same restrictions apply to their products as your inators- they can't be mass produced, they can't be replicated more than once, and you can't bypass technology developments using them.
Phineas and Ferb cannot get bare failures, but they can still get critical failures.
Ahhh.
Well we could have them try to make a new power plant, they haven't done that before.
@Arathnorn , if we wanted to and I'm not saying we should... Well, hypothetically
could we assign them the Big Idea project of "build a power plant to replace the old one?" What would be the DC, if so?
It would have helped if there was even a single mention of an opposed roll, I personally was under the impression it was going to be a flat yes or no, not an opposed roll heavily stacked against us. As a result I feel duped.
Okay, well for the record, let's remember this:
When you negotiate with Judge Doom, expect him to be a creep. Likewise expect Doof to ramble, Glomgold to be greedy to the point of miserliness, Shere Khan to exude predatory menace, and Shego to file her nails.
In much the same spirit, when you negotiate with Xanatos,
expect him to maneuver for personal advantage.
If you don't think you can hold your own against Xanatos when he's maneuvering for personal advantage,
do not dicker with Xanatos. This is the case for much the same reason that you should not armwrestle with Hego unless you can bench-press a truck, nor make fun of Shego's grooming habits unless you are immune to plasma bolts.
Because some characters are predictable and
will act in logically predictable ways, according to their nature, even when it is not to your advantage for them to do so.
So, generally speaking I don't like complaining. This thread has provided me with considerable amounts of entertainment over more than a year and represents a titanic amount of effort for the GMs, so saying this makes me uncomfortable.
That said, I think that DC 130 is a bit rough for something that was described as a couple of "moderate difficulty" actions. Unless I am fumbling my figures, there is a worse than even chance of accomplishing either repair action even if we put our top Stewardship characters there.
Our initial assessment of the DCs for repair options at 130 was a bit too high, so we're reducing it down to 120, which should be more reasonable.
@Made in Heaven
So noted, and thank you.
Now, me... I'm not so much questioning your decision here as trying to understand the context. See, with most actions that have a DC of 120 or so, we can intuitively see why it is
difficult, even for someone with the resources at Doof's disposal. For instance, making DoofOS and DaedalOS compatible is obviously hard in an abstract, objective sense. Because DaedalOS is a well-designed normal operating system built by sane and very competent people, while DoofOS is a bizarre and miraculously functional mass of spaghetti code designed by LOVEMUFFIN.
...
Now, rebuilding the power plant is a
big job, don't get me wrong! But to my intuition, it seems like it wouldn't be an especially
hard job unless there's something about the logistical situation that stops us from just saddling up the construction equipment and ordering new machinery from the plant.
Intuitively I'd expect it to be more of a time-consuming job- say, something with a moderate DC but where multiple action successes are probably going to be required, much like fusion research was.
So what I'd like to ask is... What about this action is particularly difficult, that gives it a DC of 120 or so? What are the specific foreseeable obstacles to success?