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Old 28th October 2002, 10:42 AM   #1 (permalink)
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Inteligent Vehilces/Self piloting vehilces.

Now I already have rules for allowing a simple autopilot component... but the question here is for vehilce that are inteligent.

Examples: Moya from Farscape is a living ship (I'd say an aberation as it is alien inteligence and form in the extream)
The Heart of Gold from Hitchiker's Gd is a Construct with an Artificial Inteligence.
The Enterprise from TNG has a very simple Int score but on more then one ocasion could fly itself.

All these vehilce would have Wis, Cha, and Int scores (even if just 0) and we could argue that they are vehilces that could, in theory, pilot themselves. How do we do that?

Harder thoughts:

If a powerful Lich animates the corpse of a massive whale (Collosal zombie/medium vessel) and loads it with vehilce components... that zombie has an INT score of "--" (IE: none) but can still move under its own power... can it pilot itself?

What about a Gollem Ship. Gollems have no INT scores either...

Do we use mounted rules in these situations or can they pilot themselves the same way a normal vehilce can be piloted by a nomral skeleton stuck at the controls.

BUT then how do we determine when a vehicle can be self piloting?
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Old 29th October 2002, 07:28 AM   #2 (permalink)
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Re: Inteligent Vehilces/Self piloting vehilces.

Quote:
Originally posted by BlackJaw
Now I already have rules for allowing a simple autopilot component... but the question here is for vehilce that are inteligent.
Let's first of all keep in mind that there's all the difference in the world between an Intelligent vehicle and a creature. A vehicle, by definition, cannot fly itself. Anything, wether it be construct or undead, that can propel itself through the air or the ether or what have you, is a creature.
Quote:
If a powerful Lich animates the corpse of a massive whale (Collosal zombie/medium vessel) and loads it with vehilce components... that zombie has an INT score of "--" (IE: none) but can still move under its own power... can it pilot itself?
A zombie doesn't have a fly speed so not unless the lich alters it significantly. But if it can pilot itself then it is no longer a vehicle.
Quote:
BUT then how do we determine when a vehicle can be self piloting?
A vehicle is never self-piloting.

The real problem is that we have TWO qualities for vehicles: one, that they require a pilot, and two, that they can take Vessel components. I propose these two qualities be separated.

VEHICLES require a pilot. A vehicle cannot move itself. It has no DEXTERITY score, which means that unless it is supplied with Dexterity via a pilot, it cannot maneuver.

VESSELS can have vessel components. Whether a vessel is a creature or a vehicle is immaterial. There's no real reason you couldn't design a creature capable of carrying cargo and so on. Or a creature that required fuel or life support systems.

So do we now have two type modifiers to make use of? The Vessel modifier which can be applied to Aberrations, Constructs, Plants and Undead, and allows them to acquire vessel components according to their hit dice. By these rules a Griffin cannot be a vessel, though it is a flying creature. Possibly we could come up with a Vessel definition that could include the Griffin and other flying creatures, however. In this case it would appear that the Vessel type modifier could conceivably be attached to any creature type (indeed I can imagine Outsider, Ooze and Elemental vessels with ease).

The Vehicle modifier can only be applied to a creature with the type modifier of Vessel already applied to it. The Vehicle modifier removes a creature's Dexterity score, so that it requires a Pilot in order to maneuver. Perhaps the Vehicle type modifier can only be applied to Aberrations, Constructs, Plants and Undead.
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Old 2nd November 2002, 12:08 PM   #3 (permalink)
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GREAT IDEA!

Ok, so a vehicle and vessel are now seperatly defined... allowing us to stick cargo racks/contaners/ect to a dragon or what not... or guns (that require operators, etc) but now I got a couple of questions... a griffin has 7 Hit dice... but my current "vehicle creation guides" that means up to 7 component slots can be added to a griffin... not all of which make much sense. especialy not 7 units of them. Unlike a vehicle hull a griffin is filled with internal organs/etc. only so much space on/in a griffen (or flying zombie/etc) is avalible.

More sense would be to say that vessels take components based on size (or fraction of HD), and vehicles based on hd (which unlike monseters, is connected to size) of the vehicle.

Also, I'll have to break my list of components up by what can go on any vessel and what goes on a vehicle only. (IE: do you want to stick a fuel tank and propeller on a griffen? If so would we calculate in the griffen's natural speed in some way? hmmm)
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Old 2nd November 2002, 07:55 PM   #4 (permalink)
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Quote:
Originally posted by BlackJaw
Now I got a couple of questions... a griffin has 7 Hit dice... but my current "vehicle creation guides" that means up to 7 component slots can be added to a griffin... not all of which make much sense. especialy not 7 units of them. Unlike a vehicle hull a griffin is filled with internal organs/etc. only so much space on/in a griffen (or flying zombie/etc) is avalible.
Yeah, that's a problem, alright. Here's one solution:

We come up with a table. A row for each creature type. A column for each size category. At each intersection, the number of slots available for vessel components. So perhaps a griffin (Large Beast) only has one slot available, enough for a Basic Saddle/Cockpit. Whereas, say, a Yrthak (Huge Magical Beast) has three slots, enough for a saddle and a small cannon. A Vargouille (Small Outsider) has no slots.

That's for vessels. Anything that is a vehicle gets a slot for each and every hit die it possesses. So there's another difference between the two types.

This means that, for example, animating a dragon carcass and turning it into an interstellar transport means just applying the Vessel and Vehicle types to a dragon (maybe making it Undead first). But basically you're hollowing out the dragon when you make it into a Vehicle, so you get to use all of its hit dice (instead of some fraction, as when a dragon is made a vessel.)

This should save you from having to divide components up by vehicle/vessel. If you want to put a fuel tank on your griffin, you'll need a one-slot tank (which won't be very big) and you won't be able to connect it to anything -- since a griffin only has one slot. I think that with careful attention to component requirements and creature allowances we can make this work pretty well.

I'm not 100% that having Vessel and Vehicle both as type modifiers is the best solution. Perhaps Vessel is a template that can be applied to any creature. I like that solution best. It doesn't change anything about the creature but it does allow the creature to acquire vessel components. Vehicle remains a type modifier since it's not really for "applying" to existing creatures -- it's a quality that new, DM-created "creatures" can possess.

So that's my new idea -- Vessel is a template and Vehicle is a type modifier. Whatcha think? And then Vessel creatures have one table to consult for number of vessel component slots and Vehicles have another.
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Old 2nd November 2002, 08:01 PM   #5 (permalink)
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Okay, Vessel can't be a template. Bad idea.

Forget about it. We don't need to come up with a way to define "Vessels". ANY creature can acquire Vessel Components, based on the table I described above. It doesn't need a template applied to it -- Templates are used to create entirely new creatures. Not what we're doing -- we just want to put a saddle on a griffin.

So, the Vessel Creation chapter has two sections: Creating Vehicles, and Creatures as Vessels. The Creating Vehicles section has the whole vehicle type modifier jazz -- no Dex, one slot per hit die, yada yada yada. The Creatures as Vessels section just has the table "Using Vessel Components on Creatures".

Whaddya think?
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Old 2nd November 2002, 10:07 PM   #6 (permalink)
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Arg.

Okay, more thinking, had a shower, more ideas.

Right, Vessel is neither a template nor a type modifier. It's just a word we use to describe both flying creatures and flying vehicles.

Vehicle is a type modifier. Only Aberrations, Plants, Constructs and Undead can have this type modifier. A Vehicle has no Dexterity and cannot take move actions.

Note that this means a Vehicle CAN make attacks or cast spells. An attack is made with a vessel weapon and thus uses the Vessel Weapon Attack Modifier (which doesn't depend on BAB or Dexterity, natch). It can only make a single attack per round (like anyone else) unless it takes the full attack option, which would allow it to make two attacks if it had at least two Vessel Weapons -- with the usual penalties for making attacks with two weapons. A vessel can have the Multi-Attack feat to allow it to make more attacks per round.

Because a Vehicle has no Dexterity, it cannot cast spells with a somatic component. It can of course take the Still Spell feat and cast such spells without their somatic component.

This means Vehicles do roll Initiative. They don't apply any Dexterity bonus but they could have Improved Initiative as a feat.

Obviously, a Vehicle with a zero Intelligence cannot take any actions at all (DMG. page 72).
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Old 2nd November 2002, 11:08 PM   #7 (permalink)
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So an inteligent vehicle (golem ship, living hull, undead etc)is capable of doing certain things within the limitations of its stats(which is anything not piloting and that doesn't require movement IE: no dex means you need Still Spell to cast spells with somatic components). It also means that vehicles can gain levels... including levels of spellcasters (magic) and levels of rogues (but many rogue skills are dex skills and therefore with no Dex... NO USING THOSE SKILLS) BUT all classes provide saving throw bonuses (ack OUR reflex save system!) and BAB.

Also, vessel weapons have operators... and some more then one. I can't imagine a gollem ship being able to work a cannon with no arms! Vessel weapons are also listed seperatly from normal weapons (which I'd guess most vehicles have none, and if they did; how does a vehicle with no DEX use one?). If a vehicle could use weapons on its own, the most it could do would be those weapons that are Remote operated (generaly 1 operator weapons designed to be fired from a bridge or cockpit)...

ug, my head hurts.
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Old 3rd November 2002, 12:26 AM   #8 (permalink)
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Quote:
Originally posted by BlackJaw
So an inteligent vehicle (golem ship, living hull, undead etc)is capable of doing certain things within the limitations of its stats.
The limitation is: No move actions and no Dexterity. This means that any Dex-based skill cannot be used by a vehicle. This would of course include Piloting.
Quote:
It also means that vehicles can gain levels...
Sure, why not?
Quote:
BUT all classes provide saving throw bonuses (ack OUR reflex save system!) and BAB.
Right. So we have a couple of choices. We could say that a vehicle always fails its Reflex save -- the same way an object or undead always fails its Fort save. Class levels have no effect -- a vehicle will always fail a Reflex Save.

I like this notion. It's congruent with the "No Constitution" description of undead and objects. And frankly, Reflex Saves are unlikely to be that big a deal to most vehicles. It's not like they'll be setting off traps or anything...

Or we could say that vehicle just makes its own Reflex save -- which it will automatically fail (just like any object automatically fails a Fort save) unless it possesses a Reflex save bonus (i.e. it has at least one class level). So a 747 ALWAYS fails its Reflex Save.

I have some sympathy with that system. It's reasonably simple, even simpler than my next suggestion:

Vehicles use their pilot's Reflex save bonus or their own, which ever is higher.

I don't like that one. Certainly a vehicle without a pilot should always fail its saving roll. The final suggestion is:

Vehicles always use their pilot's Reflex save, adjusted by their Handling Modifier.

This is the system currently agreed to and while it has some advantages, I'm starting to lean to the first one -- that vehicles just always fail a reflex save.
Quote:
Also, vessel weapons have operators... and some more then one. I can't imagine a gollem ship being able to work a cannon with no arms!
Part of the description of a vessel weapon needs to be what sort of operator is required -- local or remote. A vehicle can only use a vessel weapon that allows remote operators. A vessel weapon that requires more than one operator can only be used if the vehicle has the Multi-Attack feat.
Quote:
Vessel weapons are also listed seperatly from normal weapons (which I'd guess most vehicles have none, and if they did; how does a vehicle with no DEX use one?).
Right. A vehicle has no natural weapons. It can only attack with remotely operated vessel weapons.
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Old 3rd November 2002, 10:12 AM   #9 (permalink)
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Quote:
And frankly, Reflex Saves are unlikely to be that big a deal to most vehicles. It's not like they'll be setting off traps or anything...
BUT guided weapons require reflex saves (target with ranged touch, then a reflex save for no damage or half damage depending on the missile.) In a modern, semi-modern, or high fantasy setting guided wepaons like missiles (or something that uses that mechanic) will be common. ALso remember that many monster attacks (dragon's breath) require reflex saves, and that many spells (fireball, lightning bolt) which a wizard might use in combat (in or out of a vehicle) use a reflex save.

Essentialy I'd say that a vehicle by itself (no pilot) can not make a reflex throw (auto-fails) BUT if it has a pilot then the pilot uses the current system... kinda like how a vehicle can't move unless it has a pilot to make it move, etc. Its just one of those things that a pilot does.

Speaking of which: its another reason why I support pilots affecting vehicle armor classes.... an unpiloted (out of control) vehicle would be eaiser to hit then one with a pilot (that knows he is in combat).
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Old 4th November 2002, 08:42 AM   #10 (permalink)
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This is actually really simple.

Monster Manual, page 10:

A creature with no Dexterity cannot move. If it can act, it applies its Intelligence modifier to initiative checks instead of a Dexterity modifier. The creature fails all Reflex saves and Dexterity checks.

Now I still agree that a piloted vehicle gets the pilot's Reflex Save (modified by the Handling Modifier) -- but an unpiloted vehicle always fails its save (which I believe we have mentioned in the Out Of Control condition).

And another good point on piloted vs. unpiloted vehicle ACs -- you're right, they ought to be different.

So:

A pilot can make Reflex Saves for a vehicle, modified by the vehicle's handling modifier.

A vehicle's AC is modified by the following bonuses to the pilot's AC:

(list of applicable AC bonuses)


Agreed?
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Old 4th November 2002, 09:16 AM   #11 (permalink)
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good.
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Old 6th November 2002, 06:44 AM   #12 (permalink)
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Vessels and Vehicles

This is how I've been using the terms "vessel" and "vehicle" in the chapters I've written:

A vessel is any creature or object capable of carrying passengers.

A vehicle is a non-magical, "man-made" vessel. Unlike constructs, vehicles are subject to critical hits, but they're immune to all other things that constructs are immune to.

This means that griffins, flying golems, winged skeletons, elven plant-ships and flying carpets are ALL vessels, but NONE of them are vehicles.

Suggested implications of these definitions:

A vehicle is constructed using the rules in Chapter 4. Other types of vessels can also carry vehicle components, limited by their size. Constructs, plants, undead or aberrations created specifically for use as vessels can be designed using the construction rules, modified by type.

A vehicle does not have a Dex score. It may or may not have an Int score. If it has an Int score, it can pilot itself. It uses its Int modifier instead of its Dex modifier for Reflex saves, AC, initiative, and Pilot checks. Its BAB and base saves are determined by hit dice. (A vehicle without an Int score has no BAB.) A vehicle with an Int score can also gain feats, skills, and class levels (usually in Expert or Pilot).

A vessel (any type) that's controlled by a pilot other than itself uses the pilot's Reflex save and applies the pilot's Dex bonus to AC and initiative. The handling modifier applies to all three.

A vessel that has no pilot automatically fails its Reflex saves and is considered flat-footed. A vessel must have either a Dex score or an Int score in order to pilot itself.

Vessel weapons are controlled by the operator and use the operator's BAB, modified by the weapon's accuracy modifier and the size modifier*. A vessel that has an Int score can operate remote-controlled weapons using its own BAB.

*Question: Should we use the vessel's size modifier or the weapon's? I vote for the latter, for the following reason: it doesn't make sense that a cannon would be less accurate when it's on a bigger ship, but it *does* make sense that a cannon would be less accurate than a rifle (ignoring range penalties).

Now, if you disagree with any part of this, that's fine with me (as long as you let me know, so I can make sure we're not contradicting each other). But I think the basic definitions I gave up top simplify things considerably and save us from having to worry about type modifiers and templates.

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Old 6th November 2002, 10:21 AM   #13 (permalink)
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Re: Vessels and Vehicles

Quote:
Originally posted by Wyvern
A vessel is any creature or object capable of carrying passengers.
Agreed.
Quote:
A vehicle is a non-magical, "man-made" vessel. Unlike constructs, vehicles are subject to critical hits, but they're immune to all other things that constructs are immune to.
Vehicles might very well be magical.

The defining characteristics of a vehicle are:

No Dexterity -- incapable of movement.
Subject to critical hits.
Able to carry vessel components.
Unable to run or double move.
Quote:
This means that griffins, flying golems, winged skeletons, elven plant-ships and flying carpets are ALL vessels, but NONE of them are vehicles.
Wrong. A flying carpet and an elven plant-ship are vehicles.
Quote:
A vehicle does not have a Dex score. It may or may not have an Int score. If it has an Int score, it can pilot itself.
Intelligence has nothing to do with whether or not anything can maneuver itself. If an object or creature possesses the means to move itself or change its own position, it has a Dexterity score. Vehicles cannot do this, by definition. If a vessel can fly itself, it is a creature, not a vehicle.
Quote:
It uses its Int modifier instead of its Dex modifier for Reflex saves, AC, initiative, and Pilot checks.
No. It fails every Reflex Save it ever makes (though its pilot can make Reflex Saves modified by its Handling Modifier), it gets specific bonuses to its AC based on its pilot, it rolls initiative normally and cannot make Piloting skill checks, nor indeed any skill checks involving Dexterity.
Quote:
Its BAB and base saves are determined by hit dice.
Or possibly class levels, if it possesses any.
Quote:
A vehicle with an Int score can also gain feats, skills, and class levels (usually in Expert or Pilot).
Yes.
Quote:
A vessel (any type) that's controlled by a pilot other than itself uses the pilot's Reflex save and applies the pilot's Dex bonus to AC and initiative. The handling modifier applies to all three.
If it's controlled by a pilot it is a vehicle. But yes, this is correct for vehicles.
Quote:
A vessel must have either a Dex score or an Int score in order to pilot itself.
See above -- a vessel without a Dexterity cannot pilot itself.
Quote:
Vessel weapons are controlled by the operator and use the operator's BAB, modified by the weapon's accuracy modifier and the size modifier*. A vessel that has an Int score can operate remote-controlled weapons using its own BAB.
Right. About size modifiers: The issue is the manner in which the weapon is mounted. So perhaps vessel weapons have a quality, "Mount" or "Static" -- Static weapons use the vessel's size modifiers while Mount weapons use the weapon's size modifiers.

After all, a dragon's claws and breath weapon suffer from its size modifier, so why not vessel weapons that haven't been specially designed?
Quote:
But I think the basic definitions I gave up top simplify things considerably and save us from having to worry about type modifiers and templates.
Agreed. I actually think it's simpler than even you proposed. Vessel is anything folks ride in. A vehicle is a type modifier that gets used to create vehicles using creature statistics.

So a 747 is a Colossal Construct (Vehicle). This tells us right away that it is subject to critical hits, immune to mind-influencing affects, can't run or take a double move and has no Dexterity score.
A griffin is a Large Beast. Unchanged from the Monster Manual entry, except that we add a +8 racial bonus to Piloting skill checks and a Turn Modifier based on its Maneuverability class.

I think it's pretty simple.

EDIT: Formatting.
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Old 8th November 2002, 01:17 AM   #14 (permalink)
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Re: Re: Vessels and Vehicles

Quote:
Originally posted by barsoomcore
Intelligence has nothing to do with whether or not anything can maneuver itself. If an object or creature possesses the means to move itself or change its own position, it has a Dexterity score. Vehicles cannot do this, by definition. If a vessel can fly itself, it is a creature, not a vehicle.
The only problem I have with this is: what about a spaceship with an AI control system and autopilot? Are you saying that it can't fly on its own? Or that it's not a vehicle?

Quote:
No. It fails every Reflex Save it ever makes (though its pilot can make Reflex Saves modified by its Handling Modifier), it gets specific bonuses to its AC based on its pilot, it rolls initiative normally and cannot make Piloting skill checks, nor indeed any skill checks involving Dexterity.
So does it apply its Int modifier to initiative as described in the Monster Manual?

Quote:
Right. About size modifiers: The issue is the manner in which the weapon is mounted. So perhaps vessel weapons have a quality, "Mount" or "Static" -- Static weapons use the vessel's size modifiers while Mount weapons use the weapon's size modifiers.
What criteria are you using to make that distinction?

Quote:
After all, a dragon's claws and breath weapon suffer from its size modifier, so why not vessel weapons that haven't been specially designed?
I thought you'd decided that natural weapons don't count as vessel weapons. Given that distinction, I don't think we need to further complicate things by making a distinction between "static" and "mount" weapons. I propose that vessel weapons (those that require a crew to operate) use the weapon's size modifier, and natural weapons (those under the control of the vessel itself) use the vessel's size modifier.

The reason dragons suffer size modifiers to their attacks is more for game balance than anything else, but I don't think that we have to apply the rule to vessels to preserve balance. The balance is still there, it's just transferred to the weapon -- larger weapons will generally do more damage, but be less accurate.

Logicwise, I don't see that it makes any more sense for a cannon to gain a to-hit bonus from being mounted on a smaller vessel than from being manned by halflings. If there's a flaw in my reasoning, please point it out to me.

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Old 8th November 2002, 09:35 AM   #15 (permalink)
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Re: Re: Re: Vessels and Vehicles

Quote:
Originally posted by Wyvern
The only problem I have with this is: what about a spaceship with an AI control system and autopilot? Are you saying that it can't fly on its own? Or that it's not a vehicle?
I was saying it's a creature but I think I have a better idea.

It works like this: there's a Vessel Component called AI, or Brainy Autopilot, or whatever. This component's description states:

A vehicle with this component receives a Dexterity score (include a table of varying Dexterity scores according to the power of the component -- better AIs provide higher Dexerity). It can take steer a vessel actions to pilot itself, but in all other ways it retains its Vehicle qualities. It cannot take a run or a double move action, it still suffers damage effects as described in Combat: Damage and Destruction, and it still retains its number of Vessel Component slots.
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So does it apply its Int modifier to initiative as described in the Monster Manual?
Yes.
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What criteria are you using to make that distinction?
None. I just made it up. Here's the problem I'm hoping to solve -- that vessels might have "natural weapons", that is, weapons that are affected by the size of the vessel (battering rams, torpedo tubes (unguided torpedos, we're talking) and so on). Currently we have no way to create or define these and logically they ought to take up slots and so should be defined as Vessel Components.

This means we need to define two types of weapons in Vessel Components: those that use the vessel's size modifier and those that do not. I suggest the "Mount" and "Static" descriptors to distinguish between them.
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I thought you'd decided that natural weapons don't count as vessel weapons. Given that distinction, I don't think we need to further complicate things by making a distinction between "static" and "mount" weapons. I propose that vessel weapons (those that require a crew to operate) use the weapon's size modifier, and natural weapons (those under the control of the vessel itself) use the vessel's size modifier.
Right, sure. But we still need a way to add "natural weapons" to a vehicle, which unless we either add them to Vessel Components (in which case we need to distinguish them from vessel weapons) or we come up with some whole new mechanic (which I am loth to do), we cannot do.
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Logicwise, I don't see that it makes any more sense for a cannon to gain a to-hit bonus from being mounted on a smaller vessel than from being manned by halflings. If there's a flaw in my reasoning, please point it out to me.
There's no flaw in your reasoning. I TOTALLY agree with your example. I just think that there are some weapons, that, unlike a cannon which can be aimed independently of the vessel it's mounted on, are more or less accurate depending on the size of the vessel they're on. Like, for example, a battering ram. Or big blades on the wings.

We need some way to add these both these types of weapons to vehicles. I suggest we use the Vessel Component mechanic, and simply create a descriptor that distinguishes between the two.
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Old 9th November 2002, 09:08 AM   #16 (permalink)
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Quote:
I was saying it's a creature but I think I have a better idea.

It works like this: there's a Vessel Component called AI, or Brainy Autopilot, or whatever. This component's description states:

A vehicle with this component receives a Dexterity score (include a table of varying Dexterity scores according to the power of the component -- better AIs provide higher Dexerity). It can take steer a vessel actions to pilot itself, but in all other ways it retains its Vehicle qualities. It cannot take a run or a double move action, it still suffers damage effects as described in Combat: Damage and Destruction, and it still retains its number of Vessel Component slots.
That's what I was talking about before: but then we have vehicles with Dex scores which up till now you've been very very much againts.

I have a slight variation on that idea: The autopilot coponent doesn't give the vehicle a dex score (then we got ugly issues about creatures vs vehicles etc) instead the autopilot has a Dex score. Its technicaly a seperate enity... kinda like a monster or character in its own right. Its got its own stats, and its a removable component. if you character sell off their old ship and buy a new one they can bring their firendly AI core with nice piloting score along with them and stick it in the new ship. its a creature with no movement score, although it does have a Dex, and piloting skill ranks (and maybe other skills as needed) AND you could even have it gain levels (in piloting no less). because it is seperate from the ship you could write it up as a creature, and maybe even let spellcaster use them as familiars, etc, people with the Leadership feat use them as cohorts, etc.

That way the vehicle itself still has no Dex, etc, but we can still have self piloting inteligent vehilces and the works because we simply seperate the inteligence into a component.

AS FOR WEAPONS:
The reason why we orginaly put weapons as using the vehicle size was 1) it matches the d20 system. weapons are affected by size 2) the weapons are attached to the vehicle. The idea here is that unless otherwise mentioned, the weapons is attached directly to the vehicle and is therefore limited in use. Think of a fighter plane (WWII) its guns were built into the wing. Now for vehicle with larger battle ship style turrets (anit aircraft guns for example) then the size isn't so important. thsoe weapons would be installed with an extra component that makes them use the gunner's size modifier instead of the vehicle's size modifier.

Let me ask you this quesiton: does a hafling in a WW II style fighter get his size modifier to attacks while sitting in the pilot seat firing a gun fixed to his wings? Ok, but does a similar gun that swings around to fire based on the guy strapped into have to use the size modifier of the battleship/etc its connected to? Now here is the important part: did it take special equipment to seperate these two examples out? YES: the guns on the battle ship used turrets while the guns on the fighter craft were simply built in. SO when I made my first draft of the vehilce construction rules I made a special turret (Point Defense I think I called it).

Now this is seperate from just any gun on a turret. the larger guns on a battleship maybe be able to swing around to fire in multipule fire arcs, but they don't have much chance of hitting a speed boat. (thus the Turret component allows you to fire in any fire arc, but still with the vehicle's size modifier)

essentialy, guns go in basiclay unless you spend more money and space on them. Its why you send smaller craft at larger ones in most sci-fi games/movies. gameplaywise this matches the D20 system default: most weapons are on an equal feild againts vehicles of the same size (remember that the penalty to attack is also an armor class penalty!) but agiants larger targets they hit eaiser, and agaitns smaller targets they have a harder time hitting.
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Last edited by BlackJaw; 9th November 2002 at 09:22 AM..
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Old 10th November 2002, 08:54 PM   #17 (permalink)
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Quote:
Originally posted by BlackJaw
The autopilot coponent doesn't give the vehicle a dex score (then we got ugly issues about creatures vs vehicles etc) instead the autopilot has a Dex score. Its technicaly a seperate enity... kinda like a monster or character in its own right. Its got its own stats, and its a removable component.
Perfect. I love this idea. So there's a vessel component that is, basically, a built-in pilot.

Cool.
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