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<blockquote data-quote="BlackJaw" data-source="post: 353468" data-attributes="member: 888"><p>He lives!</p><p></p><p>Nice to "see" you again. (ha ha, message board humor)</p><p></p><p>Yah it was a lot of rules to digest (I was nearly burnt out making them). Anyway as long as your back its good to hear from you.</p><p></p><p></p><p>The co-pilot rule is the standard rule for assisted skill checks. As a standard action, you make a check againts dc 10. if you pass, you give a +2 bonus to pilot. If you have a large number of co-pilots (larger vehicles can have multipule helmsmen) this bonus can be rather large. A +10 cap might be needed (that would 1 pilot and 5 co-piots for a tottal of 6 sets of controls) and co-pilots are able to take over etc still.</p><p></p><p></p><p>oooh your right. it should be a +8 bonus, but monsters can always take 10. I knew there was a ten in there some where.</p><p></p><p></p><p>We are still trying to clean this up. Its my fault for having not written it this way to start with. Barsoomcore did great work seperating them to start with, but some things slip through.</p><p></p><p></p><p>I've been thinking about rules to let a vehicle fly faster in a strait line... kinda like running rules, and explaining this as a vehicle's normal speed is manuvering speed, but when you don't need to wory about turns and dog fighting you can fly much faster.</p><p>A stunt to go faster durring around seems like a good idea too. Makes sense.</p><p></p><p></p><p>good point.</p><p></p><p></p><p>I'm not so sure about this. the movement section is what you can normaly do, but stunts let you do something more then that. then again, it is important to keep the "unless" stuff in there.</p><p></p><p>Its gone. to messy. rules was based on armor and had no real purpose here.</p><p></p><p></p><p>The rule about higher altitude is some where in the PHB or DMG (I can't remember where right now) but I thought it made sense. A house mate of mine is a big combat buff, and his grand father was a fighter pilot... anyway, attacking from above is always better. part of it has to do with the difficulties in dodging (I'd have to draw you diagram or you would have to see my hand gesters.) and part of it has to do with how aircrafts are built, and part of it has to do with difficulties in seeing. (That's all the advantages OTHER then the benifits to projectiles, that he could give me real quick). basicaly its a common concept in dog fighting.</p><p></p><p></p><p>Yah inverse, although we should really add another section to that table with them listed inverse with a special name (kinda like how the PHB does it for Grappling)</p><p></p><p></p><p>Your right we should just add them all togeather but we still need to figure out which on they actualy hit and take damage from randomly. (it isn't nesicarily the largest one there)</p><p></p><p></p><p>I shouldn't require an action. We should put that in there as a "non-action."</p><p></p><p></p><p>The damage listed on the chart is (should be) how much you inflict on the other vehicle, so a tiny one hitting a huge one means the tiny vehicle takes an insane amount of damage while the huge one takes almost none.</p><p></p><p></p><p>hmm I thought I did write it so both vehicles got saving throws for less damage unless it was ramming. (a vehicle auto-fails if it has no pilot) hmmm now <em>I'm</em> getting confused.</p><p></p><p></p><p>This is unclear, your right. the part about moving last round defines what a moving object is (so you can't get a head-on if one of the vehicles is hovering) but "head on" should be defined as when you strike the front face of hte vehicle. remember that in air combat there is facing. you vehicle has a front, sides, and back. Therefore hitting a vehicle while it is moving away from you would require flying around to hit it in the front for it to be a head on.</p><p></p><p></p><p>It fills up the entire "ground level" if you fall to that level or drop to in intentionly, you hit it. I think that's how we have it now in our 3d enviroment levels. Otherwise I'd classify it as a vessel colossal.</p><p></p><p></p><p>Yah its a typo. I think I spotted it already. (no wait I caught it but we blew a break here before I posted that time, and when I re-wrote the post I didn't mention it)</p><p></p><p></p><p>I wrote spiral once because I couldn't remember the word for going down. plummet is what I was looking for but couldn't remember.</p><p></p><p></p><p>Its a new system then the one I wrote. Barsoomcore's work here. It may need some cleaning and tweaking, or just more information on how to work it, as you have mentioned.</p><p></p><p></p><p>Diving does really mean turning a lot. In many cases the turn modifier will be a penalty not a bonus, and so we have to ask ourselves does a less manuverable vehicle have a hard time with a dive? I figured they can do it without the penalty. Still plenty of time to change it if you feel its a better idea.</p></blockquote><p></p>
[QUOTE="BlackJaw, post: 353468, member: 888"] He lives! Nice to "see" you again. (ha ha, message board humor) Yah it was a lot of rules to digest (I was nearly burnt out making them). Anyway as long as your back its good to hear from you. The co-pilot rule is the standard rule for assisted skill checks. As a standard action, you make a check againts dc 10. if you pass, you give a +2 bonus to pilot. If you have a large number of co-pilots (larger vehicles can have multipule helmsmen) this bonus can be rather large. A +10 cap might be needed (that would 1 pilot and 5 co-piots for a tottal of 6 sets of controls) and co-pilots are able to take over etc still. oooh your right. it should be a +8 bonus, but monsters can always take 10. I knew there was a ten in there some where. We are still trying to clean this up. Its my fault for having not written it this way to start with. Barsoomcore did great work seperating them to start with, but some things slip through. I've been thinking about rules to let a vehicle fly faster in a strait line... kinda like running rules, and explaining this as a vehicle's normal speed is manuvering speed, but when you don't need to wory about turns and dog fighting you can fly much faster. A stunt to go faster durring around seems like a good idea too. Makes sense. good point. I'm not so sure about this. the movement section is what you can normaly do, but stunts let you do something more then that. then again, it is important to keep the "unless" stuff in there. Its gone. to messy. rules was based on armor and had no real purpose here. The rule about higher altitude is some where in the PHB or DMG (I can't remember where right now) but I thought it made sense. A house mate of mine is a big combat buff, and his grand father was a fighter pilot... anyway, attacking from above is always better. part of it has to do with the difficulties in dodging (I'd have to draw you diagram or you would have to see my hand gesters.) and part of it has to do with how aircrafts are built, and part of it has to do with difficulties in seeing. (That's all the advantages OTHER then the benifits to projectiles, that he could give me real quick). basicaly its a common concept in dog fighting. Yah inverse, although we should really add another section to that table with them listed inverse with a special name (kinda like how the PHB does it for Grappling) Your right we should just add them all togeather but we still need to figure out which on they actualy hit and take damage from randomly. (it isn't nesicarily the largest one there) I shouldn't require an action. We should put that in there as a "non-action." The damage listed on the chart is (should be) how much you inflict on the other vehicle, so a tiny one hitting a huge one means the tiny vehicle takes an insane amount of damage while the huge one takes almost none. hmm I thought I did write it so both vehicles got saving throws for less damage unless it was ramming. (a vehicle auto-fails if it has no pilot) hmmm now [i]I'm[/i] getting confused. This is unclear, your right. the part about moving last round defines what a moving object is (so you can't get a head-on if one of the vehicles is hovering) but "head on" should be defined as when you strike the front face of hte vehicle. remember that in air combat there is facing. you vehicle has a front, sides, and back. Therefore hitting a vehicle while it is moving away from you would require flying around to hit it in the front for it to be a head on. It fills up the entire "ground level" if you fall to that level or drop to in intentionly, you hit it. I think that's how we have it now in our 3d enviroment levels. Otherwise I'd classify it as a vessel colossal. Yah its a typo. I think I spotted it already. (no wait I caught it but we blew a break here before I posted that time, and when I re-wrote the post I didn't mention it) I wrote spiral once because I couldn't remember the word for going down. plummet is what I was looking for but couldn't remember. Its a new system then the one I wrote. Barsoomcore's work here. It may need some cleaning and tweaking, or just more information on how to work it, as you have mentioned. Diving does really mean turning a lot. In many cases the turn modifier will be a penalty not a bonus, and so we have to ask ourselves does a less manuverable vehicle have a hard time with a dive? I figured they can do it without the penalty. Still plenty of time to change it if you feel its a better idea. [/QUOTE]
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