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Chapter 4: Vehilce Creation (+ part list!)
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<blockquote data-quote="barsoomcore" data-source="post: 441037" data-attributes="member: 812"><p>Hey Blackjaw, great to have you back. This is great stuff here, really. I have a bunch of questions and concerns, and maybe even a suggestion or two, but I think you're taking the right general approach with this. Very cool.</p><p></p><p>Enough about how clever you are. Let's get on with making it even better:</p><p></p><p>Why do Aberrations and Plants not have Constitution scores? These types should be exactly the same as in the MM, or else they should have new names.</p><p></p><p>Why are the types Aberration, Plant and Undead listed on the Traits chart as Organic, Plant and Undead? Why not the same?</p><p></p><p>Why do Plant and Aberration types get fast healing? Shouldn't they get the normal healing all creatures get -- 1 hp/HD/day?</p><p></p><p>Could "Vessel" be considered a Type Modifier, like "Cold", "Fire" or "Incorporeal"? That would mean we could use the existing type descriptions for Aberration, Construct, Plant and Undead, modified by the "Vessel" (or maybe "Vehicle") description.</p><p></p><p>"A vehicle's Dexterity score is that of its Pilot." -- wouldn't this only apply to vehicles whose controls are Dex-based, rather than Wis-based? Maybe vessels simply have no Dexterity score and we have to come up with how they make Reflex Saves, for example.</p><p></p><p>"Base Hardness" -- isn't this just "Hardness" as defined in PHB, p. 136? Shouldn't it be described just the same way? Hardness has been released in the SRD, so we can use it as is.</p><p></p><p>Vehicle Size Chart -- </p><p> "Lift" is undefined.</p><p> Why does hardness increase with size?</p><p></p><p>Speed -- Why can't a vehicle have a speed of 0? Surely a balloon has a speed of 0. I think Speed calculation needs to be rethought. Maybe we shouldn't be using a doubling mechanism -- is there a logic behind that or is it just simpler than making up numbers?</p><p></p><p>Glide Speed Points -- Components that add speed points surely are things like engines and so on. Why would they add glide speed points? Likewise, wings shouldn't add speed points, but they could certainly add glide speed point. The reference here is misleading because it indicates that only components with Speed points add Glide Speed points.</p><p></p><p>Maneuverability Points -- what happens if I build a vehicle with no Maneuverability points? Or not enough to make Clumsy? Does it crash if I try to fly it? Or what? We need to cover this.</p><p></p><p>Lift -- first you say if a vehicle's lift score is lower than its hit dice it cannot fly in gravity. Then you give us a formula for determining a vehicle's minimum speed that appears to depend on the lift score being lower than the vehicle's hit dice. It's unclear. And I think the calculation you're using has some problems. First off, you're assuming lift is generated by speed in all cases. What about lift generated by lighter-than-air effects? Such an effect will ONLY work if the lift is greater than the vehicle's hit dice. Maybe there need to be different categories of lift. Secondly, I think that minimum speed should be independent of a vehicle's Speed rating. That is, for value x of lift at value y of size, minimum speed will always be some function of x and y, regardless of the vehicle's available speed.</p><p></p><p>In fact, the calculation ought to work such that the lift/size function determines the minimum speed the vehicle must have in order to achieve lift-off. That way, you can design a vehicle that compensates for low lift by having a high Speed.</p><p></p><p>Vehicle Power -- Not complicated, and never fluctuates. Actual vehicle power is constant. The vehicle crew can, presumably, switch power-consuming components off and on -- make it a move-equivalent action to switch a component off or on, so as a full action you can "unhook" one component and "hook up" another. But there's no need to keep track of "Free Power" -- either a component is on or off, and if it's on, it drains power.</p><p></p><p>Vehicle Hardness -- do we really need to worry about this? Hardness is a standard quality of objects and any component that affects it ought to say so clearly.</p><p></p><p>Design Foci: These are like racial or cultural or ancestor feats, right?</p><p></p><p>Is there any way to bring the Feat mechanic in here? Components are like Feats, really, I suppose.</p><p></p><p>Stat Block definition is needed. For example, neither Design Focus nor Lift actually need to be listed in the Stat Block, since they are qualities that affect or determine other ratings. It would be good to provide a walk through of the stat block at the beginning of the chapter, much like pages 5-14 of the MM. Then we can have sample vessels, followed by "How-To" notes, perhaps.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 441037, member: 812"] Hey Blackjaw, great to have you back. This is great stuff here, really. I have a bunch of questions and concerns, and maybe even a suggestion or two, but I think you're taking the right general approach with this. Very cool. Enough about how clever you are. Let's get on with making it even better: Why do Aberrations and Plants not have Constitution scores? These types should be exactly the same as in the MM, or else they should have new names. Why are the types Aberration, Plant and Undead listed on the Traits chart as Organic, Plant and Undead? Why not the same? Why do Plant and Aberration types get fast healing? Shouldn't they get the normal healing all creatures get -- 1 hp/HD/day? Could "Vessel" be considered a Type Modifier, like "Cold", "Fire" or "Incorporeal"? That would mean we could use the existing type descriptions for Aberration, Construct, Plant and Undead, modified by the "Vessel" (or maybe "Vehicle") description. "A vehicle's Dexterity score is that of its Pilot." -- wouldn't this only apply to vehicles whose controls are Dex-based, rather than Wis-based? Maybe vessels simply have no Dexterity score and we have to come up with how they make Reflex Saves, for example. "Base Hardness" -- isn't this just "Hardness" as defined in PHB, p. 136? Shouldn't it be described just the same way? Hardness has been released in the SRD, so we can use it as is. Vehicle Size Chart -- "Lift" is undefined. Why does hardness increase with size? Speed -- Why can't a vehicle have a speed of 0? Surely a balloon has a speed of 0. I think Speed calculation needs to be rethought. Maybe we shouldn't be using a doubling mechanism -- is there a logic behind that or is it just simpler than making up numbers? Glide Speed Points -- Components that add speed points surely are things like engines and so on. Why would they add glide speed points? Likewise, wings shouldn't add speed points, but they could certainly add glide speed point. The reference here is misleading because it indicates that only components with Speed points add Glide Speed points. Maneuverability Points -- what happens if I build a vehicle with no Maneuverability points? Or not enough to make Clumsy? Does it crash if I try to fly it? Or what? We need to cover this. Lift -- first you say if a vehicle's lift score is lower than its hit dice it cannot fly in gravity. Then you give us a formula for determining a vehicle's minimum speed that appears to depend on the lift score being lower than the vehicle's hit dice. It's unclear. And I think the calculation you're using has some problems. First off, you're assuming lift is generated by speed in all cases. What about lift generated by lighter-than-air effects? Such an effect will ONLY work if the lift is greater than the vehicle's hit dice. Maybe there need to be different categories of lift. Secondly, I think that minimum speed should be independent of a vehicle's Speed rating. That is, for value x of lift at value y of size, minimum speed will always be some function of x and y, regardless of the vehicle's available speed. In fact, the calculation ought to work such that the lift/size function determines the minimum speed the vehicle must have in order to achieve lift-off. That way, you can design a vehicle that compensates for low lift by having a high Speed. Vehicle Power -- Not complicated, and never fluctuates. Actual vehicle power is constant. The vehicle crew can, presumably, switch power-consuming components off and on -- make it a move-equivalent action to switch a component off or on, so as a full action you can "unhook" one component and "hook up" another. But there's no need to keep track of "Free Power" -- either a component is on or off, and if it's on, it drains power. Vehicle Hardness -- do we really need to worry about this? Hardness is a standard quality of objects and any component that affects it ought to say so clearly. Design Foci: These are like racial or cultural or ancestor feats, right? Is there any way to bring the Feat mechanic in here? Components are like Feats, really, I suppose. Stat Block definition is needed. For example, neither Design Focus nor Lift actually need to be listed in the Stat Block, since they are qualities that affect or determine other ratings. It would be good to provide a walk through of the stat block at the beginning of the chapter, much like pages 5-14 of the MM. Then we can have sample vessels, followed by "How-To" notes, perhaps. [/QUOTE]
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