Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Settings
The Cosmonomicon
Chapter Two revised
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="barsoomcore" data-source="post: 430798" data-attributes="member: 812"><p>Agreed. This should be a part of a vessel stat block.</p><p></p><p>Done. The Minimum Speed section now indicates that the requirement only exists in greater than zero gravity.</p><p></p><p>This makes it automatic for any pilot given that they can take 10 on the check. But fair enough.</p><p></p><p>I think we should just remove the possibility of losing control. If you're navigating down a narrow canyon and you fail your Hard Turn stunt check, you're pretty hosed whether or not you "lose control". It's not the losing control, it's the slamming into the canyon wall that's really going to ruin your day.</p><p></p><p>Okay, so I'm trying to be clear. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>But agreed, and cleared up now.</p><p></p><p>Maybe it should be a Feat rather than a Stunt? "Extreme Piloting" or "Redline Junkie" or something?</p><p></p><p>Yes. Done.</p><p></p><p>Agreed, and changed. Now vessels at Low altitude cannot make melee attacks against ground-based targets. To do so, a pilot must descend from Low altitude and make collision checks every round.</p><p></p><p>While we're on the subject, why shouldn't you make collision checks when moving between squares occupied by the same object? I'm changing that so that you do.</p><p></p><p>Fixed. Colliding with the ground is simply that -- colliding with the ground. No special rule is needed.</p><p> </p><p>I've come up with a better description of the problem -- the issue is that the vessel must travel twice its Minimum Speed before the pilot can do anything but steer it -- once before and once after. This may take more than one round for some vessels. I have changed the text to better present this issue.</p><p></p><p>I don't think we should attempt to model that. It gets very complicated and I don't see that it will provide much playability. We allow characters to start and stop on a dime (ever tried to stop suddenly when running full tilt?) so why not vessels?</p><p></p><p>That's correct. It is the length of the approach, not the length of the runway, that matters. The trick is to reduce your speed as much as possible, prepare your approach, so that on touchdown all you have to do is brake. I don't see that hurtling down the runway <em>after</em> touchdown makes the touchdown itself easier.</p><p></p><p>I don't consider hovering vessels a special case. A hovering vessel can gain a landing bonus by maintaining its position above the landing pad (moving at its Minimum Speed of zero) for three rounds and gain a +6 bonus, which I think adequately represents the easier landing made by making small, careful adjustments and descending slowly.</p><p></p><p>Since if we make the take-off DC 10 any pilot can take off automatically, I don't see why a bonus would ever be required. Is a helicopter significantly more simple to take off in than a fixed-wing craft? I suspect not.</p><p></p><p>Yes. Of course they get a natural +8 bonus on all Piloting skill checks, so they can take off and land automatically.</p><p></p><p>Thanks, covered now. Objects can be secured, prompting a Use Rope check.</p><p></p><p>No. Noted.</p><p></p><p>Done.</p><p></p><p>It might be best to include in an environment's description (or an environment TYPE'S description) which Stunts and conditions are possible or impossible. So we could have an environment type called "zero-gravity" which does not allow for the plummeting condition, does not include Altitude, nor the Hard Climb or Dive Attack Stunts. We might want to apply modifiers to some of these things depending on the environment (for example, reduced gravity reduces damage from collisions with the ground).</p><p></p><p>Will post revised chapters later.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 430798, member: 812"] Agreed. This should be a part of a vessel stat block. Done. The Minimum Speed section now indicates that the requirement only exists in greater than zero gravity. This makes it automatic for any pilot given that they can take 10 on the check. But fair enough. I think we should just remove the possibility of losing control. If you're navigating down a narrow canyon and you fail your Hard Turn stunt check, you're pretty hosed whether or not you "lose control". It's not the losing control, it's the slamming into the canyon wall that's really going to ruin your day. Okay, so I'm trying to be clear. ;) But agreed, and cleared up now. Maybe it should be a Feat rather than a Stunt? "Extreme Piloting" or "Redline Junkie" or something? Yes. Done. Agreed, and changed. Now vessels at Low altitude cannot make melee attacks against ground-based targets. To do so, a pilot must descend from Low altitude and make collision checks every round. While we're on the subject, why shouldn't you make collision checks when moving between squares occupied by the same object? I'm changing that so that you do. Fixed. Colliding with the ground is simply that -- colliding with the ground. No special rule is needed. I've come up with a better description of the problem -- the issue is that the vessel must travel twice its Minimum Speed before the pilot can do anything but steer it -- once before and once after. This may take more than one round for some vessels. I have changed the text to better present this issue. I don't think we should attempt to model that. It gets very complicated and I don't see that it will provide much playability. We allow characters to start and stop on a dime (ever tried to stop suddenly when running full tilt?) so why not vessels? That's correct. It is the length of the approach, not the length of the runway, that matters. The trick is to reduce your speed as much as possible, prepare your approach, so that on touchdown all you have to do is brake. I don't see that hurtling down the runway [i]after[/i] touchdown makes the touchdown itself easier. I don't consider hovering vessels a special case. A hovering vessel can gain a landing bonus by maintaining its position above the landing pad (moving at its Minimum Speed of zero) for three rounds and gain a +6 bonus, which I think adequately represents the easier landing made by making small, careful adjustments and descending slowly. Since if we make the take-off DC 10 any pilot can take off automatically, I don't see why a bonus would ever be required. Is a helicopter significantly more simple to take off in than a fixed-wing craft? I suspect not. Yes. Of course they get a natural +8 bonus on all Piloting skill checks, so they can take off and land automatically. Thanks, covered now. Objects can be secured, prompting a Use Rope check. No. Noted. Done. It might be best to include in an environment's description (or an environment TYPE'S description) which Stunts and conditions are possible or impossible. So we could have an environment type called "zero-gravity" which does not allow for the plummeting condition, does not include Altitude, nor the Hard Climb or Dive Attack Stunts. We might want to apply modifiers to some of these things depending on the environment (for example, reduced gravity reduces damage from collisions with the ground). Will post revised chapters later. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Settings
The Cosmonomicon
Chapter Two revised
Top