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<blockquote data-quote="BlackJaw" data-source="post: 468402" data-attributes="member: 888"><p><strong> I think it might need another 2 pages or so because I know I left some things out</strong></p><p><strong></strong></p><p><strong>Ok, it will be based off hull material with a component that increases them by +5 if you want more.</strong></p><p><strong></strong></p><p> <strong>Like I said, I forgot some things. The lift multiplier has to do with your max lift ratting (based on STR) and as per standard D&D rules, size works as a multiplier.</strong></p><p><strong></strong></p><p><strong>Ok easy enough, and makes sense.</strong></p><p><strong></strong></p><p><strong>Yah, I do a lot of writing late and night and sometimes I slip.</strong></p><p><strong></strong></p><p><strong>see last comment</strong></p><p><strong></strong></p><p><strong>The armor modifiers you build up when making a craft represent the armor platting and toughness of the hull and count as only the "armor modifier" in the vehicle's over all armor class ratting (10 + size + natural armor + <em>armor</em> including sheilds + enhancments + deflection + etc) Once agian my terms get a little confusing because I slip when typing.</strong></p><p><strong></strong></p><p><strong> What I should be saying is that only components that are required for vehicle operations (engine, power, etc) should even have crew scores... It may take 3 people to run a crossbow but having no one on that crossbow isn't going to make the vehicle any harder to use. Having fewer people to work the sails of a vehicle is much worse.</strong></p><p><strong></strong></p><p> <strong>I think I got that idea when taking your idea about vehilce construction way back when, so the credit is only mostly mine <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Now the question is: do we make a Design Focus a feat... as in a vehicle only gets one if it being build by a person with that focus... you can have more then one focus, but each is a seperate feat, and only one can still be applied to a vehicle. Changing a focus can not be done after the vehicle is built (even when repaired).</strong></p><p><strong></strong></p><p> <strong>Like I said, I left some things out. For example: vehicle cost, build times, tools needed, and the cost for removing a component or adding then after the intial build... etc.</strong></p><p><strong></strong></p><p> <strong>Good, I wans't sure how to do those anyway.</strong></p></blockquote><p></p>
[QUOTE="BlackJaw, post: 468402, member: 888"] [B] I think it might need another 2 pages or so because I know I left some things out Ok, it will be based off hull material with a component that increases them by +5 if you want more. Like I said, I forgot some things. The lift multiplier has to do with your max lift ratting (based on STR) and as per standard D&D rules, size works as a multiplier. Ok easy enough, and makes sense. Yah, I do a lot of writing late and night and sometimes I slip. see last comment The armor modifiers you build up when making a craft represent the armor platting and toughness of the hull and count as only the "armor modifier" in the vehicle's over all armor class ratting (10 + size + natural armor + [i]armor[/i] including sheilds + enhancments + deflection + etc) Once agian my terms get a little confusing because I slip when typing. What I should be saying is that only components that are required for vehicle operations (engine, power, etc) should even have crew scores... It may take 3 people to run a crossbow but having no one on that crossbow isn't going to make the vehicle any harder to use. Having fewer people to work the sails of a vehicle is much worse. I think I got that idea when taking your idea about vehilce construction way back when, so the credit is only mostly mine :) Now the question is: do we make a Design Focus a feat... as in a vehicle only gets one if it being build by a person with that focus... you can have more then one focus, but each is a seperate feat, and only one can still be applied to a vehicle. Changing a focus can not be done after the vehicle is built (even when repaired). Like I said, I left some things out. For example: vehicle cost, build times, tools needed, and the cost for removing a component or adding then after the intial build... etc. Good, I wans't sure how to do those anyway.[/b] [/QUOTE]
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