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
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Dragonstar Pathfinder
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="paradox42" data-source="post: 6014075" data-attributes="member: 29746"><p>The actual gravity rules from Dragonstar are pretty simple. Changes to creatures' physiology were handled by templates introduced in the Galactic Races Guide, for Low and High Gravity (they didn't go beyond those). Sure, it's less realistic, but it's easy to remember and implement, and not a bad approximation overall.</p><p></p><p>The key is the seven types of gravity with rules designations: Earth gravity is <strong>Standard</strong> and is assumed to be the baseline for pretty much every base game world; of course, if the GM wants to start a game on a higher or lower gravity planet, he or she is free to do so but that changes the way the game works as per the gravity rules.</p><p></p><p><strong>Low</strong> gravity goes from 0.5 to 0.8 G. <strong>Very Low</strong> goes from 0.1 to 0.5 G, anything below 0.1 G is considered <strong>Microgravity</strong>.</p><p></p><p>On the other end of the scale, <strong>High</strong> gravity runs from 1.2 to 2.0 G, <strong>Very High</strong> from 2.0 to 4.0, and anything above 4.0 is <strong>Extreme</strong>. </p><p></p><p>Now, armed with these gravity designations, the Tables say the following rules changes happen:</p><p></p><ul> <li data-xf-list-type="ul"><strong>Microgravity:</strong> -8 DEX, +8 STR; ×8 jumping distance, carrying capacity, climbing speed, ground speed, and projectile weapon range; ×4 flying speed; ×1/8 falling damage and speed.</li> <li data-xf-list-type="ul"><strong>Very Low:</strong> -4 DEX, +4 STR; ×4 jumping distance, carrying capacity, climbing speed, ground speed, and projectile weapon range; ×3 flying speed; ×¼ falling damage and speed.</li> <li data-xf-list-type="ul"><strong>Low:</strong> -2 DEX, +2 STR; ×2 jumping distance, carrying capacity, climbing speed, ground speed, and projectile weapon range; ×2 flying speed; ×½ falling damage and speed.</li> <li data-xf-list-type="ul"><strong>Standard:</strong> +0 DEX, +0 STR; ×1 jumping distance, carrying capacity, climbing speed, ground speed, and projectile weapon range; ×1 flying speed; ×1 falling damage and speed.</li> <li data-xf-list-type="ul"><strong>High:</strong> -2 DEX, -2 STR; ×½ jumping distance, carrying capacity, climbing speed, ground speed, and projectile weapon range; ×½ flying speed; ×2 falling damage and speed.</li> <li data-xf-list-type="ul"><strong>Very High:</strong> -4 DEX, -4 STR; ×¼ jumping distance, carrying capacity, climbing speed, ground speed, and projectile weapon range; ×1/3 flying speed; ×4 falling damage and speed.</li> <li data-xf-list-type="ul"><strong>Extreme:</strong> -8 DEX, -8 STR; ×1/8 jumping distance, carrying capacity, climbing speed, ground speed, and projectile weapon range; ×¼ flying speed; ×8 falling damage and speed.</li> </ul><p> The ability score modifiers are directly added or subtracted from the character's actual ability score; a character whose STR is reduced to 0 can't move at all. A character whose DEX is reduced to 0 by higher gravity is in essentially the same boat, but having DEX reduced to 0 by <em>low</em> gravity has a different effect: the character can flail about wildly, but is completely incapable of coordinated or controlled movement.</p><p></p><p>For PF, I took this last point to mean the character is in an effectively permanent Freefall condition; I defined the Freefall condition as follows (this text closely approximates text from the Dragonstar Freefall skill explaining what happens when you fail a check):</p><p></p><p><strong>Freefall:</strong> A creature with the Freefall condition is spinning and drifting wildly out of control, in a zero-gravity or microgravity environment. Creatures in Freefall lose their DEX bonus and all Dodge bonuses to AC and CMD, and opponents get a +4 circumstance bonus on attack rolls and combat maneuver checks against Freefalling creatures. Freefalling creatures cannot take move actions, except attempts to regain control of themselves using Fly checks, and cannot make attacks of opportunity (though they can still make normal attacks if they happen to have targets in range). Freefalling creatures suffer a -4 penalty on melee attacks, and a -6 penalty on ranged attacks. Creatures in Freefall must make Concentration checks in order to cast spells or manifest psionic powers (DC equals the original Fly check DC that gave them the Freefall condition), Finally, creatures in Freefall suffer a -6 penalty on all skill or ability checks based on mental ability scores (INT, WIS, or CHA) because of disorientation.</p><p></p><p>Added text to the Fly skill, I have here:</p><p></p><p>In addition to its uses in a standard-gravity environment, the Fly skill is used whenever you need to move or maneuver in a microgravity or zero-gravity environment. Even simple movements under such gravity conditions are challenging for most creatures born in standard or higher gravity fields, and you must retrain your body to adjust to them.</p><p><strong></strong></p><p><strong>Check:</strong> Whenever you try to make any sort of complicated or violent motion in a microgravity or zero-G environment, you must make a Fly check. If the check succeeds, then nothing else happens; if it fails, then you lose control over your position and movement after the action is completed, gaining the Freefall condition. The Fly check does not determine the results of the action itself, only whether you are able to avoid Freefall.</p><p></p><p> Attacks with all weapons except ranged energy weapons (which have no recoil) require a Fly check for this purpose, as do all Reflex saving throws. Being struck by an attack also usually requires a check to retain control of your position, though some attacks which do not produce a physical or kinetic result (such as a hit from a laser, or being burned by a <em>Fireball</em> spell assuming the Fly check triggered by your Reflex save succeeded) do not. Casting spells or manifesting psionic powers generally does not produce recoil or involve sudden/violent motions, so those actions do not incur Fly checks to avoid spinning out of control.</p><p></p><p> If you fail a Fly check to retain control in a microgravity or zero-G environment, you gain the Freefall condition, spinning and drifting wildly out of control. [here the text for the Freefall condition is copied.]</p><p></p><p> While in Freefall, you can take a move action (which provokes attacks of opportunity) to regain control of your body and position, and lose the Freefall condition. This requires another Fly check against the same DC as the check that originally failed and gave you the Freefall condition. If you have a convenient nearby surface to anchor against, you gain a +5 circumstance bonus on the check.</p><p></p><p> <strong>Fly Check DCs to Avoid Freefall</strong></p><p><strong>DC Action/Check Triggering Freefall</strong></p><p><strong></strong>10 Make a failed melee attack</p><p>15 Make a successful melee attack</p><p>15 Struck by melee attack (DC adjusted by opponent's STR modifier)</p><p>20 Make a ranged weapon attack (whether successful or not)</p><p>20 Struck by ranged weapon attack</p><p>Special Make a Reflex save (Fly check has the same DC)</p><p></p><p><strong>Action:</strong> Fly checks for moving in microgravity and zero-G conditions are always made as part of another action, and do not require actions in their own right.</p><p></p><p><strong>Try Again:</strong> Yes, to regain control of yourself after an earlier failed check.</p><p></p><p><strong>Special:</strong> If you have a solid object to brace yourself against and/or anchor yourself to, you gain a +5 circumstance bonus on Fly checks made to avoid Freefall.</p><p></p><p></p><p>The way I figure it, if you're swimming in water in a microgravity environment, it won't be that different from swimming in a gravity environment- the water/liquid density will help you move assuming you know how to move within it in the first place. So the above rules would only be used in air or a vacuum, and thus, one only needs to consider the Fly skill for microgravity.</p></blockquote><p></p>
[QUOTE="paradox42, post: 6014075, member: 29746"] The actual gravity rules from Dragonstar are pretty simple. Changes to creatures' physiology were handled by templates introduced in the Galactic Races Guide, for Low and High Gravity (they didn't go beyond those). Sure, it's less realistic, but it's easy to remember and implement, and not a bad approximation overall. The key is the seven types of gravity with rules designations: Earth gravity is [B]Standard[/B] and is assumed to be the baseline for pretty much every base game world; of course, if the GM wants to start a game on a higher or lower gravity planet, he or she is free to do so but that changes the way the game works as per the gravity rules. [B]Low[/B] gravity goes from 0.5 to 0.8 G. [B]Very Low[/B] goes from 0.1 to 0.5 G, anything below 0.1 G is considered [B]Microgravity[/B]. On the other end of the scale, [B]High[/B] gravity runs from 1.2 to 2.0 G, [B]Very High[/B] from 2.0 to 4.0, and anything above 4.0 is [B]Extreme[/B]. Now, armed with these gravity designations, the Tables say the following rules changes happen: [LIST] [*][B]Microgravity:[/B] -8 DEX, +8 STR; ×8 jumping distance, carrying capacity, climbing speed, ground speed, and projectile weapon range; ×4 flying speed; ×1/8 falling damage and speed. [*][B]Very Low:[/B] -4 DEX, +4 STR; ×4 jumping distance, carrying capacity, climbing speed, ground speed, and projectile weapon range; ×3 flying speed; ×¼ falling damage and speed. [*][B]Low:[/B] -2 DEX, +2 STR; ×2 jumping distance, carrying capacity, climbing speed, ground speed, and projectile weapon range; ×2 flying speed; ×½ falling damage and speed. [*][B]Standard:[/B] +0 DEX, +0 STR; ×1 jumping distance, carrying capacity, climbing speed, ground speed, and projectile weapon range; ×1 flying speed; ×1 falling damage and speed. [*][B]High:[/B] -2 DEX, -2 STR; ×½ jumping distance, carrying capacity, climbing speed, ground speed, and projectile weapon range; ×½ flying speed; ×2 falling damage and speed. [*][B]Very High:[/B] -4 DEX, -4 STR; ×¼ jumping distance, carrying capacity, climbing speed, ground speed, and projectile weapon range; ×1/3 flying speed; ×4 falling damage and speed. [*][B]Extreme:[/B] -8 DEX, -8 STR; ×1/8 jumping distance, carrying capacity, climbing speed, ground speed, and projectile weapon range; ×¼ flying speed; ×8 falling damage and speed. [/LIST] The ability score modifiers are directly added or subtracted from the character's actual ability score; a character whose STR is reduced to 0 can't move at all. A character whose DEX is reduced to 0 by higher gravity is in essentially the same boat, but having DEX reduced to 0 by [I]low[/I] gravity has a different effect: the character can flail about wildly, but is completely incapable of coordinated or controlled movement. For PF, I took this last point to mean the character is in an effectively permanent Freefall condition; I defined the Freefall condition as follows (this text closely approximates text from the Dragonstar Freefall skill explaining what happens when you fail a check): [B]Freefall:[/B] A creature with the Freefall condition is spinning and drifting wildly out of control, in a zero-gravity or microgravity environment. Creatures in Freefall lose their DEX bonus and all Dodge bonuses to AC and CMD, and opponents get a +4 circumstance bonus on attack rolls and combat maneuver checks against Freefalling creatures. Freefalling creatures cannot take move actions, except attempts to regain control of themselves using Fly checks, and cannot make attacks of opportunity (though they can still make normal attacks if they happen to have targets in range). Freefalling creatures suffer a -4 penalty on melee attacks, and a -6 penalty on ranged attacks. Creatures in Freefall must make Concentration checks in order to cast spells or manifest psionic powers (DC equals the original Fly check DC that gave them the Freefall condition), Finally, creatures in Freefall suffer a -6 penalty on all skill or ability checks based on mental ability scores (INT, WIS, or CHA) because of disorientation. Added text to the Fly skill, I have here: In addition to its uses in a standard-gravity environment, the Fly skill is used whenever you need to move or maneuver in a microgravity or zero-gravity environment. Even simple movements under such gravity conditions are challenging for most creatures born in standard or higher gravity fields, and you must retrain your body to adjust to them. [B] Check:[/B] Whenever you try to make any sort of complicated or violent motion in a microgravity or zero-G environment, you must make a Fly check. If the check succeeds, then nothing else happens; if it fails, then you lose control over your position and movement after the action is completed, gaining the Freefall condition. The Fly check does not determine the results of the action itself, only whether you are able to avoid Freefall. Attacks with all weapons except ranged energy weapons (which have no recoil) require a Fly check for this purpose, as do all Reflex saving throws. Being struck by an attack also usually requires a check to retain control of your position, though some attacks which do not produce a physical or kinetic result (such as a hit from a laser, or being burned by a [I]Fireball[/I] spell assuming the Fly check triggered by your Reflex save succeeded) do not. Casting spells or manifesting psionic powers generally does not produce recoil or involve sudden/violent motions, so those actions do not incur Fly checks to avoid spinning out of control. If you fail a Fly check to retain control in a microgravity or zero-G environment, you gain the Freefall condition, spinning and drifting wildly out of control. [here the text for the Freefall condition is copied.] While in Freefall, you can take a move action (which provokes attacks of opportunity) to regain control of your body and position, and lose the Freefall condition. This requires another Fly check against the same DC as the check that originally failed and gave you the Freefall condition. If you have a convenient nearby surface to anchor against, you gain a +5 circumstance bonus on the check. [B]Fly Check DCs to Avoid Freefall DC Action/Check Triggering Freefall [/B]10 Make a failed melee attack 15 Make a successful melee attack 15 Struck by melee attack (DC adjusted by opponent's STR modifier) 20 Make a ranged weapon attack (whether successful or not) 20 Struck by ranged weapon attack Special Make a Reflex save (Fly check has the same DC) [B]Action:[/B] Fly checks for moving in microgravity and zero-G conditions are always made as part of another action, and do not require actions in their own right. [B]Try Again:[/B] Yes, to regain control of yourself after an earlier failed check. [B]Special:[/B] If you have a solid object to brace yourself against and/or anchor yourself to, you gain a +5 circumstance bonus on Fly checks made to avoid Freefall. The way I figure it, if you're swimming in water in a microgravity environment, it won't be that different from swimming in a gravity environment- the water/liquid density will help you move assuming you know how to move within it in the first place. So the above rules would only be used in air or a vacuum, and thus, one only needs to consider the Fly skill for microgravity. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Dragonstar Pathfinder
Top