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<blockquote data-quote="Wyvern" data-source="post: 74185" data-attributes="member: 2374"><p><strong>RE: Combat Basics</strong></p><p></p><p>Sorry I've been so slow in responding; the last couple of days have been really crazy. Anyhow, I like it a lot! It's well-organized, thorough, and overall good stuff. A few quibbles though, which I'll get to in a moment. I like the co-pilot rule; I would never have thought of that myself. What kind of rule do you have in mind for double-moves by the pilot?</p><p></p><p>On to the quibbles:</p><p></p><p>1) I'm not sure I like the idea ranged vessel weapons benefiting from the gunner's Dex. I can definitely see a case being made for this if you're talking about the guns on the Millennium Falcon, but it just doesn't make much sense for a cannon. This is probably better covered under the description of individual weapons, but I think that some weapons should use either the gunner's Wis bonus or a fixed bonus inherent in the weapon instead of Dex. Of course, some vessel weapons wouldn't need a gunner at all, being targeted and fired automatically.</p><p></p><p>2) Under damage, you should make some mention of the rules regarding diminished damage to objects from personal ranged weapons and energy attacks. Or are you planning to throw those out and have all vessels take normal damage from all attacks?</p><p></p><p>3) I'm not sure if min/max size modifiers to AC are needed. First of all, assuming you're using the vessel size scale I defined, the troll vs. squirrel example isn't strictly true -- a troll would be considered "Diminutive" with a +4 to AC while a squirrel would be "Fine" and get a +8. That point aside, it may be just as hard to hit a dwarf as a squirrel with a cannon, but what if you have a laser gun with an advanced targeting computer? Perhaps this type of component would be a special case that allows you to use the personal size scale instead of the vehicle size scale. What do you think?</p><p></p><p>On the other end of the scale, it may be just as easy to hit an 80-ft wide object as a 150-ft wide one when you're using an ax, but if you're shooting at them with a crossbow from 300 ft off, there *is* a difference, and the rules should reflect that (as they do, if you're using the vessel size scale).</p><p></p><p>4) You said you're not sure whether a vessel's Dex should affect its AC. I think this definitely makes sense; a flying barge would be much easier to hit than a fighter plane the same size.</p><p></p><p>5) Instead of hovering where they are, many vessels would simply move ahead in a straight line if unpiloted.</p><p></p><p>6) I don't get the connection between Engineering modifiers and Fortitude saves. Why would a sturdy ship be harder or easier to repair than a flimsy one? Also, is there a connection between handling modifier and maneuverability?</p><p></p><p>7) Since a pilot can use up to two stunts in a round, I think it would be a good idea to rule that clumsy fliers can only turn once in a round. I also think it makes more sense for turns to be "per move-equivalent action" than "per square". Otherwise a fast-moving vessel could turn more times in a round than a slow-moving one with the same maneuverability, which makes no sense.</p><p></p><p>8) Although I agree that a square grid should be the default, I think we ought to include optional rules for a hex-based grid. Using a movement-point system actually makes this easier, since instead of deciding how to convert 45-degree turns you can just say give movement-point costs for both 30-degree and 45-degree turns.</p><p></p><p>All these points aside, you're definitely off to a great start. Once you clear up the questions I raised, you should post this on the rules page like you did with my work. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Wyvern</p></blockquote><p></p>
[QUOTE="Wyvern, post: 74185, member: 2374"] [b]RE: Combat Basics[/b] Sorry I've been so slow in responding; the last couple of days have been really crazy. Anyhow, I like it a lot! It's well-organized, thorough, and overall good stuff. A few quibbles though, which I'll get to in a moment. I like the co-pilot rule; I would never have thought of that myself. What kind of rule do you have in mind for double-moves by the pilot? On to the quibbles: 1) I'm not sure I like the idea ranged vessel weapons benefiting from the gunner's Dex. I can definitely see a case being made for this if you're talking about the guns on the Millennium Falcon, but it just doesn't make much sense for a cannon. This is probably better covered under the description of individual weapons, but I think that some weapons should use either the gunner's Wis bonus or a fixed bonus inherent in the weapon instead of Dex. Of course, some vessel weapons wouldn't need a gunner at all, being targeted and fired automatically. 2) Under damage, you should make some mention of the rules regarding diminished damage to objects from personal ranged weapons and energy attacks. Or are you planning to throw those out and have all vessels take normal damage from all attacks? 3) I'm not sure if min/max size modifiers to AC are needed. First of all, assuming you're using the vessel size scale I defined, the troll vs. squirrel example isn't strictly true -- a troll would be considered "Diminutive" with a +4 to AC while a squirrel would be "Fine" and get a +8. That point aside, it may be just as hard to hit a dwarf as a squirrel with a cannon, but what if you have a laser gun with an advanced targeting computer? Perhaps this type of component would be a special case that allows you to use the personal size scale instead of the vehicle size scale. What do you think? On the other end of the scale, it may be just as easy to hit an 80-ft wide object as a 150-ft wide one when you're using an ax, but if you're shooting at them with a crossbow from 300 ft off, there *is* a difference, and the rules should reflect that (as they do, if you're using the vessel size scale). 4) You said you're not sure whether a vessel's Dex should affect its AC. I think this definitely makes sense; a flying barge would be much easier to hit than a fighter plane the same size. 5) Instead of hovering where they are, many vessels would simply move ahead in a straight line if unpiloted. 6) I don't get the connection between Engineering modifiers and Fortitude saves. Why would a sturdy ship be harder or easier to repair than a flimsy one? Also, is there a connection between handling modifier and maneuverability? 7) Since a pilot can use up to two stunts in a round, I think it would be a good idea to rule that clumsy fliers can only turn once in a round. I also think it makes more sense for turns to be "per move-equivalent action" than "per square". Otherwise a fast-moving vessel could turn more times in a round than a slow-moving one with the same maneuverability, which makes no sense. 8) Although I agree that a square grid should be the default, I think we ought to include optional rules for a hex-based grid. Using a movement-point system actually makes this easier, since instead of deciding how to convert 45-degree turns you can just say give movement-point costs for both 30-degree and 45-degree turns. All these points aside, you're definitely off to a great start. Once you clear up the questions I raised, you should post this on the rules page like you did with my work. :) Wyvern [/QUOTE]
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