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<blockquote data-quote="Wyvern" data-source="post: 79620" data-attributes="member: 2374"><p>When aiming the weapon requires someone who's a good judge of distance and firing trajectories more than someone with steady hands. It's tenuous, I know; it was just a thought.</p><p></p><p>I was thinking more along the lines of how the ship weapons worked in the War Captain's Companion for Spelljammer -- each type of weapon (e.g. heavy ballista, medium catapult, etc.) had its own THAC0 based on how easy it was to hit a target with it.</p><p></p><p>That's exactly the kind of thing I had in mind.</p><p></p><p>If you're talking about airplanes, that's generally true. If you're talking about a star destroyer, or a zeppelin, or a sky-galleon, it makes no sense that the ship would come to a dead stop if the pilot steps away from the controls. Not only that, but many kinds of airships (including planes) <em>can't</em> hover in place.</p><p></p><p>What you need instead is some kind of rule regarding what happens to an uncontrolled vessel - does it keep going in a straight line, drift off course, hover in place, or crash and burn? This would depend on both the type of propulsion system used and whether or not it was operating in zero-gravity. It also wouldn't have to be deterministic; you could have, say, a percentage chance per round of uncontrolled flight for a vessel to drift off course.</p><p></p><p>It makes more sense to me that the skill of the engeineering officer would come into play after the fact. I think for Fort saves you should stick to the base value dictated by the vessel's hit dice. If the vessel's construction is especially sturdy, make that a special quality that gives a bonus to Fortitude saves.</p><p></p><p>That's exactly why I separated handling modifier from Dex in my stat block. Since your rules stated that the handling modifier <em>is</em> affected by Dex, it seemed to follow that it would be affected by maneuverability too, or vice versa. Personally, I think that Dex and maneuverability should be linked, but handling mod should be separate from both.</p><p></p><p>Wyvern</p></blockquote><p></p>
[QUOTE="Wyvern, post: 79620, member: 2374"] When aiming the weapon requires someone who's a good judge of distance and firing trajectories more than someone with steady hands. It's tenuous, I know; it was just a thought. I was thinking more along the lines of how the ship weapons worked in the War Captain's Companion for Spelljammer -- each type of weapon (e.g. heavy ballista, medium catapult, etc.) had its own THAC0 based on how easy it was to hit a target with it. That's exactly the kind of thing I had in mind. If you're talking about airplanes, that's generally true. If you're talking about a star destroyer, or a zeppelin, or a sky-galleon, it makes no sense that the ship would come to a dead stop if the pilot steps away from the controls. Not only that, but many kinds of airships (including planes) [i]can't[/i] hover in place. What you need instead is some kind of rule regarding what happens to an uncontrolled vessel - does it keep going in a straight line, drift off course, hover in place, or crash and burn? This would depend on both the type of propulsion system used and whether or not it was operating in zero-gravity. It also wouldn't have to be deterministic; you could have, say, a percentage chance per round of uncontrolled flight for a vessel to drift off course. It makes more sense to me that the skill of the engeineering officer would come into play after the fact. I think for Fort saves you should stick to the base value dictated by the vessel's hit dice. If the vessel's construction is especially sturdy, make that a special quality that gives a bonus to Fortitude saves. That's exactly why I separated handling modifier from Dex in my stat block. Since your rules stated that the handling modifier [i]is[/i] affected by Dex, it seemed to follow that it would be affected by maneuverability too, or vice versa. Personally, I think that Dex and maneuverability should be linked, but handling mod should be separate from both. Wyvern [/QUOTE]
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