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<blockquote data-quote="BlackJaw" data-source="post: 81039" data-attributes="member: 888"><p>but when would you use this? what weapons? how do you figure those weapons versus others that don't use it? what about closer ranges where this doesn't make sense?</p><p>Yah I know it makes sense in some cases... Just not sure how well to work it in. Besides, many ranged weapons in DnD could be said to need the same skill, but don't use Wis either. This is also un-needed if I use weapon accuracy scores like you said bellow.</p><p></p><p></p><p>A weapon inherent bonus instead of the passenger's or vessel's dex score? Works for me. </p><p></p><p></p><p>For the record, a pilot has to stop his vessel in order to hover (or stop moving in space). Simply leaving the controls, being disabled, or not taking a move-equivalent action in a vessel unable to hover results in going out of control. "out of control" will be a type of vessel status (kinda like creature being panicked or stunned etc... there is that whole list in the DMG). I haven't defined this system yet because I have yet to come up with a good clean way to run this. A vessel can also go out of control if the pilot fails a piloting skill check (like during some stunts) I haven't defined this part of the system yet. Also note that a vessel even in Zero-G, can not maintain its exact position without some effort (gravity fields, movement on the ship resulting in equal but opposite reactions, etc... ) A vessel can only hover/remain motionless if pilot (or auto-pilot) is there to keep it stable. This doesn't mean you have to take move-equivalent action however. Still working on how to explain this.</p><p></p><p></p><p>There I go trying to make vessels like separate monsters or creatures again. Your right, this way is simple and easy, and should work fine.</p><p></p><p></p><p>ok. Handling has to do with the vessel's control system... that makes sense. Dex and maneuvering, which is has to do with what the vessel is able to do not how easy it is for the pilot to fly the craft, should be linked. Works for me.</p></blockquote><p></p>
[QUOTE="BlackJaw, post: 81039, member: 888"] but when would you use this? what weapons? how do you figure those weapons versus others that don't use it? what about closer ranges where this doesn't make sense? Yah I know it makes sense in some cases... Just not sure how well to work it in. Besides, many ranged weapons in DnD could be said to need the same skill, but don't use Wis either. This is also un-needed if I use weapon accuracy scores like you said bellow. A weapon inherent bonus instead of the passenger's or vessel's dex score? Works for me. For the record, a pilot has to stop his vessel in order to hover (or stop moving in space). Simply leaving the controls, being disabled, or not taking a move-equivalent action in a vessel unable to hover results in going out of control. "out of control" will be a type of vessel status (kinda like creature being panicked or stunned etc... there is that whole list in the DMG). I haven't defined this system yet because I have yet to come up with a good clean way to run this. A vessel can also go out of control if the pilot fails a piloting skill check (like during some stunts) I haven't defined this part of the system yet. Also note that a vessel even in Zero-G, can not maintain its exact position without some effort (gravity fields, movement on the ship resulting in equal but opposite reactions, etc... ) A vessel can only hover/remain motionless if pilot (or auto-pilot) is there to keep it stable. This doesn't mean you have to take move-equivalent action however. Still working on how to explain this. There I go trying to make vessels like separate monsters or creatures again. Your right, this way is simple and easy, and should work fine. ok. Handling has to do with the vessel's control system... that makes sense. Dex and maneuvering, which is has to do with what the vessel is able to do not how easy it is for the pilot to fly the craft, should be linked. Works for me. [/QUOTE]
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