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
The
VOIDRUNNER'S CODEX
is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Settings
The Cosmonomicon
Mounts and Rigging and such?
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="BlackJaw" data-source="post: 758987" data-attributes="member: 888"><p>ok we can look at the sails question on two levels:</p><p></p><p>1) Why don't larger sails take up more slots?</p><p></p><p>2) Why do we have rigging seperate from sails?</p><p></p><p>My thoughts when I came up with this:</p><p></p><p>1) Well first off all, big ships with sails will spend more in slots on those sails then a tiny space-scooner... but I'll get to that in a moment...</p><p>Sails are big. Generaly if a system is big, it uses up lots of component slots. but there is a problem with that. If you look at a picture of an old battleship, its seems to be 40% sails. Component slots are based off HD... so is price. SO if your making a vehicle that uses sails, and lots of them, your paying 40% more and getting 40% more HD in order to still have space for standard components (like weapon, cargo, etc). That makes sails expensive and sturdy?! That didn't sit right with me, so I asked myself what does the HD of a vehicle represent? It's supposed to be the Hull of a vehicle. So do sails sit inside a hull? NO... they extend out from the hull (in a water craft that's up out of the deck, but in an air/space craft that isn't so limited) making it larger and therefore an easier target without really adding to the structure. In fact they do the opposite; a sail-craft is dependant on its sails for its mobility, a vital system in vehicle combat. Its like carrying your vital organs on poles instead of internaly. I decided that instead of making sails take up larger and larger slot sizes, they would all use the same basic size in slots, but as they extend away from the hull they make you an eaiser target without actually increasing your size or hitdice... essentialy the larger they are, the bigger the AC penalty they give you but they still only use up a small amount of space inside the hull. Thus small, medium, and large sails are still the same number of slots in the hull... its just a mast and some ropes that hold up a canvas, foil surface, psychic screen, etc. Regardless of the size of the sail, the rigging components are more or less the same size, and easily interchangible. Example: The Gith Astral Whaler "Droklisk" uses Astral Sails to travel throught the that plane. It's captian, having recently brought in an above average haul decides to upgrade his ship. He can't afford to rework his entire hual or swich to some Psionic engine system, but he can afford larger sails that he can simply raise up on his already existing mast and ropes.</p><p></p><p>So why did I mention at the start of this post that large ships with sails do use up more space on sails then tiny ones? Because large ships won't get by with just one large sail. They need many sails. Look at a picture of an old battleship, and count the number of cloth squares, the number of masts, crossbeams, etc. Those ships have multiple sails. One component of rigging = 1 sail (be it small, medium, or large) but many vehicles have 3 or more sails, especialy if they are loaded down with guns and armor, or cargo. Your yatch would have 2 or 3 rigging components, while a scooner just 1. A full "ship of the line" might have 10!</p><p></p><p>2) The reason I seperated the sails from the rigging is that it makes sense that you could change your type of sails. Imagine my Astral Whaler from above. Lets say it sometimes travels to the Prime plane for trade. (throughs some large color pool in the astral plane lets say). In the prime world, its astral sails don't work. So why not let it take down its astral sails and put up wind sails? well that implies sails are seperate from their rigging. So I started writing up many kinds and sizes of sails, but they all used the same rigging. Then I noticed that as I had written them, a small little vehilce could have a large sail. This bothered me till I looked through some books/etc showing pictures of sails and ship designs, and even some solar sail-craft designs. Some, especialy solar sail crafts, have massive sails with tiny ships. I can also recall seeing fantasy art with flying ship that have large arcing sails on small nimble crafts, and I decided that it didn't bother me so much that you could unfurrel large sails on small vehicles. In fact it increased the adaptibility of the vehicle. Take my "ship of the line" example from above (10 sail craft). Of course 10 small sails would have a smaller total AC penalty then 10 large ones... but you'd be slower. You might end up using a combination of the sizes, and as its just altering which sails you have up on the same rigging & mast(s), you could even change your sails depending on what you expect to encounter? Want speed or defense? Its a sort of interchangible anti-armor. It provides speed but makes you easier to hit. Its also a matter of price. When you build/buy your vehilce it might be cheaper to put in 3 rigging and 3 large sails, but latter on if you want more speed, you'd have to buy more rigging (which is changing a component slot, and thus expensive... like changing a car engine. You'd be adding a new mast!), but instead you could buy it to start with having 4 rigging and maybe a combination of medium and small sails, as you can afford it, you latter replace those sails with large sails, making your design more longterm, etc.</p><p></p><p>Note: this is the same concept I used when writing up other vital systems that are large and stick out of the vehicle: Derrigibles (blimps), and Arrays (like a solar panel array). An array or mount is a single "standardized" compnent, but you can attach and interchange diffrent things to it which drasiticaly alters your AC, speed, etc. Those are components that are vital to the vehicle (so they shouldn't have seperate hit point and AC totals like a gun or sheild system would anymore then there is a seperate AC and hit point total for a person's head), and they are components that stick out of the hull making the vehilce a larger target then the hull itself is.</p></blockquote><p></p>
[QUOTE="BlackJaw, post: 758987, member: 888"] ok we can look at the sails question on two levels: 1) Why don't larger sails take up more slots? 2) Why do we have rigging seperate from sails? My thoughts when I came up with this: 1) Well first off all, big ships with sails will spend more in slots on those sails then a tiny space-scooner... but I'll get to that in a moment... Sails are big. Generaly if a system is big, it uses up lots of component slots. but there is a problem with that. If you look at a picture of an old battleship, its seems to be 40% sails. Component slots are based off HD... so is price. SO if your making a vehicle that uses sails, and lots of them, your paying 40% more and getting 40% more HD in order to still have space for standard components (like weapon, cargo, etc). That makes sails expensive and sturdy?! That didn't sit right with me, so I asked myself what does the HD of a vehicle represent? It's supposed to be the Hull of a vehicle. So do sails sit inside a hull? NO... they extend out from the hull (in a water craft that's up out of the deck, but in an air/space craft that isn't so limited) making it larger and therefore an easier target without really adding to the structure. In fact they do the opposite; a sail-craft is dependant on its sails for its mobility, a vital system in vehicle combat. Its like carrying your vital organs on poles instead of internaly. I decided that instead of making sails take up larger and larger slot sizes, they would all use the same basic size in slots, but as they extend away from the hull they make you an eaiser target without actually increasing your size or hitdice... essentialy the larger they are, the bigger the AC penalty they give you but they still only use up a small amount of space inside the hull. Thus small, medium, and large sails are still the same number of slots in the hull... its just a mast and some ropes that hold up a canvas, foil surface, psychic screen, etc. Regardless of the size of the sail, the rigging components are more or less the same size, and easily interchangible. Example: The Gith Astral Whaler "Droklisk" uses Astral Sails to travel throught the that plane. It's captian, having recently brought in an above average haul decides to upgrade his ship. He can't afford to rework his entire hual or swich to some Psionic engine system, but he can afford larger sails that he can simply raise up on his already existing mast and ropes. So why did I mention at the start of this post that large ships with sails do use up more space on sails then tiny ones? Because large ships won't get by with just one large sail. They need many sails. Look at a picture of an old battleship, and count the number of cloth squares, the number of masts, crossbeams, etc. Those ships have multiple sails. One component of rigging = 1 sail (be it small, medium, or large) but many vehicles have 3 or more sails, especialy if they are loaded down with guns and armor, or cargo. Your yatch would have 2 or 3 rigging components, while a scooner just 1. A full "ship of the line" might have 10! 2) The reason I seperated the sails from the rigging is that it makes sense that you could change your type of sails. Imagine my Astral Whaler from above. Lets say it sometimes travels to the Prime plane for trade. (throughs some large color pool in the astral plane lets say). In the prime world, its astral sails don't work. So why not let it take down its astral sails and put up wind sails? well that implies sails are seperate from their rigging. So I started writing up many kinds and sizes of sails, but they all used the same rigging. Then I noticed that as I had written them, a small little vehilce could have a large sail. This bothered me till I looked through some books/etc showing pictures of sails and ship designs, and even some solar sail-craft designs. Some, especialy solar sail crafts, have massive sails with tiny ships. I can also recall seeing fantasy art with flying ship that have large arcing sails on small nimble crafts, and I decided that it didn't bother me so much that you could unfurrel large sails on small vehicles. In fact it increased the adaptibility of the vehicle. Take my "ship of the line" example from above (10 sail craft). Of course 10 small sails would have a smaller total AC penalty then 10 large ones... but you'd be slower. You might end up using a combination of the sizes, and as its just altering which sails you have up on the same rigging & mast(s), you could even change your sails depending on what you expect to encounter? Want speed or defense? Its a sort of interchangible anti-armor. It provides speed but makes you easier to hit. Its also a matter of price. When you build/buy your vehilce it might be cheaper to put in 3 rigging and 3 large sails, but latter on if you want more speed, you'd have to buy more rigging (which is changing a component slot, and thus expensive... like changing a car engine. You'd be adding a new mast!), but instead you could buy it to start with having 4 rigging and maybe a combination of medium and small sails, as you can afford it, you latter replace those sails with large sails, making your design more longterm, etc. Note: this is the same concept I used when writing up other vital systems that are large and stick out of the vehicle: Derrigibles (blimps), and Arrays (like a solar panel array). An array or mount is a single "standardized" compnent, but you can attach and interchange diffrent things to it which drasiticaly alters your AC, speed, etc. Those are components that are vital to the vehicle (so they shouldn't have seperate hit point and AC totals like a gun or sheild system would anymore then there is a seperate AC and hit point total for a person's head), and they are components that stick out of the hull making the vehilce a larger target then the hull itself is. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Settings
The Cosmonomicon
Mounts and Rigging and such?
Top