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<blockquote data-quote="Wyvern" data-source="post: 157518" data-attributes="member: 2374"><p><strong>RE: full rules</strong></p><p></p><p>Great stuff! I like your stunt rules; they're simple, elegant and flexible. I could never have thought of the "Shake Loose" or "Complex Stunt" rules myself. Just a few questions/quibbles:</p><p></p><p>- Since the minimum speed for hovering vehicles is 0, how do you determine the amount of damage they take on a botched attempt to take off or land?</p><p></p><p>- Is there any way to make a "hard landing" that's not as damaging as a full-out crash? 1d6 points of damage per 10 ft seems rather harsh considering how fast some vehicles fly. Is it supposed to be mitigated by the fact that they have lots of hit points? Or is the falling distance determined by the grid size instead of being measured in fixed 10-ft increments? I think this is the best solution; that way a supersonic fighter jet would not be completely wiped out by a single rough landing, because it would be on a 500-ft grid. This could become problematic when running "mixed" battles, though. A vessel which normally operates on a 500-ft grid would be at a disadvantage when in combat with vessels that use a 30-ft grid (though only if it tried to land).</p><p></p><p>- I would stipulate that rolling a natural 1 while taking off only results in a crash if the Pilot check is a failure. Otherwise, even the best pilot in the world is going to crash once out of every twenty flights. Although this would mean that under normal conditions, it's impossible for someone with even basic pilot training (4 ranks) to crash while taking off, I think it's better than the alternative. On the flipside, I'd also suggest that a natural 1 on a landing attempt results in extra damage if the pilot fails his check.</p><p></p><p>- Could the DC of a landing check be decreased if the pilot has more room to land in? This is logical, but I'm not sure how you'd reconcile it with the rules as they stand.</p><p></p><p>- It doesn't make sense to me that the maneuverability of a vessel has no effect on the "Hard Turn" stunt. I realize that this is partly offset by the fact that more maneuverable vessels can turn more "for free", but it still doesn't seem quite right. I'd suggest a simple solution: add +5 to the DC for every maneuverability class below Perfect (you might want to change the base DCs if you do this).</p><p></p><p>Wyvern</p></blockquote><p></p>
[QUOTE="Wyvern, post: 157518, member: 2374"] [b]RE: full rules[/b] Great stuff! I like your stunt rules; they're simple, elegant and flexible. I could never have thought of the "Shake Loose" or "Complex Stunt" rules myself. Just a few questions/quibbles: - Since the minimum speed for hovering vehicles is 0, how do you determine the amount of damage they take on a botched attempt to take off or land? - Is there any way to make a "hard landing" that's not as damaging as a full-out crash? 1d6 points of damage per 10 ft seems rather harsh considering how fast some vehicles fly. Is it supposed to be mitigated by the fact that they have lots of hit points? Or is the falling distance determined by the grid size instead of being measured in fixed 10-ft increments? I think this is the best solution; that way a supersonic fighter jet would not be completely wiped out by a single rough landing, because it would be on a 500-ft grid. This could become problematic when running "mixed" battles, though. A vessel which normally operates on a 500-ft grid would be at a disadvantage when in combat with vessels that use a 30-ft grid (though only if it tried to land). - I would stipulate that rolling a natural 1 while taking off only results in a crash if the Pilot check is a failure. Otherwise, even the best pilot in the world is going to crash once out of every twenty flights. Although this would mean that under normal conditions, it's impossible for someone with even basic pilot training (4 ranks) to crash while taking off, I think it's better than the alternative. On the flipside, I'd also suggest that a natural 1 on a landing attempt results in extra damage if the pilot fails his check. - Could the DC of a landing check be decreased if the pilot has more room to land in? This is logical, but I'm not sure how you'd reconcile it with the rules as they stand. - It doesn't make sense to me that the maneuverability of a vessel has no effect on the "Hard Turn" stunt. I realize that this is partly offset by the fact that more maneuverable vessels can turn more "for free", but it still doesn't seem quite right. I'd suggest a simple solution: add +5 to the DC for every maneuverability class below Perfect (you might want to change the base DCs if you do this). Wyvern [/QUOTE]
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