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
Vehicle constructin idea...
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: 1418761" data-attributes="member: 888"><p>Here are some more notes. I'm sort of posting them so I can come back to them latter, and to see if anyone who reads this (is anyone reading this?!) thinks I'm on the right track. I may have vowed to keep this project from death, but man is the birth slow and painful. I work better with an audiance by the way.</p><p></p><p>a vehicle has hit dice (the number of hitdice depends on size, with a range for each size.)</p><p> </p><p>Each hit die represents some internal space on the vehicle, while vehicles of various sizes have default speeds and manuvernig (or default speed points etc)</p><p></p><p>Devoting HD to weapons lets you mount one "medium vehicle weapon" per hit dice. Various weapons cost various amounts (catapult vs balista vs cannon vs energy weapon.) You can also devote more then one hit dice to a single weapon, increasing its size (and therefore for its damage dice or other properties, and price).</p><p></p><p>Build a weapon:</p><p>weapon damage is 1d6 medium, and does peircing damage (defualt) and takes a full round to reload.</p><p>by adding money you can increase the rate of fire (full -> standard -> move -> free), or change the damage type to peircing, bludgeoning (cheap) or even energy types (fire, lightning etc), or even past that to force or some other rare and powerful damage types. weapons that do standard 3 damage types (B/P/S) require ammo, all others need energy.</p><p> </p><p>Every time you double the weapon's hit dice (1 to 2, then 4, 8, 16, 32, 64) you also increase the weapon's size (?) maybe just add 1 HD to increase size, and cap it at same size as vehicle or maybe a size larger (closer to real weapon system that way).</p><p></p><p>The Hit Dice can also be used for other systems:</p><p>cargo and crew components. for every HD aloted, you get a room that is effectively 5 x 5 x 5 at medium, double that at large, etc per hit dice. Thus large vessels can have massive cargo holds. Also, this space is used to furnish rooms, quarters, brigs, etc. ALL of which is pade for seperatly (pricing guides to be made? Stonghold Builder's book is not OGC or even 3.5). The cargo/crew hit dice cost just covers the walls and doors. tables, beds, and otehr furniture are paid for on your own.</p><p> </p><p>Life support HD can provide protection/air/etc for one crew member at medium size vehicle. larger vehicles, on HD goes farther. 2 people at large, 4 huge, etc. larger ships often need many life support components for their large crews even though the HD spent on life support go farther. (note that what I'm saying here is that the amount of "hull space" a HD represents is no more spicific then the length of a round in combat. Its a general concept. On a smaller vehilce is represents a small amount of space, on a larger it represents a larger amount of space. The point is to keep wealthy characters from being able to tack anything and everything into a vehicle... a concept not especialy realistic or fun.)</p><p> </p><p>Natural armor = internal durability of the crafts design and structure. Reinforcing a craft increases natural armor because blows that penetrate the outer shell or plating of the vehicle still arn't doing a lot of damage.</p><p>Armor bonus = armor platting on the out side of the vehicle. Armor bonuses are a lot like our armor (make a list) although a single HD devoted to armor only provides an armor bonus equal to... (build mechanic for how many HD provides how much armor!)</p><p>deflection bonus = magic/technological/psionic/magnetic/etc feild that provides a deflection bonus</p><p>sheild bonus = a protective solid feild around a vehicle. often a force effect (force sheild) Again, a highly magical or technilogical concept. like the deflection concept above.</p><p> </p><p>maybe a point buy for the vehicle's "physical" stats? maybe not. I'm not so sure the vehicle needs most stats. vehicles would have no INT, WIS, CHA, CON, so do we really need a Strength and Dexterity? Strength would be used for cargo weight limits and maybe melee weapons (rare that they are). Dexterity is generaly that of the pilots... so it's not really needed either. SO what we have is a Str score only. No point buy if you have 1 stat... we need a new system. Something tied to the engine I would guess. base 10 and then better engines get you more strength. remember that lifting power for "creatures" multiplies with size already under 3.5 core rules.</p><p> </p><p>Magicaly enhancing vehicles. While some vehicles are powered by or in part magical, that does not mean they are gaint completly magic devices. adding full magical items or similar powers can be done, but it generlay just as expensive as equiping a person, and in many cases MORE expensive.</p><p>Vehicle weapons can be enchanted like any other. That balista can be made +1 flaming for 8300 extra. (8000 for +2 equiv, and 300 for masterwork)</p><p>Similarly the vehicle's armor can be enchanted same as any other armor. +3 plate armor on vessel is easy enough to understand and price improvements. Remember that masterwork is an extra price for better workmanship, note better materials so putting masterwork armor on a vehicle is always just 150 more regardless of the size of the vehicle. Of course it does very little as masterwork armor doesn't increase the armor bonus.</p><p>Other magical effects (invisiblity, teleporting, etc) requires more help to pull off. aside from armor and weapons, vehicles don't start with any "magic item slots" or any way to use any other magic items. Thus, to add a magic effect to a vehicle, you need to build a vehicle component as a magic item. probalby best done using either build construct or wounderous item feats. A new craft feat isn't a great idea if it can be avoided. it's possible to integrate magic effects into a vehicle without a component slot, but it costs twice as much (just like any other slot less magic item). So for standard price you get a 1 HD magic component. for twice that you can have the craft itself enhanced (using no HD/component slots used up).</p><p> </p><p>Remember vehicles are not the same as vessels, and need help being magicaly effected. For every size category the vessel is above the caster's natural own (for most PC races this is Medium), it increases the cost of the spell by 1 level. (meta magic feat for this). This same system is used to make magic ship components. need to a teleport drive (50 charges) well that's harder on a big ship. The teleport reactors on the massive ships are more artifact then magic item, which makes sense. beyond that types still apply. some spells don't work on constructs, undead, plants, abberations... all that still applies.</p></blockquote><p></p>
[QUOTE="BlackJaw, post: 1418761, member: 888"] Here are some more notes. I'm sort of posting them so I can come back to them latter, and to see if anyone who reads this (is anyone reading this?!) thinks I'm on the right track. I may have vowed to keep this project from death, but man is the birth slow and painful. I work better with an audiance by the way. a vehicle has hit dice (the number of hitdice depends on size, with a range for each size.) Each hit die represents some internal space on the vehicle, while vehicles of various sizes have default speeds and manuvernig (or default speed points etc) Devoting HD to weapons lets you mount one "medium vehicle weapon" per hit dice. Various weapons cost various amounts (catapult vs balista vs cannon vs energy weapon.) You can also devote more then one hit dice to a single weapon, increasing its size (and therefore for its damage dice or other properties, and price). Build a weapon: weapon damage is 1d6 medium, and does peircing damage (defualt) and takes a full round to reload. by adding money you can increase the rate of fire (full -> standard -> move -> free), or change the damage type to peircing, bludgeoning (cheap) or even energy types (fire, lightning etc), or even past that to force or some other rare and powerful damage types. weapons that do standard 3 damage types (B/P/S) require ammo, all others need energy. Every time you double the weapon's hit dice (1 to 2, then 4, 8, 16, 32, 64) you also increase the weapon's size (?) maybe just add 1 HD to increase size, and cap it at same size as vehicle or maybe a size larger (closer to real weapon system that way). The Hit Dice can also be used for other systems: cargo and crew components. for every HD aloted, you get a room that is effectively 5 x 5 x 5 at medium, double that at large, etc per hit dice. Thus large vessels can have massive cargo holds. Also, this space is used to furnish rooms, quarters, brigs, etc. ALL of which is pade for seperatly (pricing guides to be made? Stonghold Builder's book is not OGC or even 3.5). The cargo/crew hit dice cost just covers the walls and doors. tables, beds, and otehr furniture are paid for on your own. Life support HD can provide protection/air/etc for one crew member at medium size vehicle. larger vehicles, on HD goes farther. 2 people at large, 4 huge, etc. larger ships often need many life support components for their large crews even though the HD spent on life support go farther. (note that what I'm saying here is that the amount of "hull space" a HD represents is no more spicific then the length of a round in combat. Its a general concept. On a smaller vehilce is represents a small amount of space, on a larger it represents a larger amount of space. The point is to keep wealthy characters from being able to tack anything and everything into a vehicle... a concept not especialy realistic or fun.) Natural armor = internal durability of the crafts design and structure. Reinforcing a craft increases natural armor because blows that penetrate the outer shell or plating of the vehicle still arn't doing a lot of damage. Armor bonus = armor platting on the out side of the vehicle. Armor bonuses are a lot like our armor (make a list) although a single HD devoted to armor only provides an armor bonus equal to... (build mechanic for how many HD provides how much armor!) deflection bonus = magic/technological/psionic/magnetic/etc feild that provides a deflection bonus sheild bonus = a protective solid feild around a vehicle. often a force effect (force sheild) Again, a highly magical or technilogical concept. like the deflection concept above. maybe a point buy for the vehicle's "physical" stats? maybe not. I'm not so sure the vehicle needs most stats. vehicles would have no INT, WIS, CHA, CON, so do we really need a Strength and Dexterity? Strength would be used for cargo weight limits and maybe melee weapons (rare that they are). Dexterity is generaly that of the pilots... so it's not really needed either. SO what we have is a Str score only. No point buy if you have 1 stat... we need a new system. Something tied to the engine I would guess. base 10 and then better engines get you more strength. remember that lifting power for "creatures" multiplies with size already under 3.5 core rules. Magicaly enhancing vehicles. While some vehicles are powered by or in part magical, that does not mean they are gaint completly magic devices. adding full magical items or similar powers can be done, but it generlay just as expensive as equiping a person, and in many cases MORE expensive. Vehicle weapons can be enchanted like any other. That balista can be made +1 flaming for 8300 extra. (8000 for +2 equiv, and 300 for masterwork) Similarly the vehicle's armor can be enchanted same as any other armor. +3 plate armor on vessel is easy enough to understand and price improvements. Remember that masterwork is an extra price for better workmanship, note better materials so putting masterwork armor on a vehicle is always just 150 more regardless of the size of the vehicle. Of course it does very little as masterwork armor doesn't increase the armor bonus. Other magical effects (invisiblity, teleporting, etc) requires more help to pull off. aside from armor and weapons, vehicles don't start with any "magic item slots" or any way to use any other magic items. Thus, to add a magic effect to a vehicle, you need to build a vehicle component as a magic item. probalby best done using either build construct or wounderous item feats. A new craft feat isn't a great idea if it can be avoided. it's possible to integrate magic effects into a vehicle without a component slot, but it costs twice as much (just like any other slot less magic item). So for standard price you get a 1 HD magic component. for twice that you can have the craft itself enhanced (using no HD/component slots used up). Remember vehicles are not the same as vessels, and need help being magicaly effected. For every size category the vessel is above the caster's natural own (for most PC races this is Medium), it increases the cost of the spell by 1 level. (meta magic feat for this). This same system is used to make magic ship components. need to a teleport drive (50 charges) well that's harder on a big ship. The teleport reactors on the massive ships are more artifact then magic item, which makes sense. beyond that types still apply. some spells don't work on constructs, undead, plants, abberations... all that still applies. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
Archive Forums
Hosted Forums
Personal & Hosted Forums
Hosted Settings
The Cosmonomicon
Vehicle constructin idea...
Top