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Vessels vs Vehicles?
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<blockquote data-quote="BlackJaw" data-source="post: 291398" data-attributes="member: 888"><p>Spelljammer is a licence of Wizards of the Coast, and it was recently published and used in a Dungeon/Polyhydra magazine... That article does not classifly any of that information OGC, so to avoid stepping on any toes (current or future) I am not going to use the exact names or titles of any other games... but I will hint at them strongly.</p><p></p><p>Also, while DragonStar does have OGC that is only for their special rules, all story and setting content is (for the most part) closed content. Once again I will provide similar titles or bits of information but I will not use their exact content.</p><p></p><p>Keep in mind that just because some one has a website with this information, and they say their information is OGC, does not mean that it meets the OGC requirments. "Dragonstar" and especialy "Spelljammer" do belong to companies.</p><p></p><p>I also have a system in place for vehicle construction that allows for an extream amount of customization. It also works for a wide range in size and types of vehicles. I like the concept of small "flying motor cycles" as much as I like giant ships in the sky, and most systems avalible do not work well across both. The spelljammer example you posted is designed for larger vessels, not small ones. It was discussed in much older posts on this board but it losely works as such:</p><p></p><p>You pick a hull. a hull is the vessel's size and HD, and they have a number of other properties as well. Next you pick the hull type. Most are just objects or "vehicles" but there are rules for "golem ships" and undead, and living plants (elves like those) etc.</p><p></p><p>Next you pick the guts of the ship. A Hull's HD determiens how much it can hold, and some parts are bigger then others. A jet engine (for example) uses 2 slots up, and then you still need space for fuel tanks.</p><p></p><p>After you pick your vessel systems, you then add up all it's difrent bits of information and look up a few tables, and you have the full vehicle stats. vehicle building is a little complex, but once you add it all up you get the basic vehicle stats so you don't need to constantly look up ship information.</p><p></p><p>What I'm up to right now</p></blockquote><p></p>
[QUOTE="BlackJaw, post: 291398, member: 888"] Spelljammer is a licence of Wizards of the Coast, and it was recently published and used in a Dungeon/Polyhydra magazine... That article does not classifly any of that information OGC, so to avoid stepping on any toes (current or future) I am not going to use the exact names or titles of any other games... but I will hint at them strongly. Also, while DragonStar does have OGC that is only for their special rules, all story and setting content is (for the most part) closed content. Once again I will provide similar titles or bits of information but I will not use their exact content. Keep in mind that just because some one has a website with this information, and they say their information is OGC, does not mean that it meets the OGC requirments. "Dragonstar" and especialy "Spelljammer" do belong to companies. I also have a system in place for vehicle construction that allows for an extream amount of customization. It also works for a wide range in size and types of vehicles. I like the concept of small "flying motor cycles" as much as I like giant ships in the sky, and most systems avalible do not work well across both. The spelljammer example you posted is designed for larger vessels, not small ones. It was discussed in much older posts on this board but it losely works as such: You pick a hull. a hull is the vessel's size and HD, and they have a number of other properties as well. Next you pick the hull type. Most are just objects or "vehicles" but there are rules for "golem ships" and undead, and living plants (elves like those) etc. Next you pick the guts of the ship. A Hull's HD determiens how much it can hold, and some parts are bigger then others. A jet engine (for example) uses 2 slots up, and then you still need space for fuel tanks. After you pick your vessel systems, you then add up all it's difrent bits of information and look up a few tables, and you have the full vehicle stats. vehicle building is a little complex, but once you add it all up you get the basic vehicle stats so you don't need to constantly look up ship information. What I'm up to right now [/QUOTE]
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