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<blockquote data-quote="BlackJaw" data-source="post: 43176" data-attributes="member: 888"><p>I see a problem with the draft's direct use of the DMG manuverablity ratings... They are all based on a 5' standard. If simply keep them how they are, then realy large vessels will need to move an entire 5 or 10 feet before they pull turns, and with about 30 feet they could turn all the way around!</p><p></p><p>The DMG's system is also a bit to complex to use all the time anyways.</p><p></p><p>I've made both of those arguments before. I DO NOT recomend that system for consistent or wide spread application of flight in a setting or game. They very much need to be cleaned up/simplified and more important still, reworked for our scale. My thoughts on the subject can be found here: <a href="http://www.enworld.org/messageboards/showthread.php?s=&threadid=400" target="_blank">http://www.enworld.org/messageboards/showthread.php?s=&threadid=400</a></p><p></p><p>ALSO: You mentioned my HD/ship size listing. You'r right, it is a bit off. I think I based it off a Dragon article on monster design, and simply took their advice on construct HD by size. Keep in mind you were also using 5 hd for a large craft... I used 5 HD for a large object (as in the standard D&D size, not your vessel size system which would make it 4 sizes larger then large, and therefore more then 5 HD) I didn't say my system was perfect, or good... I was just saying a way to make it work. The exact size to HD ratio is not yet finalized.</p><p></p><p>Be careful with a size type "slide." It can make things confusing as what you mean by a huge ship, and a huge dragon can be confusing. Also, at some point people will want to shoot at a non-vessel from their vessel (or vice versa) and then it can become annoying. I much prefer the Dragon star system which is just an extention of the standard size system instead of a name-shift like you and Starwars use.</p><p></p><p>I am a fan of a component system for ship construction. I found the alternity system for that topic very fun and allowed for a large and diverse number of crafts. It would be the most fun for me to work on.</p></blockquote><p></p>
[QUOTE="BlackJaw, post: 43176, member: 888"] I see a problem with the draft's direct use of the DMG manuverablity ratings... They are all based on a 5' standard. If simply keep them how they are, then realy large vessels will need to move an entire 5 or 10 feet before they pull turns, and with about 30 feet they could turn all the way around! The DMG's system is also a bit to complex to use all the time anyways. I've made both of those arguments before. I DO NOT recomend that system for consistent or wide spread application of flight in a setting or game. They very much need to be cleaned up/simplified and more important still, reworked for our scale. My thoughts on the subject can be found here: [url]http://www.enworld.org/messageboards/showthread.php?s=&threadid=400[/url] ALSO: You mentioned my HD/ship size listing. You'r right, it is a bit off. I think I based it off a Dragon article on monster design, and simply took their advice on construct HD by size. Keep in mind you were also using 5 hd for a large craft... I used 5 HD for a large object (as in the standard D&D size, not your vessel size system which would make it 4 sizes larger then large, and therefore more then 5 HD) I didn't say my system was perfect, or good... I was just saying a way to make it work. The exact size to HD ratio is not yet finalized. Be careful with a size type "slide." It can make things confusing as what you mean by a huge ship, and a huge dragon can be confusing. Also, at some point people will want to shoot at a non-vessel from their vessel (or vice versa) and then it can become annoying. I much prefer the Dragon star system which is just an extention of the standard size system instead of a name-shift like you and Starwars use. I am a fan of a component system for ship construction. I found the alternity system for that topic very fun and allowed for a large and diverse number of crafts. It would be the most fun for me to work on. [/QUOTE]
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