JiffyPopTart
Bree-Yark
To answer the OP, I think the natural thing to do is to look at the "scale" of the scene.
In a D&D combat, the map is full of squares that a character or monster occupies. The "thing" taking the turn is the character or monster and the armor on that character is just an attribute of that character.
If you keep that same scale but include a Millenium Falcon on the map, chances are the characters are still going to have AC and HP individuall and the MF is just going to be set dressing (possible damageable, but possibly not).
If you zoom the scale out and the MF takes off with the heros inside as TIE fighters are chasing them...the "figures" on the map become the starships and the characters contained inside are now attributes much like their armor is an attribute for them on figure scale.
I think the scale you are observing the action at determines how the item functions.
The best example of a system that used this scaling, but also has a consistent ruleset is the old West End Games Star Wars game. In that game you had multiple scales of
Personal
Speeder
Walker
Fighter
Capital Ship
Death Star
The beauty of the scaling system is that everything used the same type of attributes, so a human might have a 3D (roll 3d6) toughness, a speederbike can have a 3D, a scout walker a 3D, and a Mon Calamari Cruiser can have a 3D. The scaling came in with high and low caps to what the die can roll versus other scales....so for example if Luke Skywalker (personal scale) shot his laser rifle at a TIE Fighter (Starship scale) the worst he can get on any to-hit d6 might be a 5 (meaning its VERY EASY for Luke to hit a giant TIE with a laser rifle, but the damage die for the laser rifle (lets say 5D) has a max cap of 3, so even though he easily hits the fighter it becomes difficult or impossible to actually do any damage.
For most purposes things more than 1 level of scaling away became almost impossible to interact with in a useful way, but the option was there with some super lucky rolling that you might be able to take out an AT-AT with a Thermal Detonator.
In a D&D combat, the map is full of squares that a character or monster occupies. The "thing" taking the turn is the character or monster and the armor on that character is just an attribute of that character.
If you keep that same scale but include a Millenium Falcon on the map, chances are the characters are still going to have AC and HP individuall and the MF is just going to be set dressing (possible damageable, but possibly not).
If you zoom the scale out and the MF takes off with the heros inside as TIE fighters are chasing them...the "figures" on the map become the starships and the characters contained inside are now attributes much like their armor is an attribute for them on figure scale.
I think the scale you are observing the action at determines how the item functions.
The best example of a system that used this scaling, but also has a consistent ruleset is the old West End Games Star Wars game. In that game you had multiple scales of
Personal
Speeder
Walker
Fighter
Capital Ship
Death Star
The beauty of the scaling system is that everything used the same type of attributes, so a human might have a 3D (roll 3d6) toughness, a speederbike can have a 3D, a scout walker a 3D, and a Mon Calamari Cruiser can have a 3D. The scaling came in with high and low caps to what the die can roll versus other scales....so for example if Luke Skywalker (personal scale) shot his laser rifle at a TIE Fighter (Starship scale) the worst he can get on any to-hit d6 might be a 5 (meaning its VERY EASY for Luke to hit a giant TIE with a laser rifle, but the damage die for the laser rifle (lets say 5D) has a max cap of 3, so even though he easily hits the fighter it becomes difficult or impossible to actually do any damage.
For most purposes things more than 1 level of scaling away became almost impossible to interact with in a useful way, but the option was there with some super lucky rolling that you might be able to take out an AT-AT with a Thermal Detonator.