Vehicle Redo
Steve Conan Trustrum said:
I think the only way to build any consistency is to redo all the stats form the main book.
Hmm, that sounds like a lot of work. How important is vehicle-based challenge to the work
and how important is "real world" simulation to conveying the "feel" of the game? If these are both of high focus, then it is likely that redoing the stats will be worthwhile, especially since it seems that you've already put some research into the matter.
If vehicle-based challenge or simulation isn't a priority, then my suggestion is don't sweat it. Set the stats as you feel are appropriate relative to the stats in d20 Mod. Yeah, it's kind of bogus, but most gamers aren't going to notice. Those that do will just "house rule" the stats to a level of simulation with which they are comfortable.
I'd be very interested in a well written vehicle book designed for a highly simulationist and tactical approach to vehicle-based challenge, kind of like a GURPS Vehicles for d20. As it stands, the d20 Modern rules are too meticulously grid dependent without enabling rich tactical opportunities or challenges; OTOH, Spycraft throws "real world" simulation out the window (much like the genre that it emulates) and offers an easy "cinematic" system.
I'd also like to see a good system for
designing vehicles for the d20 system.
In any case, good gaming/designing and thanks for reading.
(OT: What's the word on Spirosblaak, now that playtesting has finished up? It sounds pretty sweet to me.)
---Merova