d20 Modern Vehicle Speeds


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Consistency

Steve Conan Trustrum said:
It's a *HUGE* problem if you're trying to do up some vehicle stats of your own and are trying to make them consistent with those in the corebook.

Ah, that makes sense. ;)

Well, is there a notable and consistent trend in the manner by which the game stats are off? If so, then you can follow the official lead. If not, then you'll need to set your stats relative to the official stats in a way that simulates "real world" vehicle speed as you deem appropriate.

Sounds like a pain, but, if you're interested in quality simulation, then it's probably worth it. :)

Good gaming/designing and thanks for reading.

---Merova
 

That's the annoying part, they aren't consistent. Some speeds are over what they should be and some are over, and they're not related by class or type. They just vary. I think the only way to build any consistency is to redo all the stats form the main book.
 

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
 

The vehicle discrepancies need to be addressed.

Also, I have heard some not-so-good things about the mechanics in Spycraft.
 

Re: Vehicle Redo

Merova said:
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
With my spreadsheet redoing the speeds would only take as long as I'd need to check my resources and type in the mph.

Having accurate vehicle speeds is very important to me (just as is accurate weapon ranges, but that's another kettle of fish) because myself and most of my players know a great deal about cars and/or military vehicles (just the latter for myself), so when we game with the official stats we think to ourselves "umm, okay, I shouldn't be able to outrun vehicle X in vehicle Y."

Just like the gun bunnies (myself included) scratch our heads at the weapon ranges, so too do the gearheads scratch their heads at the vehicle speeds.

On another note, it irked me that nothing was noted for vehicle RANGES. Joe Average has no idea how far a Black Hawk can fly and that has the potential for a major problem, especially if the third party resources you then have to check for that info tells you the Black Hawk's speed is all wrong. Heeellllllloooooooo circular problem. ;)

As for SpirosBlaak, I've finished the rewrites that made themselves known during the public playtest and have even added some new things, like a few more creatures and magic items. Everything has been handed in so it is now up to Eden Studios to decide when it comes out. I have a feeling that Christina Stiles of B.G. is going to be riding them to get it out, but we both understand that the good folks at Eden are focusing on their Buffy line. So, the real answer is: sadly, I've no idea :(
 

What kind of system is SpyrosBlaak, and what is the campaign premise? It looks interesting, but I never judge a book by its cover.
 

The VERY short of it is that over a thousand years ago the gods were kicked out of their heavenly realm (only they know why, and they're not telling). Since then, they've been intermingling their blood with that of their mortal followers (yes, this is a character option), and fighting for a corner of the setting's main continent because it was to that region that several of the chief gods of evil fled.

That's a very brief run down that doesn't quite do the setting justice. Suffice to say, you'll get the chance to play flintlock wielding paladins, mind flayer degenerates, werebear heroes, and goblin war smiths.
 

Re: Re: Vehicle Redo

Steve Conan Trustrum said:

Just like the gun bunnies (myself included) scratch our heads at the weapon ranges, so too do the gearheads scratch their heads at the vehicle speeds.
Once again I ask (since you miss my first posting, accidental or intentional), post some vehicle stats that you believe are most accurate for d20 Modern.
 

Re: Re: Re: Vehicle Redo

Ranger REG said:

Once again I ask (since you miss my first posting, accidental or intentional), post some vehicle stats that you believe are most accurate for d20 Modern.
I think you're mistaken here, Ranger (assuming you mean "more" accurate, not "most," as "most" would mean you want me to tell you which of the published rules I think are best, which conflicts with your first question.)

I had posted more accurate speeds for two vehicles, the Black Hawk and the M113, in the post directly before your initial question after kreynolds asked for examples in the second post of this thread.
 

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