Do you have any Gliding rules?

It looks like it was nixed for 3.5, but the 3.0 psionics rules had a power called glide:

Glide
Psychoportation (Dex)
Level: Psion 2
Display: Vi
Manifestation Time: 1 action
Range: Touch
Target: Creature touched
Duration: 1 minute/level
Saving Throw: None
Power Resistance: Yes (harmless)
Power Points: 3
The power’s subject can glide through the air with a speed of 20 feet (10 feet if the creature
wears medium or heavy armor). The subject can only fly upward at a speed of 5 feet but may
descend at a speed of 50 feet. The gliding subject’s maneuverability is poor. Using the glide
power requires as much concentration as running, so the subject cannot attack or manifest
powers normally. The subject of glide cannot carry aloft more weight than its medium load
carrying capacity, plus any armor it wears.
Should the duration expire while the subject is still aloft, the psionic effect fails slowly. The
subject drops 50 feet per round for 1d6 rounds. If it reaches the ground in that time, it is safe. If
not, it falls the rest of the distance (falling damage is 1d6 per 10 feet of fall). Since negating a
power effectively ends it, the subject falls immediately if glide is negated.
 

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Gliders can certainly ascend, that's not the issue. I mean... consider a paper air plane! No, the problem of gliding is propulsion. They accelerate downwards slower than they decellerate upwards, so it's a losing battle. And they need an initial velocity just to get up into the air.

Hm.. and then there are thermals, which can reintroduce some energy into the system as well....

I think the rules for gliding should be related to rules for sailing (with a sail). But then, I don't think D&D has rules for that EITHER, which it really should, since sea battles can be a LOT of fun. One of the better sea battle games I've seen: Sea Legends. Using the wind tactically can be VERY interesting indeed!
 


Fieari said:
Gliders can certainly ascend, that's not the issue. I mean... consider a paper air plane! No, the problem of gliding is propulsion. They accelerate downwards slower than they decellerate upwards, so it's a losing battle. And they need an initial velocity just to get up into the air.

Hm.. and then there are thermals, which can reintroduce some energy into the system as well....

I think the rules for gliding should be related to rules for sailing (with a sail). But then, I don't think D&D has rules for that EITHER, which it really should, since sea battles can be a LOT of fun. One of the better sea battle games I've seen: Sea Legends. Using the wind tactically can be VERY interesting indeed!

Fourtunately for me, flying squirrels rarely use thermals. So I didn't really have to worry about that. I suppose it depends a lot on what you want. I went with simplicity and gave the animal a simple speed and ratio of hight loss. Obviously there *could* be thermals, and there can be some altitude gain (although, really, without thermals or something along those lines I don't think that there can be any *net* gain).
 

This is quite cool, I thought it would be a short discussion. :)

I have seen seaguls face the wind and be pushed back and upwards.

I think the main focus would be how to work the going downness and forwardness. Has any one got a better idea then just to set a spead that they fall and advance?

Also can gliders control, roughly, how much they descend and advance?
 

Tuzenbach said:
They're from Star Frontiers. Monkey-ish with membranes attached to their arms and legs that, when extended, can be used to glide with.

and they were redone for 2e in the Complete Starfarer's Handbook for Spelljammer.

um ... with a different name ... which I can't remember ... (grrr, I knew it about a month ago).

Fluffed as thinking highly of elves ... were called deck apes in return.
 

Hadozee!


man that came to me about 7:00am ... as I was gettign ready for work. just had to post.


[edit: size 7 is way to big]
 
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Ferret said:
This is quite cool, I thought it would be a short discussion. :)

I have seen seaguls face the wind and be pushed back and upwards.

I think the main focus would be how to work the going downness and forwardness. Has any one got a better idea then just to set a spead that they fall and advance?

Also can gliders control, roughly, how much they descend and advance?

Yes, they can control it... up to a max and min. There is a minimum amount that they can fall, ie they must fall at least that amount. But they can and sometimes do choose to fall faster to glide faster. And, of course, there is a maximum speed that they can descend.
 


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