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<blockquote data-quote="Wulf Ratbane" data-source="post: 2995367" data-attributes="member: 94"><p>The additional spell burn resistance is an error. I'd recommend removing it.</p><p></p><p>The other significant piece of magic-related errata is that I recommend that all spells take effect at a minimum "effective caster level" equal to the spell level, if the actual caster level is less than the spell level. So if a caster level 1 adept manages to cast a 3rd level fireball, it should do at least 3d6 (effective level = 3, spell level).</p><p></p><p></p><p></p><p>You have two options here:</p><p></p><p>1) You can keep maneuvering as a full-round action. In this case, the driver can't maneuver in the same round that he attacks. He maneuvers to line up his shot; he attacks in the next round. (A driver could still maneuver as a Reaction if his opponent's maneuver forces it.)</p><p></p><p>2) You can reduce maneuvering to a move-action, leaving a standard action for making an attack. </p><p></p><p>Actually, there's a third option:</p><p></p><p>3) Very advanced, hi-tech, single-seat fighter-craft might have enough electronic subsystems to either act as a NPC gunner, or to allow an attack as a free action. (Or swift action, or whatever the hell they call it these days.)</p><p></p><p></p><p></p><p>I'd certainly consider hand-waving it as my first choice. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>I would say that if you are closing against a vehicle that is point-blank to another vehicle, you can essentially maneuver against both at the same time (within reason-- you might not be able to Ram both of them at the same time, but then again you might...)</p><p></p><p>At any rate, in the above case, the Hero should make a single maneuver roll, and both of the opposing vehicles have the option to react to it, each with an opposed roll of their own. Work out the relative distances of all the vehicles involved afterwords.</p></blockquote><p></p>
[QUOTE="Wulf Ratbane, post: 2995367, member: 94"] The additional spell burn resistance is an error. I'd recommend removing it. The other significant piece of magic-related errata is that I recommend that all spells take effect at a minimum "effective caster level" equal to the spell level, if the actual caster level is less than the spell level. So if a caster level 1 adept manages to cast a 3rd level fireball, it should do at least 3d6 (effective level = 3, spell level). You have two options here: 1) You can keep maneuvering as a full-round action. In this case, the driver can't maneuver in the same round that he attacks. He maneuvers to line up his shot; he attacks in the next round. (A driver could still maneuver as a Reaction if his opponent's maneuver forces it.) 2) You can reduce maneuvering to a move-action, leaving a standard action for making an attack. Actually, there's a third option: 3) Very advanced, hi-tech, single-seat fighter-craft might have enough electronic subsystems to either act as a NPC gunner, or to allow an attack as a free action. (Or swift action, or whatever the hell they call it these days.) I'd certainly consider hand-waving it as my first choice. :) I would say that if you are closing against a vehicle that is point-blank to another vehicle, you can essentially maneuver against both at the same time (within reason-- you might not be able to Ram both of them at the same time, but then again you might...) At any rate, in the above case, the Hero should make a single maneuver roll, and both of the opposing vehicles have the option to react to it, each with an opposed roll of their own. Work out the relative distances of all the vehicles involved afterwords. [/QUOTE]
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