High Dex score and maneuverability class

Plecak

First Post
Hi guys,

There seems to be nothing in the official rules that would make a high Dex score influence maneuverability class. Since such a rule could prove quite handy in my campaign, I have got the following idea:

average Dexterity score (for the species) + 8: maneuverability improves by one rank,
average Dexterity score (for the species) + 16: maneuverability improves by two ranks.

However, maneuverability class cannot:

improve by more than two ranks,
become better than good

due to a high Dex score only. Thus, some kind of a formal training would be necessary to increase maneuverability class by more than two ranks, regardless of the Dex score. Morever, no kind of training could improve maneuverability from good to perfect.

What do you thnik about these ideas?
 

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I'm not sure what you mean. Only flight has manueverability - and most creatures with natural flight ability have high Dex scores already. Are you talking about races such as the Raptorians? Or is this a homebrew flying race? Or do you mean a PC using a Fly spell? Should a creature with no innate understanding or instincts in regards to flight gain increased manueverability due to being skilled in tumbling and slight of hand? After all, I would think that Tumbling could already be used for aerial stunts as well as it can be used for such stunts along the ground - or through wind turbulance as if moving across rough terrain.

If you mean walking / running, such do not have maneuverability gradations. Tumble takes care of such problems.
 

I'm pretty sure I've read about something that gives the ability fly to a character with the maneuverability based upon the dex score.
But I can't even begin to remember where I saw that, not even if it is official.
In a few words it would go like that:
-dex 10 = awful;
-dex 12 = bad;
-dex 14 = average;
-and so on.

Beside, perhaps you should find a system to adapt your idea to each creature rather than put pre-chosen numbers.
 

Thanks guys,

I almost forgot about this thread :).

Nyeshet:
I was thinking about flight only. And about dragons. One guy from our group plays a wyrmling gold dragon and he rolled high for the Dex (17). Add Gloves of Dexterity +4, and you end up with the Dex score of 21. You would think that a dragon with Dex around 20, as more agile than a dragon with Dex of 10, will fare better in the air. Hence the idea of improving maneuverability by one class for a high Dex score.

I like the idea of using the Tumble skill to perfom stunts in the air, but I have no idea how to implement it.

Nel:
I think that increasing maneuverability class every two Dex points would be unbalanced. It is, after all, very easy to get Gloves of Dexterity. In the end we would have every wyrm flying like a hummingbird :).
 

I didn't say that you could use the idea right away without further modifications, I merely put it here.
And if you consider dex score and other factors as size, you could create a neat universal rule to maneuverability.
 

I would just do this on a per-creature basis. The D&D rules for flight are already a bit heavy-handed. Non-mechanical flight should be fluid and organic, which makes it VERY hard to write rules for it; mostly just off-the-cuff estimations are the best bet.
 

I did a quick look through of the flight manueverabilities, and they seem to be assigned somewhat arbitrarily. How about this. When -improving- monsters past the base stats, for every 1.5x increase in dex, you go up one category.

Thus, if the base dragon has 10 dex and poor flight, and your dragon has 15 dex, it has average flight instead. At 22 dex, that goes up to good, and at 33 it goes up to perfect.

If you implement this, also make going up in size (an enlarge spell that somehow works on dragons?) decrease manueverability, and going down in size would increase it.
 

I had a flying race available to PCs and so I decided to change movement riules entirely

Every creature gets Manoverability score equal to Speed/15 (eg a Human has Mv +3) After this all movement counts as a skill

A Human has a Base Land (Walk) Mv of +2 which replaces all Movement based skills (Run, Tumble, Balance) and can be improved as a Skill. Using any other Mv typeis done without the base bonus (so Human Swim Mv is +0 + skill + mods)

A Dragon has A Walk Mv +4 Swim +4 and a Flight Mv +6 (Poor*)

Pixie Walk +1 Fly +5 (Good*)

I use the Flight Class as a modifier (which can be improved using a Feat) (Hence Dragon Flight (200/15) x .5)
Clumsy x 0.25
Poor x 0.5
Average X 1
Good x 1.25
Perfect x 2

each manouvere gets a DC to achieve
 

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