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General Tabletop Discussion
*Dungeons & Dragons
Low Tech Manueverability
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<blockquote data-quote="garrowolf" data-source="post: 6391963" data-attributes="member: 31900"><p>Good point. I want maneuverability to cover a vehicle's handling, defensive maneuverability, and such. Some of that would have turning, speed, and acceleration as a factor. However I don't want it to be confused with vehicles that can make facing changes quickly. </p><p>For example a space craft can rotate in any direction but it you were targeting it from far away it then it would just be an object going in mostly a straight line. </p><p>I know that doesn't apply so much for these craft but I am trying to create a single unified maneuverability chart that goes from small barges to UFOs!</p><p></p><p>The other factor is that I want to use this as a gear limiter for piloting/driving. Basically if you took a race car driver and put them into a bus they would be limited by the bus. They would know a lot more feats that they could use and they could compensate for a lot more penalties then a regular driver could but it would limit their ultimate skill level for that roll. </p><p></p><p>The actual maneuver rating would be lowered by damage to the craft. </p><p></p><p>I am trying to figure out a way to incorporate more about speed into the system but I have just come up with limits on what can even try to attack what based on speed. For instance a person trying to attack a passing jetfighter is wasting their time with a gun but with tech assist of a rocket launcher they could do it. Spacecraft would be able to hit things because they are using powerful sensors and computers. I don't even apply range or speed penalties to them because of this. It is just a matter of if the weapon is within effective range. </p><p></p><p>Right now I am breaking the various types of craft down and creating a table for each one to make sure that they work well compared to each other. Then I will combine them again.</p></blockquote><p></p>
[QUOTE="garrowolf, post: 6391963, member: 31900"] Good point. I want maneuverability to cover a vehicle's handling, defensive maneuverability, and such. Some of that would have turning, speed, and acceleration as a factor. However I don't want it to be confused with vehicles that can make facing changes quickly. For example a space craft can rotate in any direction but it you were targeting it from far away it then it would just be an object going in mostly a straight line. I know that doesn't apply so much for these craft but I am trying to create a single unified maneuverability chart that goes from small barges to UFOs! The other factor is that I want to use this as a gear limiter for piloting/driving. Basically if you took a race car driver and put them into a bus they would be limited by the bus. They would know a lot more feats that they could use and they could compensate for a lot more penalties then a regular driver could but it would limit their ultimate skill level for that roll. The actual maneuver rating would be lowered by damage to the craft. I am trying to figure out a way to incorporate more about speed into the system but I have just come up with limits on what can even try to attack what based on speed. For instance a person trying to attack a passing jetfighter is wasting their time with a gun but with tech assist of a rocket launcher they could do it. Spacecraft would be able to hit things because they are using powerful sensors and computers. I don't even apply range or speed penalties to them because of this. It is just a matter of if the weapon is within effective range. Right now I am breaking the various types of craft down and creating a table for each one to make sure that they work well compared to each other. Then I will combine them again. [/QUOTE]
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