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<blockquote data-quote="BlackJaw" data-source="post: 760733" data-attributes="member: 888"><p>As I've pointed out before, I tend to make things a bit more complicated then they need be, so if you can streamline it down some, go for it. I would argue that sails should be interchangible becasue the component systems we are designing are extreamly vague as to their type or setting. An solar sail craft in a Sci-fi setting can't switch to canvas and work in the skies/on the water sure, but in a fantasy world where space is eather, and space ships look like normal ships (Spelljammer for example) it does work, and works especialy well with astral ships etc.</p><p></p><p>Just so long as:</p><p>1) you don't need to get a bigger hull (more HD) to make a sail craft</p><p>2) you can change sail types if you want (be it as a side note in description, or if the descriptions have a note saying your DM may not allow changing of diffrent types depending on the nature of the setting... at the very least) </p><p></p><p>I expect you'll have the same problems with derrigibles, although I have no problem seeing a tiny little booth on the bottom of a blimp compared to seeing a good sized one on a the same large blimp. If you end up with a better system for all this I recomend going back and altering arrays to keep it consistent.</p><p></p><p>OH and one more thing: becareful with how you write up sails... it would suck if you have recalculate a vehilce's movement speed depending on how much wind there is. I once palyed Alternity, and in that game, solar sails provide diffrent amounts of movement points depending on how close to the sun you were... so every time you go closers or farther away, you had to add up the new point tottal, add in any currently active or inactive engines on top of that, and and then cross refrence it with a table depending on you vehicle's size. Kind of annoying. I figured giving sails a set number of movement points at "normal" conditions, and the vehicle goes slower or faster in better or worse wind in a system more like encmbrance (half speed, double speed, or maybe just add +1 space, -3 spaces etc?) rather then forcing recalculations for difrent winds. This is especialy important in a D&D setting where PCs could have access to magic to change their weather on a momment's notice.</p></blockquote><p></p>
[QUOTE="BlackJaw, post: 760733, member: 888"] As I've pointed out before, I tend to make things a bit more complicated then they need be, so if you can streamline it down some, go for it. I would argue that sails should be interchangible becasue the component systems we are designing are extreamly vague as to their type or setting. An solar sail craft in a Sci-fi setting can't switch to canvas and work in the skies/on the water sure, but in a fantasy world where space is eather, and space ships look like normal ships (Spelljammer for example) it does work, and works especialy well with astral ships etc. Just so long as: 1) you don't need to get a bigger hull (more HD) to make a sail craft 2) you can change sail types if you want (be it as a side note in description, or if the descriptions have a note saying your DM may not allow changing of diffrent types depending on the nature of the setting... at the very least) I expect you'll have the same problems with derrigibles, although I have no problem seeing a tiny little booth on the bottom of a blimp compared to seeing a good sized one on a the same large blimp. If you end up with a better system for all this I recomend going back and altering arrays to keep it consistent. OH and one more thing: becareful with how you write up sails... it would suck if you have recalculate a vehilce's movement speed depending on how much wind there is. I once palyed Alternity, and in that game, solar sails provide diffrent amounts of movement points depending on how close to the sun you were... so every time you go closers or farther away, you had to add up the new point tottal, add in any currently active or inactive engines on top of that, and and then cross refrence it with a table depending on you vehicle's size. Kind of annoying. I figured giving sails a set number of movement points at "normal" conditions, and the vehicle goes slower or faster in better or worse wind in a system more like encmbrance (half speed, double speed, or maybe just add +1 space, -3 spaces etc?) rather then forcing recalculations for difrent winds. This is especialy important in a D&D setting where PCs could have access to magic to change their weather on a momment's notice. [/QUOTE]
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