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[Nexus] Pilot checks
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<blockquote data-quote="Aussiegamer" data-source="post: 2174841" data-attributes="member: 19601"><p><strong>Some more thoughts</strong></p><p></p><p>Have ten different classes, say -2 per class</p><p></p><p>a size gets assigned a class with gadgets allowing a limited upgrading of class.</p><p></p><p>include an atmospheric mod from 0 to -10, gadgets like aerodynamics would reduce this affect. (Thanks for the idea <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>no limited number of turns per round, but every change of direction, due to a turn or stunt, would make the next turn or stunt harder.</p><p></p><p>So say a simple 45 degree turn is DC 5 pilot check, now it would be a mod of -1 to the pilot check. and a hard stunt is a DC15 is now a -4 mod.</p><p></p><p>So a pilot starts his movement ( 0 mods) doing a 45 degree turn (-1), an opposed roll of d20 plus GM mods compared to d20+pilot skill-craft man-other turning mods, if he succeeds then it works. Now for the next turn for the round he would keep the -1 for the simple 45 degree turn for the rest of that round.</p><p></p><p>If he fails the ship must move forward one square and he still gets the -1 mod for the rest of the round.</p><p></p><p>Thinking of having the final mod as a defence and to hit mod as well. But I would have to really think about it.</p></blockquote><p></p>
[QUOTE="Aussiegamer, post: 2174841, member: 19601"] [b]Some more thoughts[/b] Have ten different classes, say -2 per class a size gets assigned a class with gadgets allowing a limited upgrading of class. include an atmospheric mod from 0 to -10, gadgets like aerodynamics would reduce this affect. (Thanks for the idea :) ) no limited number of turns per round, but every change of direction, due to a turn or stunt, would make the next turn or stunt harder. So say a simple 45 degree turn is DC 5 pilot check, now it would be a mod of -1 to the pilot check. and a hard stunt is a DC15 is now a -4 mod. So a pilot starts his movement ( 0 mods) doing a 45 degree turn (-1), an opposed roll of d20 plus GM mods compared to d20+pilot skill-craft man-other turning mods, if he succeeds then it works. Now for the next turn for the round he would keep the -1 for the simple 45 degree turn for the rest of that round. If he fails the ship must move forward one square and he still gets the -1 mod for the rest of the round. Thinking of having the final mod as a defence and to hit mod as well. But I would have to really think about it. [/QUOTE]
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[Nexus] Pilot checks
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