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Parachutes?

avendeen

First Post
Looking for ideas.

A character who has never used a parachute before wishes to jump from an airplane and land on a specific building.

Any ideas or personal exeperiences would be great.
 

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No experience here, just a little third-hand knowledge... hope it helps.

Apparently, if you use a parachute, it's like jumping off the roof of a single-story house. A trained parachutist can make it easily, but an untrained parachutist would probably have to make a Jump check (much as in the way you'd avoid damage from a fall, I think).

There's some minimum distance too - the parachute needs time to open. I don't know what this is, though.

Also, maneuverability depends on the type of parachute you're using. A pre-WWII silk bell will get you down, but you'd better know where to jump from because you can't steer it. A more modern one would have greater steerability, but again, I have no idea how much - whether it's a controlled fall or an actual glide.
 

There's a full set of rules for skydiving in the Soldier / Wheelman Class Guide. The three relevant skills are Tumble (for maneuvers while falling and landing on targets of various size), Jump (to determine if you hurt yourself on landing or can be especially sneaky/quiet), and Sport (Skydiving) which can be used to pack 'chutes, sabotage them, and pull tricks like HALO- and base-jumping. All of this material should convert across to D20M without any changes other than swapping Knowledge (Skydiving) for Sport (Skydiving). Check it out :).
 

But there is not (nor can there ever be) a Knowledge (Skydiving) skill in D20 Modern. Knowledge skills are fixed, with only a small number in existance.
 


Too many skills -- adding in new ones doesn't help.

Tumble is already a bit overpowered -- I'd consider Tumble or Swim for zero-gee maneuvers, but not for parachuting. Seems like Jump is the most reasonable candidate -- and I'd give a Synergy bonus from ranks in Balance. Nobody pays enough attention to Balance, so it should get rewarded -- but it's definitely a Jump check.

-Tacky
 

takyris said:
Too many skills -- adding in new ones doesn't help.

Tumble is already a bit overpowered -- I'd consider Tumble or Swim for zero-gee maneuvers, but not for parachuting. Seems like Jump is the most reasonable candidate -- and I'd give a Synergy bonus from ranks in Balance. Nobody pays enough attention to Balance, so it should get rewarded -- but it's definitely a Jump check.

-Tacky

Jump for the landing damage.
Pilot for accurate maneuvering (-4 for not having the appropriate feat - simply add parasails to the categories listed under the 'aircraft operation' feat).
 

Excellent thought -- although would it make sense to just use Navigate instead, since I've heard that parachuting complexity comes from getting to where you want to go from the complexity of figuring out wind and how far you need to pull and stuff?

That also avoids adding new skill subsets...
 

A different perspective

IN Blood and Guts, my upcoming miltary sourcebook, I handled Parachutes as a skill.

In a non-military campaign, I would simply allow characters to make the skill untrained.

For military parachuting, doing night drops, the necessity of landing on target, HALO and LALO insertions, air retrieval techniques, and so forth, it seemed like such a vital skill to the completion of missions that characters would want it.

I would also use this skill for skydiving teams, but the skill can be used untrained, which would cover the person with the crash course being pushed out a plane.

You would most likely get the chute open, but you wouldnt land on target, and you wouldnt land gently.

Chuck
 

OK, the PC is jumping from the plane, untrained, with what might be a parachute, and what might be someone's hiking pack, and trying to land on a building and not the fence.

Sooooo....
How high up is the plane?
What are the winds?
How far above the roof is he?

OK, we'll say it's all safe to do.
Now, Knowledge (Popular Culture) since parachuting would be covered somewhat, with a -4 to get into his rigging. If he puts it together wrong, he'll crush his testicles, fall out of the rig, or dislocate something.
Jump Check: To get far enough away from this little crop duster without slamming his head into the landing gear.
Now, sometimes you use a static line (PAF! Out and open!), or a hand-held drag-open (Throw and POOF! Open!), or a release (Count to whatever, pull the ring, and pray)
I'd give him a gimmee on this.
Now, do a tumble check to land. Believe me, landing with a chute is NOT like jumping off of a first story building. The shock from the hit can be a lot worse. You jump off of the back of a moving truck for landing practice, but it's still not the same. If you blow this landing, you'd get a Reflex check to change the damage from regular to subdual damage.
Then, if the winds aren't too bad, get out of your rig before the chute drags you off the building. Reflex save.

You can plug in the DC's youself.
I, personally, just added Paradrop (Which let me add Airborne Feat, Jumpmaster Feat) skill to the skill list, and included it as an option in a few of the starting occupations.
Sorry, but the "closed skill list" concept doesn't work for my game. Might work for yours, but not for mine.
Which is why I also added: "Knowledge (Extreme Sports)" to my game. Didn't bother my players, didn't bother me.

That's my $1.50, since 2 cents won't buy you jack nowdays.
 

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