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Parachutes?
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<blockquote data-quote="Kaleon Moonshae" data-source="post: 1252120" data-attributes="member: 12147"><p>What about profession (military) for making parachute drops in a military setting, that is what we do. Let civilians make an untrained profession check to see if they are able to successfully pull it off. The idea of having multiple rolls where parachuting is concerned have been played with in my own group but we came to the decision that more than one roll on a single jump makes it much more likely that something drastically wrong can happen and the character ends up dead. Now if there is combat going on while in the air like in James Bond, ok, go with multiple rolls and actually plot out the rounds. Otherwise we do something along the lines of the following:</p><p></p><p>Typical Jump - Profession DC 10 (cause once you are trained it really isn't that hard, thrilling, yes, but not hard)</p><p></p><p>LALO/HALO (- Profession DC 20 (this is special forces stuff and a civilian should pass out if not trained for it)</p><p></p><p>If the character makes the check everything is fine</p><p>If he fails by 1-5 then lands ok but not on target</p><p>if he fails by 6-10 then he hurts himself - 3d6 damage (say Ref save DC 15 for half damage)</p><p>If he fumbles then something drastic happens and he needs to make a Ref save DC 20 or take 15d6 damage.</p><p></p><p>This makes using action points during a jump important, but not nec if you are just making a simple jump.</p><p></p><p>What do you all think?</p></blockquote><p></p>
[QUOTE="Kaleon Moonshae, post: 1252120, member: 12147"] What about profession (military) for making parachute drops in a military setting, that is what we do. Let civilians make an untrained profession check to see if they are able to successfully pull it off. The idea of having multiple rolls where parachuting is concerned have been played with in my own group but we came to the decision that more than one roll on a single jump makes it much more likely that something drastically wrong can happen and the character ends up dead. Now if there is combat going on while in the air like in James Bond, ok, go with multiple rolls and actually plot out the rounds. Otherwise we do something along the lines of the following: Typical Jump - Profession DC 10 (cause once you are trained it really isn't that hard, thrilling, yes, but not hard) LALO/HALO (- Profession DC 20 (this is special forces stuff and a civilian should pass out if not trained for it) If the character makes the check everything is fine If he fails by 1-5 then lands ok but not on target if he fails by 6-10 then he hurts himself - 3d6 damage (say Ref save DC 15 for half damage) If he fumbles then something drastic happens and he needs to make a Ref save DC 20 or take 15d6 damage. This makes using action points during a jump important, but not nec if you are just making a simple jump. What do you all think? [/QUOTE]
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