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General Tabletop Discussion
*TTRPGs General
Piloting/Driving Combat in RPGs is No Fun!
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<blockquote data-quote="Beleriphon" data-source="post: 7938396" data-attributes="member: 27847"><p>I liked Star Wars Saga Edition's approach for vehicle combat. Every ship has up to, IIRC , four potential stations: the pilot, the gunnger, the engineer, and the commander. Starfighters like an X-Wing had three: pilot, gunner, and engineer; and the pilot and gunner were the same character and the engineer was usually a droid. Ships like the Millenium Falcon had at least one of each, and big capital ships like a Star Destroyer had dozens of each, except the commander.</p><p></p><p>Combat was abstract enough that once in a dogfight it was contained to a single square and the pilot's job was to keep the ship from being blown up, the engineer's job was to fix the ship, and the gunner's job was to kill the other guy. The commander was mostly a thing on capital ships that couldn't dogfight, so they tended to produce results that either helped the other stations, or mimicked some of the things dogfights produced. Either way every player could do something, and had to decide what to do on a round by round basis.</p><p></p><p>The nice thing with starship vs ground combat was mostly scale. A group could in theory fight a TIE fighter, but couldn't hope to take a Star Destroyer out with blaster rifles.</p><p></p><p>Add to that the skill system was setup that dedicated skill users had more functions, not necessarily higher numbers to use the skills, it meant everybody had a fair shot at most skill tasks, even if the dedicated user had more things they could do.</p></blockquote><p></p>
[QUOTE="Beleriphon, post: 7938396, member: 27847"] I liked Star Wars Saga Edition's approach for vehicle combat. Every ship has up to, IIRC , four potential stations: the pilot, the gunnger, the engineer, and the commander. Starfighters like an X-Wing had three: pilot, gunner, and engineer; and the pilot and gunner were the same character and the engineer was usually a droid. Ships like the Millenium Falcon had at least one of each, and big capital ships like a Star Destroyer had dozens of each, except the commander. Combat was abstract enough that once in a dogfight it was contained to a single square and the pilot's job was to keep the ship from being blown up, the engineer's job was to fix the ship, and the gunner's job was to kill the other guy. The commander was mostly a thing on capital ships that couldn't dogfight, so they tended to produce results that either helped the other stations, or mimicked some of the things dogfights produced. Either way every player could do something, and had to decide what to do on a round by round basis. The nice thing with starship vs ground combat was mostly scale. A group could in theory fight a TIE fighter, but couldn't hope to take a Star Destroyer out with blaster rifles. Add to that the skill system was setup that dedicated skill users had more functions, not necessarily higher numbers to use the skills, it meant everybody had a fair shot at most skill tasks, even if the dedicated user had more things they could do. [/QUOTE]
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Piloting/Driving Combat in RPGs is No Fun!
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