Powered Flight

Nifft

Penguin Herder
Anyone have rules for dexterous powered flight? Like standing on a flying carpet, or sky-skis, or rocket boots, or whatever?

Thanks, -- N
 

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for starters, no i dont

now, can you be more specific of what you want?
are you looking for maneuverability classes for those flight methods?
or, rules dex checks / reflex saves for characters to use those flight methods without falling to their deaths?
 

Yeah, something for swashbuckling movement, but involving magical flight. I could steal from Star Wars the Pilot skill, but I'd rather not make a new skill; also, I'd like something which applies to horses, surfboards, flying nightmares, aerial surfboards (rugs of flying), etc.

If for some reason it can't be done with existing, maybe it'll become a new martial adept school (with movement based stances & maneuvers).

Cheers, -- N
 



1d20 + Base attack bonus + Dex or a Balance check, whichever is better.

I use BAB + Str, Dex or Con a lot for "stunt" type stuff, though I try and limit it to prevent it from stepping on the toes of people with skills. Magical McGuviering likewise I use Caster Level + Int, Wis or Cha for lots of stuff (Caster Power checks ripped from AU).
 


I've radically overhauled the Movement rules so this may be too much for many games but

I have introduced a Movement Skill that applies to all the characters Natural Movement Types and allows new Movement Type Skill to be added as Feats (eg a Human can take the Fly Feat to gain a Fly Skill (but not Flight))

Anyway Movement Skill is determined as Base Spd + Dex + Ranks

Base Speed= (Spd/20) +/* Manuverability

Manuverability Mod
  • Clumsy X0.5
  • Poor - O.5
  • Average +0
  • Good +0.5
  • Perfect x2

Manuverabilty in Natural Movement is always Average unless otherwise stated.

Anyway if we take the idea of a PC Dex +2 on a Flying Carpet Spd 30 (Average)

Base Speed = 30/20 +0 (1.5)

Movement Skill = 1 (Spd) + 2 (Dex) + 0 Ranks => +3

The PC gets to surf their flying carpet at D20 +3 (apply Ride Skill DCs)

Distance now has a DC = Distance/10 +Terrain Mod

eg to cover 50ft of easy terrain = DC 10 (+5 Mod)
to Fly 50ft against a strong wind = DC 15 (+10 mod)

ACTION DCs
  • Basic Action = DC 0 (eg walking across a floor)
  • Non-Basic Action (eg Run)/Easy Terrain/Minimum Forward = DC +5
  • Hard Action (eg Skate)/Difficult Terrain/Strong Wind = DC +10
  • Very Hard Action (eg Wall Running)/Very Difficult Terrain/Rough Wind = +15
  • Extreme Action (eg Leaping 100ft)/Major Terrain Obstacle/Storm Wind = DC +20

eg Legolas surfing 10ft down an Oliphant Trunk would be considered a Very Hard Combat Action* so DC = 26 (10 (combat riding) + 15 (Terrain Mod) + 1(distance))

Combat Action = Fighting with Mount on Ride Skill
 

Man, given the average Int of an Otyugh, I can just see the boss monologue now...

PCs: "Before we fight, why don't you tell us your master plan?"
Otyugh: "I like poop."
PCs: "Umm, what?"
Otyugh: "Do you have poop?"
that gave me a chuckle
 

Lord Tirian said:
Mearls to the rescue. Okay, not to the rescue, but definitively worth a look - at least as a starting point :)

It is worth a look, and thanks! It's an interesting middle-ground between SW d20 Pilot rules (including AC bonus / attack penalty for speed) and traditional Balance skill rules.

And that gets me thinking...

For a lot of flying critters, speed & direction are already part of their state. They can't just stop on a dime and move wherever they want; their velocity is preserved between rounds. It's nice to have tactical movement which doesn't require preservation of facing and speed, but it may be nice to introduce an additional state which gives more movement (and movement options) but requires that you track velocity & direction between rounds. Useful for races & chase scenes.

Hmm. Thanks again, -- N
 

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