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General Tabletop Discussion
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Skill(s) needed to Hang Glide?
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<blockquote data-quote="Celebrim" data-source="post: 5109667" data-attributes="member: 4937"><p>Simple glider rules.</p><p></p><p>D&D movement rates are a little bit messed up in order to make combat more interesting, but as a rough estimate a hang glider has a speed of 100' and must descend 5' per move or 100' per 'Swoop' action (think 'Run' for flying creatures). You could also make simple manuever checks to descend moving half as far but descending twice as fast, or more complex manuever checks to dive and descend at your speed but only cover half your speed in distance. A second control manuever check would be required to come out of a dive otherwise you keep diving. Impacting the ground on at any point when you did not make a 'descend' manuever means you crash and take damage as if you fell 10' or however far you descended this round (whichever is higher).</p><p></p><p>To extend a flight you can catch a thermal (rising warm air) and make a manuever check (costing a move equivalent action) that lifts you 10' and moves you half your standard move. You as the DM will need to rule where (if anywhere) thermals are located in the 'terrain' during a tactical combat.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5109667, member: 4937"] Simple glider rules. D&D movement rates are a little bit messed up in order to make combat more interesting, but as a rough estimate a hang glider has a speed of 100' and must descend 5' per move or 100' per 'Swoop' action (think 'Run' for flying creatures). You could also make simple manuever checks to descend moving half as far but descending twice as fast, or more complex manuever checks to dive and descend at your speed but only cover half your speed in distance. A second control manuever check would be required to come out of a dive otherwise you keep diving. Impacting the ground on at any point when you did not make a 'descend' manuever means you crash and take damage as if you fell 10' or however far you descended this round (whichever is higher). To extend a flight you can catch a thermal (rising warm air) and make a manuever check (costing a move equivalent action) that lifts you 10' and moves you half your standard move. You as the DM will need to rule where (if anywhere) thermals are located in the 'terrain' during a tactical combat. [/QUOTE]
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Skill(s) needed to Hang Glide?
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