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The Vehicle Construction System: Level based
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<blockquote data-quote="BlackJaw" data-source="post: 1448843" data-attributes="member: 888"><p>That might explain some of the issues your having with it (that it's a new concept for me so it's now worked out all the way yet). Also, you are not apperently familiar with the other chapters of the Cosmo that are already done and more or less set, which includes dealing with combat and its effects, and dealing with vehicles, vessels, and flying creatures in a way that will let them interact with each other equaly. We are not trying to make a new combat system... the main idea is to extend the current D&D rules to air/etc medium. the only thing we reworked was manuvering rules (those in teh DMG are so complicated and annoying to use) and we did so in a way that applies to all flying objects, effectively replacing it all instead of just making a new set for just vehicles.</p><p></p><p></p><p>Again, levels and classes are terms I'm looking to replace so that it doesn't conjure images of a 20 level system for characters of the same size, with XP requirements and a value of use in combat or other purposes attached to higher levels rather then lower levels. I have always intended it to be a cost (money/gp) system as this is more or less equipment. Also there is no leveling up of vehicles... they are built at a set number of hitdice. You could later rebuild them or work on them (customize them) by changing levels or features (costing money again) but you can't level them up.</p><p></p><p></p><p>I have no idea what you are taking about. The system I posted has a vehicle weapons... these are weapons on vehicles, but they do the same amount of damage to anyone/thing you shoot at. Now there is a note in there that objects don't take damage like creatures do, but that generaly doesn't apply to vehicle weapons (well those that don't do energy damage) because they are effectievly siege weapons... that is all basicaly covered in the D&D PHB. I also mentioned that you can alter the stats of a weapon by spending more to increase rate of fire or damage type... or by spending more and devoting more hull space to it and getting bigger weapons. A Large longsword in D&D 3.5 does more damage then a medium sized one... same concept. A large laser gun does more damage then a medium one.</p><p></p><p></p><p>You see I'm indicating a much larger number of hit dice (levels is still a wrong term as it has other concepts incorrectly attached to it). I intend to have hit dice in the hundreads... so a stardestroy sized craft would have say maybe 128d10 (704 hp good enough for you?) Maybe more... I'd have to know what size it is... and i haven't yet made (or found... maybe i made already) the Hit Dice to size chart. Again, it is a range for each size, and the larger ones have large ranges.</p><p></p><p> A system for coveirng all of this has been done already in the combat chapters already made. that said, most systems on a vehicle can not be targeted any more then you can aim for the head on person in D&D. Now you can do things like sunder attacks, etc in D&D and similar things are being designed for this extention of that system... but to much work along these lines (like being able to attack 5' or 10' sections of a vehicle seperatly) makes for extreamly annoying combat mechanics, and slows combat down very fast.</p><p></p><p></p><p>We have size systems already made. You know that small, medium, large, huge, garg, colossal system that D&D uses? same system. We have extended another few Colossal sizes for those mother ships (Star destroyer vs super star destroyer) but otherwise its the same system.</p><p>Again: your looking at levels as a value descriptor. I mean hit dice as a way to cap the capibilities of a vehicel. As you post elsewhere, there isn't a ferrari that is off-road, holds 5 people, and has other special features in one small light package. By connecting hit dice and vehicle systems you get a way to cap how much you can fit in a vehicle... and as that concept goes it has every reason to be connected to vehicle size.</p><p></p><p></p><p>these is no hit point multiplication system anywhere else in core D&D/d20. I don't think it would be espeicaly useful to make one up. Considering how many hit dice we are talking about for the larger crafts, I think its also not really needed.</p><p></p><p> Most vehicles are objects and thus have a hardness based on their size. also, your looking at a good sized laser cannon for 8d6 damage! your more likely to see 1, 2, or 3 d6 damage unless its a good sized craft, in which case it should have such high dice values. for such a powerful gun. A dice ignoring DR system is also something odd and not found in D&D yet. We are trying to keep this similar to core rules so that it works with everything else out there (fantasy vehicle vs dragon for example). Again, making rules for localizing hull breaches, etc is a hard thing. I'd be more tempted to attach such effects to a critical hit system but any other way of doing it is just needless complication of combat.</p></blockquote><p></p>
[QUOTE="BlackJaw, post: 1448843, member: 888"] That might explain some of the issues your having with it (that it's a new concept for me so it's now worked out all the way yet). Also, you are not apperently familiar with the other chapters of the Cosmo that are already done and more or less set, which includes dealing with combat and its effects, and dealing with vehicles, vessels, and flying creatures in a way that will let them interact with each other equaly. We are not trying to make a new combat system... the main idea is to extend the current D&D rules to air/etc medium. the only thing we reworked was manuvering rules (those in teh DMG are so complicated and annoying to use) and we did so in a way that applies to all flying objects, effectively replacing it all instead of just making a new set for just vehicles. Again, levels and classes are terms I'm looking to replace so that it doesn't conjure images of a 20 level system for characters of the same size, with XP requirements and a value of use in combat or other purposes attached to higher levels rather then lower levels. I have always intended it to be a cost (money/gp) system as this is more or less equipment. Also there is no leveling up of vehicles... they are built at a set number of hitdice. You could later rebuild them or work on them (customize them) by changing levels or features (costing money again) but you can't level them up. I have no idea what you are taking about. The system I posted has a vehicle weapons... these are weapons on vehicles, but they do the same amount of damage to anyone/thing you shoot at. Now there is a note in there that objects don't take damage like creatures do, but that generaly doesn't apply to vehicle weapons (well those that don't do energy damage) because they are effectievly siege weapons... that is all basicaly covered in the D&D PHB. I also mentioned that you can alter the stats of a weapon by spending more to increase rate of fire or damage type... or by spending more and devoting more hull space to it and getting bigger weapons. A Large longsword in D&D 3.5 does more damage then a medium sized one... same concept. A large laser gun does more damage then a medium one. You see I'm indicating a much larger number of hit dice (levels is still a wrong term as it has other concepts incorrectly attached to it). I intend to have hit dice in the hundreads... so a stardestroy sized craft would have say maybe 128d10 (704 hp good enough for you?) Maybe more... I'd have to know what size it is... and i haven't yet made (or found... maybe i made already) the Hit Dice to size chart. Again, it is a range for each size, and the larger ones have large ranges. A system for coveirng all of this has been done already in the combat chapters already made. that said, most systems on a vehicle can not be targeted any more then you can aim for the head on person in D&D. Now you can do things like sunder attacks, etc in D&D and similar things are being designed for this extention of that system... but to much work along these lines (like being able to attack 5' or 10' sections of a vehicle seperatly) makes for extreamly annoying combat mechanics, and slows combat down very fast. We have size systems already made. You know that small, medium, large, huge, garg, colossal system that D&D uses? same system. We have extended another few Colossal sizes for those mother ships (Star destroyer vs super star destroyer) but otherwise its the same system. Again: your looking at levels as a value descriptor. I mean hit dice as a way to cap the capibilities of a vehicel. As you post elsewhere, there isn't a ferrari that is off-road, holds 5 people, and has other special features in one small light package. By connecting hit dice and vehicle systems you get a way to cap how much you can fit in a vehicle... and as that concept goes it has every reason to be connected to vehicle size. these is no hit point multiplication system anywhere else in core D&D/d20. I don't think it would be espeicaly useful to make one up. Considering how many hit dice we are talking about for the larger crafts, I think its also not really needed. Most vehicles are objects and thus have a hardness based on their size. also, your looking at a good sized laser cannon for 8d6 damage! your more likely to see 1, 2, or 3 d6 damage unless its a good sized craft, in which case it should have such high dice values. for such a powerful gun. A dice ignoring DR system is also something odd and not found in D&D yet. We are trying to keep this similar to core rules so that it works with everything else out there (fantasy vehicle vs dragon for example). Again, making rules for localizing hull breaches, etc is a hard thing. I'd be more tempted to attach such effects to a critical hit system but any other way of doing it is just needless complication of combat. [/QUOTE]
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