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The Vehicle Construction System: Level based
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<blockquote data-quote="BlackJaw" data-source="post: 1450727" data-attributes="member: 888"><p>Ok, so the first step in detailing this system will be to define the inherent properties of each type of vehicle. Note that i would like to keep them all more or less equal to each other although pricing will be the more useful and needed way of balencing. mostly we need to look at the inherent abilities/etc that go with each type:</p><p></p><p>first let's define some subtypes: Object, and Vehicle. Object simply gives something all the benefits of being an object as defined in the rPHB, something animated objects from the rMM more or less have. The vehicle subtype might allow just about anything to be flown at some point or another, but also is useful for other game purposes, as it can be attached to something making it "technicaly" a vehicle. </p><p></p><p><strong>Object:</strong> The object sub type gives the following benefits:</p><p>Objects have a hardness as determined by their primary material. (which will each need seperate costs. hardness found on rPHB p166). All damage is subject to hardness unless otherwise noted.</p><p>Acid and Sonic damage do full damage and ignore hardness.</p><p>Electricty and fire attacks deal half damage before aplyng hardness.</p><p>Cold damage does one quarter damage before aplying hardness.</p><p>Ranged weapons, other then seige weapons, do half damage before hardness.</p><p>Immune to critical hits, & nonlethal damage.</p><p>Considered and Object, not a creature, so immune to spells that have a target of Creature.</p><p></p><p><strong>Vehicle:</strong> This subtype denotes a "creature" that is made or modified for flight controled by a pilot not the creature itself. Vehicles make will saves on their own if not immune, although remember that flight control is based on the pilot, not the vehicle. They also make fort saves on their own. Pilots make Reflex saves for their vehicles, modified by the vehicle's size modifier. Generaly this descriptor should not be attached to true creatures, as it is intended for applying only to "shells & hulls" latter filled with gear for controling and other special systems. As a guide, if you want to blend creatures and vehicle systems/etc then you would not want to apply any benefits of the Monster's hit dice or levels (like bab, saves, feats, etc) to those which also provide vehicle emphasis. If the vehicle has an inteligence score, it may get skill points for each hit dice it has. Most vehicles have effective Inteligence, scores of "-".</p><p></p><p><strong>Aberration [vehicle]:</strong></p><p>This is the better way to define living ships, as they rarerly fit other creature definitions. Living ships are generaly made or grown with no inteligence score (like vermin) although it is possible to make, or more likely grow, one with some inteligence. Regardless, these vehicles are always made with set of direct controls allowing a pilot to fly them like any other craft. It the vehicle lacks these direct controls, it is a creature used for a mount rather then a vehicle.</p><p>d8 + con modifier Hit points.</p><p>Good will save (although the mindcontrolling a vehicle is often not effective).</p><p>Aberrations eat, sleep, and breathe.</p><p>Aberration vehicles start with base ability scores of 10 before being modified for size above or bellow medium using the chart on page 291 rMM. The exception is the Inteligence score which has a starting score of "-".</p><p>These abberation vehicles are Mindless.</p><p></p><p><strong>Construct [object][vehicle]:</strong></p><p>Constructs with the "new" object sub-type. </p><p>These are basicaly objects, like planes, jets, and hot air balloons.</p><p>As constructs they also get the benefits of the construct type: </p><p>d10 hit dice</p><p>no good saving throws (a fort save may be needed for vehicles from time to time)</p><p>No CON score (some vehicles are alive and have con scores)</p><p>Immunity to all mind-affecting effects.</p><p>Immunity to poison, sleep, paralysis, stunning, disease, death effects, and necromancey effects.</p><p>Cannot heal damage on their own, but can benefit from repair.</p><p>Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.</p><p>Immunity to any effect that requires a Fort save unless that spell also targets objects.</p><p>Not subject to death via massive damage.</p><p>Can not be raised or reserected</p><p>Bonus hit points based on size, as listed on page 307 in rMM.</p><p>Does not eat, sleep, or breathe.</p><p>Object vehicles start with base ability scores of 10 before being modified for size above or bellow medium using the chart on page 291 rMM. The exceptions are Inteligence, and Constitution scores which have starting scores of "-".</p><p>Object vehicles are Mindless.</p><p></p><p><strong>Construct [vehicle]:</strong></p><p>These are golem crafts. Animated objects with the ability to move and act on their own.</p><p>As constructs they also get the benefits of the construct type: </p><p>d10 hit dice</p><p>no good saving throws (a fort save may be needed for vehicles from time to time)</p><p>No CON score (some vehicles are alive and have con scores)</p><p>Immunity to all mind-affecting effects.</p><p>Immunity to poison, sleep, paralysis, stunning, disease, death effects, and necromancey effects.</p><p>Cannot heal damage on their own, but can benefit from repair.</p><p>Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain.</p><p>Immunity to any effect that requires a Fort save unless that spell also targets objects.</p><p>Not subject to death via massive damage.</p><p>Can not be raised or reserected</p><p>Bonus hit points based on size, as listed on page 307 in rMM.</p><p>Does not eat, sleep, or breathe.</p><p>Object vehicles start with base ability scores of 10 before being modified for size above or bellow medium using the chart on page 291 rMM. The exceptions are Inteligence, and Constitution scores which have starting scores of "-".</p><p>Object vehicles are Mindless.</p><p>Damage Reduction 10/adamantine</p><p>NOTE: because they do not have object types, these vehicles do not have hardness scores, and take damage normaly.</p><p></p><p><strong>Plant [vehicle]:</strong></p><p>Plant vehicles are ships grown from groups of smaller plants, or a single larger plant. They are living but have nearly no movement abilities on their own and are not exactly creatures despite being living.</p><p>d8 + con modifier hit points</p><p>Good Fort save</p><p>immunity to all mind affecting effects</p><p>immunity to poison, sleep, paralysis, polymorph and stunning.</p><p>not subject to critical hits</p><p>plants breathe and eat (after a fashion), but do not sleep.</p><p>Object vehicles start with base ability scores of 10 before being modified for size above or below medium using the chart on page 291 rMM. The exception is inteligence, which has a base score of "-".</p><p></p><p><strong>Undead [vehicle]:</strong></p><p>undead vehicles are rare for a few reasons. Corpses that large generaly mean killing a very big creature of many smaller ones. both options are hard enough, but you are also faced with the problem of animating something that large. lastly, there are few benefits to using an undead vehicle over simply an object one.</p><p>D12 hit dice</p><p>no Con score.</p><p>good will save</p><p>immunity to mind-affecting effects</p><p>immunity to poison, sleep, paralysis, stunning, disease, and death effects.</p><p>immunity to critical hits, nonlethal damag,e abiltiy drain, or energy draing, damage to Str/Dex/Con, fatigue, and exhaustion.</p><p>Can not heal damage on its own unless it has an inteligence score. takes damage from cure spells, and is healed by inflict spells.</p><p>Not at risk for massive damage.</p><p>Not affected by raise dead or reincarnate spells. Ressurrection adn true ressurrection powers can affect it by turning it into the creature it once was... which wasn't a vehicle and means expelling all vehicle systems and occupants.</p><p>Undead do not breathe, eat, or sleep.</p><p></p><p></p><p>Personal notes: having written that up, I find it a bit hard to work with. I've tried a bit to hard to make vehicles too close to creatures. I'll have to work that out.</p><p></p><p>maybe latter, as part of a follow up project I can make a creature template that will allow for mixing monster & machine a bit more, but for now I think I need to seperate them out a lot more. (but not at 3:44 am)</p></blockquote><p></p>
[QUOTE="BlackJaw, post: 1450727, member: 888"] Ok, so the first step in detailing this system will be to define the inherent properties of each type of vehicle. Note that i would like to keep them all more or less equal to each other although pricing will be the more useful and needed way of balencing. mostly we need to look at the inherent abilities/etc that go with each type: first let's define some subtypes: Object, and Vehicle. Object simply gives something all the benefits of being an object as defined in the rPHB, something animated objects from the rMM more or less have. The vehicle subtype might allow just about anything to be flown at some point or another, but also is useful for other game purposes, as it can be attached to something making it "technicaly" a vehicle. [b]Object:[/b] The object sub type gives the following benefits: Objects have a hardness as determined by their primary material. (which will each need seperate costs. hardness found on rPHB p166). All damage is subject to hardness unless otherwise noted. Acid and Sonic damage do full damage and ignore hardness. Electricty and fire attacks deal half damage before aplyng hardness. Cold damage does one quarter damage before aplying hardness. Ranged weapons, other then seige weapons, do half damage before hardness. Immune to critical hits, & nonlethal damage. Considered and Object, not a creature, so immune to spells that have a target of Creature. [b]Vehicle:[/b] This subtype denotes a "creature" that is made or modified for flight controled by a pilot not the creature itself. Vehicles make will saves on their own if not immune, although remember that flight control is based on the pilot, not the vehicle. They also make fort saves on their own. Pilots make Reflex saves for their vehicles, modified by the vehicle's size modifier. Generaly this descriptor should not be attached to true creatures, as it is intended for applying only to "shells & hulls" latter filled with gear for controling and other special systems. As a guide, if you want to blend creatures and vehicle systems/etc then you would not want to apply any benefits of the Monster's hit dice or levels (like bab, saves, feats, etc) to those which also provide vehicle emphasis. If the vehicle has an inteligence score, it may get skill points for each hit dice it has. Most vehicles have effective Inteligence, scores of "-". [b]Aberration [vehicle]:[/b] This is the better way to define living ships, as they rarerly fit other creature definitions. Living ships are generaly made or grown with no inteligence score (like vermin) although it is possible to make, or more likely grow, one with some inteligence. Regardless, these vehicles are always made with set of direct controls allowing a pilot to fly them like any other craft. It the vehicle lacks these direct controls, it is a creature used for a mount rather then a vehicle. d8 + con modifier Hit points. Good will save (although the mindcontrolling a vehicle is often not effective). Aberrations eat, sleep, and breathe. Aberration vehicles start with base ability scores of 10 before being modified for size above or bellow medium using the chart on page 291 rMM. The exception is the Inteligence score which has a starting score of "-". These abberation vehicles are Mindless. [b]Construct [object][vehicle]:[/b] Constructs with the "new" object sub-type. These are basicaly objects, like planes, jets, and hot air balloons. As constructs they also get the benefits of the construct type: d10 hit dice no good saving throws (a fort save may be needed for vehicles from time to time) No CON score (some vehicles are alive and have con scores) Immunity to all mind-affecting effects. Immunity to poison, sleep, paralysis, stunning, disease, death effects, and necromancey effects. Cannot heal damage on their own, but can benefit from repair. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immunity to any effect that requires a Fort save unless that spell also targets objects. Not subject to death via massive damage. Can not be raised or reserected Bonus hit points based on size, as listed on page 307 in rMM. Does not eat, sleep, or breathe. Object vehicles start with base ability scores of 10 before being modified for size above or bellow medium using the chart on page 291 rMM. The exceptions are Inteligence, and Constitution scores which have starting scores of "-". Object vehicles are Mindless. [b]Construct [vehicle]:[/b] These are golem crafts. Animated objects with the ability to move and act on their own. As constructs they also get the benefits of the construct type: d10 hit dice no good saving throws (a fort save may be needed for vehicles from time to time) No CON score (some vehicles are alive and have con scores) Immunity to all mind-affecting effects. Immunity to poison, sleep, paralysis, stunning, disease, death effects, and necromancey effects. Cannot heal damage on their own, but can benefit from repair. Not subject to critical hits, nonlethal damage, ability damage, ability drain, fatigue, exhaustion, or energy drain. Immunity to any effect that requires a Fort save unless that spell also targets objects. Not subject to death via massive damage. Can not be raised or reserected Bonus hit points based on size, as listed on page 307 in rMM. Does not eat, sleep, or breathe. Object vehicles start with base ability scores of 10 before being modified for size above or bellow medium using the chart on page 291 rMM. The exceptions are Inteligence, and Constitution scores which have starting scores of "-". Object vehicles are Mindless. Damage Reduction 10/adamantine NOTE: because they do not have object types, these vehicles do not have hardness scores, and take damage normaly. [b]Plant [vehicle]:[/b] Plant vehicles are ships grown from groups of smaller plants, or a single larger plant. They are living but have nearly no movement abilities on their own and are not exactly creatures despite being living. d8 + con modifier hit points Good Fort save immunity to all mind affecting effects immunity to poison, sleep, paralysis, polymorph and stunning. not subject to critical hits plants breathe and eat (after a fashion), but do not sleep. Object vehicles start with base ability scores of 10 before being modified for size above or below medium using the chart on page 291 rMM. The exception is inteligence, which has a base score of "-". [b]Undead [vehicle]:[/b] undead vehicles are rare for a few reasons. Corpses that large generaly mean killing a very big creature of many smaller ones. both options are hard enough, but you are also faced with the problem of animating something that large. lastly, there are few benefits to using an undead vehicle over simply an object one. D12 hit dice no Con score. good will save immunity to mind-affecting effects immunity to poison, sleep, paralysis, stunning, disease, and death effects. immunity to critical hits, nonlethal damag,e abiltiy drain, or energy draing, damage to Str/Dex/Con, fatigue, and exhaustion. Can not heal damage on its own unless it has an inteligence score. takes damage from cure spells, and is healed by inflict spells. Not at risk for massive damage. Not affected by raise dead or reincarnate spells. Ressurrection adn true ressurrection powers can affect it by turning it into the creature it once was... which wasn't a vehicle and means expelling all vehicle systems and occupants. Undead do not breathe, eat, or sleep. Personal notes: having written that up, I find it a bit hard to work with. I've tried a bit to hard to make vehicles too close to creatures. I'll have to work that out. maybe latter, as part of a follow up project I can make a creature template that will allow for mixing monster & machine a bit more, but for now I think I need to seperate them out a lot more. (but not at 3:44 am) [/QUOTE]
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