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Vehicle constructin idea...
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<blockquote data-quote="BlackJaw" data-source="post: 1443736" data-attributes="member: 888"><p>That system has a lot of style, including the sort of style I might use in a setting that has been in my head for a long time... Anyway, it's so full of style that it becomes to spicific a system for the Cosmonomicon. I'm intentionaly trying to be non-spicific so that the rules can be used for just about anything. "levels" of engine in my current concept. Your idea is cool and has been cut/pasted into a text file for remembering for later.</p><p></p><p>Systems (the tech or magic) like interesting power sources, engines, weapons, or special defensive systems with style are what often give a setting or game the right feel. the problem here is how do I make an open system that doesn't force on concept on everyone, but is still easy to add things like this too it?</p><p></p><p>I could make a side-bar about this kind of thing, or list some options, etc... I think side bar is the best idea, but to leave little to no crunchy rules for it. I couldn't realy hope to provide ways of doing everything and make it all work with or around each other or fairly.</p><p></p><p>Right now I figure you either put "levels" into engines/propulsion/etc and each rank in that "level" lets you make your vehicle fly faster or more manuverable, etc. Engines in that case are done with levels... To intigrate a system like yours would be to make those options tied to stones. Characters in your settings could change stones to change some effects of their vehicle? hmmm see... not easy. your system works on a 2/4/6/8 kind of system... but my rules cover vehicles of many sizes and LOTS of hit dice... so larger vessels in such a system would have many stones... or need many stones... hmmm.</p></blockquote><p></p>
[QUOTE="BlackJaw, post: 1443736, member: 888"] That system has a lot of style, including the sort of style I might use in a setting that has been in my head for a long time... Anyway, it's so full of style that it becomes to spicific a system for the Cosmonomicon. I'm intentionaly trying to be non-spicific so that the rules can be used for just about anything. "levels" of engine in my current concept. Your idea is cool and has been cut/pasted into a text file for remembering for later. Systems (the tech or magic) like interesting power sources, engines, weapons, or special defensive systems with style are what often give a setting or game the right feel. the problem here is how do I make an open system that doesn't force on concept on everyone, but is still easy to add things like this too it? I could make a side-bar about this kind of thing, or list some options, etc... I think side bar is the best idea, but to leave little to no crunchy rules for it. I couldn't realy hope to provide ways of doing everything and make it all work with or around each other or fairly. Right now I figure you either put "levels" into engines/propulsion/etc and each rank in that "level" lets you make your vehicle fly faster or more manuverable, etc. Engines in that case are done with levels... To intigrate a system like yours would be to make those options tied to stones. Characters in your settings could change stones to change some effects of their vehicle? hmmm see... not easy. your system works on a 2/4/6/8 kind of system... but my rules cover vehicles of many sizes and LOTS of hit dice... so larger vessels in such a system would have many stones... or need many stones... hmmm. [/QUOTE]
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