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Which RPG has the best combat rules for flying vehicles?
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<blockquote data-quote="dbm" data-source="post: 9682727" data-attributes="member: 8014"><p>I would agree that most RPGs I have played were weak on vehicular combat. </p><p></p><p>I like the vehicle combat rules in Savage Worlds Adventure Edition. It actually has four different options if you use the Sci-Fi Companion book (two in the main book, two in the Companion). Just sticking to the core book, in a more one-on-one vehicular combat the chase rules are good for adding in some texture to what is happening as movement occurs during the combat. You can take that up a notch with the dogfight rules which are primarily intended for mobile air combat but could be used for any highly mobile combat situation. </p><p></p><p>There are several reasons why I personally find this to be a great play experience. </p><p></p><p>First, the skill system in SWADE is quite broad-brush and the rules for helping allies or hindering enemies are pretty good. So the skills investment needed for vehicular combat is relatively light (the appropriate skill like driving or pilot) when characters usually have 8-10 skills and the non-vehicular focussed characters will be able to apply their skills in some way to influence the action. </p><p></p><p>Similarly, there is only one vehicle related Edge in the core book which means if you want to have one person in the group who is the hot shot driver / pilot this is, again, a relatively light investment required and the can still build out other aspects of their character so they aren’t a one-trick pony. That is less good if you wanted to have a game where everyone is a hot shot pilot, of course, but home brewing some more vehicle specific Edges would be relatively straightforward in that situation.</p><p></p><p>Lastly, the vehicle rules integrate brilliantly with the overall rules for action scenes or combat. They make great use of the card-based initiative system that Savage Worlds uses to introduce random wrinkles into what the party are doing. Given that there are quite a few Edges in SWADE which interact with the initiative system this means a character can invest in those kind of Edges to improve not only their driving etc. but their performance in any circumstances where initiative applies.</p></blockquote><p></p>
[QUOTE="dbm, post: 9682727, member: 8014"] I would agree that most RPGs I have played were weak on vehicular combat. I like the vehicle combat rules in Savage Worlds Adventure Edition. It actually has four different options if you use the Sci-Fi Companion book (two in the main book, two in the Companion). Just sticking to the core book, in a more one-on-one vehicular combat the chase rules are good for adding in some texture to what is happening as movement occurs during the combat. You can take that up a notch with the dogfight rules which are primarily intended for mobile air combat but could be used for any highly mobile combat situation. There are several reasons why I personally find this to be a great play experience. First, the skill system in SWADE is quite broad-brush and the rules for helping allies or hindering enemies are pretty good. So the skills investment needed for vehicular combat is relatively light (the appropriate skill like driving or pilot) when characters usually have 8-10 skills and the non-vehicular focussed characters will be able to apply their skills in some way to influence the action. Similarly, there is only one vehicle related Edge in the core book which means if you want to have one person in the group who is the hot shot driver / pilot this is, again, a relatively light investment required and the can still build out other aspects of their character so they aren’t a one-trick pony. That is less good if you wanted to have a game where everyone is a hot shot pilot, of course, but home brewing some more vehicle specific Edges would be relatively straightforward in that situation. Lastly, the vehicle rules integrate brilliantly with the overall rules for action scenes or combat. They make great use of the card-based initiative system that Savage Worlds uses to introduce random wrinkles into what the party are doing. Given that there are quite a few Edges in SWADE which interact with the initiative system this means a character can invest in those kind of Edges to improve not only their driving etc. but their performance in any circumstances where initiative applies. [/QUOTE]
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Which RPG has the best combat rules for flying vehicles?
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