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Zero Gravity?
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<blockquote data-quote="NCSUCodeMonkey" data-source="post: 2669861" data-attributes="member: 2047"><p>So, I found a really cool hosted setting right here on ENWorld, The Cosmonomicon (<a href="http://www.enworld.org/showthread.php?t=121951)" target="_blank">http://www.enworld.org/showthread.php?t=121951)</a>, that had some pretty spiffy rules for Zero G combat. I've taken that, along with blargney II's suggestion of levitate, to produce the following simplified ruleset:</p><p></p><p>BTW, this list is for a Grimm based game (one of the Horizon books from Fantasy Flight Games). In d20 terms, Nimbleness is Tumble and Athletics is Jump.</p><p></p><ul> <li data-xf-list-type="ul"> You can move along the walls of the craft by making an Athletics check DC 10 or a Nimbleness check DC 20.</li> <li data-xf-list-type="ul"> All movement that is not along a wall occurs in a straight line and you continue to move the same distance each round until you interact with another object.</li> <li data-xf-list-type="ul"> You can push off a wall by making an Athletics/Nimbleness check. The distance moved is equal to the result of the check (rounded down to the nearest 5ft.). </li> <li data-xf-list-type="ul"> You can always move 5ft. This is as a 5ft. step that consumes your move action.</li> <li data-xf-list-type="ul"> You can move by throwing objects in the opposite direction. Throwing an object of your size causes you to move your speed. Throwing an object one size category smaller moves you at half speed and throwing objects larger than you causes you to move at double speed. </li> <li data-xf-list-type="ul"> Attacking with a melee or ranged weapon causes you to become increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows you to begin again at -1.</li> <li data-xf-list-type="ul"> Range increments of projectile weapons or abilities are doubled.</li> <li data-xf-list-type="ul"> You can not be tripped or knocked prone.</li> </ul><p></p><p>It fits on half a page and it makes sense to me, what do you think?</p></blockquote><p></p>
[QUOTE="NCSUCodeMonkey, post: 2669861, member: 2047"] So, I found a really cool hosted setting right here on ENWorld, The Cosmonomicon ([url]http://www.enworld.org/showthread.php?t=121951)[/url], that had some pretty spiffy rules for Zero G combat. I've taken that, along with blargney II's suggestion of levitate, to produce the following simplified ruleset: BTW, this list is for a Grimm based game (one of the Horizon books from Fantasy Flight Games). In d20 terms, Nimbleness is Tumble and Athletics is Jump. [list] [*] You can move along the walls of the craft by making an Athletics check DC 10 or a Nimbleness check DC 20. [*] All movement that is not along a wall occurs in a straight line and you continue to move the same distance each round until you interact with another object. [*] You can push off a wall by making an Athletics/Nimbleness check. The distance moved is equal to the result of the check (rounded down to the nearest 5ft.). [*] You can always move 5ft. This is as a 5ft. step that consumes your move action. [*] You can move by throwing objects in the opposite direction. Throwing an object of your size causes you to move your speed. Throwing an object one size category smaller moves you at half speed and throwing objects larger than you causes you to move at double speed. [*] Attacking with a melee or ranged weapon causes you to become increasingly unstable; the first attack has a -1 penalty on attack rolls, the second -2, and so on, to a maximum penalty of -5. A full round spent stabilizing allows you to begin again at -1. [*] Range increments of projectile weapons or abilities are doubled. [*] You can not be tripped or knocked prone. [/list] It fits on half a page and it makes sense to me, what do you think? [/QUOTE]
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