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Month Index: March, 2001
From: "Suximalin, VE" <nothajoe@???????.com> Date: Tue, 6 Mar 2001 22:52:45 -0000 Subject: Re: Fwd: Re: Sample combat scenario
--- In sj3e@y..., nothajoe@h... wrote: The dislodge helm checks are related to Troy's comments on checking every time 10% of the ship's total hp is lost. In the PH, you can attempt to make an object unusable any time damage is done by rolling a Strength test against a DC based on the construction of the object. In the case of ship combat, every time damage is done to the ship it is possible to make the helm unusable (stop the ship) if you make a Siege Weapon (or applicable weapon) Proficiency check against the Dislodge Helm DC. I just guessed on the DC's for ships; after playtesting we could raise them if its too easy to break the ship. I used feet in this case because this is the range used for siege weapons in the DMG. This is easily adjustable (I'm sure some might want to use hex, meters or whatnot). I just guessed on the hit points; based on an average animated colossal object from the MM (~200hp) I assumed multiplying hull points from the old version by 10 still fits in well with 3E's hp scale. I don't think strength (and subsequent max tonnage and ramming bonuses) and hit points should be related so I created a separate strength rating based on 2E tonnage compared with the max carry values for Strength in the PH. Instead of an MC, I decided to treat the ship like armor is treated in 3E. If you are wearing armor you may be able to use your Dex AC bonus in combat, but there is a limit depending on the type of armor. In the same instance, I think using the MC from 2E you can interpret limits to AC dodge bonuses based on the helmsman piloting skill. I just guessed on the limit for these ships (both MC C in 2E) and they probably need tweaking. --- In sj3e@y..., Richard Wortmann <wortmannr@a...> wrote: > Eloystria (Man o' War) > HP: 600 > Speed: 1500 ft > Hardness: 15 (Ceramic Stone) > DC to dislodge helm: 25 > Size: Colossal (200'*20'*20'=80000cu') (-11 AC to medium humanoids) > Manueverability Bonus Limit: +10 > Helmsman AC Bonus: +4 > AC: 3 > Strength: 52 (60 Tonnage; +40 ram damage) > Weapons: > 2 Med Ballistae +1 > Operator aiming skill bonus: +5 (for dislodge helm checks) > Damage: 4D6 (*2 space) > Range: 100' (1000' space) > 1 Heavy Catapult > Operator aiming skill bonus: +9 (for dislodge helm checks and > deviation checks) > Damage: 7D6 (*2 space) > Range: 200' (2000' space) > > Dislodge wha? I prefer the 2E version to this. That is when you roll a > critical hit THEN something as cool as a failed can happen. Not a skill > bonus. > > What size of hex are your speeds and ranges based on? I really prefer > the 2E version of this as well. Ranges were in hexes, TM (Ships Rating) > were in hexes. The ones shown are in feet. > > Where does that DC for the helm dislodge come from? > > Did you use tonnage for both Str (ramming) and hit points? > > MC bonus limit? > > Anything I didn't bitch about I liked. When reading the descriptions of > your ships I felt like someone who had never seen a character sheet > before. "What does this hp and AC mean?" I would have to know were > some of your values came from inorder to comment more. > > Althought I imagine our ships stat blocks looking something like these > by the time we get done. --- End forwarded message ---
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Month Index: March, 2001