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Month Index: July, 2005


From:     Alexander James <acjames148@????.ca>
Date:     Sun, 17 Jul 2005 13:03:08 -0600
Subject:  Re: My take on 3e helms
I like the check-based system you have here (the last local SJ/ d20 Future
campaign used the driving rules)
but I'd recommend including ship- based benefits.  like Light -hulled
designs (i.e. Vipership, Shrike, Dragonfly, etc.) get +4, groundling
vessels -2,  cargo scows (e.g. Swan, Turtle, Mammoth, Neogi Deathspider,
etc.) get -4, and flying buildings get -8 on the manuevering checks, while
masterworked (usu. Arcane or Elven) vessels grant +2.
Also, we need to determine top speed and acceleration for theese vessels.
Perhaps +1 DC per 10' acceleration or 15' deceleration to the round's check.
    -A) top speed is a fixed nature of the helm (and it's expense)
    -B) top speed is determined by the quality of fuel, or the engine in
multi-part helms (like a pump helm, or my new spell-draining or psionically
powered helms)
    -C) calculate top speed based on the HD or ranks in K:Arcane / UMD of
the pilot (much like the old system)

P.s. It has come up (esp. in the SJ Future campaign) that here are really
big ships, so Collosal+ (120' to 250') +12, C++ (250' to 500') +18,
C+++(500' to 1000') +24, C++++(1000' to 2000' or 1/3 mile) +32, celestial
size A [iirc] (1/3 to whole mile) +40.  the last for space stations and the
Rock of Bral
----- Original Message -----
From: "Night_Druid"
> The modifiers to the Difficulty Rating of a command are based on the size
> of
> the Spelljammer and the maneuver being attempted.  Size modifiers are as
> follows: Huge (+2), Gargantuan (+4), and Colossal (+8).  If the helmsman
> is
> attempting to change the direction of the ship, the modifiers are:
> 45-degree
> turn (+2), 90-degree turn (+4), 135-degree turn (+8), and 180-degree turn
> (+16).  For every 10' of movement that the Spelljammer is moving at, add
> +1
> to the total Difficulty Rating.  These modifiers stack, so for example, a
> helmsman that attempts a 90-degree turn in a Colossal Spelljammer moving
> at
> 80' per round has to make a concentration check against DR 30 (+8 for
> size,
> +4 for degree of turn, and +8 for the Spelljammer's speed).
>
> A Spelljammer Helm can move ships ranging from Huge (at least 16' long) to
> Colossal (at most 120' long).
>


Previous Message: Re: SPELLJAMMER-L Digest - 15 Jul 2005 to 16 Jul 2005 (#2005-131)
Next Message: Re: My take on 3e helms
Month Index: July, 2005

SubjectFromDate (UTC)
My take on 3e helms    Night_Druid    16 Jul 2005 11:50:31
Re: My take on 3e helms    George Williams    16 Jul 2005 15:01:49
Re: My take on 3e helms    DarkTouch    16 Jul 2005 15:44:14
Re: My take on 3e helms    Michael Shell    16 Jul 2005 16:27:35
Re: My take on 3e helms    Night_Druid    16 Jul 2005 17:06:42
Re: My take on 3e helms    Michael Shell    16 Jul 2005 17:29:47
Re: My take on 3e helms    DarkTouch    16 Jul 2005 19:22:18
Re: My take on 3e helms    Night_Druid    16 Jul 2005 20:44:51
Re: My take on 3e helms    Alexander James    17 Jul 2005 19:03:08
Re: My take on 3e helms    Dreamer    18 Jul 2005 09:15:19
Re: My take on 3e helms    Dreamer    18 Jul 2005 08:17:42
Re: My take on 3e helms    George Williams    18 Jul 2005 22:54:49
Re: My take on 3e helms    Lawrence Morris    19 Jul 2005 03:15:54
Re: My take on 3e helms    George Williams    19 Jul 2005 03:50:10
Re: My take on 3e helms    Dreamer    19 Jul 2005 09:31:34
Re: My take on 3e helms    Leroy Van Camp III    03 Aug 2005 21:01:59

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