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Month Index: May, 2006
From: Loki <george.williams.iv@?????.com> Date: Fri, 12 May 2006 11:02:58 -0500 Subject: Re: 3e SJ combat and needed stats
On 5/10/06, Dreamer <dreamer@??????.?????.??.uk> wrote: > In <URL:news:local.spelljam> on Tue 09 May, Alexander James wrote: > > I expect we can all agree it would help our cause if we used > > the official WotC rules for our combat system: either > > Arms&Equipment vehicles, Stormwrack narrative combat, or d20 > > Future spaceship combat rules. I think that we should go with a sidebar that reccomends these as optional rule systems and notes additions to each for SJ play. I think it is questionable whether we could reprint sizeable chunks of products currently on the market. I think that vehicle stat blocks are pretty consistent in the info they contain (at least in the WOTC products). We simply need to add in a few details (i.e. helms- would fill the same stat block space as oars/sails but have all the SJ data in the helm description. > I would certainly think it a good idea to include some sort of > narrative system, even if only as an add-on to using as much of > the existing SJ combat rules as possible. Agreed. > > 2) the d20 future rules give all ships perfect > > manueverability, a distinct break from SJ feel. So we make a notation that if using these rules you will need to add in the optional MC class rule to preserve the feel. > > 3) the Arms &Equipment vehicle rules use sectional hitpoints > > that get burdensome quickly. > > I've seen lots of systems that get themselves in a real mess with > sectional hit point schemes - I think there is a lot to say for > the existing SJ hull point system. One of its virtues is that > even though abstract it seems to give a good 'feel' to combat, > the ship slowly coming to pieces around you, and the numbers it > uses are in the easily human-managable range of one or two > digits. That comes under the heading of a new ruleset. Everything in 3.5/d20 modern uses standard hit points. I agree that it is not a change I am a huge fan of. > > > So I'll try to use overall 'fastplay' hitpoints for ships. The > > rest of this info applies regardless. >From Leroy's system? > > For those who would prefer to keep hull points, see also > > Mongoose publishing's Seas of Blood that gives ships structure > > dice based on size and type. Good system! > Are you suggesting this as inspiration, or are you suggesting we > contact Mongoose Publishing with an eye to using their rules? > I would think that going with a competitor's works would quite possibly rile up WOTC. Listing that (and Aether and Flux, and wahtever else) in the sidebar I suggested for optional Ship Combat sytems would be more than okay. <snip> I like your ramming/crashing rules. Very fine start. > I used Cha as the stat for non-spelljamming helms used by > non-spellcasters as it is still a mental stat, and you are using > your mind to make the helm work, not your body and hence your > Dex. Also, if you look at those sort of helms, they are mostly a > matter of controlling energy from others, sometimes a group, and > Cha seemed suitable for that. I just do not like opening up helms to non spell casters. It goes very much against the grain of the original system. I know that this is one of the ongoing arguments I have seen periodically resurface on the list over the years and do not want to start a flame war. May I suggest that this sort of helm be inculded as a sidebar/option? > > > Ship weapons: double reload time, keep crew requirement >From Stormwrack, eh? I like thse moree myself. <snip siege weapons> > That sounds reasonable, but I'd prefer a bigger Range Increment > for wildspace use. Also, where it is a choice between physics > and keeping the spelljamming style, I'd recommend we stick with > the style, and game balance. Agreed. Range increments should be extended from groundling ranges, although I would be very careful with it. I will also throw my vote behind the style side of the style vs. physics argument. If it were real physics there would not be crystal spheres, gravity planes, etc. > Seige weapons in the DMG specifically disallow adding the BAB. <Snip> > The DMG under Seige Weapons suggests that Profession (seige > engineer) gives the right skills. Thats what I have used in my campaigns and it seems to work well without adding a huge amount of bookkeeping (or mucking down combat) George "Loki" Williams, writing and other abberrations PEACH- Please Examine and Critique Honestly Section Manager http://www.planewalker.com Writer/Developer http://www.spelljammer.org Planejammer- Loki's d20 Site http://planejammer.blogspot.com Subscribe Via Email:http://www.feedblitz.com/f/?Sub=48209 New Orleans Commentary http://humidcity.blogspot.com Subscribe Via Email: http://www.feedblitz.com/f/?Sub=48171 New Orleans Podcasts http://neworleansoralhistory.blogspot.com Subscribe Via Email: http://www.feedblitz.com/f/?Sub=48211
Previous Message: Re: 3e SJ combat and needed stats
Next Message: Re: 3rdEd Series & Pool Helms
Month Index: May, 2006
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| 3e SJ combat and needed stats | Alexander James | |||
| Re: 3e SJ combat and needed stats | Dreamer | |||
| Re: 3e SJ combat and needed stats | Alexander James | |||
| Re: 3e SJ combat and needed stats | Loki | |||
| Re: 3e SJ combat and needed stats | Dreamer | |||
| Re: 3e SJ combat and needed stats | Dreamer | |||
| Re: 3e SJ combat and needed stats | Alexander James |