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Month Index: June, 2006


From:     Nathaniel Olsen <putermajor@????.ca>
Date:     Sun, 4 Jun 2006 15:40:48 -0600
Subject:  Re: Gravity plane alternatives
On Sun, 04 Jun 2006 03:24:45 -0600, Dreamer <dreamer@??????.?????.??.uk>  
wrote:
> The only immediately obvious big problem is the scale of magic
> item needed to control gravity on an asteroid.
> Most DMs seem to regard Helms as pushing the limits for magic
> items which are not artifacts, but let this slide, as they are
> needed for the SJ setting.
> Gravity alignment for an asteroid sounds like something on the
> order of a mithal, or epic magic, and may not suit most DMs
> campaigns in terms of the DnD magical style and general power
> limits.

I see the effect as more like a decanter of endless water.  If you see  
gravity as a preexisting force that merely needs to be aligned, and the  
alignment is slow, the actual power of the item becomes minor.  However I  
haven't done more than handwave the concept so far.  No one has tried to  
get to the center of the rock yet. ;)

> I like your idea of there being a bit of inertia in gravity
> alignment.

So do I, it keeps the math small so to speak.  Less magic is required to  
do the work, and less dm maintenance is required when something bad  
happens on ship.  Conversely it makes salvaging operations completely  
different.


> Do you continue to have 1G on/off binary gravity in this setting?

Obviously when there is a functional gravity plane effect the gravity  
remains binary at 1G around the effect of the plane.  But the question of  
planetoids with different gravity is a big one.  When a planet would have  
similar gravity to 1G it would essentially stay at 1G.  The plan is to  
have the G levels snap to a sort of grid.  They would be
Negligible G	Items will drift slowly toward the planetoid if not given  
significant momentum.  Treat an falling object as feather falling.
Partial G		Items will fall at half speeds.  Falling damage is per 20 feet  
not ten, and appropriate abilities for avoiding falling have double  
effectiveness.  Jump DC's are halved.  Encumbrance is halved.  Native or  
experienced creatures receive a speed bonus (Have to calculate this bonus  
still).  Inexperienced creatures receive -1 to attacks.  Experienced  
creatures receive +1 to attacks.  Ranged weapons have their increments  
doubled.
Normal G		No changes from the norm.
High G		Items will fall at double speed.  Falling damage is per 5 feet not  
ten, and appropriate abilities for avoiding falling have half  
effectiveness.  Jump DC's are doubled.  Encumbrance is doubled.  Speed  
penalty as if at one higher encumbrance level.  Inexperienced creatures  
receive -3 to attacks.  Experienced creatures receive -1 to attacks.   
Ranged weapons have their increments halved.

The other issue I have to deal with is the idea of interfacing betweens to  
gravity sources, either 2 planes, or a plane and a planetoid source.  So  
far with the planes its usually just easy to avoid the problem by lining  
up with the other plane.  In the event of a ram however I'm still unsure  
of how many changes will be needed from the old rules.  With regards to  
planets I generally just have the planetoid G source compress the plane to  
the circumference of the ship.  Makes things easy that way.

Feel free to offer criticisms and comments.

-
Sledge
-


Previous Message: Re: Planetary Size under 3rdEd?
Next Message: Re: Why Tradesman need large cargo space
Month Index: June, 2006

SubjectFromDate (UTC)
Gravity plane alternatives    Nathaniel Olsen    04 Jun 2006 02:12:39
Re: Gravity plane alternatives    Dreamer    04 Jun 2006 09:24:45
Re: Gravity plane alternatives    Nathaniel Olsen    04 Jun 2006 21:40:48
Re: Gravity plane alternatives    Nils Jeppe    09 Jun 2006 13:29:05
Re: Gravity plane alternatives    Nathaniel Olsen    10 Jun 2006 04:32:36
Re: Gravity plane alternatives    Peter Aronson    10 Jun 2006 05:03:27

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