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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?
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Month Index: June, 2006
| Subject | From | Date (UTC) | ||
|---|---|---|---|---|
| Gravity plane alternatives | Nathaniel Olsen | |||
| Re: Gravity plane alternatives | Dreamer | |||
| Re: Gravity plane alternatives | Nathaniel Olsen | |||
| Re: Gravity plane alternatives | Nils Jeppe | |||
| Re: Gravity plane alternatives | Nathaniel Olsen | |||
| Re: Gravity plane alternatives | Peter Aronson |