View previous topic :: View next topic |
Author |
Message |
Dredwulf60 Line Captain


Joined: 07 Jan 2016 Posts: 911
|
Posted: Fri Apr 15, 2016 4:56 am Post subject: Airspeeders vs Repulsorlift |
|
|
I'm thinking of a new house rule in my game.
In the RAW, Airspeeders are a subclass or specialization of Repulsorift vehicle, (as I recall? )
On Coruscant, we see skylanes filled with flying vehicles that look functionally like landspeeders, except for the altitudes they operate at. They are basically like flying versions of cars. To me they suggest very little skill required for operation.
Now compare to the Snowspeeders seen on Hoth, the Cloud cars seen at Cloud City, and Luke's T-16 Skyhopper...all of which seem more like true aircraft. To me it suggests that they require some more skill to operate.
Also consider that Luke Skywalker in ANH had never put his hands on a starfighter, yet the dialogue suggests that his experience with his T-16 has prepared him to competently take an X-wing into battle.
--------
So...
I plan on making Airspeeder its own skill.
You can use it in a starfighter as a default at half result.
The vehicles in the skylanes of Coruscant are governed by the Repulsorlift vehicle skill,with the understanding that most of the navigationa work is being done by Coruscant's traffic control grid.
If you override the traffic control system, you can use it like an airspeeder...requiring that more advanced skill...like in AotC. |
|
Back to top |
|
 |
Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
|
Posted: Fri Apr 15, 2016 9:15 am Post subject: |
|
|
If you want... I'd rather just see a pilot skill with specializations for craft that are different enough.
Anakin, for example, landed half a capitol ship safely... a rather heroic feat normally requiring significant expertise.
As you mention Luke went from power wheels to race car driving over night.
Oh, and we can also throw in the pod racer to dogfighter scene in TPM.
Now, if we had more characters that were pilots, we might be able to infer some more. Padme seems perfectly comfortable piloting starfighters or transports (AotC) and while Obi Wan "hates flying" he sure did a great job dodging space debris and sonic blasts... good thing noone told him the odds... |
|
Back to top |
|
 |
MrNexx Rear Admiral


Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
|
Posted: Fri Apr 15, 2016 9:27 am Post subject: |
|
|
Naaman wrote: | If you want... I'd rather just see a pilot skill with specializations for craft that are different enough.
Anakin, for example, landed half a capitol ship safely... a rather heroic feat normally requiring significant expertise.
As you mention Luke went from power wheels to race car driving over night.
Oh, and we can also throw in the pod racer to dogfighter scene in TPM.
Now, if we had more characters that were pilots, we might be able to infer some more. Padme seems perfectly comfortable piloting starfighters or transports (AotC) and while Obi Wan "hates flying" he sure did a great job dodging space debris and sonic blasts... good thing noone told him the odds... |
Couldn't some of this be a function of a moderate-to-high Mechanical attribute, though? _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
|
Back to top |
|
 |
Tupteq Commander


Joined: 11 Apr 2007 Posts: 285 Location: Rzeszów, Poland
|
Posted: Fri Apr 15, 2016 11:59 am Post subject: |
|
|
In my games "piloting" skills are divided differently:
Piloting (MECH)
Handles piloting of any small flying craft, both atmospheric and starships. Replaces hover vehicle operation, starfighter piloting, repulsorlift operation: airspeeder.
Vehicle Operation (MECH)
Using any kind of close to ground vehicles. Replaces a number of skills like ground vehicle operation, repulsorlift operation, and walker operation.
But in case of flying cars, I'm not sure which skill I'd use. Probably both - vehicle operation in case you drive "normally" (using air highways), but piloting if you fly off-road. |
|
Back to top |
|
 |
Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
|
Posted: Fri Apr 15, 2016 12:07 pm Post subject: |
|
|
MrNexx wrote: | Naaman wrote: | If you want... I'd rather just see a pilot skill with specializations for craft that are different enough.
Anakin, for example, landed half a capitol ship safely... a rather heroic feat normally requiring significant expertise.
As you mention Luke went from power wheels to race car driving over night.
Oh, and we can also throw in the pod racer to dogfighter scene in TPM.
Now, if we had more characters that were pilots, we might be able to infer some more. Padme seems perfectly comfortable piloting starfighters or transports (AotC) and while Obi Wan "hates flying" he sure did a great job dodging space debris and sonic blasts... good thing noone told him the odds... |
Couldn't some of this be a function of a moderate-to-high Mechanical attribute, though? |
Not at the difficulties we are talking about (except Padme, I guess). |
|
Back to top |
|
 |
Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
|
Posted: Fri Apr 15, 2016 12:08 pm Post subject: |
|
|
Tupteq wrote: | In my games "piloting" skills are divided differently:
Piloting (MECH)
Handles piloting of any small flying craft, both atmospheric and starships. Replaces hover vehicle operation, starfighter piloting, repulsorlift operation: airspeeder.
Vehicle Operation (MECH)
Using any kind of close to ground vehicles. Replaces a number of skills like ground vehicle operation, repulsorlift operation, and walker operation.
But in case of flying cars, I'm not sure which skill I'd use. Probably both - vehicle operation in case you drive "normally" (using air highways), but piloting if you fly off-road. |
I don't even require rolls for normal, day to day things... |
|
Back to top |
|
 |
garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14316 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Fri Apr 15, 2016 3:33 pm Post subject: |
|
|
MrNexx wrote: | Naaman wrote: | If you want... I'd rather just see a pilot skill with specializations for craft that are different enough.
Anakin, for example, landed half a capitol ship safely... a rather heroic feat normally requiring significant expertise.
As you mention Luke went from power wheels to race car driving over night.
Oh, and we can also throw in the pod racer to dogfighter scene in TPM.
Now, if we had more characters that were pilots, we might be able to infer some more. Padme seems perfectly comfortable piloting starfighters or transports (AotC) and while Obi Wan "hates flying" he sure did a great job dodging space debris and sonic blasts... good thing noone told him the odds... |
Couldn't some of this be a function of a moderate-to-high Mechanical attribute, though? |
Along with the Pen of plot assisting..
Now on the argument-idea of changing it out, i have actually No issues with separating Air-speeders out from Repulsorlift operations. Heck i could even see rather than halving someone's space transport/star fighter skill when 'using an air-speeder', i could see just bumping up the difficulty by say +5 or even +10.. _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
 |
Dredwulf60 Line Captain


Joined: 07 Jan 2016 Posts: 911
|
Posted: Fri Apr 15, 2016 3:54 pm Post subject: |
|
|
Some interesting suggestions.
I see most of them going the opposite of my intent however;
My intent is to make a greater divide than to bring them together.
I don't want someone to have a single skill that can 'do it all' like a Pilot skill with sub-specialties.
I can definitely see why one would want to do that in Star Wars. The philosophy being that tech is tech and its very interchangeable in such a tech-heavy galaxy and time period.
But I'm bringing my game more towards our modern experience, where someone who can drive a car (landspeeder) is not likely able to fly a plane (Airspeeder) with out significant training, let alone a fighter jet (Star Fighter).
But someone who can fly a plane (Airspeeder) might be able to get the basics of how to fly a fighter jet (Star Fighter) if said fighter jet were laid out similarly and designed to be simple to fly.
In my current game, the characters start off pretty young and unskilled.
They have the Star Wars equivalent of 'Drivers Licences', with 3D to 5D in repulsorlift operation, some with a specialization in swoops.
But I don't want them to just be able to grab an airspeeder and jet around in it.
If they want to, they have to go enroll in a course, with ground-school and flight school etc, until they get their skill dice up to be able to pass a flight exam.
Pilot Space transports was the same. I have a character who just went through the ordeal to get his space pilots licence. It makes it more of a big deal to be a pilot if not everyone can just do it.
Quote: |
Heck i could even see rather than halving someone's space transport/star fighter skill when 'using an air-speeder', i could see just bumping up the difficulty by say +5 or even +10. |
Yes that would be easier and more linear, but I already have a well established house rule where you halve the results when defaulting to something, so it would fit in without a second glance with my group.
The other thing I was thinking, was making it a 'tandem skill'.
Linking Airspeeders with Starfighters-in-atomosphere.
The idea there being that if you are flying a starfighter in space....you use your starfighter skill (Though you could default to half your airspeeder due to the commonality of many of the controls.)
But if you are flying a starfighter in an atmosphere...you use half your starfighter skill, (Due to the changes in characteristics when passing through at atmosphere) or you could use your full Airspeeder skill, since you are basically flying airspeeder-style. |
|
Back to top |
|
 |
garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14316 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Sat Apr 16, 2016 12:07 am Post subject: |
|
|
Nice.. As a q, how would you handle that 'going to flight academy' in terms of how long it would take, cost and how many CP it might give someone going through it. Also what # of rolls (and at what diff) would be required for someone to 'pass muster'? _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
 |
Naaman Vice Admiral

Joined: 29 Jul 2011 Posts: 3190
|
Posted: Sat Apr 16, 2016 7:41 am Post subject: |
|
|
I see one issue with ising half skill: in many cases this could have a character rolling less than his mechannical attribute. If the idea is to promote the similarityy between the two, perhaps male it half the raised skill (in other words, base mechanical plus half the dice over thee attribute)? |
|
Back to top |
|
 |
MrNexx Rear Admiral


Joined: 25 Mar 2016 Posts: 2248 Location: San Antonio
|
Posted: Sat Apr 16, 2016 8:36 am Post subject: |
|
|
garhkal wrote: | Nice.. As a q, how would you handle that 'going to flight academy' in terms of how long it would take, cost and how many CP it might give someone going through it. Also what # of rolls (and at what diff) would be required for someone to 'pass muster'? |
A lot depends on the nature of the flight academy, but assuming it's a full Imperial or Republic training system? I'd say that you should go in with either a skill or attribute of 3D (representing minimum competency to qualify), and come out with a 4D (representing the bottom of professional grade). This should be in the major skills of Starships, Starship Shields, and Starship Gunnery, plus the assumption that they'll take Astrogation from 2D to 3D.
Using that, I'd say that flight academy should be about 33 CPs worth of training. If you're better than the basic already (i.e. have an Attribute of 4D, for example), it won't give you as much of a boost, but it will still help you out. _________________ "I've Seen Your Daily Routine. You Are Not Busy!"
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/ |
|
Back to top |
|
 |
Dredwulf60 Line Captain


Joined: 07 Jan 2016 Posts: 911
|
Posted: Sat Apr 16, 2016 4:03 pm Post subject: |
|
|
Naaman wrote: | I see one issue with ising half skill: in many cases this could have a character rolling less than his mechannical attribute. If the idea is to promote the similarityy between the two, perhaps male it half the raised skill (in other words, base mechanical plus half the dice over thee attribute)? |
Not a problem the way I do it; since in my game all skills technically start at 0 and do not build off of the attributes.
If you don't have the skill, you can default to your attribute and take half of what you roll.
When you are using the skill, you roll the skill dice and then add your attribute as a pip bonus to the total roll. (ie a Mechanical Attribute of 3D+1 would add a +3 pip bonus to a Airspeeders skill roll.)
As you first learn the skill, it'll likely be lower than your attribute, so you may wish to roll the attribute and take half or roll the skill dice with a pip bonus at your preference.
When the skill is less than your attribute, you can generally spend CPs on it without requiring training as you are working within your natural talent.
Once the skill is advanced beyond your attribute dice, you need to invoke the training rules or use the skill in a session to be allowed to spend CPs to improve it.
So...having said all that, I'd make the Airspeeders skill something you cannot default to an attribute with, akin to an advanced skill in that way.
garhkal wrote: | Nice.. As a q, how would you handle that 'going to flight academy' in terms of how long it would take, cost and how many CP it might give someone going through it. Also what # of rolls (and at what diff) would be required for someone to 'pass muster'? |
I'll do something like what I did for Pilot space transports.
You can learn the skill any way you want; maybe you learn it from a mentor, maybe you take classes at the academy; as long as you are learning from someone who knows and you spend the training time. You can't learn it on your own by reading publications with trial and error.
In order to get your qualification, you head down to the BoSS administration center and do a written exam and two flight tests.
In game terms, you roll your skill 3 times and try to achieve a total aggregate score of 30 or higher.
Failure means you can't re-test until you've earned at least another pip in the skill.
Incidentally for a space captains certificate I have the player roll their Space Transports skill, their repulsorlift skill, their communications skill, their sensors skill and their shields skill.
The total aggregate score has to be 30; even with a co-pilot/ crew the captain of a vessel should have at least passing understanding of the systems in the cockpit. |
|
Back to top |
|
 |
garhkal Sovereign Protector


Joined: 17 Jul 2005 Posts: 14316 Location: Reynoldsburg, Columbus, Ohio.
|
Posted: Sat Apr 16, 2016 4:19 pm Post subject: |
|
|
Nice rundown. I like the addition of sensors, comms and such for freighter captains. _________________ Confucious sayeth, don't wash cat while drunk! |
|
Back to top |
|
 |
|