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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3191
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Posted: Wed Oct 12, 2011 11:00 am Post subject: |
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This is one of those situations where I'm torn between having separate skills. Though, all things considered, I think the best solution would be to make one skill for piloting space craft, and allow specialization based on ship class (starfighter, space transport, capitol), in much the same way as blaster is divided into the different types of weapons, rather than different models of weapon. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Oct 12, 2011 4:19 pm Post subject: |
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Naaman wrote: | I think the best solution would be to make one skill for piloting space craft, and allow specialization based on ship class (starfighter, space transport, capitol)... | That makes sense too, though it seems to me that a Y-wing and a TIE fighter are less alike than are a Blastech DL-18 and a Merr-Sonn DD6. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14034 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Oct 12, 2011 5:46 pm Post subject: |
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This is one area i liked how 2nd ed ADND handled things with "skill familiarity".. If you had say Proficiency in weapon X.. You were familiar with weapon(s) Y and Z.. And so suffered less of a penalty to them.
So how I would incorporate something like that into SW..
Fighter pilots are familiar with piloting freighters.
Freighter pilots are familiar with piloting fighters or cap ships (PC's choice).
Cap ship pilots are familiar with piloting freighters.
For each D above base Mechanical your skill is in the requisite piloting skill, your "Familiar" skill roll gains +1 to it.
EG Han has 4d Mech, 9d+1 in Freighter operations. Familiarity was taken in cap ships, but he has no cap ship operations skill.
When he rolls for operating it, he adds +5 to the rolls for his 5d+1 over the Mech that his Freighter skill is. _________________ Confucious sayeth, don't wash cat while drunk! |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Oct 12, 2011 6:07 pm Post subject: |
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garhkal wrote: | For each D above base Mechanical your skill is in the requisite piloting skill, your "Familiar" skill roll gains +1 to it. | Too fiddly for me. If I was going to use something like this, I would probably just have a penalty for the unfamiliar vessel of say -2D. So in your example. Han with freighter piloting 9D+1 would be 7D+1 for capital ships.
Question on your example, what happens if Han has MEC 4D, Freighter piloting 9D+1, and Capital ship piloting 5D ? |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3191
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Posted: Wed Oct 12, 2011 6:40 pm Post subject: |
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Bren wrote: | That makes sense too, though it seems to me that a Y-wing and a TIE fighter are less alike than are a Blastech DL-18 and a Merr-Sonn DD6. |
I don't see that much of a difference. If you can drive a tow truck, you can drive a Ferrari.
Now, if you can drive a Ferrari (or TIE fighter) really well, there's not much of a transition to hop into a Dodge Viper (Y-Wing) and still drive it near its limit. The cars are built with completely different performance philosophies (one is has a mid-mounted, high revving engine with clutchless paddle shifters; the other has a front-mounted truck engine with a beefy clutch and heavy shift throw), but they're both high powered machines that, for all intents and purposes, are meant to do approximately the same thing (go fast in a straight line and around corners). As for the nuances of each car, those are represented by the vehicle's stats, rather than the character's stats, so it's a non issue in this case.
The basics remain the same, and the kinetics involved are the same, so it's no big deal to switch crafts within the same class (Starfighter to Starfighter). |
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3191
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Posted: Wed Oct 12, 2011 6:54 pm Post subject: |
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Bren wrote: |
Question on your example, what happens if Han has MEC 4D, Freighter piloting 9D+1, and Capital ship piloting 5D ? |
Hmm.... this does present a little bit of a problem (I don't like to have to do any book keeping during play... this is why I avoid house rules that require looking up other stats/numbers/facts or any math more complex than basic arithmetic).
Although... and this is a tangent, the worst kind of rule (official or house) is the kind that requires you to have to remember what happened X rounds ago and apply the effects in a future round.... guhhhh... I hate those deflect rules from d20 Star Wars... |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10297 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Wed Oct 12, 2011 11:29 pm Post subject: |
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It's funny when people equate driving cars to flying starships. How many of you have actually flown a starship?
I'm in favor of keeping the three starship skills separate, and I have even made Capital Ship Piloting into an advanced skill.
So a character seems to be good at flying all vehicles? That may come from a high Mechanical attribute (and maybe a substantial pool of CPs and FPs).
OBI-WAN: Can you fly a cruiser like this?
ANAKIN: You mean, do I know how to land what's left of this thing?
OBI-WAN: Well?
ANAKIN: Under the circumstances, I'd say the ability to pilot this thing is irrelevant. Strap yourselves in. _________________ *
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Naaman Vice Admiral
Joined: 29 Jul 2011 Posts: 3191
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Posted: Thu Oct 13, 2011 2:22 am Post subject: |
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Actually, I've flown 12 missions to the moon, and 4 missions to Mars, and, coming up here next month, I'll be taking the first human-piloted craft beyond the asteroid belt, past Jupiter to Titan (one of Saturn's moons). And I can tell you from vast experience that piloting a space craft is almost exactly like driving a car. The biggest similarity is that most space craft are rear wheel drive, like most of the sports cars I drive. Also, space craft and cars have the turn signal controls located in the same place, so it's a perfectly rational comparison; way more rational than comparing piloting space craft to shooting blasters
(I would say that since the space transport is essentially the "car" of the SWU, it's okay to make the comparison. Piloting aircraft or spacecraft is a pretty common skill in SWU. IRL, you'd have to be an astronaught... in Star Wars... you just have to buy/steal/borrow/rent a ship). I mean... if a 9-year-old can get into a starfighter never having seen that particular kind before and win the whole battle in a couple minutes, how hard can it be? |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Thu Oct 13, 2011 10:08 am Post subject: |
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I've always equated flying starships with piloting boats (or ships). So a fighter or transport would be like a cigar boat or ski boat. But capital ships would be like naval vessels- much more difficult to operate. _________________ Blasted rules. Why can't they just be perfect? |
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