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Miniatures Vehicle Rules Conversion
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TauntaunScout
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PostPosted: Fri Nov 22, 2019 3:42 pm    Post subject: Reply with quote

True. Sliding difficulties would make certain terrains virtually impassable except to really great speeder bike pilots and stuff. And I guess a GM should have the wherewithal to realize that regardless of rolls, an AT-ST can't go across a wide pit but a snowspeeder can.
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CRMcNeill
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PostPosted: Sun Nov 24, 2019 1:56 am    Post subject: Reply with quote

TauntaunScout wrote:
True. Sliding difficulties would make certain terrains virtually impassable except to really great speeder bike pilots and stuff. And I guess a GM should have the wherewithal to realize that regardless of rolls, an AT-ST can't go across a wide pit but a snowspeeder can.

Aerial vehicles are going to have their own sets of problems. Obviously, an airspeeder can clear a wide pit that would stop an AT-ST cold, but an airspeeder is going to have much greater trouble navigating through even a sparse forest...
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
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PostPosted: Tue Nov 26, 2019 11:27 am    Post subject: Reply with quote

Here’s a thought... what if Terrain and Obstacles inflicted Damage, with different types of vehicles being able to ignore damage from certain kinds of Terrain. That could be the basis of the distinction between Terrain and Obstacles, too; with Obstacles able to be maneuvered around, while with Terrain, the damage pretty much comes with the territory.

Say, for instance, an X-Wing is flying through a combination asteroid field / gas cloud. Being in the gas cloud inflicts a constant 1D damage per round while moving through it (modified by Speed), while the asteroids must be maneuvered around...
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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CRMcNeill
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Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Tue Nov 26, 2019 11:29 am    Post subject: Reply with quote

In a related note, I started this topic a while back, which also pertains to this discussion.
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"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

The CRMcNeill Stat/Rule Index
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TauntaunScout
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PostPosted: Fri Dec 06, 2019 8:58 am    Post subject: Reply with quote

Yeah I think that's why speeders treated woods of varying densities as impassable. Like why a lot of games simply don't allow you to fire into close combat at all.
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CRMcNeill
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PostPosted: Sat Dec 07, 2019 1:36 am    Post subject: Reply with quote

TauntaunScout wrote:
Yeah I think that's why speeders treated woods of varying densities as impassable. Like why a lot of games simply don't allow you to fire into close combat at all.

In fact, there was another idea that might tie into this, too. I can't locate the topic in question, but I mused about the idea of terrain or obstacles being sufficiently clustered that a large enough vehicle would be able unable to move through them, but would be able to smash through them, taking little or no damage in the process. A speeder, for example, might be able to maneuver through a forest where an AT-AT could not, but the AT-AT would have the option of simply plowing through the forest, knocking over everything in its path.
_________________
"No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.

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