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  • Creating Vehicle Stats

    So i'm going to start a Titansgrave campaing, and since it's Sci-Fantasy, i'm going to need Vehicles. So i began making vehicles, and noticed it woudn't make sense to create a full sheet for it since it doesn't think, nor it acts alone, so i was thinking about this:

    HP = Fixed number x Scale*
    Scale = Fixed number 1 to 4
    Defense = Fixed number + Pilot Dexterity
    Armor = Fixed Number x Scale*
    Speed = Fixed Number x Scale*

    Weapons:
    Attack Roll - Accuracy/Intelligence
    Damage Roll - Dice + Bonus x Multiplier*

    *Let's say a hovering bike has Scale 2, HP 50. That would mean that against another bike, it would have 50HP, but against players (Scale 1), it would have 100HP.

    Other than that, they follow mount rules.What do you guys think?

    Example of Vehicle Stats:

    Hovering Bike (Scale 3)

    HP: 50
    Defense: 14
    Armor: 7
    Speed: 12

    Weapons:

    Blaster Machineguns - +Acc - 2d6+4
    Missile - +Int - 4d6+5

    Notes:
    Flying Combatant

  • #2
    Re: Creating Vehicle Stats

    Originally posted by Kazuyama View Post
    So i'm going to start a Titansgrave campaing, and since it's Sci-Fantasy, i'm going to need Vehicles. So i began making vehicles, and noticed it woudn't make sense to create a full sheet for it since it doesn't think, nor it acts alone, so i was thinking about this:

    HP = Fixed number x Scale*
    Scale = Fixed number 1 to 4
    Defense = Fixed number + Pilot Dexterity
    Armor = Fixed Number x Scale*
    Speed = Fixed Number x Scale*

    Weapons:
    Attack Roll - Accuracy/Intelligence
    Damage Roll - Dice + Bonus x Multiplier*

    *Let's say a hovering bike has Scale 2, HP 50. That would mean that against another bike, it would have 50HP, but against players (Scale 1), it would have 100HP.

    Other than that, they follow mount rules.What do you guys think?

    Example of Vehicle Stats:

    Hovering Bike (Scale 3)

    HP: 50
    Defense: 14
    Armor: 7
    Speed: 12

    Weapons:

    Blaster Machineguns - +Acc - 2d6+4
    Missile - +Int - 4d6+5

    Notes:
    Flying Combatant
    I like the idea of your vehicle sheets, but see a potential problem for in game chase and combat scenes. the average player has a 1D or 2D
    blaster handy for combat. with your present scale system, they would never destroy the vehicle causing drawn out fights or the need for overpowered
    weapons. you can always beef up the armor rating. You can use your scaling as a ramming/collision multiplier if needed.

    example,
    hover bike 1x
    hover car 2x
    truck, small plane 3x
    Last edited by moki; 3rd December 2015, 08:08 AM.

    Comment


    • #3
      Re: Creating Vehicle Stats

      Have you thought of a vehicle stunt chart yet ???

      Comment


      • #4
        Re: Creating Vehicle Stats

        The problem with using scale as a multiplier is the bell curve.

        Comment


        • #5
          Re: Creating Vehicle Stats

          Originally posted by moki View Post
          I like the idea of your vehicle sheets, but see a potential problem for in game chase and combat scenes. the average player has a 1D or 2D
          blaster handy for combat. with your present scale system, they would never destroy the vehicle causing drawn out fights or the need for overpowered
          weapons. you can always beef up the armor rating. You can use your scaling as a ramming/collision multiplier if needed.

          example,
          hover bike 1x
          hover car 2x
          truck, small plane 3x
          i agree with this here. i see size as just how much they can take. size for my idea for airships in Age of Alchemy is representative of a base health modifier, so anyone who plans right can still take out a Man O' War with little effort, not due to scale. Size in my scale has nothing to do with weapons, so a size of 3, the largest, does not mean it can do more damage, it only means it can take more. the cannons and other weapons have a base set of damage and Commanders COM (Leadership) adds to base attack while Specialists add to the base damage. this might work for you as well, since you are talking more modern vehicles and i am considering ocean-fearing with sails and powerful engines that allow flight.

          see this thread for more information on my ships idea: http://roninarmy.com/threads/3579-Ag...les-and-combat it outlines certain features that you may want to look into as well. i'm still tweaking the rules for balance and scale but it seems fair right now and may help you create smaller more one-user-type friendly. Since i am taking a steampunk airship design, not all of my ideas may work but it is still good to look at.

          i hope you get this worked out because i would like to playtest it for you at some point.

          have fun and may the force be ever in your favor.
          [URL="https://drive.google.com/open?id=0ByE2hNokDtpAR0pWWHBadjJQdkU"]Age of Alchemy[/URL]
          [URL="https://drive.google.com/open?id=0ByE2hNokDtpAY1JteV9mQjhxamc"]Battlemap Rules based on HeroScape[/URL]
          [URL="https://drive.google.com/open?id=0ByE2hNokDtpAVzNDRUtWT0pjSnM"]Kingdom Hearts/Final Fantasy - Playtest version[/URL]
          [URL="https://drive.google.com/open?id=0ByE2hNokDtpATDZrZUhXaHBJd00"]Magic Items Repository Volume 1[/URL]
          [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcHVOdVUtajJnV1k"]Magic Items Repository Volume 2[/URL]
          [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcWM5VWFhcXVZUEU"]FAGE-TitansGrave Random Character Generator[/URL]
          [URL="https://drive.google.com/open?id=0ByE2hNokDtpANUxzNHo2aDYxejA"]20 races for FAGE...enjoy[/URL]
          [URL="https://vladgenx.wordpress.com/"]https://vladgenx.wordpress.com/[/URL] This is my new log Site i just created. it is going to have fantasy short story snippets for you guys. Enjoy

          Comment


          • #6
            Re: Creating Vehicle Stats

            The thing about not being able to destroy the vehicle is that they're not supposed to.
            See, a blaster wouldn't be able to "crack" trought the vehicle armor. Unless using a Stunt, in wich you can try to hit the pilot, or the wheels, etc.
            I see stunts as oportunities that arise, so you can also try to aim at the wheel/pilot thus ignoring the Scale, or shoot randomly and stunting a shot at the wheel. That way, you can create your own tatics.

            Comment


            • #7
              Re: Creating Vehicle Stats

              Originally posted by shonuff View Post
              The problem with using scale as a multiplier is the bell curve.
              Care to explain?

              Comment


              • #8
                Re: Creating Vehicle Stats

                Originally posted by VladGenX View Post
                i agree with this here. i see size as just how much they can take. size for my idea for airships in Age of Alchemy is representative of a base health modifier, so anyone who plans right can still take out a Man O' War with little effort, not due to scale. Size in my scale has nothing to do with weapons, so a size of 3, the largest, does not mean it can do more damage, it only means it can take more. the cannons and other weapons have a base set of damage and Commanders COM (Leadership) adds to base attack while Specialists add to the base damage. this might work for you as well, since you are talking more modern vehicles and i am considering ocean-fearing with sails and powerful engines that allow flight.

                see this thread for more information on my ships idea: http://roninarmy.com/threads/3579-Ag...les-and-combat it outlines certain features that you may want to look into as well. i'm still tweaking the rules for balance and scale but it seems fair right now and may help you create smaller more one-user-type friendly. Since i am taking a steampunk airship design, not all of my ideas may work but it is still good to look at.

                i hope you get this worked out because i would like to playtest it for you at some point.

                have fun and may the force be ever in your favor.
                I see what you mean. However, size has to do with damage. A handheld machinegun can do little against a armored vehicle. A helicopter mounted machinegun can do a lot. The scale only applies to the vehicle weapons. They can't be removed for convenience, just with a test, tools and some time. Also, can't be used without a vehicle or a power source.

                Comment


                • #9
                  Re: Creating Vehicle Stats

                  Originally posted by Kazuyama View Post
                  I see what you mean. However, size has to do with damage. A handheld machinegun can do little against a armored vehicle. A helicopter mounted machinegun can do a lot. The scale only applies to the vehicle weapons. They can't be removed for convenience, just with a test, tools and some time. Also, can't be used without a vehicle or a power source.
                  okay, i see what you mean here now. i think i did take scale into account because 1 cannon from a ship will do about 3d6 of damage to a normal target while it takes more to do 1D6 to a ship.

                  So, alright i see the point now. and hey, once things get worked out, maybe we can combine ideas for an even better system that is as easy as it is fun.

                  thanks for the insight, i now have a better understanding and thought process on how to do my ships in Age of Alchemy. it really means a lot that people can work together to create a better idea for all to enjoy.

                  thanks again
                  [URL="https://drive.google.com/open?id=0ByE2hNokDtpAR0pWWHBadjJQdkU"]Age of Alchemy[/URL]
                  [URL="https://drive.google.com/open?id=0ByE2hNokDtpAY1JteV9mQjhxamc"]Battlemap Rules based on HeroScape[/URL]
                  [URL="https://drive.google.com/open?id=0ByE2hNokDtpAVzNDRUtWT0pjSnM"]Kingdom Hearts/Final Fantasy - Playtest version[/URL]
                  [URL="https://drive.google.com/open?id=0ByE2hNokDtpATDZrZUhXaHBJd00"]Magic Items Repository Volume 1[/URL]
                  [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcHVOdVUtajJnV1k"]Magic Items Repository Volume 2[/URL]
                  [URL="https://drive.google.com/open?id=0ByE2hNokDtpAcWM5VWFhcXVZUEU"]FAGE-TitansGrave Random Character Generator[/URL]
                  [URL="https://drive.google.com/open?id=0ByE2hNokDtpANUxzNHo2aDYxejA"]20 races for FAGE...enjoy[/URL]
                  [URL="https://vladgenx.wordpress.com/"]https://vladgenx.wordpress.com/[/URL] This is my new log Site i just created. it is going to have fantasy short story snippets for you guys. Enjoy

                  Comment


                  • #10
                    Re: Creating Vehicle Stats

                    Sure, we'll sort it out =D

                    I've been thinking about removing the multiplier from HP, and just applying a higher number, but mantaining it in armor. For easy calculations.

                    Comment


                    • #11
                      Re: Creating Vehicle Stats

                      Originally posted by Kazuyama View Post
                      Care to explain?
                      Because the bell curve probability lies in the middle, a multiplier greatly diminished the chance of an extreme to the point of why even bother rolling? If a guy with a gun can't take out a vehicle without stunts, it seems to be pointless to engage in the combat in the first place.

                      And multiples will slow things down. Maybe not too much, depending on mental math capabilities, but it will somewhat.

                      Comment


                      • #12
                        Re: Creating Vehicle Stats

                        Originally posted by shonuff View Post
                        Because the bell curve probability lies in the middle, a multiplier greatly diminished the chance of an extreme to the point of why even bother rolling? If a guy with a gun can't take out a vehicle without stunts, it seems to be pointless to engage in the combat in the first place.

                        And multiples will slow things down. Maybe not too much, depending on mental math capabilities, but it will somewhat.
                        I see what you mean. However, i guy with a gun can shoot all he wants to a armored vehicle - it won't even ruin the paint.
                        However, It's not "can't take out a vehicle without stunts". You can shoot the tires, or even the pilot. You can do that two ways, mainly:
                        1 - Aiming at the Tires and then shooting. That would be a Minor+Major Action, with a minimum of -2 to the roll. Simple Accuracy test, and it ignores Scale since it's a small component.
                        2 - Shooting with the vehicle gun, stunting a "critical component" (just came with the name). That way it would be a Accuracy test TN = Vehicle Defense. Since the vehicle gun has firepower to damage the vehicle, the scale is ignored. Thus, while shooting, you happen to hit the pilot/engine/battery/tire.

                        Saying a guy with a gun can't take out a vehicle is like saying a guy with a sword can't take down a giant - he can, he just needs either intelligence, or a bigger sword. RPG isn't all math, you know.

                        Comment


                        • #13
                          Re: Creating Vehicle Stats

                          Originally posted by Kazuyama View Post
                          I see what you mean. However, i guy with a gun can shoot all he wants to a armored vehicle - it won't even ruin the paint.
                          However, It's not "can't take out a vehicle without stunts". You can shoot the tires, or even the pilot. You can do that two ways, mainly:
                          1 - Aiming at the Tires and then shooting. That would be a Minor+Major Action, with a minimum of -2 to the roll. Simple Accuracy test, and it ignores Scale since it's a small component.
                          2 - Shooting with the vehicle gun, stunting a "critical component" (just came with the name). That way it would be a Accuracy test TN = Vehicle Defense. Since the vehicle gun has firepower to damage the vehicle, the scale is ignored. Thus, while shooting, you happen to hit the pilot/engine/battery/tire.

                          Saying a guy with a gun can't take out a vehicle is like saying a guy with a sword can't take down a giant - he can, he just needs either intelligence, or a bigger sword. RPG isn't all math, you know.
                          But again, the problem with the bell curve and multipliers is that you have modifiers and equations to basically say "you can't do this". Your solution to differing scale combat is to simply even the playing field - otherwise it's (functionally) impossible. If a PC is attacking an APC, but can only damage the wheel, then the wheel stats are the only one that matters. The rest of the vehicle only adds complexity without actual content (at least in that vehicle-character interaction).

                          Comment


                          • #14
                            Re: Creating Vehicle Stats

                            Originally posted by shonuff View Post
                            But again, the problem with the bell curve and multipliers is that you have modifiers and equations to basically say "you can't do this". Your solution to differing scale combat is to simply even the playing field - otherwise it's (functionally) impossible. If a PC is attacking an APC, but can only damage the wheel, then the wheel stats are the only one that matters. The rest of the vehicle only adds complexity without actual content (at least in that vehicle-character interaction).
                            Not really. The rest of the sheet does matter, since you WANT to think ahead if it's worth to engage in combat. Also, you are thinking only of combat - there's also chases, cinematics scenes (like in the last session, where my players threw their car against their mounted porsuers), etc. Also, people want to know how good is the vehicle they're buying, modifying, and such. Again, all the sheet matters when you think the whole of it, not just combat.

                            Comment


                            • #15
                              Re: Creating Vehicle Stats

                              The scale differential only really affects combat, though, which is why I'm sticking to that. I don't know why it affects your rule's Speed - I think it'd be simpler to just set the Speed and be done with it.

                              Your scale differentials might also end up problematic - when vehicle guns go for tires, everything will end quickly.

                              My concern isn't scale. My concern is representing scale with multipliers is problematic.

                              Comment

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