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Just noticed this but, speeder bikes and passengers......
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atgxtg
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PostPosted: Wed Nov 12, 2014 9:50 am    Post subject: Reply with quote

I'm not sure if that would be a good idea.

First off, I don't think that a passenger should ever make it easier than if the pilot were alone.

Secondly, I'd be worried about a passenger who ups his skill to high levels and ends up being as important (or more important) that the pilot.
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Rollenspiel
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PostPosted: Wed Nov 12, 2014 11:27 am    Post subject: Reply with quote

Quote:
It would be nice to see a rule generated for 'overloading' a speeder, whether a speeder bike or a land speeder.

Quote:
Not just speeders. It'd be a useful rule for spacecraft, too.


Then Porkins would have never been able to leave the hangar!
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garhkal
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PostPosted: Wed Nov 12, 2014 5:47 pm    Post subject: Reply with quote

atgxtg wrote:
I'm not sure if that would be a good idea.

First off, I don't think that a passenger should ever make it easier than if the pilot were alone.

Secondly, I'd be worried about a passenger who ups his skill to high levels and ends up being as important (or more important) that the pilot.


True. If anything i see it as more of a detriment only. So only penalties should come from having a passenger in excess of alotted space.
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griff
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PostPosted: Thu Nov 13, 2014 10:43 am    Post subject: Reply with quote

If there is an inherent penalty for a passenger, I could see that increase being lowered from a passenger's successful roll. But maybe only a slight decrease and not being able to remove the whole passenge penalty completely.
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garhkal
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PostPosted: Thu Nov 13, 2014 3:12 pm    Post subject: Reply with quote

How's about this then as a trial run for a rule to cover this.

When a passenger is wanting to ride on a speeder bike (swoops have a different rule), that does not normally allow passengers, it imposes 2 penalties.
A) a minus 2d to any piloting checks which CAN be offset by a good 'piloting roll by the passenger, and
B) a reduction in speed by 1/6th.

Any passenger, can attempt to help out by shifting his or her weight etc, making his own piloting roll (base skill only, does NOT include the bikes maneuverability rating, difficulty of 12), and if successful reduces the penalty by 1d that the pilot suffers. If the passenger's roll beats a difficulty by more than 10, the penalty the pilot suffers is only -1 pip. no matter how well the passenger rolls though, the penalty can never be fully offset.

Swoops use a similar rule for A and B, but the initial penalty is set lower (-1d-1), but the passenger's piloting roll shifts up to 15. If that is met, the penalty drops by 1 pip per 4 the passenger gets OVER that number, to a minimum of -1 penalty.

For both swoops and speeder bikes, if the passenger gets a critical failure (less than 5 on his roll with a 1 on the wild die) he stands a chance of falling off and taking damage. He can make an immediate brawl parry to try and grab on, needing to get a 15 to 'save himself. If this fails, he falls and takes at least 5d damage (may be more depending on speed). If he succeeds, he has stopped his fall, but imposes a further -1d penalty on this AND next rounds maneuvering roll by the pilot.
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griff
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PostPosted: Thu Nov 13, 2014 8:51 pm    Post subject: Reply with quote

That looks great. If anyone has seen motorcycle side car racing, it show how important a passenger's attention and skill can be to the pilot's ability to piloting the vehicle.
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garhkal
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PostPosted: Fri Nov 14, 2014 3:34 am    Post subject: Reply with quote

Thanks.
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