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Base Difficulty for Starships & Vehicles
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dic1
Cadet
Cadet


Joined: 19 Aug 2012
Posts: 24
Location: Sydney, Australlia

PostPosted: Fri Jul 22, 2016 1:23 am    Post subject: Reply with quote

What if you link the roll to moves, i.e. at 1 - 2 moves, cautious and cruising speed you just roll terrain difficulty, at high and all out you need to make a piloting roll to get the maneuverability bonus.
This would represent the standard driving specs for every man and what a skilled driver can wring out of the vehicle.
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CRMcNeill
Director of Engineering
Director of Engineering


Joined: 05 Apr 2010
Posts: 16281
Location: Redding System, California Sector, on the I-5 Hyperspace Route.

PostPosted: Mon Jul 25, 2016 1:40 pm    Post subject: Reply with quote

dic1 wrote:
What if you link the roll to moves, i.e. at 1 - 2 moves, cautious and cruising speed you just roll terrain difficulty, at high and all out you need to make a piloting roll to get the maneuverability bonus.
This would represent the standard driving specs for every man and what a skilled driver can wring out of the vehicle.

The only thing I would require is that, whenever a Piloting roll is required by the RAW, the pilot's Skill dice and Maneuverability dice would be rolled separately, rolling Skill first to see if they are good enough to make the vehicle behave, then rolling the Maneuverability on a success, which is then added to the total for the roll. It's basically rolling the dice exactly as you would under the RAW, just split into two rolls.
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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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