dic1 Cadet
Joined: 19 Aug 2012 Posts: 24 Location: Sydney, Australlia
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Posted: Fri Jul 22, 2016 1:23 am Post subject: |
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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
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Mon Jul 25, 2016 1:40 pm Post subject: |
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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. _________________ "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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