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Hello Everyone,
I'm thinking of coming up with a d20 vehicle system, one that can be sloted into any d20 background (so everything form horse and cart to hyperspace space-ships) I was hoping to get some help and feedback from the community here, but in a nutshell here is what I am aiming for...
* The rules will be able to span genre.
* Simplicity is better than complicated realism.
* The characters should be able to shine through there vehicles (so that having a cool vehicle alone won't save the day.)
* The rules should be able to allow people to build any sort of vehicle they can think of.
I've got some ideas about what I want to do with the system, and I'll put them together and post them here when I can get my head organized enough.
So what does everyone think? 8D
Thanks.
Chris.
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kick it to me kick it to me! 8D

:! :wave
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OK, Here are some random thoughts for the system, in no particular order...
Vehicles come in the 9 size categories fine to colossal, however when a vehicle gets to colossal it has it’,s volume in 5’, cubes listed in parenthesis next to it’,s size. for example a colossal(20) vehicle is larger than a colossal(15)
A vehicle has to be at least the size of the larges crewmember - otherwise it's equipment
Vehicles will have a threshold value, this value is based on size and can be bought up or sold down, whenever the vehicle drops by [threshold] it makes checks to see what systems are damaged, for example a vehicle with threshold 10, and 100 hp rolls to see which systems are damaged/destroyed when it drops to 90hp or below, when it drops to 80hp or below, when it drops to 70 or below, etc.
All vehicles have main bodies, they can also have sub-assemblies. Sub-assemblies represent things like nacelles, wings, mecha arms etc. when a sub assembly is hit it takes damage separately from the main body, and excessive damage is partially transferred to the main body. However if the main body is hit and a threshold check is rolled poorly enough a sub assembly can be blown off.
Vehicles have systems. Systems are the things vehicles can do, (move, hold crew, hold passengers, carry weapons, etc) systems take up size within the vehicle depending on how powerful they are. Spending extra on the vehicle can bring down the size of systems.
So what does every one think so far?
Now all I have to do is put this stuff together, and flesh it out. Do people want me to post as I come up with new stuff, or should I get it all together first?
Also does anyone have any suggestions on these mechanics, or any mechanics they’,d like to see in a vehicle system?
:help
Chris
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sounds like you have put some thought in to it
How would you cover inertia? would there be different rules for ground vehicles and air born ones?
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Not sure about inertia, but seeing as the rules are simplicity over realism, inertia will probably only get a look in for collisions, and not the cost of movement. Perhaps I can get some suggestions from the community?
At the moment I’ve identified a few different forms of movement, ground (and ground effect for hover vehicles), water (both surface and submerged), air (with or without stall velocity and operational ceiling), space (at the speeds of, normal flight, interplanetary speeds, interstellar speeds, and intergalactic speeds), dimension travel and time travel. All these of course have to be costed out. Can anyone think of other forms?
Thanks.

Chris.
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tunnelling comes to mind. Not common, but easier to figure in early rather than later.
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Ooh i like tunneling transport, especially if the tech gets used in some fantasy setting that involves subteranian living ie: Zion (The Matrix) or The Underdark with a Tech bost. tunnelling could be similar to the rules for flying, ie: they both involve the 3d possibilities where land is only 2d. i supose it would be the same for travelling under water too.
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And the old Champions rule of whether the tunnel is open or closed behind the vehicle...
Tunnelling would be different from water and flight in one big way and that is the stability of the medium after it's moved through it. Too many tunnels = collapse of most materials :ill
:y
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yeah, I think two forms of tunneling, one that leave the tunnel behind and one that collapse behind the vehicle they’,d probably cost the same though, as leaving a tunnel behind is a mixed blessing (both allies and enemies can follow behind.) but thanks, I honestly hadn't thought about that one :beer
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Ive added a new part to my site where I'll start posting stuff...
[A=http://www.yeahgday.com/d20vehicle/]http://www.yeahgday.com/d20vehicle/[/A]
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It is good to see people posting on this site with some original thoughts
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Hi Chris looked at the tables. I think the fiurst thing I see is that the vehicles are very small for their size category. maybe just me
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Firstly sorry it's been a while there was a medical emergency in my family so I've been out of town.
Yeah, your right, I wanted to keep the size categories of vehicles the same as creatures (seeing as a bike or a toboggan) are about the size category of the pilot that was part of the reason I extended the colossal category, so that vehicle sizes would be larger than there occupant’s, and conversely if you wanted to play a campaign with diminutive sized fairies they could have a small sized car. In real life translation though I think there are going to be mostly Huge, Gargantuan and Colossal(something) size vehicles.

hirmey
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welcome back chris I've been hanging out for your rules. Our new group is running D20 modern and all I could think of was how cool it would be to have decent vehicle rules
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