I am trying to run a dnd campaign for the first time and it is set in a ww1 tech level so I am trying to come up with fighter combat rules. my current idea is pilot skill is determined by your bonus to piloting, (it is entirely possible that it will be higher than 9. I am going to be using something similar to the 3.x system of skills where you put points into various skills. how exactly that will work is still being figured out as we are using 5e) pilot abilities have a cost and you can't exceed your pilot skill in ability points spent (so instead of just having one ability you have several). There will be limited ammo as an attempt to increase survivability without decreasing I am also thinking of having it such that the dice you roll is based on the length of your burst so you can fire a shorter burst or a longer burst (longer may stress or require you to have done a green maneuver or something) and then you modify the dice bases on your planes firepower score. the defender rolls the length of the burst modified by their agility score. (I can't decide if this should be just an added bonus or a multiplier)
I am wondering if anyone has suggestions for:
altitude (should it even exist? if so how?)
any suggestions regarding the rules as I have them
pilot abilities and costs (feel free to steal them from x-wing I just need an idea of how much they should cost and such. maybe they even have a minimum pilot skill to be able to use them but a lower cost?)
if you really want to go an extra step feel free to suggest dials and actions for different ww1 planes also their hull firepower and agility.
critical hits
any other ideas you may have
thanks
Edited by Ihavebadluck