What is a crash? It is a collision with the ground.
Atmospheric Crashing Rules.
1 minute ago, Daeglan said:What is a crash? It is a collision with the ground.
Yes, my question was: Are you proposing that I use the collision rules for characters in a crashing ship, or do the rules for crashing ships already extend to their occupants?
9 minutes ago, P-47 Thunderbolt said:Yes, my question was: Are you proposing that I use the collision rules for characters in a crashing ship, or do the rules for crashing ships already extend to their occupants?
Read through the major colision rules. Read through the crits table. There are crits that effect occupants. Look at the movies. Obiwan basically crashed into the ship in revenge of the sith. This is star wars. It is supposed to be like the movies. They get superficial stuff.
15 minutes ago, Daeglan said:Read through the major colision rules. Read through the crits table. There are crits that effect occupants. Look at the movies. Obiwan basically crashed into the ship in revenge of the sith. This is star wars. It is supposed to be like the movies. They get superficial stuff.
There are 2 crits that effect occupants: "Fire!" and "Jostled" one is hard to get (139-144) and the other one is impossible to get in this situation as a +10 in a crit puts it over 9, the max for jostled (which only deals one strain anyway).
In Revenge of the Sith, Obi-Wan skidded into the ship, at an angle parallel to the ground, skidding for a ways before coming to a relatively gentle stop. In "Landing at Point Rain" the same character, Obi-Wan, crashes in his gunship and only he and one other trooper survived. His injuries are not just superficial, and he has to recuperate for a little while. He wasn't even present for the assault on the factory because he was injured and recuperating.
1 minute ago, P-47 Thunderbolt said:There are 2 crits that effect occupants: "Fire!" and "Jostled" one is hard to get (139-144) and the other one is impossible to get in this situation as a +10 in a crit puts it over 9, the max for jostled (which only deals one strain anyway).
In Revenge of the Sith, Obi-Wan skidded into the ship, at an angle parallel to the ground, skidding for a ways before coming to a relatively gentle stop. In "Landing at Point Rain" the same character, Obi-Wan, crashes in his gunship and only he and one other trooper survived. His injuries are not just superficial, and he has to recuperate for a little while. He wasn't even present for the assault on the factory because he was injured and recuperating.
So the minions died and he got effected by a crit because the ship had several crits on it that resulted in it crashing.
Just now, Daeglan said:So the minions died and he got effected by a crit because the ship had several crits on it that resulted in it crashing.
Okay... WHICH CRIT? I'm telling you, there isn't really anything on the Critical Hit table to affect him! Are you suggesting that he roll a Critical Injury as well? "Fire!" is a possibility, but he didn't really seem to have any burns, just dust and lacerations. Most of his injuries would have probably been internal.
Im away from my books right now. But if you are expecting to replicate everyscene in the tv show you are gonna have a bad time. The gm probably just gave him one for the crash.
Just now, Daeglan said:Im away from my books right now. But if you are expecting to replicate everyscene in the tv show you are gonna have a bad time. The gm probably just gave him one for the crash.
So give a crit for the crash. The effects of crashing on the occupants are not covered in the collisions rules. In general, that's fine, but with a full-on crash, it becomes an issue. I'm not trying to replicate every scene from the show, that is an example, just like your example of Obi-Wan sliding onto the Invisible Hand in Revenge of the Sith.
I'm trying to figure out a way to best handle crashing's effects on the vehicle's occupants.
1 hour ago, P-47 Thunderbolt said:So give a crit for the crash. The effects of crashing on the occupants are not covered in the collisions rules. In general, that's fine, but with a full-on crash, it becomes an issue. I'm not trying to replicate every scene from the show, that is an example, just like your example of Obi-Wan sliding onto the Invisible Hand in Revenge of the Sith.
I'm trying to figure out a way to best handle crashing's effects on the vehicle's occupants.
I mean, just do that then. Major collision for the ship and a Crit for the occupants. easy peasy.
Im away from my books right now. But if you are expecting to replicate every scene in the tv show with rules you are gonna have a bad time. The gm probably just gave him one for the crash.
I mean really what.you should be instead of making a rule for every sutuation and always finding some new situation that you didnt think of, is go what would be fun? What would be reasonable? What fits in the rules that already exist? And do that. Because creating a mountain of rules is just going to bog the game down in minutia that will not add fun. I doubt your players are gonna care that much if you just did major collision and gave a crit to the occupants and called it good.
26 minutes ago, Daeglan said:I mean really what.you should be instead of making a rule for every sutuation and always finding some new situation that you didnt think of, is go what would be fun? What would be reasonable? What fits in the rules that already exist? And do that. Because creating a mountain of rules is just going to bog the game down in minutia that will not add fun. I doubt your players are gonna care that much if you just did major collision and gave a crit to the occupants and called it good.
I think that it adds to the enjoyment. If the players disagree, than that's that, but I believe that a good set of rules adds to the fun. I may end up in the middle, just doing an auto-crit and a Resilience check, but at the very least I want to test the system.
I'm going to re-asses the set of rules I originally proposed and see what to drop, what to keep, and what to change, but as a whole, I currently like it. One cheat sheet should take care of the "complicated" objection.
56 minutes ago, GroggyGolem said:I mean, just do that then. Major collision for the ship and a Crit for the occupants. easy peasy.
One reason I don't want to just do a crit is because as the CRB says: "gravity kills." two pointed and accurate words. Gravity does kill, and doling out damage, especially once you get to the incapacitating levels, illustrates that point well and impresses upon the players the gravity of the situation (Ooouccch, I shouldn't have). To fall a mile (even if a ship) and walk away that simply seems wrong.
8 minutes ago, P-47 Thunderbolt said:I think that it adds to the enjoyment. If the players disagree, than that's that, but I believe that a good set of rules adds to the fun. I may end up in the middle, just doing an auto-crit and a Resilience check, but at the very least I want to test the system.
I'm going to re-asses the set of rules I originally proposed and see what to drop, what to keep, and what to change, but as a whole, I currently like it. One cheat sheet should take care of the "complicated" objection.
One reason I don't want to just do a crit is because as the CRB says: "gravity kills." two pointed and accurate words. Gravity does kill, and doling out damage, especially once you get to the incapacitating levels, illustrates that point well and impresses upon the players the gravity of the situation (Ooouccch, I shouldn't have). To fall a mile (even if a ship) and walk away that simply seems wrong.
Yeah so you are gonna kill your players? You are gonna bog down the game? You are gonna ignore things like inertial dampaners and other potential safety devices. Why are you making the game more complicated than it needs to be?
4 hours ago, P-47 Thunderbolt said:One reason I don't want to just do a crit is because as the CRB says: "gravity kills." two pointed and accurate words. Gravity does kill, and doling out damage, especially once you get to the incapacitating levels, illustrates that point well and impresses upon the players the gravity of the situation (Ooouccch, I shouldn't have). To fall a mile (even if a ship) and walk away that simply seems wrong.
I mean, so kill them? What are you really trying to ask the forums if every question is met with a response of "no I'm not doing that"? What are you looking for from the responses here?
12 hours ago, GroggyGolem said:I mean, so kill them? What are you really trying to ask the forums if every question is met with a response of "no I'm not doing that"? What are you looking for from the responses here?
I'm proposing something and then putting it through scrutiny in order to improve it, or, if enough compelling arguments are made, scrap it entirely. It is in my nature to provide rebuttals to counter proposals or critiques, in order that they may in turn rebut me. I am not unwilling to listen to opposing positions, indeed, the point of putting it on here in the first place is to have it opposed in order that I may strengthen the rule set or come to the best alternative solution. A vigorous debate usually helps me come to the best solution (at least the best solution for myself).
For me, the ideal situation is a proposal, a rebuttal, a defense and counter-rebuttal, and then a back-and-forth with concessions where a proposal is changed into the best possible solution.
Much of the time, I do not think that a good argument has been given for why a certain system is better, and therefore don't support it right away. The solution of a Hard Resilience check is a good option in my opinion, but it is not my preference, and as for the arguments from people like
@Daeglan
where there point seems to be "add, take, or tweak nothing from the book" I tend to disregard their argument unless they can give me a real reason not to. If I misunderstand the rules in the book, or they can show that my proposal would break the game in some manner, than I would welcome an explanation. If I suggest a house rule or a tweak to preexisting rules, it means that I have an issue with the rules and need to either be convinced that there isn't an issue with the rules, or be convinced that my proposal doesn't help matters.
To my general point regarding this particular set of rules (or lack thereof), there is ample example and evidence that crashing in Star Wars is dangerous, if not deadly. Therefore, since the RAW do not cover the effects of crashing on the occupants of the vehicle, this is an attempt to rectify that apparent oversight. The goal is not to kill the players, though, as it is in the RAW for falling, that should be a possibility. I have taken advice into consideration and have changed my mind regarding a couple things. I'm going to review this thread and make another post where I state my revised proposal.
One final point: @Daeglan 's definition of "bog down the game" would seem to extend to many of the vanilla rules. When I tweak tractor beam rules, or rules for crashing, it may take a small amount of time each time you put the rules into use, but these particular rules are not going to be used all that often so the cumulative effect is not particularly great compared to what it would be if I were to suggest rules for handling damage drop-offs or the like where you had to frequently stop to think about something during something as frequent as combat. in this situation, we are talking a glance at a table, 1 roll, and 1 roll for each unbuckled PC (or potentially major NPCs, at GM discretion), then a crit roll for the vehicle if the GM doesn't just say "you fell 2 miles in a ship that had already been badly damaged, it isn't going to fly again" I would not necessarily suggest such an action, but it is an option.
My revised proposal:
- Use the rules for falling, but with the following table: 1st slot is speeds 1 and 2, 2nd slot is speeds 3 and 4, 3rd slot is speed 5+. I dropped the 4th slot on purpose.
- The pilot makes a check to slow the fall: each Success reduces wounds for all secured characters by 1 and each Advantage reduces Strain by 1. A Triumph reduces the slot by 1, and 2 Triumph mean the pilot executes a brilliant crash landing and no secured characters take damage. Failure, however, results in a Critical Injury for all characters aboard.
- If a PC is not secured, they must make an Average Athletics/Coordination check to reduce damage: each Success reduces Wounds by 1 and each Advantage reduces Strain by 1. Soak still applies to both, and Failure results in a Critical Injury.
- If a PC is secured, they must make an Average Resilience check (unless the pilot rolls 2 Triumphs): each Success reduces Wounds by 1 and each Advantage reduces Strain by 1. Soak still applies to both, and Failure results in a Critical Injury. They reduce any crit result by 20, and they reduce Strain and Wounds by Success and Advantage from the pilot.
- For both secured and unsecured characters, a Triumph still reduces the slot by one (i.e. Speed 3 [2nd slot] to Speed 1/2 [1st slot]) just like the rules for falling.
- When it hits the ground, the vehicle suffers a Major Collision.
- Optional: Reduce any Critical Injury result by 5xDefense. If the vehicle is disable through exceeding its HTT or SST this is not an option, as its shields are down.
Justifications and changes:
- Same as in the first proposal, but I decided that even though I had simply missed the 4th slot somehow in the first proposal, it would be prudent to go ahead and drop the 4th slot for a couple of reasons: the 4th provides a +75 to the crit result, which has an approximately 25% chance of killing a character who is not critically injured, and since it probably wasn't the character's fault that he is in this situation, I thought that was unfair.
- Same difficulty as falling. I added the expenditure of 2 Triumphs. Added "Failure results in a Critical Injury for all characters aboard" this would represent the pilot loses control or panicking.
- Same as the RAW for falling, same as the original proposal. Added "Failure results in a Critical injury."
- Changed entirely. Reasoning is fairly self-explanatory, they have an advantage over players who aren't strapped in so they basically reduce double and get a crit reduction. Failure results in a Critical Injury because they weren't resilient enough to withstand the shaking bumping etc. and since it is reduced by 20, there is a 60% chance that he won't get anything above easy, and a 65% chance that he won't get anything lasting.
- Same. Just like the RAW for falling, so what's to explain?
- This is exactly like the RAW.
- Seems fairly straight forward, and if the power is down, the shields aren't powered so no defense. 5xDefense, because it is a Major Collision.
- I removed the added speed for falling above medium range, because although I stand by my reasoning for why it makes sense, I no longer think it is necessary to include another step. It doesn't really add anything anyway.
- I removed the additional +10 per speed to the crit for the crashing vehicle, because, like @Ghostofman said, it is too likely to outright kill the PCs as a result of a "Vaporized" result.
- I removed the part about 3 Advantage indicating the pilot reducing the speed by one, as @c__beck suggested.
Working with NPCs and Minions:
-
If counted individually, all minions would die from any fall. Count them in groups of 4, (optional: each group makes a check) and resolve damage like you would for an attack, also removing one minion per group if they get a crit.
Demonstration: Speed 1, so it's the 1st slot which does 10 damage and 10 strain. Let's say the pilot gets a Failure. The minions have a cumulative WT of 15 and a Soak of 5, so 10 damage kills one of them, and the crit kills one more, leaving 2 alive.
1 hour ago, P-47 Thunderbolt said:My revised proposal:
- Use the rules for falling, but with the following table: 1st slot is speeds 1 and 2, 2nd slot is speeds 3 and 4, 3rd slot is speed 5+. I dropped the 4th slot on purpose.
- The pilot makes a check to slow the fall: each Success reduces wounds for all secured characters by 1 and each Advantage reduces Strain by 1. A Triumph reduces the slot by 1, and 2 Triumph mean the pilot executes a brilliant crash landing and no secured characters take damage. Failure, however, results in a Critical Injury for all characters aboard.
- If a PC is not secured, they must make an Average Athletics/Coordination check to reduce damage: each Success reduces Wounds by 1 and each Advantage reduces Strain by 1. Soak still applies to both, and Failure results in a Critical Injury.
- If a PC is secured, they must make an Average Resilience check (unless the pilot rolls 2 Triumphs): each Success reduces Wounds by 1 and each Advantage reduces Strain by 1. Soak still applies to both, and Failure results in a Critical Injury. They reduce any crit result by 20, and they reduce Strain and Wounds by Success and Advantage from the pilot.
- For both secured and unsecured characters, a Triumph still reduces the slot by one (i.e. Speed 3 [2nd slot] to Speed 1/2 [1st slot]) just like the rules for falling.
- When it hits the ground, the vehicle suffers a Major Collision.
- Optional: Reduce any Critical Injury result by 5xDefense. If the vehicle is disable through exceeding its HTT or SST this is not an option, as its shields are down.
Justifications and changes:
- Same as in the first proposal, but I decided that even though I had simply missed the 4th slot somehow in the first proposal, it would be prudent to go ahead and drop the 4th slot for a couple of reasons: the 4th provides a +75 to the crit result, which has an approximately 25% chance of killing a character who is not critically injured, and since it probably wasn't the character's fault that he is in this situation, I thought that was unfair.
- Same difficulty as falling. I added the expenditure of 2 Triumphs. Added "Failure results in a Critical Injury for all characters aboard" this would represent the pilot loses control or panicking.
- Same as the RAW for falling, same as the original proposal. Added "Failure results in a Critical injury."
- Changed entirely. Reasoning is fairly self-explanatory, they have an advantage over players who aren't strapped in so they basically reduce double and get a crit reduction. Failure results in a Critical Injury because they weren't resilient enough to withstand the shaking bumping etc. and since it is reduced by 20, there is a 60% chance that he won't get anything above easy, and a 65% chance that he won't get anything lasting.
- Same. Just like the RAW for falling, so what's to explain?
- This is exactly like the RAW.
- Seems fairly straight forward, and if the power is down, the shields aren't powered so no defense. 5xDefense, because it is a Major Collision.
- I removed the added speed for falling above medium range, because although I stand by my reasoning for why it makes sense, I no longer think it is necessary to include another step. It doesn't really add anything anyway.
- I removed the additional +10 per speed to the crit for the crashing vehicle, because, like @Ghostofman said, it is too likely to outright kill the PCs as a result of a "Vaporized" result.
- I removed the part about 3 Advantage indicating the pilot reducing the speed by one, as @c__beck suggested.
Working with NPCs and Minions:
- If counted individually, all minions would die from any fall. Count them in groups of 4, (optional: each group makes a check) and resolve damage like you would for an attack, also removing one minion per group if they get a crit.
Demonstration: Speed 1, so it's the 1st slot which does 10 damage and 10 strain. Let's say the pilot gets a Failure. The minions have a cumulative WT of 15 and a Soak of 5, so 10 damage kills one of them, and the crit kills one more, leaving 2 alive.
You see all that math you have there? That is wht i mean by bog down. It takes considerable more time than just doing the major collision and having all onboard roll a crit. Your solutions are very math intensive. And i dont care how good you are at math it takes time. And does not really add fun. Your method is likely to result in players being unconscious and twiddling their thumbs until someone can heal them. Where as a crit does not necessarily effect wound thresholds and thus are easier to participate in the action.
25 minutes ago, Daeglan said:You see all that math you have there? That is wht i mean by bog down. It takes considerable more time than just doing the major collision and having all onboard roll a crit. Your solutions are very math intensive. And i dont care how good you are at math it takes time. And does not really add fun.
Basic subtraction takes very little time, and seriously, it takes just as much math to calculate damage from a combat check. Fun is subjective, and better rules are more fun for me and my players.
27 minutes ago, Daeglan said:Your method is likely to result in players being unconscious and twiddling their thumbs until someone can heal them. Where as a crit does not necessarily effect wound thresholds and thus are easier to participate in the action.
Ever heard of stimpacks? 50 credits = 9 health in 2 maneuvers. Lasting wounds add to the seriousness of the situation and make the players think differently (if they don't have stimpacks) (and if they don't have stimpacks, they are probably doing something wrong).
3 hours ago, P-47 Thunderbolt said:My revised proposal:
- Use the rules for falling, but with the following table: 1st slot is speeds 1 and 2, 2nd slot is speeds 3 and 4, 3rd slot is speed 5+. I dropped the 4th slot on purpose.
- The pilot makes a check to slow the fall: each Success reduces wounds for all secured characters by 1 and each Advantage reduces Strain by 1. A Triumph reduces the slot by 1, and 2 Triumph mean the pilot executes a brilliant crash landing and no secured characters take damage. Failure, however, results in a Critical Injury for all characters aboard.
- If a PC is not secured, they must make an Average Athletics/Coordination check to reduce damage: each Success reduces Wounds by 1 and each Advantage reduces Strain by 1. Soak still applies to both, and Failure results in a Critical Injury.
- If a PC is secured, they must make an Average Resilience check (unless the pilot rolls 2 Triumphs): each Success reduces Wounds by 1 and each Advantage reduces Strain by 1. Soak still applies to both, and Failure results in a Critical Injury. They reduce any crit result by 20, and they reduce Strain and Wounds by Success and Advantage from the pilot.
- For both secured and unsecured characters, a Triumph still reduces the slot by one (i.e. Speed 3 [2nd slot] to Speed 1/2 [1st slot]) just like the rules for falling.
- When it hits the ground, the vehicle suffers a Major Collision.
- Optional: Reduce any Critical Injury result by 5xDefense. If the vehicle is disable through exceeding its HTT or SST this is not an option, as its shields are down.
What does speed slot mean?
Piloting check (what is the difficulty?)
How does a PC secure themselves?
If a failure on the non-secured character check equals a crit, what does a Despair do?
The requirement of 2 Triumphs to avoid a secured character check is a very slim possibility, it will not come up much in play.
Still the same question about failure = crit. What about a Despair?
Speed doesn't factor into the falling rules at all, so how does this apply to characters?
1 hour ago, P-47 Thunderbolt said:Basic subtraction takes very little time, and seriously, it takes just as much math to calculate damage from a combat check. Fun is subjective, and better rules are more fun for me and my players.
Ever heard of stimpacks? 50 credits = 9 health in 2 maneuvers. Lasting wounds add to the seriousness of the situation and make the players think differently (if they don't have stimpacks) (and if they don't have stimpacks, they are probably doing something wrong).
basic subtraction for 4 players adds up. Add on to that the non math wizes taking a little longer. add on to that those who dont grasp this complicated mechanic means that something that would be everybody roll a d100 and hand out crits become a multi minute ordeal as everyone needs to work out what happens to their character. one of the characters going does x or y count as strapped in? you are looking at it from the view of the guy who created it. I am looking at it from the view of how is that gonna run at the table? How long is it gonna take to get the whole party on the same page. What you are creating is something that will take multiple minutes to get everyone at the table resolved.
Then add in the 2 or 3 characters who refuse to read those rules that you have to do all the math for them.
48 minutes ago, GroggyGolem said:What does speed slot mean?
Piloting check (what is the difficulty?)
How does a PC secure themselves?
If a failure on the non-secured character check equals a crit, what does a Despair do?
The requirement of 2 Triumphs to avoid a secured character check is a very slim possibility, it will not come up much in play.
Still the same question about failure = crit. What about a Despair?
Speed doesn't factor into the falling rules at all, so how does this apply to characters?
Speed slot is the box of the "falling" table that you fit in. 1 is the lowest penalty.
Difficulty is Average, same as the other checks.
Basically by sitting in a seat. Not all seats appear to have seatbelts or the equivalent, so I would just say a passenger seat. If you are standing in the back of a LAAT or milling about in the passenger area of a Nu-class shuttle, you wouldn't be secured.
Hmm... well, it isn't upgraded unless the GM spends a Destiny point or something unusual happens, so I hadn't given any though to that... Maybe a +10?
That is sort of the point, it is very hard to gain control of a disabled ship, especially in Star Wars where you don't have a rudder and ailerons to steer with, and wings to provide lift.
See above.
I'm not sure what you mean. The damage is determined by the speed you are going. I adapted the table for fall damage.
Thank you!
47 minutes ago, Daeglan said:basic subtraction for 4 players adds up. Add on to that the non math wizes taking a little longer. add on to that those who dont grasp this complicated mechanic means that something that would be everybody roll a d100 and hand out crits become a multi minute ordeal as everyone needs to work out what happens to their character. one of the characters going does x or y count as strapped in? you are looking at it from the view of the guy who created it. I am looking at it from the view of how is that gonna run at the table? How long is it gonna take to get the whole party on the same page. What you are creating is something that will take multiple minutes to get everyone at the table resolved.
Then add in the 2 or 3 characters who refuse to read those rules that you have to do all the math for them.
All you need to do is this: you take 10 damage and 10 strain, everyone roll an average Resilience check: *rattle* (Jim rolls 3S and 2A) (Sally rolls 1T, 1S, and 3A) (Bo rolls 1F and 6A) okay subtract success from damage and advantage from strain, but Sally you rolled a Triumph, so you reduce the slot by one, so you take no damage, and Bo, you rolled a failure so you take a crit. That's it, and that's if they don't know how to translate the results. the rest of it is done in your head as the GM as someone translating their own dice pool, its oh I got 3S and 2A okay I take 7 Damage and 8 Strain. Not that hard. All they need to know is to subtract Success from Damage and Advantage from Strain with the added effects of a Triumph and a Failure. If we were subtracting multiple double digit numbers here, I would agree with you, but it is simply subtracting a single-digit number from ten. Am I just so good at math that that seems simple to me even though it isn't to anyone else?
39 minutes ago, P-47 Thunderbolt said:Speed slot is the box of the "falling" table that you fit in. 1 is the lowest penalty.
Difficulty is Average, same as the other checks.
Basically by sitting in a seat. Not all seats appear to have seatbelts or the equivalent, so I would just say a passenger seat. If you are standing in the back of a LAAT or milling about in the passenger area of a Nu-class shuttle, you wouldn't be secured.
Hmm... well, it isn't upgraded unless the GM spends a Destiny point or something unusual happens, so I hadn't given any though to that... Maybe a +10?
That is sort of the point, it is very hard to gain control of a disabled ship, especially in Star Wars where you don't have a rudder and ailerons to steer with, and wings to provide lift.
See above.
I'm not sure what you mean. The damage is determined by the speed you are going. I adapted the table for fall damage.Thank you!
All you need to do is this: you take 10 damage and 10 strain, everyone roll an average Resilience check: *rattle* (Jim rolls 3S and 2A) (Sally rolls 1T, 1S, and 3A) (Bo rolls 1F and 6A) okay subtract success from damage and advantage from strain, but Sally you rolled a Triumph, so you reduce the slot by one, so you take no damage, and Bo, you rolled a failure so you take a crit. That's it, and that's if they don't know how to translate the results. the rest of it is done in your head as the GM as someone translating their own dice pool, its oh I got 3S and 2A okay I take 7 Damage and 8 Strain. Not that hard. All they need to know is to subtract Success from Damage and Advantage from Strain with the added effects of a Triumph and a Failure. If we were subtracting multiple double digit numbers here, I would agree with you, but it is simply subtracting a single-digit number from ten. Am I just so good at math that that seems simple to me even though it isn't to anyone else?
uh huh...and that is gonna take forever at the table. Trust me. I have seen stuff like this take forever at a table. because you are going to have to adjudicate each players roll as they ask 3 times how it works. especially as more players are involved it ends up being a multiplier.
Edited by Daeglan6 minutes ago, Daeglan said:uh huh...and that is gonna take forever at the table. Trust me. I have seen stuff like this take forever at a table. because you are going to have to adjudicate each players roll as they ask 3 times how it works. especially as more players are involved it ends up being a multiplier.
Well, my players are competent. Hey, if it doesn't work, it doesn't work, but I am pretty sure it will.
58 minutes ago, P-47 Thunderbolt said:I'm not sure what you mean. The damage is determined by the speed you are going. I adapted the table for fall damage.
I meant the falling rules themselves don't factor in speed, the effects are determined by the distance that is traveled, so I was confused about that. I get what you mean now.
20 minutes ago, Daeglan said:that is gonna take forever at the table. Trust me.
Oh, most definitely. I still have players after nearly 2 years asking what difficulty dice they add to initiative checks and getting confused about whether they are looking at successes or advantages. It's a bit draining having to watch over all their rolls to make sure they read it right and repeat stuff like how initiative checks work, among everything else a GM has to do...
7 hours ago, GroggyGolem said:I meant the falling rules themselves don't factor in speed, the effects are determined by the distance that is traveled, so I was confused about that. I get what you mean now.
Oh, most definitely. I still have players after nearly 2 years asking what difficulty dice they add to initiative checks and getting confused about whether they are looking at successes or advantages. It's a bit draining having to watch over all their rolls to make sure they read it right and repeat stuff like how initiative checks work, among everything else a GM has to do...
exactly
10 hours ago, GroggyGolem said:Oh, most definitely. I still have players after nearly 2 years asking what difficulty dice they add to initiative checks and getting confused about whether they are looking at successes or advantages. It's a bit draining having to watch over all their rolls to make sure they read it right and repeat stuff like how initiative checks work, among everything else a GM has to do...
Huh. My players are beginning players and we don't have those problems aside from the occasional forgetfulness of "What's simple again?"