Results 1 to 16 of 16
Thread: [4e] Vehicle stats?
-
2010-02-26, 02:24 PM (ISO 8601)
- Join Date
- Dec 2008
- Location
- My apartment
- Gender
[4e] Vehicle stats?
I was wondering if there are any vehicle stats or seige weapons of any kind in 4e. I havent found any so far, but seeing as how the focus in 4e seems to be all about character combat I would not be surprised if they didn't exist (yet..).
Specifically I was looking to see if there were any airship stats anywhere, and skimmed the Eberron books but couldn't find any (maybe I am just blind). So, does anything like that exist in 4e yet, or has this been left up to DM fiat/homebrew/whatever the dramatic moment requires?Been there, fought that, died horribly.
Something fun and flavorful to get your DM throwing books at you: Katana Chucker
-
2010-02-26, 02:26 PM (ISO 8601)
- Join Date
- Jun 2006
- Location
- Georgia
- Gender
Re: [4e] Vehicle stats?
The Seekers of the Ashen Crown adventure has stats for an airship somewhere in it... I'm running the adventure now, can't recall exactly when in the adventure the airship stats are used, but they are in there.
Avatar by Ceika
Spoiler: My Characters
Ivridda Stonefinder, cartographer and diviner
Rhovarax "Paxan" Beerbelly, world class tavern brawler
Gundahar, simple farmer gone berserk
-
2010-02-26, 02:27 PM (ISO 8601)
- Join Date
- May 2007
-
2010-02-26, 02:40 PM (ISO 8601)
- Join Date
- Mar 2008
- Location
- Chicago, IL
- Gender
-
2010-02-26, 04:37 PM (ISO 8601)
- Join Date
- Dec 2008
- Location
- My apartment
- Gender
Re: [4e] Vehicle stats?
Ah, thanks guys. Looks like 4e is currently short on the vehicles as I suspected, but least they got something to go off of in case I need to homebrew more.
Been there, fought that, died horribly.
Something fun and flavorful to get your DM throwing books at you: Katana Chucker
-
2010-02-26, 06:15 PM (ISO 8601)
- Join Date
- Oct 2007
- Location
- Chicago, IL
- Gender
Lead Designer for Oracle Hunter GamesToday a Blog, Tomorrow a Business!
~ Awesome Avatar by the phantastic Phase ~Spoiler
Elflad
-
2010-02-26, 07:02 PM (ISO 8601)
- Join Date
- Dec 2008
- Location
- My apartment
- Gender
Re: [4e] Vehicle stats?
Been there, fought that, died horribly.
Something fun and flavorful to get your DM throwing books at you: Katana Chucker
-
2010-02-26, 07:08 PM (ISO 8601)
- Join Date
- Oct 2007
- Location
- Chicago, IL
- Gender
Re: [4e] Vehicle stats?
I guess the real question is: to what end do you want to simulate ship-to-ship combat?
If you'd like to run a Naval Wargame, you might want to stat out the ships like characters & monsters and do things that way.
If you're more interested in the PCs swashbuckling and so-forth, it's probably simpler to either make some sort of random table for "environmental effects" from naval combat or use story-based mechanics to determine what's going on with the big ships.
Honestly, 4e is better suited to modeling adventuring parties than mass warfare.Lead Designer for Oracle Hunter GamesToday a Blog, Tomorrow a Business!
~ Awesome Avatar by the phantastic Phase ~Spoiler
Elflad
-
2010-02-26, 07:46 PM (ISO 8601)
- Join Date
- Dec 2008
- Location
- My apartment
- Gender
Re: [4e] Vehicle stats?
I was thinking a hybrid of both. Obviously if the PC's were all on deck fighting, I could just fiat everything going on around them, but when they are in control of the ship it would be like your first example, where I will probably have to stat everything out as a character. Right now I am just looking for some rules to use as a baseline.
From what it looks like, AV1 seems to do just that, so thanks for that one Tiki Snakes!Last edited by Choco; 2010-02-26 at 07:48 PM.
Been there, fought that, died horribly.
Something fun and flavorful to get your DM throwing books at you: Katana Chucker
-
2010-02-26, 08:09 PM (ISO 8601)
- Join Date
- Oct 2007
- Location
- Chicago, IL
- Gender
Re: [4e] Vehicle stats?
Lead Designer for Oracle Hunter GamesToday a Blog, Tomorrow a Business!
~ Awesome Avatar by the phantastic Phase ~Spoiler
Elflad
-
2010-02-26, 08:19 PM (ISO 8601)
- Join Date
- Feb 2005
-
2010-02-26, 08:27 PM (ISO 8601)
- Join Date
- Oct 2007
- Location
- Chicago, IL
- Gender
Re: [4e] Vehicle stats?
Lead Designer for Oracle Hunter GamesToday a Blog, Tomorrow a Business!
~ Awesome Avatar by the phantastic Phase ~Spoiler
Elflad
-
2010-02-26, 10:04 PM (ISO 8601)
- Join Date
- May 2007
Re: [4e] Vehicle stats?
The problem with tying down fiddly stuff like that is you can create rather silly things by accident.
See adventurers tunneling through ten foot walls of rock in seconds due to carrying an adamantine spork.
Easier to just leave in the hands of the DM.
Also, you're welcome Choco.
-
2010-02-26, 10:17 PM (ISO 8601)
- Join Date
- Feb 2005
-
2010-02-27, 02:29 PM (ISO 8601)
- Join Date
- Oct 2007
- Location
- Chicago, IL
- Gender
Re: [4e] Vehicle stats?
Yeah, previously I would have said that you could make sensible rules that avoid just that (like not making adamantine have stupid-powerful properties) but I just ran into a situation in my own system where Minions couldn't chop through a wooden door with handaxes
Oh well, live and learn.Lead Designer for Oracle Hunter GamesToday a Blog, Tomorrow a Business!
~ Awesome Avatar by the phantastic Phase ~Spoiler
Elflad
-
2010-02-27, 02:52 PM (ISO 8601)
- Join Date
- Nov 2006
Re: [4e] Vehicle stats?
To homebrew it...
1> I'd place players front and center. A Ranger-archer should be better used shooting arrows than manning a Ballista. And a party of 5 characters should have significant impact on the scale of battle.
2> To that end, I'd make ships for a given level roughly the equivalent of solos at that level. Smaller ships (like skiffs) might be elites. The crew might be abstracted into the ships' HP, or separate (note, however, that defeating either the crew or the ship defeats both -- and giving them separate HP pools means that working on one doesn't help defeating the other, which is counter-productive).
So if you want players on a ship...
A level 5 ship would be statted out as a solo companion character. It possibly has some crew. It would have "melee" attacks, it would have "ranged" attacks.
The "ranged" attacks should get a slight bonus (only a small one) from having a PC command them, for the cases where your non-ranged character is in a ranged battle on ship. Characters with effective ranged attacks should be making ranged attacks rather than using the ship.
Opponent ships should be stated up as monsters, with both melee and ranged attacks -- the melee attacks representing what happens when you board the ship.
Possibly give ships "damage thresholds" at which a bad thing happens -- the ship loses a point of move, or it loses attacks, etc. This is backwards from standard solo design, but it seems like a good idea.