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Thread: 3.5 Airship Rules
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2010-03-09, 02:42 PM (ISO 8601)
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3.5 Airship Rules
So, are there any good ones, brewed or not, anywhere? The rules will need to allow airship vs airship combat.
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2010-03-09, 02:48 PM (ISO 8601)
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Re: 3.5 Airship Rules
You could try the ship to ship combat rules in Stormwrack and replace water currents for wind. I'm sure someone else can point you to other airships but I think Arms and Equipment guide has a few.
Last edited by Ormur; 2010-03-09 at 02:48 PM.
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2010-03-09, 02:52 PM (ISO 8601)
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Re: 3.5 Airship Rules
Stormwrack's rules are good, the only problem with them is that only one player really does much, it's why even though I'm running a nautical campaign, I havn't done much in the way of naval combat.
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2010-03-09, 03:09 PM (ISO 8601)
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2010-03-09, 03:20 PM (ISO 8601)
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- May 2007
Re: 3.5 Airship Rules
You could adjust the 3.0 spelljammer rules, but I'd vote for using the water-based ship rules from Stormwrack. They're mostly designed around getting the ships into boarding range fairly quickly to allow PCs too do their stuff.
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2010-03-09, 03:32 PM (ISO 8601)
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Re: 3.5 Airship Rules
Im surprised, no one suggested AirshipsD20 >w>!
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2010-03-09, 03:34 PM (ISO 8601)
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- Oct 2007
Re: 3.5 Airship Rules
Eberron books have plenty of airships.
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2010-03-09, 05:51 PM (ISO 8601)
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Re: 3.5 Airship Rules
Eberron's complete, Stormwrack-stype airship stats are found in the Eberron Explorer's Handbook (as are the stats for all the other vessels in Eberron; mind you, the airship is the only one that flies. The Wind Galleon and Stormship are simply elemental-assisted naval vessels). The airship is much faster than any other flying vessel, but its biggest problem is its prohibitive cost (95,000 GP). If you're actually playing in Eberron, House Lyrandar won't let you get one either.
Arms and Equipment Guide has the dirigible and zeppelin, but these are extremely slow and are highly dependent on wind.
Shining South (Forgotten Realms) also has a flying ship, but it's more than four times the cost of the Eberron Airship and also nowhere as fast.Last edited by AslanCross; 2010-03-09 at 05:52 PM.
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2010-03-09, 05:58 PM (ISO 8601)
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Re: 3.5 Airship Rules
In Dungeons and Dragons, racism is frowned upon, unless you're playing an elf. Then it's an interesting character trait.
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2010-03-09, 05:59 PM (ISO 8601)
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Re: 3.5 Airship Rules
Eberron Red Hand of Doom Campaign Journal. NOW COMPLETE!
Sakuya Izayoi avatar by Mr. Saturn. Caella sig by Neoseph.
"I dunno, you just gave me the image of a nerd flying slow motion over a coffee table towards another nerd, dual wielding massive books. It was awesome." -- Marriclay
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2010-03-09, 06:02 PM (ISO 8601)
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Re: 3.5 Airship Rules
It would be fairly easy to go rogue after you get to the second level in the class, especially since by definition you're flying the fastest thing in the sky so they can't catch up to you. Change the interior layout to deter teleporters and presto, you're off the grid.
In Dungeons and Dragons, racism is frowned upon, unless you're playing an elf. Then it's an interesting character trait.
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2010-03-09, 07:19 PM (ISO 8601)
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- Jun 2009
Re: 3.5 Airship Rules
While the ships are manoeuvring around each other the other players can engage in ranged combat. I've also only used the rules once but the party sorceress killed half the crew of the enemy ship with fireballs before they even managed to board the ship. The swordsage used his searing charge to fly over to the enemy ship once it came within 80 ft. and the rest of the party spotted a rowing boat that was trying to sneak up on them and fired arrows at them.
So there's plenty they can do before boarding and I don't see why any of this shouldn't apply to airships.
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2010-03-09, 07:27 PM (ISO 8601)
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Re: 3.5 Airship Rules
I'm currently using the flying combat rules from the Dragonlance Campaign Setting book, it works with airships with very little adjustment. As long as you use a single hp value for airships, rather then the A&E section rules.
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2010-03-09, 08:16 PM (ISO 8601)
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Re: 3.5 Airship Rules
Airships + Wizards means that some kind of magical shielding is not optional.
Most rules can be snagged from elsewhere, but a half-DC check for steering for adjusting heights. That's what I do.I am trying out LPing. Check out my channel here: Triaxx2
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2010-03-09, 08:41 PM (ISO 8601)
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Re: 3.5 Airship Rules
I'd use water-based ship rules. From there you give the airship a constant speed that it is able to travel at. Add the wind speed to this speed to get your actual speed. Or subtract it if flying directly against the wind, etc., etc. As a rough conversion you could use 1 mph = 10 feet per round. Though in reality it's 1 mph = 8.8 feet per round.
At low altitudes use the normal weather rules. At high altitudes the winds may be up to 2.5 times faster; enough to bump it up up to 2 categories.Last edited by ericgrau; 2010-03-09 at 08:46 PM.
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2010-03-09, 08:44 PM (ISO 8601)
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