Should Ships Have Levels?


General Discussion

President, Jon Brazer Enterprises

Back when I was writing Book of Multifarious Munitions: Vehicles of War, I quickly realized that vehicles are not going to get much use because there is no real way to balance them. Sure, they have gold pieces to balance their worth, but how do you balance vehicles in combat? A basic kobold is a CR 1/4, but what about a basic kobold with a kobold flame dragon? There's no information in the rules on how vehicle A is more combat effective than vehicle B and there is no XP for defeating a vehicle, only the vehicle's crew.

Proposed Solution: Ships have levels. The Ship "Class" (if you will) should be ripped straight from the Summoner's Eidolon, except you don't get to cash in all the points every level and make a whole new ship, the way you do with the eidolon. You get a few more points to upgrade the ship. If you happen to get a hold of a ship above your level, you take a penalty to all operations since its complexity is beyond your capability of handling it, and you don't get any points to upgrade the ship that level. But if you get a ship that is your level, when you gain a level, you can add modifications the ship. And a ship with a level will figure into XP nicely.


Yes and no. I think they should have some category/class/levels as far as defining their general power level, cost, and useability but I wouldn't link it to class levels, class features or XP mainly because that would limit the kind of game you play based on APL. For example flying has an informal limit so that early levels you definitely aren't getting it, however I may want to model a campaign to be like 'Dragonflyz' or 'Skies of Arcadia' where floating islands and airships are the norm and not flying at all is a huge detriment. Vehicles that don't have level roadblocks are helpful for where class features fail, in fact the book you quoted contains a magic broom and the crescent hover board which helped out in early levels of that campaign by just allocating a group 'vehicle budget' that was the equal to the price of the cheapest flying vehicle times the number of players.

That said categorizing them by levels is very helpful for when you do want to synch up class features. For example Thunderscape has something I call a 'Motorcycle Wizard', the Thunder Scout, which gets progressively more powerful vehicles, which is all fine and dandy when it comes to the vehicles in the book but since no other vehicle has any such progression I have to do things on a case-by-case basis because sometimes price reflects very poorly on the combat effectiveness of a vehicle.

The problem gets worse because a lot of vehicle rules assume that you won't be piloting vehicles until late levels when you can afford it, so the checks and DCs for doing simple things are basically impossible to deal with unless you're using third party vehicle rules.


I would put tiers together for how advanced a ship is and then characters must meet skill modifier minimums to use them without penalty, effectively locking advanced ships and advanced ship components behind flexible level based barriers. The important part to it is tying the equipment to a total skill modifier instead of flat ranks, this way if you have an exceptionally brilliant character with a skill focus in sensors then they can make use of a Skill Rank 15 piece of equipment well before they reach level 15. Otherwise, yeah, ships should doll out experience just like hazards or creatures.


I think I would probably have a ranging of "starting" ship types, relatively balanced to one another. Possibly with some basic evolution point type system so that character can add some minor modifications. I would then simply allow a range of options that characters could purchase for their ship, with more powerful modifications costing more money. I would probably also have some higher tiers of ships that higher level characters could buy should there ship go boom or they just want a new ship.

what I am having difficulty thinking about is the balance element. Do we automatically default that ALL groups start with a vehicle/ship? If not how do we accommodate games where for whatever reason PCs don't need or want a ship? Do they just ignore that set of rules? If the expectation is that PCs are throwing money into the improvement and maintainence of a vessel, than a group that doesn't have that will have way more money to upgrade their personal equipment and won't be balanced.


I'd be very satisfied with a system where the PC ship functioned with PC stats (highest ranged attack bonus for laser cannons, highest Perception bonus for sensors, highest Diplomacy bonus for communications), whereas NPC ships had monster style stat blocks with a listed CR. However, I think it's pretty settled at this point that the APL vs CR equation has always been a bit of a knotty problem from d20 systems.

I'm not saying you shouldn't try Dale, I'm saying better you than me. :P


Having a ship that had to level up would be incredibly strange and silly. Why, if I had the currency or engineering skill, could I not just buy and attach new and better parts? This brings me back to the problem with the caravan in pathfinder's Jade Regent where you had an arbitrary maximum number of wagons regardless on whether or not you had the money to buy more and hire people. You have to be able to answer "Why, other than the rules just saying no, can I not do this even though I have all the resources to do it? What is actually stopping me from doing it?"


I think it would be cool, but probably should be in some RPG as it's own thing. Having ship leveling could be overly complex in some ways.

However, in it's own RPG, it could be easily described as the crew growing more experienced, the ship's spirit (like in WH40K) getting more powerful, etc.

President, Jon Brazer Enterprises

Jaçinto wrote:
Why, if I had the currency or engineering skill, could I not just buy and attach new and better parts?

Because you didn't have the engineering skill. That's exactly the point. Its like adding new spells to a wizards spell book every level, it represents you working more stuff for the ship over time.

Actually, that could be apart of every class. Every class gets X points to add to the ship every level, like skill points. So it is hp per level, skill points per level, and ship points per level. This way, if you don't get a ship until everyone is 4th level, you should expect to see the total number of ship points you get would be the sum of everyone's ship points multiplied by 4. The GM can add or subtract the number of ship points as he sees fit from that starting ship. The engineer contribute more than anyone else, the figher analogue would contribute the least, etc.

GreyWolfLord wrote:
However, in it's own RPG, it could be easily described as the crew growing more experienced, the ship's spirit (like in WH40K) getting more powerful, etc.

Or the ship from Farscape.


Give ships levels based on their crew size and classes based on their primary function (Military ships with more hp, better attack values, strong saving throws, etc; other types like Explorer, Merchant, Small Craft, and so on). If you have the technology for living ships or AI ships, those can get high level without needing lots of crew.

Grand Lodge

I do not think they should have levels as much as a level ajustment for the player.

What I mean is if you take starwars and say a x-wing is +3 level. The common CR 1 person in it make the ship a level 4 chalange. If the level 10 player gets in it then it is a level 13. A tie figher may only be a +2 so the same player would only be a level 12 in a tie since it is not as good. You can even make it so that a realy bad non combact ship is a -2 so if the player is in it he is even lower then his real level.

This is of couarse assumaning that the player stats effect things. Like BAB affecting your + to hit with the ship guns and your skill at flying affect the AC of it.


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On a ship, wouldn't they be called "decks"? :-)

I think it would make more sense for ships to have a CR, rather than a level adjustment, or ignoring their effect altogether.


Distant Scholar wrote:

On a ship, wouldn't they be called "decks"? :-)

I think it would make more sense for ships to have a CR, rather than a level adjustment, or ignoring their effect altogether.

They are levels above the first weather deck and decks below it. I suppose if a ship just does not have any access to a "topside" than that one would not have any levels. not sure if a lack of levels changes the CR.

If a ship has a CR, is it a fixed number and ships can not be modified or can you add template to represent upgraded offensive and defensive systems?

Take my CR 2 scout and add a CR+4 template for phased plasma canons in the 40 watt range followed by CR+4 template for mirage shields. End up with a yacht sized ship that eats cruisers... :)

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I could see a artifact/intelligent/nanotech ship having levels. But not an ordinary one. Non-magical ships are like investments, the more you put in the more you get out. Rare materials for the hull, magic accoutrements, better crew, and let's not forget the cargohold of holding.


I am liking the idea of piecemeal ships made up of various +CR modules. You have a hull with slots, so many assigned slots for weapon modules, defensive modules and utility modules. All ships need at least one utility slot for a power source that provides a set rating. All other modules require space and power. Add the value of all modules and hull and then you have a CR and XP value. You could even have a table to roll on for criticals against specific systems or salvageable modules.


A lot of what the ship does is not dependent on the ship itself. The players are going to fire the cannons so they will use their ranged attack bonus, which goes up as they level. And assuming feats like deadly aim still exists, so will the damage. The piloting is also done by a player who's skill goes up with level.

You can probably assume that the players will (have to) spend some character wealth on upgrading the ship here and there, improving guns, armor plating and whatever. That is a well established practice already, except normally PCs do it to themselves by buying better magic armor and weapons.

Where it becomes difficult is hit points. Sure you can also handle it through ship upgrades in some way, but this is where the system kind of falls apart.

It is assumed that hit points are a measure of physical resistance but also a creature's ability to mitigate hits by twisting and turning out of them. So since the pilot is the one making the ship move, theoretically it should get temporary hit points being piloted based on the pilot's skill, or their own hitpoints.


It is an interesting idea but it feels a bit to video game'ey to me as well as trying to force the rules from one system on to another system.

But I tend to be like Jacinto above in that I tend to not enjoy adventures/games/stories that defy logic.

Now some sort of challenge rating system would be good to gauge how much Exp to give PC's or to give PC's and idea on how tough a ship could be (since some have trouble looking at all the stats and making informed decisions).
And if ships can be PC's then something is defiantly going to have to be done to allow it to be playable. But I do not see how it can be balanced vs all of the other stuff.

MDC


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Actually, a 'Modification Pool' that's similar to a Evolution Pool could work really well in giving a ship a more personal touch. I would just make the pool static dependent upon ship type. I.e. a Transport only has a Mod Pool 2, while a Heavy Cruiser has a Mod Pool 8.

Then, you make the Modifications have certain costs like the Eidolon Evolutions. Some cost 1 Mod Point, others cost 4.

And just like there's an Extra Evolution Feat, you can have an Additional Modification Feat. Just give it a Knowledge: Engineering (or whatever the equivalent is.) Prerequisite. That way you don't have to be an Engineer to take the feat, but it would be a good idea. Perhaps give it to the Engineer Class as a bonus feat at third level or something.

Now how to go about installing the Mods, perhaps you can do it a couple of ways. For those without the Engineering skill, a space dock is required and a payment of 100 currency per point of the Modification. For those with Engineering, they can either add or swap out a Modification when they up their Engineering skill.

Am I making any sense?

Grand Lodge

I like the idea Fallen


Fallen_Mage wrote:

Actually, a 'Modification Pool' that's similar to a Evolution Pool could work really well in giving a ship a more personal touch. I would just make the pool static dependent upon ship type. I.e. a Transport only has a Mod Pool 2, while a Heavy Cruiser has a Mod Pool 8.

Then, you make the Modifications have certain costs like the Eidolon Evolutions. Some cost 1 Mod Point, others cost 4.

And just like there's an Extra Evolution Feat, you can have an Additional Modification Feat. Just give it a Knowledge: Engineering (or whatever the equivalent is.) Prerequisite. That way you don't have to be an Engineer to take the feat, but it would be a good idea. Perhaps give it to the Engineer Class as a bonus feat at third level or something.

Now how to go about installing the Mods, perhaps you can do it a couple of ways. For those without the Engineering skill, a space dock is required and a payment of 100 currency per point of the Modification. For those with Engineering, they can either add or swap out a Modification when they up their Engineering skill.

Am I making any sense?

This is exactly the kind of system i was thinking of and then you went and made it better by linking in possible feats and classes :)


The only thing at this point though, is what about when the PC's purchase their first ship? Would it start with Mods or no?


Depending on campaign you might be provided with a basic ship, otherwise there should be pre-gen'd ships in the core for a few samples and players can inherit them or purchase as needed. Something as game changing as a personal starship should never be assumed. Maybe you are playing a political game centered on Absalom, owning a ship could be more backstory than adventuring method. Or you could be hired on to join an NPC run expedition and have no control or ownership of the vessel. These could be important aspects to the story so i should hope there isnt a class centered around "you start with a capable starship of your very own" because its presence would dictate a lot of what happens in a game.

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I assume it could work similar to mounts and other animals in Pathfinder: you can buy them, but certain classes would get a ship "companion" that levels with them. That way your roguish captain gets a signature ship that runs on love and duct tape, but can still outperform the fancy prefab ships everybody else has.


"He's riding a bicycle powered by love. Which is a common thing on this planet!"

- Lurr, Ruler of Omicron Persiei 8


Thinking over my two almost opposed points of view (giving one class an edge for ship modification and not having a dedicated ship class); i could see an Engineer class with a dual purpose ability something like Alchemist discoveries:

Personal Touch: Starting at level 3 the Engineer may designate one piece of advanced technology (such as a weapon or suit of armor) as the focus of their tinkering expertise. This chosen item gains the effect of a discovery (insert list of discoveries somewhere in class write up) so long as the Engineer spends at least one hour per day maintaining and calibrating this equipment. Every three levels thereafter the Engineer may add the effects of an additional discovery to their previous chosen item or spread their total allotment of discoveries among multiple pieces of maintained gear. An Engineer may reallocate their discoveries to a new piece of equipment or change the installed discoveries by spending 6 hours conducting modifications. Once modified this equipment remains under the effects of the discoveries for 24 hours since its last maintenance by the installing Engineer. Additionally, every three levels an Engineer can choose to apply their talents to a starship, applying discoveries known as appropriate to vessels or allocating one discovery towards adding an additional ship slot to the vessel's total. These vessel modifications take 1 week each to install and must be maintained for one hour each day, they stop functioning one day per level since last maintenance. If maintenance is lapsed an Engineer must make up for all lost maintenance periods to prevent the discoveries installed from going inert.

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