gunnery skill


Homebrew


Pathfinder Rulebook Subscriber

Guys i think of add gunnery skill to the game.
so the Gunnery Check = 1d20 + the ranks in the Gunnery skill + the gunner’s
Dexterity modifier + bonuses from computer systems
+ bonuses from the captain and science officers +
range penalty.

what do you guys think


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It sounds like a good idea, but in keeping with Starfinder's design that fewer skills have broader impacts, might I suggest that the same skill could be used to fly or drive vehicles, not just shoot weapons on them? You could call it Piloting instead of gunnery.


Piloting a spacecraft requires you to think in 3 dimensions and account for motion of your ship and other objects. It also requires familiarity with the control systems. The same skills are used when firing a ships weapons.

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Xenocrat wrote:
It sounds like a good idea, but in keeping with Starfinder's design that fewer skills have broader impacts, might I suggest that the same skill could be used to fly or drive vehicles, not just shoot weapons on them? You could call it Piloting instead of gunnery.

The sarcasm is strong in this one.


What I would do is have a Ship's Crew Profession that would cover all of the basic ship stuff as well as weapons.

So add the ability to Profession and define the Ships Crew profession.
MDC

Edit: The main issue is here is where do you draw the line to stop. ie you can just have a pilot profession and a engineer profession to define all skills and no skills at all.


Having held ranks in both "Profession: Ships crew" and Engineering (retrained long ago) I can assure you that a Profession skill is not going to help with Gunnery. Also someone with only ranks in ships crew would be almost useless in any repair rolls.


So basically you want to exchange the BAB (or Pilot skill) with a sperate skill for ship combat.
Why?


kevsurp wrote:

Guys i think of add gunnery skill to the game.

so the Gunnery Check = 1d20 + the ranks in the Gunnery skill + the gunner’s
Dexterity modifier + bonuses from computer systems
+ bonuses from the captain and science officers +
range penalty.

what do you guys think

In case you're not aware from the posts already made, this is exactly how it works already...except it's called the piloting skill and it does other things too.

Why do you want to make a separate skill tax?


Lane_S wrote:

Having held ranks in both "Profession: Ships crew" and Engineering (retrained long ago) I can assure you that a Profession skill is not going to help with Gunnery. Also someone with only ranks in ships crew would be almost useless in any repair rolls.

I agree but in terms of what it is now (game skills), IMHO it is much better than have it with Pilot so I can use the same skill I use to drive a jet ski or a wagon to fire a space laser.

It all depends on how you want to cut the skill pie. In this case the fact that they really cut all of the fat and some of the meat means that it does have a lot less flavor. Again that it for me and your play experience will vary.

I know people in both groups, those who are fine with it and those who are on the other-side of the issue. I am very curious to see how it plays out in the future and in the long run of the game.
MDC

Edit: to make first sentence a bit clearer.

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