| I’ve Got Reach |
I guess this answer is a "no" based on lack or response.
I like the d20 system for Dungeons & Dragons, but do not like all my games to be d20. Also, I am a bit of a military/war-junkie if you will, so when I saw this post I was immediately interested. Putting the two together - vintage WW II fighter aircraft and d20 modern - strange combination. I was intrigued.
I guess I would add that in perusing the modern weapons book for d20 modern, weapon statistics were generally the same. For example, a 9mm pistol was essentially the same across manufacturers, and so on. As well it should be. I would think that Stukas, Zeros, Lightnings, Corsair IIs, etc. while they obviously were quite different in real life, would not have statistics that varies much for game purposes (especially d20).
| Ashenvale |
I need to slap my group's PCs into Spitfires for a 1940 dogfight. D20 isn't my first choice for either roleplaying or combat with WWII aircraft. Nonetheless, upon occasion, a game takes you in directions not anticipated.
I'm wrestling with balancing the sheer destructive power of WWII fighters' weaponry with their limited hp. I extrapolated stats from the weapons and vehicles in the main D20 Modern book. (I don't have any supplements beyond the Menace Manual.) A modern Lear Jet has 44 hp, while a UH-60 Black Hawk has 46. A Spitfire must be about the same.
A heavy machinegun does 2d12 damage, for an average of 13 per hit. A Spitfire Mark I carried 6 machine guns meant to track together. Assuming half hit on any successful attack, that's an average of 39 damage. So two hits destroy a fighter.
That may be realistic in historical terms, but I'd like to protract the dogfight a bit. Not a major hurdle, but if other GMs had handled this issue, I'd love to hear their wisdom.
I'm considering using the d20 Star Wars starship combat system for maneuvering, establishing and breaking pursuit, etc. But I'll have multiple aircraft, and the one time I tried this system in a Star Wars game, it was cumbersome, confusing, and not all that exciting. Any thoughts?
Fatespinner
RPG Superstar 2013 Top 32
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That may be realistic in historical terms, but I'd like to protract the dogfight a bit. Not a major hurdle, but if other GMs had handled this issue, I'd love to hear their wisdom.
You could drag it out a bit by giving the PCs planes a 'Vitality' buffer. The NPC planes still have their flimsy HP, but the PCs have double the usual HP: 46 'normal' HP and 46 'Vitality' HP. Describe shots that 'hit' but only deal Vitality damage as near-misses, scrapes, holes in the glass, etc. If they manage to roll a crit (vehicles aren't subject to normal construct rules), then the damage goes to the normal HP first, causing serious damage and possibly destruction. This kind of damage would include holes in the wings, puncturing the fuel tank, damaging rudders, etc.
My $0.02.
Fatespinner
RPG Superstar 2013 Top 32
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Any thoughts on combat maneuvering? Flying combat in D&D is awkward. D20 offer little more.
I refer you again to Dragonstar. It has an entire chapter dedicated to vehicle combat including land, sea, air, and space. There are special maneuvers which require various Pilot checks (Piloting is a standard skill in Dragonstar with DEX as its key stat) to pull off. It even details the Immelman in there! I can't remember it all clearly enough to paraphrase anything useful here, but it really is a surperb product, even if its not WotC.
Fatespinner
RPG Superstar 2013 Top 32
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The Immelman is pull straight back on the stick, accellerate to full throttle, go up until your just shy of stalling, half-roll and level off, right?
You are correct, sir! Kudos to your knowledge of aerial maneuvers!
Also, be aware that the book you're looking for is the Dragonstar Starfarer's Handbook. It's equivalent to the PHB. If you're interested in running the setting in the future, however, you'll want to pick up the Galaxy Guide for all the juicy setting info and historical stuff!
| Ashenvale |
Too much time on Combat Flight Simulator years ago.
So, do I want the Starfarer's Handbook or the Guide to the Galaxy? My guess is the latter. It sounds like a GM book.
By the way, I have a personal like for all things Fantasy Flight Games. They let me illustrate for them constantly, a proclivity that other publishers strangely lack.
Fatespinner
RPG Superstar 2013 Top 32
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So, do I want the Starfarer's Handbook or the Guide to the Galaxy? My guess is the latter. It sounds like a GM book.
See my edit to the previous post. You want the Handbook. The GM book is full of setting material and vehicle descriptions, but the Handbook outlines the combat maneuvers and all that (just like the rules for Combat for traditional D&D are listed in the PHB instead of the DMG). If you've got the cash to spare, get both of them. It's a great setting and I've had a lot of fun in it!