
![]() |

Hey guys, I was hoping to get some ideas from the more rules savvy players on the boards.
I am planning to introduced Hang Gliding into our D&D game and was curious if anyone has already typed out rules for this or can suggest what skills would be required to hang glide, DC of Skill checks, how fast would their movement rate be, etc
Any help would be great
Thanks in advance
Reebo

Lyingbastard |

Well, Pathfinder has the Fly skill, I'd use that subject to full armor check and encumbrance penalties, as well as circumstance modifiers for wind and weather conditions. A tailwind would add to movement rate and only have a low penalty to skill check, a headwind would probably halve movement rate and have a high penalty to skill check. DC 25 at the least, base speed 50 - and if they move at less than say 30 (due to winds, armor, encumbrance etc) they stall out and have to make a DC 30 skill check to land without injury or destroying the glider.
That's just off the top of my head.

mdt |

Hey guys, I was hoping to get some ideas from the more rules savvy players on the boards.
I am planning to introduced Hang Gliding into our D&D game and was curious if anyone has already typed out rules for this or can suggest what skills would be required to hang glide, DC of Skill checks, how fast would their movement rate be, etc
Any help would be great
Thanks in advance
Reebo
I toyed with it for my campaign world, but haven't completed it. Here's what I came up with :
Build Glider from Plans : Craft (Glider) or Knowledge(Engineering) with a penalty.*
Design a New Glider : Knowledge(Engineering) or Craft (Glider) with a penalty.*
Fly a Glider : Fly
*My own thought is that if you can design one, you have some skill at building it. And vice versa, if you can build one from plans, you have some skill at designing. Personally, I put it down as a +5 to the DC for using the wrong skill.
DC would depend on how well known they are.
Craft from Plans : Craft (15) MW (20)
Design a Glider : Know(Engineering)
Common : Design (15) MW (20)
Uncommon : Design (20) MW (25)
Rare : Design (25) MW (30)
For flying one, I'd think the movement modifiers for flight (check core and bestiary) would work fine. I think a Glider should probably have 30 feet of movement, but require a five foot drop for every move action taken (note if you're moving 'fast' with it, and going 90 feet, you still only drop 5 feet as your speed enhances lift), and have Average maneuverability. A Masterwork would have a -2 on it's Fly DC, and probably be able to go faster (maybe 40 feet). You'd want to add a Fly check (DC 15) to gain 5 feet +1 foot per point you exceed the DC by. That would basically be catching a thermal and gaining height.

![]() |

Reebo Kesh wrote:Hey guys, I was hoping to get some ideas from the more rules savvy players on the boards.
I am planning to introduced Hang Gliding into our D&D game and was curious if anyone has already typed out rules for this or can suggest what skills would be required to hang glide, DC of Skill checks, how fast would their movement rate be, etc
Any help would be great
Thanks in advance
ReeboI toyed with it for my campaign world, but haven't completed it. Here's what I came up with :
Build Glider from Plans : Craft (Glider) or Knowledge(Engineering) with a penalty.*
Design a New Glider : Knowledge(Engineering) or Craft (Glider) with a penalty.*
Fly a Glider : Fly*My own thought is that if you can design one, you have some skill at building it. And vice versa, if you can build one from plans, you have some skill at designing. Personally, I put it down as a +5 to the DC for using the wrong skill.
DC would depend on how well known they are.
Craft from Plans : Craft (15) MW (20)
Design a Glider : Know(Engineering)
Common : Design (15) MW (20)
Uncommon : Design (20) MW (25)
Rare : Design (25) MW (30)For flying one, I'd think the movement modifiers for flight (check core and bestiary) would work fine. I think a Glider should probably have 30 feet of movement, but require a five foot drop for every move action taken (note if you're moving 'fast' with it, and going 90 feet, you still only drop 5 feet as your speed enhances lift), and have Average maneuverability. A Masterwork would have a -2 on it's Fly DC, and probably be able to go faster (maybe 40 feet). You'd want to add a Fly check (DC 15) to gain 5 feet +1 foot per point you exceed the DC by. That would basically be catching a thermal and gaining height.
mdt you're the best! Thanks mate
ReeboP.S. you too Lyingbastard