Piloting, failing a Drive check, and collision


Playtest General Discussion

Sovereign Court

Am I just not seeing it?

If you take the Drive action and fail the check, you move in a straight line. It doesn't say "at your current heading" so I assume you can choose. Anyway, you might already be heading in the direction of interest. It also doesn't say "up to"; you travel the whole vehicle's Speed.

So what happens if someone was standing in your way? You weren't trying to Run Over, but you're also not allowed to stop short, so what happens?

Wayfinders

The full action says
"◆Attempt a Piloting check. On a success, the vehicle moves
up to its Speed and can turn normally. On a failure, the
vehicle moves its Speed in a straight line. On a critical
failure, the vehicle moves its Speed in a straight line and
becomes uncontrolled."

The way I see it is you can't turn on a failure because you need to succeed to turn normally, so you stay on the same heading you started at.

If you fail and some object or someone is in your way and you want to stop, Drive is only one action, so if you have actions left, you could use the Stop action.

If you can't stop, and someone is in the way, I would run treat it like Run Over, and give them a reflex save. I might rule that the DC is lower because the Dive action doesn't let you move up to twice its speed as Over Run does.

Sovereign Court

Driftbourne wrote:

The full action says

"◆Attempt a Piloting check. On a success, the vehicle moves
up to its Speed and can turn normally. On a failure, the
vehicle moves its Speed in a straight line. On a critical
failure, the vehicle moves its Speed in a straight line and
becomes uncontrolled."

The way I see it is you can't turn on a failure because you need to succeed to turn normally, so you stay on the same heading you started at.

The failure for the single-action drive says you move up to your speed in a straight line. For the double-action reckless one, both success and failure say you move in a straight line but also at your current heading.

So you can read that as meaning that the single, not-reckless failure allows you to decide which direction the straight line goes in, doesn't have to be at your current heading. The different with success is that success allows you to make turns in the middle of the line too.

I could be wrong about the intent, but I think my reading is reasonable.

Driftbourne wrote:

If you fail and some object or someone is in your way and you want to stop, Drive is only one action, so if you have actions left, you could use the Stop action.

If you can't stop, and someone is in the way, I would run treat it like Run Over, and give them a reflex save. I might rule that the DC is lower because the Dive action doesn't let you move up to twice its speed as Over Run does.

Both failed 1-action drive and also failed 2/3 action drive (due to the reckless trait) don't have the "up to" with your speed, so you have to move the whole speed. But don't explain what happens if that conflicts with another rule, such as not being able to enter the space of another creature, or even there being a wall.

I looked in the GM Core and GMG and they have pretty much the same text, looks like copy paste. They do have vehicle statblocks with a collision damage entry, although only Run Over talks about collision.

This looks like a gap in the rules to me. I think I'd rule it on the spot as:
- If you collide, you come to a stop. You need the Run Over action to keep going, can't cheese that.
- You deal collision damage and the thing you bumped in gets a save as normal.
- You and your vehicle take your vehicle's full collision damage, no save, similar to when you rammed a vehicle.

So it is definitely not attractive compared to Run Over, and it shouldn't be. But it at least papers over this pothole in the rules.

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