Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
The
VOIDRUNNER'S CODEX
is coming! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!
Community
General Tabletop Discussion
*TTRPGs General
Nausicaä of the Valley of the Wind d20 Ideas
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="DnDChick" data-source="post: 2223402" data-attributes="member: 54"><p>Here are some more goodies that will be going into Version 3. I tell ya, you guys really sparked my imagination on this one! THANKS! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> </p><p></p><p><strong>Taking Off and Landing</strong></p><p>Ordinarily taking off and landing are simple maneuvers and no Pilot checks need to be made. In other cases, dangerous crosswinds and other factors can combine to make taking off or landing a difficult prospect. The GM determines when a pilot must make a Pilot check to take off or land.</p><p></p><p>On a successful Pilot skill check, the maneuver goes smoothly. On a failed check, the Pilot can choose to abort the maneuver or keep going. If the pilot aborts the maneuver, no further Pilot checks are required and the pilot may attempt the maneuver again in 1d4+1 minutes. If the pilot chooses to keep going, the Pilot check DC increases by +2 and he must roll again. If the pilot fails any Pilot check by more than 10 the airship crashes and takes collision damage (see Collisions). A pilot cannot take 10 or 20 on a Pilot skill check to takeoff or land.</p><p></p><p>The GM can choose from or roll on Table: Takeoff and Landing Hazards to add drama to an otherwise routine maneuver.</p><p></p><p>Table: Takeoff and Landing Hazards</p><p>d% Hazard</p><p>01-50 Uneventful</p><p>76-90 Crosswind</p><p>91-95 Air Traffic</p><p>97-99 Rough Runway</p><p>100 Equipment Failure</p><p></p><p><strong>Uneventful: </strong> The maneuver goes smoothly. No Pilot skill checks are required.</p><p>Crosswind: A strong wind is blowing across the runway or straight on. The Pilot check DC is 9 + 1d10. Since winds change frequently, if the pilot chooses to keep going the GM must once more determine the Pilot check DC.</p><p></p><p><strong>Air Traffic:</strong> Another airship looms into view. Both pilots must roll to avoid a collision (see Collisions).</p><p></p><p><strong>Rough Runway: </strong> The runway is in bad repair, which makes taking off or landing a rough ride. The pilot must succeed on a DC 15 Pilot check to take off or land.</p><p></p><p><strong>Equipment Failure: </strong> It happens even to the most well-maintained airships. Some vital piece of equipment fails during the maneuver. During takeoff, the pilot can only choose abort the maneuver and must succeed on a DC 15 Pilot check to avoid crashing. On a failed Pilot check, the airship takes collision damage (see Collisions). If equipment fails during landing, the pilot can only choose to keep going. The airship must receive a DC 20 Repair check and 2d4 hours of repair time (at a cost of 1/4 the Purchase DC if the airship) before it can fly again</p><p></p><p><strong>Short Runways</strong></p><p>In most metropolitan areas, landing fields are usually long enough to handle even the largest of airships. In out-of-the-way places, small villages, or wilderness areas, such roomy airstrips are rare and can only easily accommodate small airships. Occasionally, a pilot must bring his airship down in less than ideal circumstances. Sometimes the pilot is under duress and must take off or land in a shorter distance even if the runway is long enough for a normal maneuver. Taking off or landing in a shorter distance is difficult and dangerous.</p><p>An airship normally requires 4 times its size in 100-foot squares to take off safely, and 8 times its size in 100-foot squares to land. On a successful DC 25 Pilot check, the pilot can take off in 3 times its size in squares and land in 6 times its size in squares.</p><p>As with all such maneuvers, the pilot can choose to abort the maneuver or keep going (see above).</p><p></p><p>For example, a Huge airship which fills 1/2 a square normally requires 2 squares to take off and 4 squares to land. The pilot can take off in 1.5 squares or land in 4.5 squares, but to do so he must succeed on a DC 25 Pilot check.</p><p></p><p><strong>VTOL: </strong> Some airships have the VTOL (vertical take off and landing) trait. These airships do not need runways to take off or land.</p></blockquote><p></p>
[QUOTE="DnDChick, post: 2223402, member: 54"] Here are some more goodies that will be going into Version 3. I tell ya, you guys really sparked my imagination on this one! THANKS! :D [B]Taking Off and Landing[/B] Ordinarily taking off and landing are simple maneuvers and no Pilot checks need to be made. In other cases, dangerous crosswinds and other factors can combine to make taking off or landing a difficult prospect. The GM determines when a pilot must make a Pilot check to take off or land. On a successful Pilot skill check, the maneuver goes smoothly. On a failed check, the Pilot can choose to abort the maneuver or keep going. If the pilot aborts the maneuver, no further Pilot checks are required and the pilot may attempt the maneuver again in 1d4+1 minutes. If the pilot chooses to keep going, the Pilot check DC increases by +2 and he must roll again. If the pilot fails any Pilot check by more than 10 the airship crashes and takes collision damage (see Collisions). A pilot cannot take 10 or 20 on a Pilot skill check to takeoff or land. The GM can choose from or roll on Table: Takeoff and Landing Hazards to add drama to an otherwise routine maneuver. Table: Takeoff and Landing Hazards d% Hazard 01-50 Uneventful 76-90 Crosswind 91-95 Air Traffic 97-99 Rough Runway 100 Equipment Failure [B]Uneventful: [/B] The maneuver goes smoothly. No Pilot skill checks are required. Crosswind: A strong wind is blowing across the runway or straight on. The Pilot check DC is 9 + 1d10. Since winds change frequently, if the pilot chooses to keep going the GM must once more determine the Pilot check DC. [B]Air Traffic:[/B] Another airship looms into view. Both pilots must roll to avoid a collision (see Collisions). [B]Rough Runway: [/B] The runway is in bad repair, which makes taking off or landing a rough ride. The pilot must succeed on a DC 15 Pilot check to take off or land. [B]Equipment Failure: [/B] It happens even to the most well-maintained airships. Some vital piece of equipment fails during the maneuver. During takeoff, the pilot can only choose abort the maneuver and must succeed on a DC 15 Pilot check to avoid crashing. On a failed Pilot check, the airship takes collision damage (see Collisions). If equipment fails during landing, the pilot can only choose to keep going. The airship must receive a DC 20 Repair check and 2d4 hours of repair time (at a cost of 1/4 the Purchase DC if the airship) before it can fly again [B]Short Runways[/B] In most metropolitan areas, landing fields are usually long enough to handle even the largest of airships. In out-of-the-way places, small villages, or wilderness areas, such roomy airstrips are rare and can only easily accommodate small airships. Occasionally, a pilot must bring his airship down in less than ideal circumstances. Sometimes the pilot is under duress and must take off or land in a shorter distance even if the runway is long enough for a normal maneuver. Taking off or landing in a shorter distance is difficult and dangerous. An airship normally requires 4 times its size in 100-foot squares to take off safely, and 8 times its size in 100-foot squares to land. On a successful DC 25 Pilot check, the pilot can take off in 3 times its size in squares and land in 6 times its size in squares. As with all such maneuvers, the pilot can choose to abort the maneuver or keep going (see above). For example, a Huge airship which fills 1/2 a square normally requires 2 squares to take off and 4 squares to land. The pilot can take off in 1.5 squares or land in 4.5 squares, but to do so he must succeed on a DC 25 Pilot check. [B]VTOL: [/B] Some airships have the VTOL (vertical take off and landing) trait. These airships do not need runways to take off or land. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Nausicaä of the Valley of the Wind d20 Ideas
Top