I have an idea that skirts it, and may actually work. Various supplies and preparations the party might make while on shore are advantages they create, with free invokes put on them. So you might have Barrels of Fish with 2 invokes when you set sail. And should there be a roll for feeding the crew, these invokes would come in handy.
> Ship mode **Iron** Overcome: Clear the path! Attack: Fire all cannons! **Mirrors** Overcome: Banish the Darkness! CA: Light up the target! **Hearts** Overcome: Crew, do thing! CA: Stand firm! Attack: Charge! Defend: Brace for impact! **Veils** Overcome: Full speed ahead! Create Advantage: Silent run!
The other option is to just have consequence slots. So if you fail to feed the crew, well, Hungry Crew minor consequence is a thing you'll have to deal with, and everything's just a bit worse after that.
Right. But stress is also mostly used in situations where multiple rolls will be made to inflict it, i.e. combat. I don't expect there'll be a lot of rolling to see if the crew is fed.
I was thinking that you would have to do something to unlock them again and then wait the proper amount of in game time,... but that is exactly how consequences work T.T XD
it seems like crew stress is the way to go
and have ship consequences and maybe even crew consequences too, though I see no reason they can't be the same track
Basically, ship rules and zailing rules (something I'm still working on) are there to not-so-gently encourage the party to land on islands along the way, not just stream ahead.
@Magician your players and their crew need to have the supplies or resources to repair the ship or feed the crew, and of course yes need to dock at a port or something to make repairs that are anything other than really minor
and of course if the whole point is to make sure they do certain things like land often and do "quests" or the like, you can make said resources and docks relatively easy to find or get to as long as they actually do said things
Hrm. And I guess if we're not having a fight, but rather a single check or challenge to feed or pacify the crew, we can go straight to consequences if we fail, ignoring stress.
@Magician Sails full of Stars is a Fate Core-based Fate World which removes the Vehicles skill and adds Sail, used for maneuvering, ramming, and stuff. You use Shoot for cannons, Crafts for maintenance and repair, and Athletics for getting around the ship quickly.
@doppelgreener current plan is to have corresponding officers' skills add to the skills of the ship. Skills of the ship represent it's equipment and quality.
my idea is that the players will have to balance between how dangerous an island is/how dangerous they think it is and how badly they need resources of food, fuel, or materials to repair the hull and such
Also, the social skills have various stunts for affecting the morale of your crew, and the Will stunts for the captain are about them putting their blood & sweat & tears or their determination into the ship.
My current plan for zailing is to have someone roll fate dice for each unit of distance the ship travels. Blank dice do nothing, pluses indicate external problems (pirates, zee monsters, freak weather) while minuses indicate internal problems (stowaways, mutiny, hunger, terror). A single symbol is something to be solved with an Overcome action. Two mean it's likely a challenge or a small combat. Three or four, and we're looking at an adventure in its own right.
@Magician Ah! Sounds neat. Like, your ship's offensive/cannoneering/something skill is +X, which represents a teamwork attack between everyone who knows how to man a cannon?
Basically a ship is a collection of stunts, aspects, and consequence slots that the group shares, except that one character can't use all the stunts; each stunt corresponds to a "station" on the ship which must be manned in order to be used.
> A PC operating a station can decide what that part of the ship does and which approach they use and the ship uses. The operator rolls four fate dice, adds their approach to the ship’s approach, and resolves the action normally.
I think the only reason I have not had any negative score posts is because post so little, and I am super picky with what I would post
I try to make sure everything I do post is actually clear and useful, and all my answers are based off of my actual experience or book knowledge (most of my posts are answers)
I imagine that is the case for most positive posts too, maybe part of the problem is that some people are either new to the site and don't know how it works, or they are instead not used to having people say their posts are not useful as is?
I wouldn't assume those are the only two things, but it seems like they might be problems
if I have access to the source material I ferret it out myself
partly because it is an excuse to read something
but even as far as that, a lot of the questions I see here that I feel I could answer really well,... already have someone answering in a way I like or even practically almost exactly the same way I would
therefore, I kinda have gotten used to not posting very many of either answers or questions
plus most of my expertise or need comes from 4E and Fate
@BESW The dearth of effort I presume on OP's part was why I downvoted--if the querent were serious I'd have expected to see some analysis of the Classical and Romantic sources cited in their own blockquote, contrasted with elements in the D&D description that appear not to come from those.
Gliding is usually listed as an extraordinary ability, for example the Raptoran entry in RotW (pg. 68):
Gliding (Ex): A raptoran can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Raptorans glide at a speed...
@Joninean ah. V-never-exceed -- the maximum safe airspeed for anything that flies by way of conventional aerodynamics. above it, bad things start happening, like flutter and excess structural loads
@Shalvenay Ah, yeah. I must say, the second part of the text was rather irrelevant, but Ruut edited it in. Now it's confusing people about the actual subject of the question, it seems.
I linked to question to my DM, and he's like: "Well, the second part takes no action."
@Shalvenay The first part confuses me though. I'm trying to make a swift hunter Raptoran, and being able to glide and full attack would be nice, hence the question in the first place.
But now it's almost a discussion of "Which rule applies?"
I also commented on the newest question if there were more examples of movement-related abilities asking for a standard action. I believe him, but it barely makes sense to me.
@Shalvenay Let me quickly look up another flying thing.
@Shalvenay It's part of the "Raptoran traits". Looking up other flying creatures, I have found none so far that can glide.
@Shalvenay Also, to explain the impossible never-take-more-than-1d6-falling-damage-issue, SRD: "Extraordinary abilities are nonmagical, though they may break the laws of physics."
@Shalvenay Also relevant, and from the SRD: "Flight (Ex or Su) A creature with this ability can cease or resume flight as a free action." Flying itself is movement, but *engaging* flight is a free action.
@Joninean yeah. the way I'd run it if I was DMing is that gliding is a movement type that requires that the character have a gliding speed to function. entering or exiting a glide is a free action unless triggered by some other contingency, and maneuvering while gliding requires a Fly check with say +3 DC over the equivalent powered flight scenario. the Glide Ex ability would then grant the char a glide speed.
@Shalvenay That would make sense. The only problem with this is that IRL, no action would be required from, say, a paraglider to remain gliding, while this ruling does require an action from you.
@Shalvenay Personally, I'd think gliding is something you do enter or exit as a free action (like flying), but requires you to be free-falling. I don't think, for instance, you can affect your glide-speed and "glide faster". This would mean you cannot run or withdraw while gliding, but it wouldn't require actions to maintain.
@Shalvenay It feels more logical this way, but also feels a bit unbalanced compared to other flying creatures.
@Shalvenay With withdraw, you move twice your speed, which wouldn't be possible in my formulation, as gliding would be a passive that can be activated.
@Shalvenay True, but the amount of gliding per round seems fixed: "A raptoran can use her wings to glide, negating damage from a fall of any height and allowing 20 feet of forward travel for every 5 feet of descent. Raptorans glide at a speed of 40 feet (average maneuverability)." Or am I misinterpreting it?
We currently have age-of-rebellion, force-and-destiny, and edge-of-the-empire tags for Star Wars. These three games use very much the same system - they use the same quirky dice, the same skill and ability check system, the same advancement track system, etc. They also share the same exact subs...
@Shalvenay That sounds alright. The biggest problem now, however, is that since it's an Ex ability, and no other action is stated, it would either be a standard or no/free action. IMO, both don't really seem to fit in here, but a move action would be against RAW.
@Joninean eh, flying can be an Ex ability and require a move action to sustain. this is a case where the GM has to sew together the system with a bungee cord :P
also -- I so wish Peter Kampf from Aviation.SE was around to pop his head into this -- he'd probably be able to explain the whole business with gliding at different speeds to you waaaaaay better than I can, as he's spent a lot more time flying gliders/sailplanes around than I have!
@Shalvenay Correct, but flying at least states it specifically; "Activating" flight is a free action, maintaining it, since it has a speed, costs a move-action. Hovering takes no action though, and gliding, to me as someone whose best flying-experience is having been in a plane twice, seems like hovering with a speed.
'Cause you're sorta slowly falling forward...
I might be saying something completely stupid now, though.
@Joninean yeah. I might see about poking someone in Aviation.SE about how a glider would change its groundspeed, and how what they're doing affects sink rate
@Joninean actually, come to think of it -- it is as simple as I thought
gliders can vary their airspeed, and thus, their groundspeed -- you can trade altitude for airspeed or airspeed for altitude, or carry ballast aloft with you to increase your speed (and interestingly enough, possibly your endurance as well)
@nitsua60 ah :) I have about 90mins-2hrs or so from when you'll be back, then have to run my errands for the day, so perhaps you can knock something together real fast for r20 while I'm out running errands?