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Combat/movement in low/zero/"weird" gravity situations

 
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WDS

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Since: Apr 20, 2007
Posts: 96



(Msg. 1) Posted: Mon Feb 25, 2008 10:45 am
Post subject: Combat/movement in low/zero/"weird" gravity situations
Archived from groups: rec>games>frp>dnd (more info?)

Have there been any official WotC rules for this sort of stuff?
Anything from outside WotC?

If not, any ideas?

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Tetsubo

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Since: Jun 06, 2004
Posts: 460



(Msg. 2) Posted: Mon Feb 25, 2008 3:33 pm
Post subject: Re: Combat/movement in low/zero/"weird" gravity situations [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

WDS wrote:
> Have there been any official WotC rules for this sort of stuff?
> Anything from outside WotC?
>
> If not, any ideas?

You might want to look at the Dragonstar setting. It is SF fused with
the D&D setting.

--
Tetsubo
--------------------------------------
"The apparent lesson of the Inquisition is that insistence on
uniformity of belief is fatal to intellectual, moral and spiritual health."
-The Uses Of The Past-, Herbert J. Muller

BLUP

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Mark Blunden

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Since: Aug 30, 2007
Posts: 53



(Msg. 3) Posted: Mon Feb 25, 2008 11:02 pm
Post subject: Re: Combat/movement in low/zero/"weird" gravity situations [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

"WDS" <Bill DeleteThis @seurer.net> wrote in message
news:f5ded9a5-4585-4ad6-97bf-37c54dfb922f@v3g2000hsc.googlegroups.com...
> Have there been any official WotC rules for this sort of stuff?
> Anything from outside WotC?
>
> If not, any ideas?

Star Wars Saga Edition has simple rules for this. The writer seems to be
slightly confused (or deliberately simplistic) about how moving heavy
objects works in zero-gee, but aside from that it's reasonably good.

Characters gain a fly speed equal to their base land speed, but can move
only in straight lines until they encounter a solid surface (creatures with
natural flight retain their flight capability), carrying capacity is greatly
increased, and characters not native to zero-gee take a penalty to attacks.

There are also rules for space sickness, and for after-effects of long-term
zero-gee exposure.

--
Mark.
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WDS

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Since: Apr 20, 2007
Posts: 96



(Msg. 4) Posted: Thu Feb 28, 2008 7:35 am
Post subject: Re: Combat/movement in low/zero/"weird" gravity situations [Login to view extended thread Info.]
Archived from groups: per prev. post (more info?)

On Feb 25, 12:45 pm, WDS <B....DeleteThis@seurer.net> wrote:
> Have there been any official WotC rules for this sort of stuff?
> Anything from outside WotC?
>
> If not, any ideas?

Thanks for the tips.

Someone pointed out there are some rules in the Manual of the Planes
about this. Sure enough there are a couple paragraphs about combat in
high and low G. The low G rules basically give you a -2 penalty on
most physical actions (combat, balance, etc.) and a few bonuses
(longer range increments, bonus on jump, ...) when in a low G
situation (without defining exactly what low G is). it also mentions
that you can "double or triple" the effects in more extreme
situations. The section on zero G doesn't have any crunchy bits at
all.

So I'll probably run it as -2 in low G just to keep it simple.
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