Author Topic: Flying rules  (Read 2123 times)

Mythrain

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Flying rules
« on: July 13, 2012, 05:11:17 PM »
Could someone direct Me to the flying rules? I can not find any. I wish to know about combat while flying, strafing/attacking ground targets, stall speed etc.

Krensky

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Re: Flying rules
« Reply #1 on: July 13, 2012, 05:23:32 PM »
From the description of Flyer on page 227

The NPC flies using wings or other means (e.g. levitation). While in the air, he makes Maneuver checks with the Acrobatics skill (see pages 69 and 80).

While a winged NPC is in the air, hes considered 1 Size larger for Defense, as well as Blend and Sneak checks. His error ranges with attacks and Spellcasting checks also increase by 2 (or 4 while he hovers).

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Mythrain

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Re: Flying rules
« Reply #2 on: July 13, 2012, 07:31:34 PM »
Does one need to move every round or risk stalling? Can you move to a ground target and attack without landing?

Krensky

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Re: Flying rules
« Reply #3 on: July 13, 2012, 08:03:34 PM »
Characters with wingec flight need to fly or hover. Those with just flight just levitate, hover, whatever.

Why wouldn't you? Although note that normal movement rules regarding adjacency apply.

I might or might not call for a Acrobatics check. Dependw on the situation and my mood.
« Last Edit: July 13, 2012, 09:10:10 PM by Krensky »
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Mythrain

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Re: Flying rules
« Reply #4 on: July 14, 2012, 01:53:44 AM »
Really appreciate the answers. I am hoping to play a Drake and need to understand flight better.

Does take off/landing take a seperate action? From what I understand, a Drake could take off to a height of 10' and then move 30' forward as a move action. Ending 30' from starting point and 10', still in range of bite

Crafty_Alex

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Re: Flying rules
« Reply #5 on: July 14, 2012, 10:40:10 AM »
That's correct. Our flight rules are more cinematic than simulationist - we wanted to make playing a flier as easy and intuitive as possible.
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Krensky

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Re: Flying rules
« Reply #6 on: July 14, 2012, 10:48:48 AM »
My only limit is I only allow one movement type per Move Action.

Also, your example could be 40 of move, or 35 of move. Handy formula for finding distance with the diagonal abstraction is to count the squares moved in both x and y, then add half the smaller to the larger. Same when adding z (altitude or depth) but you want to do the movement in the plae, then add half of the smaller of that and the altitude to the other.
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LordKruelos

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Re: Flying rules
« Reply #7 on: July 15, 2012, 07:13:06 PM »
What about change of direction?

Khaalis

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Re: Flying rules
« Reply #8 on: July 24, 2012, 11:24:09 PM »
What about change of direction?

What do you mean? Something like Maneuverability Classes?  If so, as far as I can tell, there is no such thing in FC unless I missed something. I believe that was done on purpose, as Alex pointed out, to be more cinematic.

On a different note, I would see natural flyers being just as able to make course corrections as a human changing direction while walking. Its intuitive. If you really wanted to be more simulationist about it, you could either:
* Involve a DEX check to make 90-degree course changes at speeds above base.
* Use a Flying skill like Pathfinder does.

Just a few quick thoughts off the top of my head on it. Personally, I use the DEX check for extreme cases. Otherwise I don't really worry about it.

MilitiaJim

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Re: Flying rules
« Reply #9 on: July 25, 2012, 05:09:33 AM »
I thought crazy flying manuevers are an Acrobatics check?
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LordKruelos

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Re: Flying rules
« Reply #10 on: July 25, 2012, 08:53:11 AM »
What about change of direction?

What do you mean? Something like Maneuverability Classes? 

Let me set an example and maybe folks can help talk me through it:

A party of PCs are roped together climbing a mountain when they disrupt a nest of Wyverns (Spd 60 ft. winged flight, Charging basics). Roped together and climbing, the PCs aren't going to be moving a whole heck of a lot side to side.

So the Wyverns use their Charging basics to fly past the climbing PCs, making a Free attack somewhere in the middle of their movement.
Can they do this every round (essentially making a full 180 turn then a Run action), would that kind of turn require a maneuver roll to make quickly or can it be done without a roll, or does it require some kind of action to do the full turn, then setup for another Run/charge?




Big_Jim

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Re: Flying rules
« Reply #11 on: July 25, 2012, 11:14:06 AM »
On a different note, I would see natural flyers being just as able to make course corrections as a human changing direction while walking. Its intuitive. If you really wanted to be more simulationist about it, you could either:
* Involve a DEX check to make 90-degree course changes at speeds above base.
* Use a Flying skill like Pathfinder does.

Just a few quick thoughts off the top of my head on it. Personally, I use the DEX check for extreme cases. Otherwise I don't really worry about it.

As MilitiaJim said, it's Acrobatics. There are no straight Attribute checks for stuff in the Master Craft system - it's a skill based system in that regard.

Let me set an example and maybe folks can help talk me through it:

A party of PCs are roped together climbing a mountain when they disrupt a nest of Wyverns (Spd 60 ft. winged flight, Charging basics). Roped together and climbing, the PCs aren't going to be moving a whole heck of a lot side to side.

So the Wyverns use their Charging basics to fly past the climbing PCs, making a Free attack somewhere in the middle of their movement.
Can they do this every round (essentially making a full 180 turn then a Run action), would that kind of turn require a maneuver roll to make quickly or can it be done without a roll, or does it require some kind of action to do the full turn, then setup for another Run/charge?

To do that, the wyverns need Mobility Basics. Without that feat, they only get the move-by attack every two rounds. In fact, Mobility Basics is a great catchall for a truly maneuverable flyer.
« Last Edit: July 25, 2012, 11:16:34 AM by Big_Jim »

LordKruelos

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Re: Flying rules
« Reply #12 on: July 25, 2012, 12:14:24 PM »
Let me set an example and maybe folks can help talk me through it:

A party of PCs are roped together climbing a mountain when they disrupt a nest of Wyverns (Spd 60 ft. winged flight, Charging basics). Roped together and climbing, the PCs aren't going to be moving a whole heck of a lot side to side.

So the Wyverns use their Charging basics to fly past the climbing PCs, making a Free attack somewhere in the middle of their movement.
Can they do this every round (essentially making a full 180 turn then a Run action), would that kind of turn require a maneuver roll to make quickly or can it be done without a roll, or does it require some kind of action to do the full turn, then setup for another Run/charge?

To do that, the wyverns need Mobility Basics. Without that feat, they only get the move-by attack every two rounds. In fact, Mobility Basics is a great catchall for a truly maneuverable flyer.


To make sure I understand correctly -- the direction the flyer is facing at the end of their Run action matters respective to their next action (also a Run)?

Good point regarding Mobility Basics

Mister Andersen

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Re: Flying rules
« Reply #13 on: July 25, 2012, 12:51:06 PM »
There is no rule stopping you from running back the exact opposite direction you ran in during the previous round. The only limitations on the base action are that you have to move in a straight line (negated by Mobility Basics), can't ordinarily attack as it's a full action (negated by the Charge tree -- Basics if you want to be kind, Mastery if you're a heartless bastard), and you're rendered flatfooted once the action is complete until your next round (provided you aren't successfully attacked beforehand).

The mandatory flatfootedness is easily described as the point where the wyvern wheels around on ther wingtip between one strafe and the next.
« Last Edit: July 25, 2012, 12:56:19 PM by Mister Andersen »

LordKruelos

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Re: Flying rules
« Reply #14 on: July 25, 2012, 12:58:06 PM »
There is no rule stopping you from running back the exact opposite direction you ran in during the previous round. The only limitations on the base action are that you have to move in a straight line (negated by Mobility Basics), can't ordinarily attack as it's a full action (negated by the Charge tree -- Basics if you want to be kind, Mastery if you're a heartless bastard), and you're rendered flatfooted once the action is complete until your next round (provided you aren't successfully attacked beforehand).

The mandatory flatfootedness is easily described as the point where the wyvern wheels around on ther wingtip between one strafe and the next.

MA - based on that, sounds like the strafing run could then happen every round, and PCs stuck on the climb would either get ranged attacks vs the beastie's end of movement position (let's say 120' on either side for simplicity sake) OR could ready actions to attack when the beast comes close.