Post by DM_tonofbricks on Sept 30, 2016 8:36:59 GMT
Hi everyone. I am working on vehicular combat (among a ton of other stuff) for a module in D&D that I am hoping will eventually turn into a stand alone RPG. I figured I'd upload the work I have so far. This is based the assumption that the people playing will take on a pretty free flow/common sense approach to defining how tough and durable a vehicle is since no stats are really provided in the current PHB or DMG
Note: vehicle damages are intended to indicate damage against other vehicles. They obviously do more damage to people or makeshift structures.
1. Vehicular Combat
a. Distances:
i. Neck and Neck: The two vehicles are right next to each other
ii. Close: The vehicles are within a few dozen feet of each other
iii. Losing them: The vehicles are far enough away that the chaser is at risk of being left behind
iv. Gone: the chase is all but over
b. Actions at Distance
i. Neck and Neck: Vehicle attacks, melee attacks, ranged attacks, aimed attacks, driving maneuvers
ii. Close: vehicle attacks, ranged attacked, aimed attacks (disadvantage), driving maneuvers
iii. Losing them: ranged attacks (disadvantage), driving maneuvers
iv. Gone: certain driving maneuvers
c. Chasing (geared towards keeping the chase intense)
i. Opposing driving checks
ii. Results within 10 of each other: no change in distance
iii. Results not within 10 of each other: distance changes according to the winner
d. Attacking
i. results are represented as their relation to the AC of the opposing vehicle with an assumed AC of 15 for the opposing vehicle
ii. Roll
1. Nat 1: miss + imposed chase disadvantage to self + roll to crash + 1d4 dmg
2. More than 5 under (2-9): miss + impose chase disadvantage on self
3. less than 5 under (10-14): miss
4. Even (15): damage to both
5. Less than 5 over (16-19): damage to enemy vehicle
6. More than 5 over (20+): damage + impose chase disadvantage on enemy
7. nat 20: damage + impose chase disadvantage on enemy+ enemy must make crash roll
e. Crashing
i. DC 12 driving check. On fail, crash
1. On crit fail:
ii. Characters make DC equal to (Vehicular Damage +5) Dex save. (note, save is made with damage of vehicle you are riding in to simulate that
large vehicles crash harder)
1. On fail: 2d10
2. On success: 1/2 2d10
3. Disadvantage if outside of vehicle (includes partial)
2. Vehicles
a. Vehicle Stats
i. Car AC = Vehicle Durability (avg 10) + Dex + Per of Driver (+ proficiency if driver is proficient in driving)
ii. Vehicular Attack = Roll + Dex + Per(+ proficiency if driver is proficient in driving)
iii. Durability (AC)= 10
1. Modification +/-1 per level of toughness
a. Example: Car is Tough level 0 so no modifier
b. Example; Motorcycle is Tough level -5 so modifier is -5
iv. Vehicle HP = 40 +/- 5 per level of toughness
1. Example: Car is Tough level 0 so HP is 40
2. Example: Motorcycle is Touch level -5 so HP is 15
v. Vehicle Attack = 1d10 + (proficiency of driver times level of toughness)
1. Example: level 5 tough vehicle with driver of proficiency 2 = 1d10+10
b. Examples:
i. Basic Car:
1. AC= 10 + Dex (2) + Per (2) + Prof (2) of driver = 16
2. HP = 40
3. Attack bonus = Per(2) + Dex(2) + Prof (2) = +6
4. Attack DMG = 1d10+0 (prof x level of toughness (0))
ii. Basic Motorcycle
1. AC = 5 + Per(2) + (Dex(2) x 2) + (Prof (2) x 2) = 15
2. HP = 15
3. Attack bonus = Per(2) + Dex(2) + Prof (2) = +6
4. Attack DMG = 1d10-10 (prof x level of toughness (-5))
a. negative damage is transferred to attacker
b. So...obviously not a good idea to try to ram an armored car on a motorcycle
c. Vehicle types
i. Land:
1. Cars: Toughness 0
2. motorcycles: Toughness -5. Can add double Proficiency and Dexterity for both Durability and Chase checks. Double damage for crashing.
3. armored cars: toughness +3. 1/2 Dex bonus to driving checks.
The following are still being worked on. Any help would be appreciated.
ii. flying
iii. water
1. Submersible
iv. Special:
1. Mechs
d. Driving Maneuvers (each takes an action)
i. Gun it (driver): DC 20 driving check to change the positioning by two chase distances. On fail, the vehicle initiating the action must make a crash check DC 12 and does not change the chase position
ii. (passenger in vehicles powered by fuel) Feed the flames: stuff fuel into the burner tank to give self advantage on chase check
iii. Unexpected Turn: Opposing driver makes driving check. On failure, you gain +1 distance automatically
e.
Note: vehicle damages are intended to indicate damage against other vehicles. They obviously do more damage to people or makeshift structures.
1. Vehicular Combat
a. Distances:
i. Neck and Neck: The two vehicles are right next to each other
ii. Close: The vehicles are within a few dozen feet of each other
iii. Losing them: The vehicles are far enough away that the chaser is at risk of being left behind
iv. Gone: the chase is all but over
b. Actions at Distance
i. Neck and Neck: Vehicle attacks, melee attacks, ranged attacks, aimed attacks, driving maneuvers
ii. Close: vehicle attacks, ranged attacked, aimed attacks (disadvantage), driving maneuvers
iii. Losing them: ranged attacks (disadvantage), driving maneuvers
iv. Gone: certain driving maneuvers
c. Chasing (geared towards keeping the chase intense)
i. Opposing driving checks
ii. Results within 10 of each other: no change in distance
iii. Results not within 10 of each other: distance changes according to the winner
d. Attacking
i. results are represented as their relation to the AC of the opposing vehicle with an assumed AC of 15 for the opposing vehicle
ii. Roll
1. Nat 1: miss + imposed chase disadvantage to self + roll to crash + 1d4 dmg
2. More than 5 under (2-9): miss + impose chase disadvantage on self
3. less than 5 under (10-14): miss
4. Even (15): damage to both
5. Less than 5 over (16-19): damage to enemy vehicle
6. More than 5 over (20+): damage + impose chase disadvantage on enemy
7. nat 20: damage + impose chase disadvantage on enemy+ enemy must make crash roll
e. Crashing
i. DC 12 driving check. On fail, crash
1. On crit fail:
ii. Characters make DC equal to (Vehicular Damage +5) Dex save. (note, save is made with damage of vehicle you are riding in to simulate that
large vehicles crash harder)
1. On fail: 2d10
2. On success: 1/2 2d10
3. Disadvantage if outside of vehicle (includes partial)
2. Vehicles
a. Vehicle Stats
i. Car AC = Vehicle Durability (avg 10) + Dex + Per of Driver (+ proficiency if driver is proficient in driving)
ii. Vehicular Attack = Roll + Dex + Per(+ proficiency if driver is proficient in driving)
iii. Durability (AC)= 10
1. Modification +/-1 per level of toughness
a. Example: Car is Tough level 0 so no modifier
b. Example; Motorcycle is Tough level -5 so modifier is -5
iv. Vehicle HP = 40 +/- 5 per level of toughness
1. Example: Car is Tough level 0 so HP is 40
2. Example: Motorcycle is Touch level -5 so HP is 15
v. Vehicle Attack = 1d10 + (proficiency of driver times level of toughness)
1. Example: level 5 tough vehicle with driver of proficiency 2 = 1d10+10
b. Examples:
i. Basic Car:
1. AC= 10 + Dex (2) + Per (2) + Prof (2) of driver = 16
2. HP = 40
3. Attack bonus = Per(2) + Dex(2) + Prof (2) = +6
4. Attack DMG = 1d10+0 (prof x level of toughness (0))
ii. Basic Motorcycle
1. AC = 5 + Per(2) + (Dex(2) x 2) + (Prof (2) x 2) = 15
2. HP = 15
3. Attack bonus = Per(2) + Dex(2) + Prof (2) = +6
4. Attack DMG = 1d10-10 (prof x level of toughness (-5))
a. negative damage is transferred to attacker
b. So...obviously not a good idea to try to ram an armored car on a motorcycle
c. Vehicle types
i. Land:
1. Cars: Toughness 0
2. motorcycles: Toughness -5. Can add double Proficiency and Dexterity for both Durability and Chase checks. Double damage for crashing.
3. armored cars: toughness +3. 1/2 Dex bonus to driving checks.
The following are still being worked on. Any help would be appreciated.
ii. flying
iii. water
1. Submersible
iv. Special:
1. Mechs
d. Driving Maneuvers (each takes an action)
i. Gun it (driver): DC 20 driving check to change the positioning by two chase distances. On fail, the vehicle initiating the action must make a crash check DC 12 and does not change the chase position
ii. (passenger in vehicles powered by fuel) Feed the flames: stuff fuel into the burner tank to give self advantage on chase check
iii. Unexpected Turn: Opposing driver makes driving check. On failure, you gain +1 distance automatically
e.