Post by DM Quietus on Dec 17, 2011 16:39:16 GMT -5
Fuel - spells or spell slots are used for fuel. The exact details of how much fuel each spell gives are a bit iffy, but the spell level is the "grade" of fuel - higher level spells provide better quality fuel. An airship is rated by the grade of fuel that it generally requires.
The standard g1 (grade one) model airship is fuelled by first level spells. This standard model runs 40 feet/round speed with average maneuverability. A g2 airship requires level 2 spells to run at top efficiency, and so on.
From the standard g1 model, you can trade 20 feet of movement for 1 stage of maneuverability, or the other way around. Effectively, it can be anywhere from 80 feet movement (clumsy), or 0 feet of movement (perfect), and has to be dragged behind something else.
Each increase in grade of gas allows for +1 maneuverability, or +20 feet of speed. The Dwarven prison ships run on g3, with 40 feet/perfect. The giant eagles and owls that the Elves fly on don't require spell slots, but have the stats of a g3 engine with 80 feet/average.
On the amount of fuel : This hasn't been solidified. At first, I was thinking to simply use Caster Level = Energy Points, and then have each 10 minutes of flight cost 1 Energy. That seems to work just fine for basic overland movement, but then in-combat tricks become more difficult to handle, if they require an energy cost.
Options :
Caster level x 10 = Energy, and each point of energy is 1 minute of travel. This gives the same caster level:flight time ratio as above, with smaller units. The only downside I see right now is the larger numbers make for more annoying bookkeeping.
Spell Level x Caster Level = Energy. Here we run into the problem that at low levels, you have very little Energy, and at high levels it's abundant. If we go 1 Energy = 1 minute, then at low levels you won't be able to travel. If we go 1 Energy = 10 minutes, then at high levels Energy becomes almost not worth tracking.
Caster Level = Energy, 10 minutes flight/Energy, AND tricks are purely a factor of skill checks without Energy cost. Depends on what the tricks are capable of, I suppose?
The standard g1 (grade one) model airship is fuelled by first level spells. This standard model runs 40 feet/round speed with average maneuverability. A g2 airship requires level 2 spells to run at top efficiency, and so on.
From the standard g1 model, you can trade 20 feet of movement for 1 stage of maneuverability, or the other way around. Effectively, it can be anywhere from 80 feet movement (clumsy), or 0 feet of movement (perfect), and has to be dragged behind something else.
Each increase in grade of gas allows for +1 maneuverability, or +20 feet of speed. The Dwarven prison ships run on g3, with 40 feet/perfect. The giant eagles and owls that the Elves fly on don't require spell slots, but have the stats of a g3 engine with 80 feet/average.
On the amount of fuel : This hasn't been solidified. At first, I was thinking to simply use Caster Level = Energy Points, and then have each 10 minutes of flight cost 1 Energy. That seems to work just fine for basic overland movement, but then in-combat tricks become more difficult to handle, if they require an energy cost.
Options :
Caster level x 10 = Energy, and each point of energy is 1 minute of travel. This gives the same caster level:flight time ratio as above, with smaller units. The only downside I see right now is the larger numbers make for more annoying bookkeeping.
Spell Level x Caster Level = Energy. Here we run into the problem that at low levels, you have very little Energy, and at high levels it's abundant. If we go 1 Energy = 1 minute, then at low levels you won't be able to travel. If we go 1 Energy = 10 minutes, then at high levels Energy becomes almost not worth tracking.
Caster Level = Energy, 10 minutes flight/Energy, AND tricks are purely a factor of skill checks without Energy cost. Depends on what the tricks are capable of, I suppose?